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-rw-r--r--.github/workflows/linux_builds.yml17
-rw-r--r--COPYRIGHT.txt2
-rw-r--r--core/extension/gdextension_interface.cpp32
-rw-r--r--core/extension/gdextension_interface.h31
-rw-r--r--core/object/ref_counted.h3
-rw-r--r--core/variant/variant_parser.cpp17
-rw-r--r--core/variant/variant_parser.h10
-rw-r--r--doc/classes/CanvasGroup.xml17
-rw-r--r--doc/classes/EditorSettings.xml3
-rw-r--r--doc/classes/EditorUndoRedoManager.xml3
-rw-r--r--doc/classes/ProjectSettings.xml3
-rw-r--r--doc/classes/RenderingServer.xml6
-rw-r--r--doc/classes/String.xml2
-rw-r--r--doc/classes/StringName.xml2
-rw-r--r--doc/translations/ar.po396
-rw-r--r--doc/translations/ca.po255
-rw-r--r--doc/translations/classes.pot255
-rw-r--r--doc/translations/cs.po268
-rw-r--r--doc/translations/de.po349
-rw-r--r--doc/translations/el.po255
-rw-r--r--doc/translations/es.po307
-rw-r--r--doc/translations/et.po255
-rw-r--r--doc/translations/fa.po256
-rw-r--r--doc/translations/fi.po255
-rw-r--r--doc/translations/fil.po255
-rw-r--r--doc/translations/fr.po438
-rw-r--r--doc/translations/gl.po255
-rw-r--r--doc/translations/hi.po255
-rw-r--r--doc/translations/hu.po255
-rw-r--r--doc/translations/id.po262
-rw-r--r--doc/translations/is.po255
-rw-r--r--doc/translations/it.po1241
-rw-r--r--doc/translations/ja.po312
-rw-r--r--doc/translations/ko.po268
-rw-r--r--doc/translations/lt.po255
-rw-r--r--doc/translations/lv.po255
-rw-r--r--doc/translations/mr.po255
-rw-r--r--doc/translations/nb.po255
-rw-r--r--doc/translations/ne.po255
-rw-r--r--doc/translations/nl.po255
-rw-r--r--doc/translations/pl.po337
-rw-r--r--doc/translations/pt.po275
-rw-r--r--doc/translations/pt_BR.po391
-rw-r--r--doc/translations/ro.po255
-rw-r--r--doc/translations/ru.po1741
-rw-r--r--doc/translations/sk.po255
-rw-r--r--doc/translations/sr_Cyrl.po255
-rw-r--r--doc/translations/sv.po255
-rw-r--r--doc/translations/th.po255
-rw-r--r--doc/translations/tl.po255
-rw-r--r--doc/translations/tr.po262
-rw-r--r--doc/translations/uk.po266
-rw-r--r--doc/translations/vi.po256
-rw-r--r--doc/translations/zh_CN.po1442
-rw-r--r--doc/translations/zh_TW.po267
-rw-r--r--drivers/gles3/effects/copy_effects.cpp4
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp10
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp4
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h2
-rw-r--r--editor/animation_track_editor_plugins.cpp88
-rw-r--r--editor/debugger/editor_debugger_node.cpp2
-rw-r--r--editor/editor_node.cpp2
-rw-r--r--editor/editor_settings.cpp1
-rw-r--r--editor/editor_undo_redo_manager.cpp40
-rw-r--r--editor/editor_undo_redo_manager.h1
-rw-r--r--editor/import/dynamic_font_import_settings.cpp11
-rw-r--r--editor/plugins/animation_blend_space_1d_editor.cpp34
-rw-r--r--editor/plugins/animation_blend_space_2d_editor.cpp35
-rw-r--r--editor/plugins/animation_blend_tree_editor_plugin.cpp59
-rw-r--r--editor/plugins/animation_state_machine_editor.cpp51
-rw-r--r--editor/plugins/animation_tree_editor_plugin.cpp13
-rw-r--r--editor/plugins/animation_tree_editor_plugin.h1
-rw-r--r--editor/plugins/node_3d_editor_plugin.cpp26
-rw-r--r--editor/plugins/node_3d_editor_plugin.h2
-rw-r--r--editor/plugins/packed_scene_editor_plugin.cpp81
-rw-r--r--editor/plugins/packed_scene_editor_plugin.h68
-rw-r--r--editor/plugins/path_3d_editor_plugin.cpp7
-rw-r--r--editor/plugins/tiles/tile_map_editor.cpp9
-rw-r--r--editor/plugins/tiles/tile_map_editor.h2
-rw-r--r--editor/plugins/tiles/tile_set_atlas_source_editor.cpp19
-rw-r--r--editor/plugins/tiles/tile_set_atlas_source_editor.h1
-rw-r--r--editor/project_manager.cpp94
-rw-r--r--editor/register_editor_types.cpp2
-rw-r--r--editor/translations/af.po24
-rw-r--r--editor/translations/ar.po650
-rw-r--r--editor/translations/az.po21
-rw-r--r--editor/translations/bg.po87
-rw-r--r--editor/translations/bn.po23
-rw-r--r--editor/translations/br.po21
-rw-r--r--editor/translations/ca.po25
-rw-r--r--editor/translations/cs.po591
-rw-r--r--editor/translations/da.po33
-rw-r--r--editor/translations/de.po37
-rw-r--r--editor/translations/editor.pot20
-rw-r--r--editor/translations/el.po26
-rw-r--r--editor/translations/en_Shaw.po21
-rw-r--r--editor/translations/eo.po25
-rw-r--r--editor/translations/es.po892
-rw-r--r--editor/translations/es_AR.po112
-rw-r--r--editor/translations/et.po21
-rw-r--r--editor/translations/eu.po33
-rw-r--r--editor/translations/fa.po38
-rw-r--r--editor/translations/fi.po300
-rw-r--r--editor/translations/fil.po123
-rw-r--r--editor/translations/fr.po499
-rw-r--r--editor/translations/ga.po21
-rw-r--r--editor/translations/gl.po25
-rw-r--r--editor/translations/he.po350
-rw-r--r--editor/translations/hi.po335
-rw-r--r--editor/translations/hr.po21
-rw-r--r--editor/translations/hu.po24
-rw-r--r--editor/translations/id.po26
-rw-r--r--editor/translations/ig.po20
-rw-r--r--editor/translations/is.po21
-rw-r--r--editor/translations/it.po1048
-rw-r--r--editor/translations/ja.po452
-rw-r--r--editor/translations/ka.po21
-rw-r--r--editor/translations/km.po20
-rw-r--r--editor/translations/ko.po1571
-rw-r--r--editor/translations/lt.po21
-rw-r--r--editor/translations/lv.po21
-rw-r--r--editor/translations/mk.po43
-rw-r--r--editor/translations/ml.po20
-rw-r--r--editor/translations/mr.po20
-rw-r--r--editor/translations/ms.po21
-rw-r--r--editor/translations/nb.po41
-rw-r--r--editor/translations/nl.po25
-rw-r--r--editor/translations/pl.po415
-rw-r--r--editor/translations/pr.po21
-rw-r--r--editor/translations/pt.po2577
-rw-r--r--editor/translations/pt_BR.po484
-rw-r--r--editor/translations/ro.po219
-rw-r--r--editor/translations/ru.po72
-rw-r--r--editor/translations/si.po21
-rw-r--r--editor/translations/sk.po21
-rw-r--r--editor/translations/sl.po24
-rw-r--r--editor/translations/sq.po21
-rw-r--r--editor/translations/sr_Cyrl.po23
-rw-r--r--editor/translations/sr_Latn.po21
-rw-r--r--editor/translations/sv.po36
-rw-r--r--editor/translations/te.po21
-rw-r--r--editor/translations/th.po52
-rw-r--r--editor/translations/tl.po21
-rw-r--r--editor/translations/tr.po114
-rw-r--r--editor/translations/uk.po32
-rw-r--r--editor/translations/ur_PK.po21
-rw-r--r--editor/translations/vi.po38
-rw-r--r--editor/translations/zh_CN.po75
-rw-r--r--editor/translations/zh_HK.po24
-rw-r--r--editor/translations/zh_TW.po64
-rw-r--r--main/main.cpp1
-rwxr-xr-xmisc/scripts/compare_extension_api.py11
-rw-r--r--modules/gdscript/gdscript_analyzer.cpp6
-rw-r--r--modules/gdscript/tests/scripts/analyzer/features/array_string_stringname_equivalent.gd7
-rw-r--r--modules/gdscript/tests/scripts/analyzer/features/array_string_stringname_equivalent.out2
-rw-r--r--modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/ExportedFields.cs2
-rw-r--r--modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/ExportedProperties.cs2
-rw-r--r--modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/MarshalType.cs2
-rw-r--r--modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/MarshalUtils.cs4
-rw-r--r--modules/mono/editor/bindings_generator.cpp2
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs6
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/Marshaling.cs10
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/VariantUtils.cs4
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/VariantUtils.generic.cs8
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Signal.cs (renamed from modules/mono/glue/GodotSharp/GodotSharp/Core/SignalInfo.cs)11
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Variant.cs14
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/GodotSharp.csproj2
-rw-r--r--modules/openxr/action_map/openxr_action.cpp6
-rw-r--r--modules/openxr/action_map/openxr_action_map.cpp34
-rw-r--r--modules/openxr/action_map/openxr_action_map.h4
-rw-r--r--modules/openxr/action_map/openxr_action_set.cpp10
-rw-r--r--modules/openxr/action_map/openxr_defs.cpp671
-rw-r--r--modules/openxr/action_map/openxr_defs.h124
-rw-r--r--modules/openxr/action_map/openxr_interaction_profile.cpp24
-rw-r--r--modules/openxr/action_map/openxr_interaction_profile.h3
-rw-r--r--modules/openxr/action_map/openxr_interaction_profile_meta_data.cpp713
-rw-r--r--modules/openxr/action_map/openxr_interaction_profile_meta_data.h118
-rw-r--r--modules/openxr/editor/openxr_action_editor.cpp87
-rw-r--r--modules/openxr/editor/openxr_action_editor.h9
-rw-r--r--modules/openxr/editor/openxr_action_map_editor.cpp198
-rw-r--r--modules/openxr/editor/openxr_action_map_editor.h15
-rw-r--r--modules/openxr/editor/openxr_action_set_editor.cpp128
-rw-r--r--modules/openxr/editor/openxr_action_set_editor.h11
-rw-r--r--modules/openxr/editor/openxr_interaction_profile_editor.cpp89
-rw-r--r--modules/openxr/editor/openxr_interaction_profile_editor.h15
-rw-r--r--modules/openxr/editor/openxr_select_interaction_profile_dialog.cpp4
-rw-r--r--modules/openxr/editor/openxr_select_interaction_profile_dialog.h2
-rw-r--r--modules/openxr/extensions/openxr_extension_wrapper.h5
-rw-r--r--modules/openxr/extensions/openxr_htc_vive_tracker_extension.cpp35
-rw-r--r--modules/openxr/extensions/openxr_htc_vive_tracker_extension.h1
-rw-r--r--modules/openxr/extensions/openxr_palm_pose_extension.cpp13
-rw-r--r--modules/openxr/extensions/openxr_palm_pose_extension.h2
-rw-r--r--modules/openxr/openxr_api.cpp88
-rw-r--r--modules/openxr/openxr_api.h5
-rw-r--r--modules/openxr/openxr_interface.cpp4
-rw-r--r--modules/openxr/register_types.cpp22
-rw-r--r--modules/raycast/config.py12
-rw-r--r--modules/text_server_adv/SCsub3
-rw-r--r--platform/ios/display_server_ios.h2
-rw-r--r--platform/ios/display_server_ios.mm18
-rw-r--r--platform/ios/keyboard_input_view.mm36
-rw-r--r--platform/windows/os_windows.cpp2
-rw-r--r--scene/2d/canvas_group.cpp2
-rw-r--r--scene/2d/gpu_particles_2d.cpp6
-rw-r--r--scene/3d/mesh_instance_3d.cpp19
-rw-r--r--scene/3d/mesh_instance_3d.h1
-rw-r--r--scene/animation/animation_tree.cpp2
-rw-r--r--scene/gui/item_list.cpp1
-rw-r--r--scene/gui/text_edit.cpp2
-rw-r--r--scene/resources/curve.cpp52
-rw-r--r--scene/resources/curve.h2
-rw-r--r--scene/resources/resource_format_text.cpp26
-rw-r--r--servers/physics_2d/godot_body_pair_2d.cpp23
-rw-r--r--servers/physics_3d/godot_body_pair_3d.cpp29
-rw-r--r--servers/rendering/dummy/rasterizer_scene_dummy.h1
-rw-r--r--servers/rendering/renderer_rd/effects/copy_effects.cpp14
-rw-r--r--servers/rendering/renderer_rd/effects/copy_effects.h9
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp13
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/copy.glsl26
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl5
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl3
-rw-r--r--servers/rendering/renderer_rd/storage_rd/texture_storage.cpp14
-rw-r--r--servers/rendering/renderer_scene_cull.h1
-rw-r--r--servers/rendering/renderer_scene_render.h1
-rw-r--r--servers/rendering/rendering_method.h1
-rw-r--r--servers/rendering/rendering_server_default.h1
-rw-r--r--servers/rendering/shader_compiler.cpp2
-rw-r--r--servers/rendering_server.cpp2
-rw-r--r--servers/rendering_server.h1
-rw-r--r--tests/scene/test_arraymesh.h4
-rw-r--r--tests/scene/test_bit_map.h35
-rw-r--r--tests/scene/test_curve.h3
-rw-r--r--thirdparty/README.md6
-rw-r--r--thirdparty/graphite/include/graphite2/Font.h28
-rw-r--r--thirdparty/graphite/include/graphite2/Log.h28
-rw-r--r--thirdparty/graphite/include/graphite2/Segment.h28
-rw-r--r--thirdparty/graphite/include/graphite2/Types.h28
-rw-r--r--thirdparty/graphite/src/CmapCache.cpp29
-rw-r--r--thirdparty/graphite/src/Code.cpp29
-rw-r--r--thirdparty/graphite/src/Collider.cpp29
-rw-r--r--thirdparty/graphite/src/Decompressor.cpp29
-rw-r--r--thirdparty/graphite/src/Face.cpp29
-rw-r--r--thirdparty/graphite/src/FeatureMap.cpp29
-rw-r--r--thirdparty/graphite/src/FileFace.cpp29
-rw-r--r--thirdparty/graphite/src/Font.cpp27
-rw-r--r--thirdparty/graphite/src/GlyphCache.cpp37
-rw-r--r--thirdparty/graphite/src/GlyphFace.cpp27
-rw-r--r--thirdparty/graphite/src/Intervals.cpp29
-rw-r--r--thirdparty/graphite/src/Justifier.cpp27
-rw-r--r--thirdparty/graphite/src/NameTable.cpp27
-rw-r--r--thirdparty/graphite/src/Pass.cpp35
-rw-r--r--thirdparty/graphite/src/Position.cpp27
-rw-r--r--thirdparty/graphite/src/Segment.cpp29
-rw-r--r--thirdparty/graphite/src/Silf.cpp29
-rw-r--r--thirdparty/graphite/src/Slot.cpp29
-rw-r--r--thirdparty/graphite/src/Sparse.cpp29
-rw-r--r--thirdparty/graphite/src/TtfUtil.cpp33
-rw-r--r--thirdparty/graphite/src/UtfCodec.cpp27
-rw-r--r--thirdparty/graphite/src/call_machine.cpp29
-rw-r--r--thirdparty/graphite/src/direct_machine.cpp29
-rw-r--r--thirdparty/graphite/src/gr_char_info.cpp27
-rw-r--r--thirdparty/graphite/src/gr_face.cpp29
-rw-r--r--thirdparty/graphite/src/gr_features.cpp29
-rw-r--r--thirdparty/graphite/src/gr_font.cpp27
-rw-r--r--thirdparty/graphite/src/gr_logging.cpp27
-rw-r--r--thirdparty/graphite/src/gr_segment.cpp29
-rw-r--r--thirdparty/graphite/src/gr_slot.cpp29
-rw-r--r--thirdparty/graphite/src/inc/CharInfo.h27
-rw-r--r--thirdparty/graphite/src/inc/CmapCache.h27
-rw-r--r--thirdparty/graphite/src/inc/Code.h29
-rw-r--r--thirdparty/graphite/src/inc/Collider.h29
-rw-r--r--thirdparty/graphite/src/inc/Compression.h27
-rw-r--r--thirdparty/graphite/src/inc/Decompressor.h27
-rw-r--r--thirdparty/graphite/src/inc/Endian.h29
-rw-r--r--thirdparty/graphite/src/inc/Error.h33
-rw-r--r--thirdparty/graphite/src/inc/Face.h29
-rw-r--r--thirdparty/graphite/src/inc/FeatureMap.h29
-rw-r--r--thirdparty/graphite/src/inc/FeatureVal.h27
-rw-r--r--thirdparty/graphite/src/inc/FileFace.h29
-rw-r--r--thirdparty/graphite/src/inc/Font.h27
-rw-r--r--thirdparty/graphite/src/inc/GlyphCache.h29
-rw-r--r--thirdparty/graphite/src/inc/GlyphFace.h27
-rw-r--r--thirdparty/graphite/src/inc/Intervals.h29
-rw-r--r--thirdparty/graphite/src/inc/List.h29
-rw-r--r--thirdparty/graphite/src/inc/Machine.h29
-rw-r--r--thirdparty/graphite/src/inc/Main.h29
-rw-r--r--thirdparty/graphite/src/inc/NameTable.h27
-rw-r--r--thirdparty/graphite/src/inc/Pass.h27
-rw-r--r--thirdparty/graphite/src/inc/Position.h27
-rw-r--r--thirdparty/graphite/src/inc/Rule.h29
-rw-r--r--thirdparty/graphite/src/inc/Segment.h29
-rw-r--r--thirdparty/graphite/src/inc/Silf.h29
-rw-r--r--thirdparty/graphite/src/inc/Slot.h29
-rw-r--r--thirdparty/graphite/src/inc/Sparse.h29
-rw-r--r--thirdparty/graphite/src/inc/TtfTypes.h35
-rw-r--r--thirdparty/graphite/src/inc/TtfUtil.h36
-rw-r--r--thirdparty/graphite/src/inc/UtfCodec.h29
-rw-r--r--thirdparty/graphite/src/inc/bits.h29
-rw-r--r--thirdparty/graphite/src/inc/debug.h29
-rw-r--r--thirdparty/graphite/src/inc/json.h29
-rw-r--r--thirdparty/graphite/src/inc/locale2lcid.h27
-rw-r--r--thirdparty/graphite/src/inc/opcode_table.h27
-rw-r--r--thirdparty/graphite/src/inc/opcodes.h29
-rw-r--r--thirdparty/graphite/src/json.cpp29
-rw-r--r--thirdparty/openxr/include/openxr/openxr.h177
-rw-r--r--thirdparty/openxr/include/openxr/openxr_reflection.h490
-rw-r--r--thirdparty/openxr/include/openxr/openxr_reflection_parent_structs.h261
-rw-r--r--thirdparty/openxr/include/openxr/openxr_reflection_structs.h427
-rw-r--r--thirdparty/openxr/src/loader/loader_core.cpp4
-rw-r--r--thirdparty/openxr/src/loader/manifest_file.cpp12
-rw-r--r--thirdparty/openxr/src/xr_generated_dispatch_table.c14
-rw-r--r--thirdparty/openxr/src/xr_generated_dispatch_table.h14
314 files changed, 20317 insertions, 14015 deletions
diff --git a/.github/workflows/linux_builds.yml b/.github/workflows/linux_builds.yml
index 9ec6c4a4e9..84fdb2180b 100644
--- a/.github/workflows/linux_builds.yml
+++ b/.github/workflows/linux_builds.yml
@@ -198,20 +198,13 @@ jobs:
submodules: 'recursive'
path: 'godot-cpp'
- # Check extension API
- - name: Check for extension api updates
+ # Dump GDExtension interface and API
+ - name: Dump GDExtension interface and API for godot-cpp build
if: ${{ matrix.godot-cpp-test }}
run: |
- echo "Running --dump-extension-api to create extensions api."
- VK_ICD_FILENAMES=$(pwd)/vk_swiftshader_icd.json DRI_PRIME=0 xvfb-run ${{ matrix.bin }} --audio-driver Dummy --dump-extension-api 2>&1 > /dev/null || true
- misc/scripts/compare_extension_api.py godot-cpp/godot-headers/extension_api.json extension_api.json
-
- # Copy new extension API files into place
- - name: Copy new extension API files into place
- if: ${{ matrix.godot-cpp-test }}
- run: |
- cp -f extension_api.json godot-cpp/godot-headers/
- cp -f core/extension/gdextension_interface.h godot-cpp/godot-headers/godot/
+ ${{ matrix.bin }} --headless --dump-gdextension-interface --dump-extension-api
+ cp -f gdextension_interface.h godot-cpp/gdextension/
+ cp -f extension_api.json godot-cpp/gdextension/
# Build godot-cpp test extension
- name: Build godot-cpp test extension
diff --git a/COPYRIGHT.txt b/COPYRIGHT.txt
index 02cd733c92..d41f40a78b 100644
--- a/COPYRIGHT.txt
+++ b/COPYRIGHT.txt
@@ -218,7 +218,7 @@ License: glslang
Files: ./thirdparty/graphite/
Comment: Graphite engine
Copyright: 2010, SIL International
-License: MPL-2.0
+License: Expat
Files: ./thirdparty/harfbuzz/
Comment: HarfBuzz text shaping library
diff --git a/core/extension/gdextension_interface.cpp b/core/extension/gdextension_interface.cpp
index 197e9db1e7..2074495aa9 100644
--- a/core/extension/gdextension_interface.cpp
+++ b/core/extension/gdextension_interface.cpp
@@ -80,7 +80,7 @@ static void gdextension_variant_destroy(GDExtensionVariantPtr p_self) {
// variant type
-static void gdextension_variant_call(GDExtensionVariantPtr p_self, GDExtensionConstStringNamePtr p_method, GDExtensionConstVariantPtr *p_args, GDExtensionInt p_argcount, GDExtensionVariantPtr r_return, GDExtensionCallError *r_error) {
+static void gdextension_variant_call(GDExtensionVariantPtr p_self, GDExtensionConstStringNamePtr p_method, const GDExtensionConstVariantPtr *p_args, GDExtensionInt p_argcount, GDExtensionVariantPtr r_return, GDExtensionCallError *r_error) {
Variant *self = (Variant *)p_self;
const StringName method = *reinterpret_cast<const StringName *>(p_method);
const Variant **args = (const Variant **)p_args;
@@ -96,7 +96,7 @@ static void gdextension_variant_call(GDExtensionVariantPtr p_self, GDExtensionCo
}
}
-static void gdextension_variant_call_static(GDExtensionVariantType p_type, GDExtensionConstStringNamePtr p_method, GDExtensionConstVariantPtr *p_args, GDExtensionInt p_argcount, GDExtensionVariantPtr r_return, GDExtensionCallError *r_error) {
+static void gdextension_variant_call_static(GDExtensionVariantType p_type, GDExtensionConstStringNamePtr p_method, const GDExtensionConstVariantPtr *p_args, GDExtensionInt p_argcount, GDExtensionVariantPtr r_return, GDExtensionCallError *r_error) {
Variant::Type type = (Variant::Type)p_type;
const StringName method = *reinterpret_cast<const StringName *>(p_method);
const Variant **args = (const Variant **)p_args;
@@ -486,7 +486,7 @@ static GDExtensionPtrConstructor gdextension_variant_get_ptr_constructor(GDExten
static GDExtensionPtrDestructor gdextension_variant_get_ptr_destructor(GDExtensionVariantType p_type) {
return (GDExtensionPtrDestructor)Variant::get_ptr_destructor(Variant::Type(p_type));
}
-static void gdextension_variant_construct(GDExtensionVariantType p_type, GDExtensionVariantPtr p_base, GDExtensionConstVariantPtr *p_args, int32_t p_argument_count, GDExtensionCallError *r_error) {
+static void gdextension_variant_construct(GDExtensionVariantType p_type, GDExtensionVariantPtr p_base, const GDExtensionConstVariantPtr *p_args, int32_t p_argument_count, GDExtensionCallError *r_error) {
memnew_placement(p_base, Variant);
Callable::CallError error;
@@ -814,7 +814,7 @@ static GDExtensionVariantPtr gdextension_dictionary_operator_index_const(GDExten
/* OBJECT API */
-static void gdextension_object_method_bind_call(GDExtensionMethodBindPtr p_method_bind, GDExtensionObjectPtr p_instance, GDExtensionConstVariantPtr *p_args, GDExtensionInt p_arg_count, GDExtensionVariantPtr r_return, GDExtensionCallError *r_error) {
+static void gdextension_object_method_bind_call(GDExtensionMethodBindPtr p_method_bind, GDExtensionObjectPtr p_instance, const GDExtensionConstVariantPtr *p_args, GDExtensionInt p_arg_count, GDExtensionVariantPtr r_return, GDExtensionCallError *r_error) {
const MethodBind *mb = reinterpret_cast<const MethodBind *>(p_method_bind);
Object *o = (Object *)p_instance;
const Variant **args = (const Variant **)p_args;
@@ -830,7 +830,7 @@ static void gdextension_object_method_bind_call(GDExtensionMethodBindPtr p_metho
}
}
-static void gdextension_object_method_bind_ptrcall(GDExtensionMethodBindPtr p_method_bind, GDExtensionObjectPtr p_instance, GDExtensionConstTypePtr *p_args, GDExtensionTypePtr p_ret) {
+static void gdextension_object_method_bind_ptrcall(GDExtensionMethodBindPtr p_method_bind, GDExtensionObjectPtr p_instance, const GDExtensionConstTypePtr *p_args, GDExtensionTypePtr p_ret) {
const MethodBind *mb = reinterpret_cast<const MethodBind *>(p_method_bind);
Object *o = (Object *)p_instance;
mb->ptrcall(o, (const void **)p_args, p_ret);
@@ -879,6 +879,23 @@ static GDObjectInstanceID gdextension_object_get_instance_id(GDExtensionConstObj
return (GDObjectInstanceID)o->get_instance_id();
}
+static GDExtensionObjectPtr gdextension_ref_get_object(GDExtensionConstRefPtr p_ref) {
+ const Ref<RefCounted> *ref = (const Ref<RefCounted> *)p_ref;
+ if (ref == nullptr || ref->is_null()) {
+ return (GDExtensionObjectPtr) nullptr;
+ } else {
+ return (GDExtensionObjectPtr)ref->ptr();
+ }
+}
+
+static void gdextension_ref_set_object(GDExtensionRefPtr p_ref, GDExtensionObjectPtr p_object) {
+ Ref<RefCounted> *ref = (Ref<RefCounted> *)p_ref;
+ ERR_FAIL_NULL(ref);
+
+ Object *o = (RefCounted *)p_object;
+ ref->reference_ptr(o);
+}
+
static GDExtensionScriptInstancePtr gdextension_script_instance_create(const GDExtensionScriptInstanceInfo *p_info, GDExtensionScriptInstanceDataPtr p_instance_data) {
ScriptInstanceExtension *script_instance_extension = memnew(ScriptInstanceExtension);
script_instance_extension->instance = p_instance_data;
@@ -1057,6 +1074,11 @@ void gdextension_setup_interface(GDExtensionInterface *p_interface) {
gde_interface.object_get_instance_from_id = gdextension_object_get_instance_from_id;
gde_interface.object_get_instance_id = gdextension_object_get_instance_id;
+ /* REFERENCE */
+
+ gde_interface.ref_get_object = gdextension_ref_get_object;
+ gde_interface.ref_set_object = gdextension_ref_set_object;
+
/* SCRIPT INSTANCE */
gde_interface.script_instance_create = gdextension_script_instance_create;
diff --git a/core/extension/gdextension_interface.h b/core/extension/gdextension_interface.h
index b59a6b5ca4..0b7615ffdd 100644
--- a/core/extension/gdextension_interface.h
+++ b/core/extension/gdextension_interface.h
@@ -154,6 +154,8 @@ typedef const void *GDExtensionMethodBindPtr;
typedef int64_t GDExtensionInt;
typedef uint8_t GDExtensionBool;
typedef uint64_t GDObjectInstanceID;
+typedef void *GDExtensionRefPtr;
+typedef const void *GDExtensionConstRefPtr;
/* VARIANT DATA I/O */
@@ -176,8 +178,8 @@ typedef struct {
typedef void (*GDExtensionVariantFromTypeConstructorFunc)(GDExtensionVariantPtr, GDExtensionTypePtr);
typedef void (*GDExtensionTypeFromVariantConstructorFunc)(GDExtensionTypePtr, GDExtensionVariantPtr);
typedef void (*GDExtensionPtrOperatorEvaluator)(GDExtensionConstTypePtr p_left, GDExtensionConstTypePtr p_right, GDExtensionTypePtr r_result);
-typedef void (*GDExtensionPtrBuiltInMethod)(GDExtensionTypePtr p_base, GDExtensionConstTypePtr *p_args, GDExtensionTypePtr r_return, int p_argument_count);
-typedef void (*GDExtensionPtrConstructor)(GDExtensionTypePtr p_base, GDExtensionConstTypePtr *p_args);
+typedef void (*GDExtensionPtrBuiltInMethod)(GDExtensionTypePtr p_base, const GDExtensionConstTypePtr *p_args, GDExtensionTypePtr r_return, int p_argument_count);
+typedef void (*GDExtensionPtrConstructor)(GDExtensionTypePtr p_base, const GDExtensionConstTypePtr *p_args);
typedef void (*GDExtensionPtrDestructor)(GDExtensionTypePtr p_base);
typedef void (*GDExtensionPtrSetter)(GDExtensionTypePtr p_base, GDExtensionConstTypePtr p_value);
typedef void (*GDExtensionPtrGetter)(GDExtensionConstTypePtr p_base, GDExtensionTypePtr r_value);
@@ -186,7 +188,7 @@ typedef void (*GDExtensionPtrIndexedGetter)(GDExtensionConstTypePtr p_base, GDEx
typedef void (*GDExtensionPtrKeyedSetter)(GDExtensionTypePtr p_base, GDExtensionConstTypePtr p_key, GDExtensionConstTypePtr p_value);
typedef void (*GDExtensionPtrKeyedGetter)(GDExtensionConstTypePtr p_base, GDExtensionConstTypePtr p_key, GDExtensionTypePtr r_value);
typedef uint32_t (*GDExtensionPtrKeyedChecker)(GDExtensionConstVariantPtr p_base, GDExtensionConstVariantPtr p_key);
-typedef void (*GDExtensionPtrUtilityFunction)(GDExtensionTypePtr r_return, GDExtensionConstTypePtr *p_arguments, int p_argument_count);
+typedef void (*GDExtensionPtrUtilityFunction)(GDExtensionTypePtr r_return, const GDExtensionConstTypePtr *p_args, int p_argument_count);
typedef GDExtensionObjectPtr (*GDExtensionClassConstructor)();
@@ -240,7 +242,7 @@ typedef void (*GDExtensionClassNotification)(GDExtensionClassInstancePtr p_insta
typedef void (*GDExtensionClassToString)(GDExtensionClassInstancePtr p_instance, GDExtensionBool *r_is_valid, GDExtensionStringPtr p_out);
typedef void (*GDExtensionClassReference)(GDExtensionClassInstancePtr p_instance);
typedef void (*GDExtensionClassUnreference)(GDExtensionClassInstancePtr p_instance);
-typedef void (*GDExtensionClassCallVirtual)(GDExtensionClassInstancePtr p_instance, GDExtensionConstTypePtr *p_args, GDExtensionTypePtr r_ret);
+typedef void (*GDExtensionClassCallVirtual)(GDExtensionClassInstancePtr p_instance, const GDExtensionConstTypePtr *p_args, GDExtensionTypePtr r_ret);
typedef GDExtensionObjectPtr (*GDExtensionClassCreateInstance)(void *p_userdata);
typedef void (*GDExtensionClassFreeInstance)(void *p_userdata, GDExtensionClassInstancePtr p_instance);
typedef GDExtensionClassCallVirtual (*GDExtensionClassGetVirtual)(void *p_userdata, GDExtensionConstStringNamePtr p_name);
@@ -293,8 +295,8 @@ typedef enum {
GDEXTENSION_METHOD_ARGUMENT_METADATA_REAL_IS_DOUBLE
} GDExtensionClassMethodArgumentMetadata;
-typedef void (*GDExtensionClassMethodCall)(void *method_userdata, GDExtensionClassInstancePtr p_instance, GDExtensionConstVariantPtr *p_args, GDExtensionInt p_argument_count, GDExtensionVariantPtr r_return, GDExtensionCallError *r_error);
-typedef void (*GDExtensionClassMethodPtrCall)(void *method_userdata, GDExtensionClassInstancePtr p_instance, GDExtensionConstTypePtr *p_args, GDExtensionTypePtr r_ret);
+typedef void (*GDExtensionClassMethodCall)(void *method_userdata, GDExtensionClassInstancePtr p_instance, const GDExtensionConstVariantPtr *p_args, GDExtensionInt p_argument_count, GDExtensionVariantPtr r_return, GDExtensionCallError *r_error);
+typedef void (*GDExtensionClassMethodPtrCall)(void *method_userdata, GDExtensionClassInstancePtr p_instance, const GDExtensionConstTypePtr *p_args, GDExtensionTypePtr r_ret);
typedef struct {
GDExtensionStringNamePtr name;
@@ -342,7 +344,7 @@ typedef void (*GDExtensionScriptInstanceFreeMethodList)(GDExtensionScriptInstanc
typedef GDExtensionBool (*GDExtensionScriptInstanceHasMethod)(GDExtensionScriptInstanceDataPtr p_instance, GDExtensionConstStringNamePtr p_name);
-typedef void (*GDExtensionScriptInstanceCall)(GDExtensionScriptInstanceDataPtr p_self, GDExtensionConstStringNamePtr p_method, GDExtensionConstVariantPtr *p_args, GDExtensionInt p_argument_count, GDExtensionVariantPtr r_return, GDExtensionCallError *r_error);
+typedef void (*GDExtensionScriptInstanceCall)(GDExtensionScriptInstanceDataPtr p_self, GDExtensionConstStringNamePtr p_method, const GDExtensionConstVariantPtr *p_args, GDExtensionInt p_argument_count, GDExtensionVariantPtr r_return, GDExtensionCallError *r_error);
typedef void (*GDExtensionScriptInstanceNotification)(GDExtensionScriptInstanceDataPtr p_instance, int32_t p_what);
typedef void (*GDExtensionScriptInstanceToString)(GDExtensionScriptInstanceDataPtr p_instance, GDExtensionBool *r_is_valid, GDExtensionStringPtr r_out);
@@ -427,8 +429,8 @@ typedef struct {
void (*variant_destroy)(GDExtensionVariantPtr p_self);
/* variant type */
- void (*variant_call)(GDExtensionVariantPtr p_self, GDExtensionConstStringNamePtr p_method, GDExtensionConstVariantPtr *p_args, GDExtensionInt p_argument_count, GDExtensionVariantPtr r_return, GDExtensionCallError *r_error);
- void (*variant_call_static)(GDExtensionVariantType p_type, GDExtensionConstStringNamePtr p_method, GDExtensionConstVariantPtr *p_args, GDExtensionInt p_argument_count, GDExtensionVariantPtr r_return, GDExtensionCallError *r_error);
+ void (*variant_call)(GDExtensionVariantPtr p_self, GDExtensionConstStringNamePtr p_method, const GDExtensionConstVariantPtr *p_args, GDExtensionInt p_argument_count, GDExtensionVariantPtr r_return, GDExtensionCallError *r_error);
+ void (*variant_call_static)(GDExtensionVariantType p_type, GDExtensionConstStringNamePtr p_method, const GDExtensionConstVariantPtr *p_args, GDExtensionInt p_argument_count, GDExtensionVariantPtr r_return, GDExtensionCallError *r_error);
void (*variant_evaluate)(GDExtensionVariantOperator p_op, GDExtensionConstVariantPtr p_a, GDExtensionConstVariantPtr p_b, GDExtensionVariantPtr r_return, GDExtensionBool *r_valid);
void (*variant_set)(GDExtensionVariantPtr p_self, GDExtensionConstVariantPtr p_key, GDExtensionConstVariantPtr p_value, GDExtensionBool *r_valid);
void (*variant_set_named)(GDExtensionVariantPtr p_self, GDExtensionConstStringNamePtr p_key, GDExtensionConstVariantPtr p_value, GDExtensionBool *r_valid);
@@ -463,7 +465,7 @@ typedef struct {
GDExtensionPtrBuiltInMethod (*variant_get_ptr_builtin_method)(GDExtensionVariantType p_type, GDExtensionConstStringNamePtr p_method, GDExtensionInt p_hash);
GDExtensionPtrConstructor (*variant_get_ptr_constructor)(GDExtensionVariantType p_type, int32_t p_constructor);
GDExtensionPtrDestructor (*variant_get_ptr_destructor)(GDExtensionVariantType p_type);
- void (*variant_construct)(GDExtensionVariantType p_type, GDExtensionVariantPtr p_base, GDExtensionConstVariantPtr *p_args, int32_t p_argument_count, GDExtensionCallError *r_error);
+ void (*variant_construct)(GDExtensionVariantType p_type, GDExtensionVariantPtr p_base, const GDExtensionConstVariantPtr *p_args, int32_t p_argument_count, GDExtensionCallError *r_error);
GDExtensionPtrSetter (*variant_get_ptr_setter)(GDExtensionVariantType p_type, GDExtensionConstStringNamePtr p_member);
GDExtensionPtrGetter (*variant_get_ptr_getter)(GDExtensionVariantType p_type, GDExtensionConstStringNamePtr p_member);
GDExtensionPtrIndexedSetter (*variant_get_ptr_indexed_setter)(GDExtensionVariantType p_type);
@@ -537,8 +539,8 @@ typedef struct {
/* OBJECT */
- void (*object_method_bind_call)(GDExtensionMethodBindPtr p_method_bind, GDExtensionObjectPtr p_instance, GDExtensionConstVariantPtr *p_args, GDExtensionInt p_arg_count, GDExtensionVariantPtr r_ret, GDExtensionCallError *r_error);
- void (*object_method_bind_ptrcall)(GDExtensionMethodBindPtr p_method_bind, GDExtensionObjectPtr p_instance, GDExtensionConstTypePtr *p_args, GDExtensionTypePtr r_ret);
+ void (*object_method_bind_call)(GDExtensionMethodBindPtr p_method_bind, GDExtensionObjectPtr p_instance, const GDExtensionConstVariantPtr *p_args, GDExtensionInt p_arg_count, GDExtensionVariantPtr r_ret, GDExtensionCallError *r_error);
+ void (*object_method_bind_ptrcall)(GDExtensionMethodBindPtr p_method_bind, GDExtensionObjectPtr p_instance, const GDExtensionConstTypePtr *p_args, GDExtensionTypePtr r_ret);
void (*object_destroy)(GDExtensionObjectPtr p_o);
GDExtensionObjectPtr (*global_get_singleton)(GDExtensionConstStringNamePtr p_name);
@@ -551,6 +553,11 @@ typedef struct {
GDExtensionObjectPtr (*object_get_instance_from_id)(GDObjectInstanceID p_instance_id);
GDObjectInstanceID (*object_get_instance_id)(GDExtensionConstObjectPtr p_object);
+ /* REFERENCE */
+
+ GDExtensionObjectPtr (*ref_get_object)(GDExtensionConstRefPtr p_ref);
+ void (*ref_set_object)(GDExtensionRefPtr p_ref, GDExtensionObjectPtr p_object);
+
/* SCRIPT INSTANCE */
GDExtensionScriptInstancePtr (*script_instance_create)(const GDExtensionScriptInstanceInfo *p_info, GDExtensionScriptInstanceDataPtr p_instance_data);
diff --git a/core/object/ref_counted.h b/core/object/ref_counted.h
index 71790fb825..411c589739 100644
--- a/core/object/ref_counted.h
+++ b/core/object/ref_counted.h
@@ -253,12 +253,14 @@ public:
template <class T>
struct PtrToArg<Ref<T>> {
_FORCE_INLINE_ static Ref<T> convert(const void *p_ptr) {
+ // p_ptr points to a RefCounted object
return Ref<T>(const_cast<T *>(reinterpret_cast<const T *>(p_ptr)));
}
typedef Ref<T> EncodeT;
_FORCE_INLINE_ static void encode(Ref<T> p_val, const void *p_ptr) {
+ // p_ptr points to an EncodeT object which is a Ref<T> object.
*(const_cast<Ref<RefCounted> *>(reinterpret_cast<const Ref<RefCounted> *>(p_ptr))) = p_val;
}
};
@@ -268,6 +270,7 @@ struct PtrToArg<const Ref<T> &> {
typedef Ref<T> EncodeT;
_FORCE_INLINE_ static Ref<T> convert(const void *p_ptr) {
+ // p_ptr points to a RefCounted object
return Ref<T>((T *)p_ptr);
}
};
diff --git a/core/variant/variant_parser.cpp b/core/variant/variant_parser.cpp
index 9f500dbf5e..f122ed5f8f 100644
--- a/core/variant/variant_parser.cpp
+++ b/core/variant/variant_parser.cpp
@@ -42,7 +42,7 @@ char32_t VariantParser::Stream::get_char() {
}
// attempt to readahead
- readahead_filled = _read_buffer(readahead_buffer, READAHEAD_SIZE);
+ readahead_filled = _read_buffer(readahead_buffer, readahead_enabled ? READAHEAD_SIZE : 1);
if (readahead_filled) {
readahead_pointer = 0;
} else {
@@ -54,10 +54,21 @@ char32_t VariantParser::Stream::get_char() {
return get_char();
}
+bool VariantParser::Stream::is_eof() const {
+ if (readahead_enabled) {
+ return eof;
+ }
+ return _is_eof();
+}
+
bool VariantParser::StreamFile::is_utf8() const {
return true;
}
+bool VariantParser::StreamFile::_is_eof() const {
+ return f->eof_reached();
+}
+
uint32_t VariantParser::StreamFile::_read_buffer(char32_t *p_buffer, uint32_t p_num_chars) {
// The buffer is assumed to include at least one character (for null terminator)
ERR_FAIL_COND_V(!p_num_chars, 0);
@@ -79,6 +90,10 @@ bool VariantParser::StreamString::is_utf8() const {
return false;
}
+bool VariantParser::StreamString::_is_eof() const {
+ return pos > s.length();
+}
+
uint32_t VariantParser::StreamString::_read_buffer(char32_t *p_buffer, uint32_t p_num_chars) {
// The buffer is assumed to include at least one character (for null terminator)
ERR_FAIL_COND_V(!p_num_chars, 0);
diff --git a/core/variant/variant_parser.h b/core/variant/variant_parser.h
index 6b1d095ab5..fdea355c4b 100644
--- a/core/variant/variant_parser.h
+++ b/core/variant/variant_parser.h
@@ -46,14 +46,16 @@ public:
bool eof = false;
protected:
+ bool readahead_enabled = true;
virtual uint32_t _read_buffer(char32_t *p_buffer, uint32_t p_num_chars) = 0;
+ virtual bool _is_eof() const = 0;
public:
char32_t saved = 0;
char32_t get_char();
virtual bool is_utf8() const = 0;
- bool is_eof() const { return eof; }
+ bool is_eof() const;
Stream() {}
virtual ~Stream() {}
@@ -62,13 +64,14 @@ public:
struct StreamFile : public Stream {
protected:
virtual uint32_t _read_buffer(char32_t *p_buffer, uint32_t p_num_chars) override;
+ virtual bool _is_eof() const override;
public:
Ref<FileAccess> f;
virtual bool is_utf8() const override;
- StreamFile() {}
+ StreamFile(bool p_readahead_enabled = true) { readahead_enabled = p_readahead_enabled; }
};
struct StreamString : public Stream {
@@ -79,10 +82,11 @@ public:
protected:
virtual uint32_t _read_buffer(char32_t *p_buffer, uint32_t p_num_chars) override;
+ virtual bool _is_eof() const override;
public:
virtual bool is_utf8() const override;
- StreamString() {}
+ StreamString(bool p_readahead_enabled = true) { readahead_enabled = p_readahead_enabled; }
};
typedef Error (*ParseResourceFunc)(void *p_self, Stream *p_stream, Ref<Resource> &r_res, int &line, String &r_err_str);
diff --git a/doc/classes/CanvasGroup.xml b/doc/classes/CanvasGroup.xml
index d2bcf3c7ac..37827defec 100644
--- a/doc/classes/CanvasGroup.xml
+++ b/doc/classes/CanvasGroup.xml
@@ -5,16 +5,33 @@
</brief_description>
<description>
Child [CanvasItem] nodes of a [CanvasGroup] are drawn as a single object. It allows to e.g. draw overlapping translucent 2D nodes without blending (set [member CanvasItem.self_modulate] property of [CanvasGroup] to achieve this effect).
+ [b]Note:[/b] The [CanvasGroup] uses a custom shader to read from the backbuffer to draw its children. Assigning a [Material] to the [CanvasGroup] overrides the builtin shader. To duplicate the behavior of the builtin shader in a custom [Shader] use the following:
+ [codeblock]
+ shader_type canvas_item;
+
+ void fragment() {
+ vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
+
+ if (c.a &gt; 0.0001) {
+ c.rgb /= c.a;
+ }
+
+ COLOR *= c;
+ }
+ [/codeblock]
[b]Note:[/b] Since [CanvasGroup] and [member CanvasItem.clip_children] both utilize the backbuffer, children of a [CanvasGroup] who have their [member CanvasItem.clip_children] set to anything other than [constant CanvasItem.CLIP_CHILDREN_DISABLED] will not function correctly.
</description>
<tutorials>
</tutorials>
<members>
<member name="clear_margin" type="float" setter="set_clear_margin" getter="get_clear_margin" default="10.0">
+ Sets the size of the margin used to expand the clearing rect of this [CanvasGroup]. This expands the area of the backbuffer that will be used by the [CanvasGroup]. A smaller margin will reduce the area of the backbuffer used which can increase performance, however if [member use_mipmaps] is enabled, a small margin may result in mipmap errors at the edge of the [CanvasGroup]. Accordingly, this should be left as small as possible, but should be increased if artifacts appear along the edges of the canvas group.
</member>
<member name="fit_margin" type="float" setter="set_fit_margin" getter="get_fit_margin" default="10.0">
+ Sets the size of a margin used to expand the drawable rect of this [CanvasGroup]. The size of the [CanvasGroup] is determined by fitting a rect around its children then expanding that rect by [member fit_margin]. This increases both the backbuffer area used and the area covered by the [CanvasGroup] both of which can reduce performance. This should be kept as small as possible and should only be expanded when an increased size is needed (e.g. for custom shader effects).
</member>
<member name="use_mipmaps" type="bool" setter="set_use_mipmaps" getter="is_using_mipmaps" default="false">
+ If [code]true[/code], calculates mipmaps for the backbuffer before drawing the [CanvasGroup] so that mipmaps can be used in a custom [ShaderMaterial] attached to the [CanvasGroup]. Generating mipmaps has a performance cost so this should not be enabled unless required.
</member>
</members>
</class>
diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml
index 865faa13ae..98f4789163 100644
--- a/doc/classes/EditorSettings.xml
+++ b/doc/classes/EditorSettings.xml
@@ -628,6 +628,9 @@
<member name="network/tls/editor_tls_certificates" type="String" setter="" getter="">
The TLS certificate bundle to use for HTTP requests made within the editor (e.g. from the AssetLib tab). If left empty, the [url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]included Mozilla certificate bundle[/url] will be used.
</member>
+ <member name="project_manager/default_renderer" type="String" setter="" getter="">
+ The renderer type that will be checked off by default when creating a new project. Accepted strings are "forward_plus", "mobile" or "gl_compatibility".
+ </member>
<member name="project_manager/sorting_order" type="int" setter="" getter="">
The sorting order to use in the project manager. When changing the sorting order in the project manager, this setting is set permanently in the editor settings.
</member>
diff --git a/doc/classes/EditorUndoRedoManager.xml b/doc/classes/EditorUndoRedoManager.xml
index 133ee9db0d..cd96e740e8 100644
--- a/doc/classes/EditorUndoRedoManager.xml
+++ b/doc/classes/EditorUndoRedoManager.xml
@@ -123,6 +123,9 @@
<constant name="GLOBAL_HISTORY" value="0" enum="SpecialHistory">
Global history not associated with any scene, but with external resources etc.
</constant>
+ <constant name="REMOTE_HISTORY" value="-9" enum="SpecialHistory">
+ History associated with remote inspector. Used when live editing a running project.
+ </constant>
<constant name="INVALID_HISTORY" value="-99" enum="SpecialHistory">
Invalid "null" history. It's a special value, not associated with any object.
</constant>
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index dce9d5a55c..72f9a0e32f 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -1895,9 +1895,6 @@
<member name="rendering/environment/glow/upscale_mode.mobile" type="int" setter="" getter="" default="0">
Lower-end override for [member rendering/environment/glow/upscale_mode] on mobile devices, due to performance concerns or driver support.
</member>
- <member name="rendering/environment/glow/use_high_quality" type="bool" setter="" getter="" default="false">
- Takes more samples during downsample pass of glow. This ensures that single pixels are captured by glow which makes the glow look smoother and more stable during movement. However, it is very expensive and makes the glow post process take twice as long.
- </member>
<member name="rendering/environment/screen_space_reflection/roughness_quality" type="int" setter="" getter="" default="1">
Sets the quality for rough screen-space reflections. Turning off will make all screen space reflections sharp, while higher values make rough reflections look better.
</member>
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index fc05f67416..7a9a380032 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -962,12 +962,6 @@
<description>
</description>
</method>
- <method name="environment_glow_set_use_high_quality">
- <return type="void" />
- <param index="0" name="enable" type="bool" />
- <description>
- </description>
- </method>
<method name="environment_set_adjustment">
<return type="void" />
<param index="0" name="env" type="RID" />
diff --git a/doc/classes/String.xml b/doc/classes/String.xml
index d5624aeaa2..653d53607e 100644
--- a/doc/classes/String.xml
+++ b/doc/classes/String.xml
@@ -237,7 +237,7 @@
<description>
If the string is a valid file path, returns the base directory name.
[codeblock]
- var dir_path = "/path/to/file.txt".get_basename() # dir_path is "/path/to"
+ var dir_path = "/path/to/file.txt".get_base_dir() # dir_path is "/path/to"
[/codeblock]
</description>
</method>
diff --git a/doc/classes/StringName.xml b/doc/classes/StringName.xml
index e3cb6517f3..44d78a46fb 100644
--- a/doc/classes/StringName.xml
+++ b/doc/classes/StringName.xml
@@ -220,7 +220,7 @@
<description>
If the string is a valid file path, returns the base directory name.
[codeblock]
- var dir_path = "/path/to/file.txt".get_basename() # dir_path is "/path/to"
+ var dir_path = "/path/to/file.txt".get_base_dir() # dir_path is "/path/to"
[/codeblock]
</description>
</method>
diff --git a/doc/translations/ar.po b/doc/translations/ar.po
index ae292d4035..751017b573 100644
--- a/doc/translations/ar.po
+++ b/doc/translations/ar.po
@@ -20,13 +20,14 @@
# ywmaa <ywmaa.personal@gmail.com>, 2022.
# TabbyDev <Mandomody25@gmail.com>, 2022.
# عبد الرحمن أبو سعدة ||Abd Alrahman abo saada <abdalrahmanabs2005@gmail.com>, 2022.
+# NEDAL NNEE <ASEL1234543210@gmail.com>, 2022.
+# Abdallah <azzouni2007abd@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: 2022-07-23 03:56+0000\n"
-"Last-Translator: عبد الرحمن أبو سعدة ||Abd Alrahman abo saada "
-"<abdalrahmanabs2005@gmail.com>\n"
+"PO-Revision-Date: 2022-11-03 11:48+0000\n"
+"Last-Translator: Abdallah <azzouni2007abd@gmail.com>\n"
"Language-Team: Arabic <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/ar/>\n"
"Language: ar\n"
@@ -35,7 +36,7 @@ msgstr ""
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=6; plural=n==0 ? 0 : n==1 ? 1 : n==2 ? 2 : n%100>=3 "
"&& n%100<=10 ? 3 : n%100>=11 ? 4 : 5;\n"
-"X-Generator: Weblate 4.14-dev\n"
+"X-Generator: Weblate 4.14.2-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -110,10 +111,9 @@ msgid "Getter"
msgstr "جالب"
#: doc/tools/make_rst.py
-#, fuzzy
msgid ""
"This method should typically be overridden by the user to have any effect."
-msgstr "يجب تجاوز هذه الطريقة من المستخدم ليكون لها أي تأثير."
+msgstr "عادة يجب تجاوز هذه الدالة من قبل المستخدم ليكون لها أي تأثير."
#: doc/tools/make_rst.py
msgid ""
@@ -198,7 +198,6 @@ msgstr ""
"أسماء الألوان المدعومة هي Ù†Ùس الثوابت المعرّÙØ© ÙÙŠ [Color]."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the absolute value of parameter [code]s[/code] (i.e. positive "
"value).\n"
@@ -209,7 +208,7 @@ msgstr ""
"لعرض القيمة المطلقة للمÙعامل [code]s[/code] (القيمة المطلقة أي القيمة "
"الموجبة).\n"
"[codeblock]\n"
-"(a = abs(-1 #القيمة المطلقة لـ(1-) هي 1ØŒ وبالتالي Ùإن قيمة a ستكون 1\n"
+"(a = abs(-1 #القيمة المطلقة لـ(1-) هي 1ØŒ وبالتالي Ùإن قيمة a ستكون 1\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -628,7 +627,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -643,7 +643,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1022,12 +1026,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3645,6 +3653,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4329,8 +4357,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -7249,7 +7276,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7434,6 +7464,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7453,9 +7486,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -10094,10 +10131,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10629,14 +10665,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10646,22 +10682,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -19456,6 +19492,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22290,7 +22334,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -33021,7 +33068,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -36349,7 +36398,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36599,7 +36651,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37316,6 +37371,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -40126,7 +40184,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40642,11 +40702,11 @@ msgstr "ÙŠÙرجع قيمة الجيب العكسية للمَعلم."
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40680,11 +40740,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40706,11 +40766,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -41688,31 +41748,31 @@ msgstr ""
#: doc/classes/OS.xml
msgid "Sunday."
-msgstr ""
+msgstr "الأحد."
#: doc/classes/OS.xml
msgid "Monday."
-msgstr ""
+msgstr "الإثنين."
#: doc/classes/OS.xml
msgid "Tuesday."
-msgstr ""
+msgstr "الثلاثاء."
#: doc/classes/OS.xml
msgid "Wednesday."
-msgstr ""
+msgstr "الإربعاء."
#: doc/classes/OS.xml
msgid "Thursday."
-msgstr ""
+msgstr "الخميس."
#: doc/classes/OS.xml
msgid "Friday."
-msgstr ""
+msgstr "الجمعة."
#: doc/classes/OS.xml
msgid "Saturday."
-msgstr ""
+msgstr "السبت."
#: doc/classes/OS.xml
msgid "January."
@@ -42573,6 +42633,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -50174,15 +50244,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51779,17 +51856,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51798,8 +51886,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54515,7 +54609,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56352,7 +56450,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -57730,7 +57830,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57746,7 +57849,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -67018,10 +67123,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -67032,8 +67142,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -67185,7 +67295,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67717,6 +67829,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -75277,6 +75405,118 @@ msgid ""
"a wider or narrower set of devices and input methods, or to allow more "
"advanced interactions with more advanced devices."
msgstr ""
+"WebXR هو معيار Ù…Ùتوح يسمح بإنشاء تطبيقات VR Ùˆ AR تعمل ÙÙŠ متصÙØ­ الويب.\n"
+"على هذا النحو ØŒ لا تتوÙر هذه الواجهة إلا عند التشغيل ÙÙŠ تصدير HTML5.\n"
+"يدعم WebXR مجموعة واسعة من الأجهزة ، من الأجهزة ذات القدرات العالية (مثل "
+"Valve Index و HTC Vive و Oculus Rift و Quest) وصولاً إلى الأجهزة الأقل قدرة "
+"(مثل Google Cardboard أو Oculus Go أو GearVR أو الهوات٠الذكية العادية).\n"
+"نظرًا لأن WebXR يعتمد على Javascript ØŒ Ùإنه يستخدم بشكل مكث٠عمليات "
+"الاسترجاعات ، مما يعني أن [WebXRInterface] مضطر لاستخدام الإشارات ، حيث "
+"تستخدم واجهات AR / VR الأخرى وظائ٠تعيد النتيجة على الÙور. هذا يجعل "
+"[WebXRInterface] أكثر تعقيدًا ÙÙŠ التهيئة من واجهات AR / VR الأخرى.\n"
+"إليك الحد الأدنى من الشÙرة المطلوبة لبدء جلسة VR غامرة:\n"
+"[كودبلوك]\n"
+"يمتد المكاني\n"
+"\n"
+"var webxr_interface\n"
+"var vr_supported = خطأ\n"
+"\n"
+"func _ready ():\n"
+" # Ù†Ùترض أن هذه العقدة بها زر عندما كان Ø·Ùلاً.\n"
+" # هذا الزر للمستخدم للمواÙقة على الدخول ÙÙŠ وضع VR الغامر.\n"
+" $ Button.connect (\"pressed\"، self، \"_on_Button_pressed\")\n"
+"\n"
+" webxr_interface = ARVRServer.find_interface (\"WebXR\")\n"
+" إذا كان webxr_interface:\n"
+" # تعيين معرّÙات الزر / المحور القياسي عندما يكون ذلك ممكنًا.\n"
+" webxr_interface.xr_standard_mapping = صحيح\n"
+"\n"
+" # يستخدم WebXR الكثير من عمليات الاسترجاعات غير المتزامنة ، لذلك "
+"نتصل بمختلÙ\n"
+" # إشارات لتلقيها.\n"
+" webxr_interface.connect (\"session_supported\"، self، "
+"\"_webxr_session_supported\")\n"
+" webxr_interface.connect (\"Session_started\" ، self ، "
+"\"_webxr_session_started\")\n"
+" webxr_interface.connect (\"session_ended\"، self، "
+"\"_webxr_session_ended\")\n"
+" webxr_interface.connect (\"session_failed\"، self، "
+"\"_webxr_session_failed\")\n"
+"\n"
+" # يعود هذا على الÙور - طريقة _webxr_session_supported ()\n"
+" # (التي ربطناها بإشارة \"session_supported\" أعلاه) سوÙ\n"
+" # يتم الاتصال بنا ÙÙŠ وقت لاحق لإعلامنا إذا كان مدعومًا أم لا.\n"
+" webxr_interface.is_session_supported (\"الواقع الاÙتراضي الغامر\")\n"
+"\n"
+"func _webxr_session_supported (وضع الجلسة ، مدعوم):\n"
+" إذا كانت Session_mode == 'immersive-vr':\n"
+" vr_supported = مدعوم\n"
+"\n"
+"func _on_Button_pressed ():\n"
+" إذا لم يكن vr_supported:\n"
+" OS.alert (\"متصÙحك لا يدعم VR\")\n"
+" إرجاع\n"
+"\n"
+" # نريد جلسة VR غامرة ، على عكس AR ('غامرة-ar') أو a\n"
+" # عارض 3DoF بسيط (\"عارض\").\n"
+" webxr_interface.session_mode = \"الواقع الاÙتراضي الغامر\"\n"
+" # \"الأرضية المحددة\" عبارة عن مقياس للغرÙØ© ØŒ أما \"الأرضية المحلية\" "
+"Ùهي عبارة عن مكان أو جلوس\n"
+" # تجربة (تضعك على ارتÙاع 1.6 متر Ùوق سطح الأرض إذا كان لديك سماعة رأس "
+"3DoF) ،\n"
+" # ÙÙŠ حين أن \"محلي\" يضعك ÙÙŠ موقع ARVROrigin.\n"
+" # تعني هذه القائمة أنها ستحاول أولاً طلب \"أرضية محدودة\" ، بعد ذلك\n"
+" # الرجوع إلى \"local-floor\" ÙˆÙÙŠ النهاية \"المحلي\" ØŒ إذا لم يكن هناك "
+"شيء آخر\n"
+" # أيد.\n"
+" webxr_interface.requested_reference_space_types = 'bounded-floor، local-"
+"floor، local'\n"
+" # من أجل استخدام \"أرضية محلية\" أو \"أرضية محدودة\" يجب علينا أيضًا\n"
+" # ضع علامة على الميزات كما هو مطلوب أو اختياري.\n"
+" webxr_interface.required_features = \"local-floor\"\n"
+" webxr_interface.optional_features = \"bounded-floor\"\n"
+"\n"
+" # سيعود هذا خطأ إذا لم نتمكن حتى من طلب الجلسة ،\n"
+" # ومع ذلك ØŒ لا يزال من الممكن أن تÙشل بشكل غير متزامن ÙÙŠ وقت لاحق من "
+"العملية ، لذلك نحن\n"
+" # تعر٠Ùقط ما إذا كان قد نجح حقًا أو Ùشل عندما\n"
+" # _webxr_session_started () أو _webxr_session_failed () تسمى.\n"
+" إذا لم يكن webxr_interface.initialize ():\n"
+" OS.alert (\"Ùشل التهيئة\")\n"
+" إرجاع\n"
+"\n"
+"func _webxr_session_started ():\n"
+" $ Button.visible = false\n"
+" # هذا يخبر Godot أن يبدأ التقديم إلى سماعة الرأس.\n"
+" get_viewport (). arvr = صحيح\n"
+" # سيكون هذا هو نوع المساحة المرجعية التي حصلت عليها ÙÙŠ النهاية ØŒ من\n"
+" # أنواع طلبتها أعلاه. هذا Ù…Ùيد إذا كنت تريد اللعبة\n"
+" # العمل بشكل مختل٠قليلاً ÙÙŠ \"الأرضية المحدودة\" مقابل \"الأرضية "
+"المحلية\".\n"
+" طباعة (\"نوع المساحة المرجعية:\" + webxr_interface."
+"reference_space_type)\n"
+"\n"
+"func _webxr_session_ended ():\n"
+" $ Button.visible = صحيح\n"
+" # إذا خرج المستخدم من الوضع المجسم ØŒ Ùإننا نطلب من Godot عرضه على الويب\n"
+" # صÙحة مرة أخرى.\n"
+" get_viewport (). arvr = خطأ\n"
+"\n"
+"func _webxr_session_failed (رسالة):\n"
+" OS.alert (\"Ùشل التهيئة:\" + رسالة)\n"
+"[/ codeblock]\n"
+"هناك عدة طرق للتعامل مع إدخال \"وحدة التحكم\":\n"
+"- استخدام عقد [ARVRController] وإشارات [إشارة ARVRController.button_pressed] "
+"و [إشارة ARVRController.button_release]. هذه هي الطريقة التي يتم بها التعامل "
+"مع وحدات التحكم عادةً ÙÙŠ تطبيقات AR / VR ÙÙŠ Godot ØŒ ومع ذلك ØŒ لن يعمل هذا إلا "
+"مع وحدات تحكم VR المتقدمة مثل Oculus Touch أو أجهزة التحكم ÙÙŠ الÙهرس ØŒ على "
+"سبيل المثال. يتم تحديد رموز الأزرار بواسطة [url = https: //immersive-web."
+"github.io/webxr-gamepads-module/#xr-standard-gamepad-mapping] القسم 3.3 من "
+"وحدة WebXR Gamepads Module [/ url].\n"
+"- استخدام [method Node._unhandled_input] و [InputEventJoypadButton] أو "
+"[InputEventJoypadMotion]. يعمل هذا بنÙس طريقة عمل لوحات التحكم العادية ØŒ "
+"باستثناء أن [العضو InputEvent.device] يبدأ عند 100 ØŒ لذا Ùإن وحدة التحكم "
+"اليسرى هي 100 ومÙتاح التحكم الأيمن."
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid "How to make a VR game for WebXR with Godot"
diff --git a/doc/translations/ca.po b/doc/translations/ca.po
index ff63e7f808..1552c15271 100644
--- a/doc/translations/ca.po
+++ b/doc/translations/ca.po
@@ -588,7 +588,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -603,7 +604,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -976,12 +981,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3592,6 +3601,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4276,8 +4305,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -7194,7 +7222,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7379,6 +7410,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7398,9 +7432,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -10038,10 +10076,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10573,14 +10610,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10590,22 +10627,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -19385,6 +19422,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22217,7 +22262,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -32932,7 +32980,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -36230,7 +36280,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36478,7 +36531,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37188,6 +37244,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -39994,7 +40053,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40505,11 +40566,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40543,11 +40604,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40569,11 +40630,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42420,6 +42481,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -50012,15 +50083,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51616,17 +51694,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51635,8 +51724,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54351,7 +54446,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56188,7 +56287,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -57566,7 +57667,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57582,7 +57686,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -66819,10 +66925,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66833,8 +66944,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66986,7 +67097,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67518,6 +67631,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/doc/translations/classes.pot b/doc/translations/classes.pot
index 6ee35f0a74..40ab5e3413 100644
--- a/doc/translations/classes.pot
+++ b/doc/translations/classes.pot
@@ -468,7 +468,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -483,7 +484,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -856,12 +861,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3472,6 +3481,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4156,8 +4185,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -7074,7 +7102,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7259,6 +7290,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7278,9 +7312,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -9918,10 +9956,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10453,14 +10490,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10470,22 +10507,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -19265,6 +19302,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22097,7 +22142,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -32809,7 +32857,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -36107,7 +36157,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36355,7 +36408,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37065,6 +37121,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -39871,7 +39930,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40382,11 +40443,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40420,11 +40481,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40446,11 +40507,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42297,6 +42358,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -49889,15 +49960,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51493,17 +51571,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51512,8 +51601,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54228,7 +54323,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56065,7 +56164,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -57443,7 +57544,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57459,7 +57563,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -66696,10 +66802,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66710,8 +66821,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66863,7 +66974,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67395,6 +67508,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/doc/translations/cs.po b/doc/translations/cs.po
index 92e3272798..1bd920e19b 100644
--- a/doc/translations/cs.po
+++ b/doc/translations/cs.po
@@ -15,12 +15,13 @@
# Tomas Dostal <tomas.dostal.cz@gmail.com>, 2021.
# JoeMoos <josephmoose13@gmail.com>, 2022.
# Mirinek <mirek.nozicka77@gmail.com>, 2022.
+# Dominik Strnad <domi.str@seznam.cz>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-08-28 00:17+0000\n"
-"Last-Translator: Mirinek <mirek.nozicka77@gmail.com>\n"
+"PO-Revision-Date: 2022-11-13 03:28+0000\n"
+"Last-Translator: Dominik Strnad <domi.str@seznam.cz>\n"
"Language-Team: Czech <https://hosted.weblate.org/projects/godot-engine/godot-"
"class-reference/cs/>\n"
"Language: cs\n"
@@ -28,7 +29,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=3; plural=(n==1) ? 0 : (n>=2 && n<=4) ? 1 : 2;\n"
-"X-Generator: Weblate 4.14.1-dev\n"
+"X-Generator: Weblate 4.15-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -682,8 +683,10 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -698,7 +701,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
"Vrátí pole slovníků, které reprezentují aktuální zásobník volání.\n"
"[codeblock]\n"
@@ -1248,12 +1255,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3974,6 +3985,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4303,7 +4334,7 @@ msgstr "Vektorová matematika"
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
#: doc/classes/Vector3.xml
msgid "Advanced vector math"
-msgstr ""
+msgstr "PokroÄilá vektorová matematika"
#: doc/classes/AABB.xml
msgid "Constructs an [AABB] from a position and size."
@@ -4658,8 +4689,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -7580,7 +7610,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7765,6 +7798,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7784,9 +7820,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -10431,12 +10471,14 @@ msgid "Clears the audio sample data buffer."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
+#, fuzzy
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
+"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
+"přiblížně rovny."
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
@@ -10967,14 +11009,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10984,22 +11026,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -19828,6 +19870,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22664,7 +22714,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -33412,7 +33465,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -36744,7 +36799,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36996,7 +37054,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37716,6 +37777,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -40529,7 +40593,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -41046,11 +41112,11 @@ msgstr "Vrátí tangens parametru."
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -41084,11 +41150,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -41110,11 +41176,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42984,6 +43050,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -50590,15 +50666,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -52199,17 +52282,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -52218,8 +52312,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54939,7 +55039,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56777,7 +56881,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -58155,7 +58261,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -58171,7 +58280,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -67523,10 +67634,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -67537,8 +67653,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -67692,7 +67808,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -68224,6 +68342,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/doc/translations/de.po b/doc/translations/de.po
index 0da2ce9bc1..1533aa651d 100644
--- a/doc/translations/de.po
+++ b/doc/translations/de.po
@@ -53,12 +53,14 @@
# Felix Bitsch <felix.a.bitsch@gmail.com>, 2022.
# Coxcopi <master.vogel2015@gmail.com>, 2022.
# Harusakii <spieleok@gmail.com>, 2022.
+# GadMas <c.vavra@web.de>, 2022.
+# JodliDev <jodlidev@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: 2022-09-12 01:18+0000\n"
-"Last-Translator: Harusakii <spieleok@gmail.com>\n"
+"PO-Revision-Date: 2022-11-10 23:27+0000\n"
+"Last-Translator: JodliDev <jodlidev@gmail.com>\n"
"Language-Team: German <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/de/>\n"
"Language: de\n"
@@ -66,7 +68,7 @@ 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 4.14.1-dev\n"
+"X-Generator: Weblate 4.15-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -596,7 +598,6 @@ msgstr ""
"zurück in eine Instanz. Nützlich für die Deserialisierung."
#: 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 "
@@ -616,23 +617,24 @@ msgid ""
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
msgstr ""
-"Gibt einen interpolierten Wert von [code]x[/code] basiert auf einer Funktion "
-"die durch [code]curve[/code] definiert wird. Die Funktion basiert auf einem "
-"Exponent. Die [code]curve[/code] kann jegliche Gleitkommazahl sein, von "
-"welchen diese spezifische Werte zu folgendem Verhalten führen:\n"
+"Gibt einen interpolierten Wert von [code]x[/code] basierend auf einer "
+"Ãœbergangsfunktion die durch [code]curve[/code] definiert wird. Diese "
+"Ãœbergangsfunktion basiert auf einem Exponenten. Die [code]curve[/code] kann "
+"eine beliebige Fließkommazahl sein, wobei bestimmte Werte zu folgendem "
+"Verhalten führen:\n"
"[codeblock]\n"
-"- Weniger als -1.0 (exclusiv): Beschleunige in-out\n"
+"- Weniger als -1.0 (exklusiv): Ease in-out\n"
"- 1.0: Linear\n"
-"- Zwischen -1.0 und 0.0 (exclusiv): Beschleunige out-in\n"
+"- Zwischen -1.0 und 0.0 (exklusiv): Ease out-in\n"
"- 0.0: Konstant\n"
-"- Zwischen 0.0 und 1.0 (exclusiv): Beschleunige in\n"
+"- Zwischen 0.0 und 1.0 (exklusiv): Ease in\n"
"- 1.0: Linear\n"
-"- Mehr als 1.0 (exclusive): Beschleunige out\n"
+"- Mehr als 1.0 (exklusive): Beschleunige out\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
-"Siehe auch [method smoothstep]. Falls du fortgeschrittene Übergänge "
-"erstellen möchtest, benutze [Tween] oder [AnimationPlayer]."
+"Siehe auch [method smoothstep]. Wenn du noch komplexere Übergänge erstellen "
+"möchtest, benutze [Tween] oder [AnimationPlayer]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -762,8 +764,10 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -778,7 +782,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
"Gibt ein Array von Wörterbüchern zurück, das den aktuellen Aufrufstapel "
"darstellt.\n"
@@ -864,7 +872,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns an interpolation or extrapolation factor considering the range "
"specified in [code]from[/code] and [code]to[/code], and the interpolated "
@@ -887,24 +894,25 @@ msgid ""
"See also [method lerp] which performs the reverse of this operation, and "
"[method range_lerp] to map a continuous series of values to another."
msgstr ""
-"Gibt zurück einen Inter- bzw. Extrapolationsfaktor unter Berücksichtigung "
-"des Zahlenraums von [code]from[/code] bis [code]to[/code], und dem "
-"interpolierten Wert in [code]weight[/code]. Der Rückgabewert liegt zwischen "
-"[code]0.0[/code] und [code]1.0[/code] wenn [code]weight[/code] zwischen "
-"[code]from[/code] und [code]to[/code] (einschließlich). Liegt [code]weight[/"
-"code] außerhalb dieses Bereichs, wird ein Extrapolationsfaktor zurückgegeben "
-"(Rückgabewert kleiner als [code]0.0[/code] oder größer als [code]1.0[/"
-"code]).\n"
+"Gibt einen Inter- bzw. Extrapolationsfaktor unter Berücksichtigung des "
+"Zahlenraums von [code]from[/code] bis [code]to[/code], und dem "
+"interpolierten Wert in [code]weight[/code] zurück. Der Rückgabewert liegt "
+"zwischen [code]0.0[/code] und [code]1.0[/code] wenn [code]weight[/code] "
+"zwischen [code]from[/code] und [code]to[/code] (einschließlich). Liegt "
+"[code]weight[/code] außerhalb dieses Bereichs, wird ein Extrapolationsfaktor "
+"zurückgegeben (Rückgabewert kleiner als [code]0.0[/code] oder größer als "
+"[code]1.0[/code]).\n"
"[codeblock]\n"
-"# Die Interpolationsratio im `lerp()`-Aufruf unten beträgt 0.75.\n"
+"# Der Interpolationsfaktor im `lerp()`-Aufruf unten beträgt 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
"# `middle` beträgt nun 27.5.\n"
-"# Angenommen, die ursprüngliche Ratio ist nun nicht mehr bekannt und soll "
-"zurückerrechnet werden.\n"
+"# Angenommen, der ursprüngliche Faktor ist nun nicht mehr bekannt und soll "
+"zurück errechnet werden.\n"
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` beträgt nun 0.75.\n"
"[/codeblock]\n"
-"Siehe auch [method lerp] für die Umkehrung dieser Funktion."
+"Siehe auch [method lerp] für die Umkehrung dieser Funktion und [method "
+"range_lerp] um Zahlenbereiche aufeinander abzubilden."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -976,7 +984,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Linearly interpolates between two values by the factor defined in "
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
@@ -999,12 +1006,13 @@ msgid ""
"continuous series of values to another."
msgstr ""
"Interpoliert linear zwischen zwei Werten mit dem in [code]weight[/code] "
-"definierten Faktor. Um eine Interpolation durchzuführen, sollte "
-"[code]Gewicht[/code] zwischen [code]0.0[/code] und [code]1.0[/code] "
-"(einschließlich) liegen. Werte außerhalb dieses Bereichs sind jedoch "
-"zulässig und können verwendet werden, um [i]Extrapolation[/i] "
-"durchzuführen.\n"
-"Wenn die Argumente [code]von[/code] und [code]bis[/code] vom Typ [int] oder "
+"definierten Faktor. Um eine Interpolation durchzuführen, sollte [code]weigh[/"
+"code] zwischen [code]0.0[/code] und [code]1.0[/code] (einschließlich) "
+"liegen. Werte außerhalb dieses Bereichs sind jedoch zulässig und können "
+"verwendet werden, um [i]Extrapolation[/i] durchzuführen. Falls dies nicht "
+"gewünscht ist, kann [method clamp] auf dem Ergebnis von [method lerp] "
+"angewendet werden.\n"
+"Wenn die Argumente [code]from[/code] und [code]to[/code] vom Typ [int] oder "
"[float] sind, ist der Rückgabewert ein [float].\n"
"Wenn beide vom gleichen Vektortyp sind ([Vector2], [Vector3] oder [Color]), "
"ist der Rückgabewert vom gleichen Typ ([code]lerp[/code] ruft dann die "
@@ -1013,9 +1021,10 @@ msgstr ""
"lerp(0, 4, 0.75) # Gibt 3.0 zurück\n"
"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Liefert Vector2(2, 3.5)\n"
"[/codeblock]\n"
-"Siehe auch [method inverse_lerp], die die Umkehrung dieser Operation "
-"durchführt. Um eine Interpolation mit [method lerp] durchzuführen, "
-"kombiniere sie mit [method ease] oder [method smoothstep]."
+"Siehe auch [method inverse_lerp], welche die Umkehrung dieser Operation "
+"durchführt. Um eine \"eased Interpolation\" mit [method lerp] durchzuführen, "
+"kombiniere sie mit [method ease] oder [method smoothstep]. Siehe auch "
+"[method range_lerp] um eine Serie von Werten ineinander abzubilden."
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
@@ -1346,7 +1355,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the result of [code]base[/code] raised to the power of [code]exp[/"
"code].\n"
@@ -1356,7 +1364,7 @@ msgid ""
msgstr ""
"Liefert das Ergebnis von [code]x[/code] hoch [code]y[/code].\n"
"[codeblock]\n"
-"pow(2, 5) # liefert 32\n"
+"pow(2, 5) # liefert 32.0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1433,19 +1441,17 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
-"Gibt einen Stacktrace zum Quelltextort aus, funktioniert nur wenn das "
-"\"Ausführen mit Debugger\" aktiviert ist.\n"
-"Die Ausgabe in der Konsole würde ungefähr so aussehen:\n"
-"[codeblock]\n"
-"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -4656,6 +4662,26 @@ msgstr ""
"wurde."
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
"Die Eigenschaft wird serialisiert und in der Szenendatei gespeichert "
@@ -5519,8 +5545,7 @@ msgstr "2D Sprite Animation"
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr "2D „Dodge The Creeps“ Demo"
@@ -9635,6 +9660,7 @@ msgstr ""
"neu indiziert werden müssen."
#: doc/classes/Array.xml
+#, fuzzy
msgid ""
"Assigns the given value to all elements in the array. This can typically be "
"used together with [method resize] to create an array with a given size and "
@@ -9643,7 +9669,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
"Weist allen Elementen des Arrays den angegebenen Wert zu. Dies kann "
"normalerweise zusammen mit [method resize] verwendet werden, um ein Array "
@@ -9935,8 +9964,12 @@ msgstr ""
"beschreibt."
#: doc/classes/Array.xml
+#, fuzzy
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -9958,6 +9991,7 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Array.xml
+#, fuzzy
msgid ""
"Sorts the array using a custom method. The arguments are an object that "
"holds the method and the name of such method. The custom method receives two "
@@ -9966,9 +10000,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -13374,12 +13412,14 @@ msgid "Clears the audio sample data buffer."
msgstr "Enthält die Audio Daten in Bytes."
#: doc/classes/AudioStreamGeneratorPlayback.xml
+#, fuzzy
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
+"Gibt [code]true[/code] zurück wenn Einstellung welche durch [code]name[/"
+"code]angegeben ist, existiert, ansonsten [code]false[/code]."
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
@@ -13914,14 +13954,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -13931,22 +13971,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -22941,6 +22981,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -25784,7 +25832,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -36673,7 +36724,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -40028,7 +40081,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -40284,7 +40340,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -41016,6 +41075,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -43838,7 +43900,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -44358,11 +44422,11 @@ msgstr "Gibt das AnimationNode mit dem gegebenen Namen zurück."
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -44396,11 +44460,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -44422,11 +44486,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -46320,6 +46384,17 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+#, fuzzy
+msgid "2D Particles Demo"
+msgstr "2D Platformer Demo"
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -53998,15 +54073,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -55641,17 +55723,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -55660,8 +55753,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -58401,7 +58500,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -60251,7 +60354,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -61650,7 +61755,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -61666,7 +61774,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -71268,10 +71378,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -71282,8 +71397,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -71442,7 +71557,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -71985,6 +72102,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/doc/translations/el.po b/doc/translations/el.po
index 2044a45e60..13c4fbfe68 100644
--- a/doc/translations/el.po
+++ b/doc/translations/el.po
@@ -483,7 +483,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -498,7 +499,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -871,12 +876,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3487,6 +3496,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4171,8 +4200,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -7091,7 +7119,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7276,6 +7307,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7295,9 +7329,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -9936,10 +9974,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10471,14 +10508,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10488,22 +10525,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -19299,6 +19336,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22133,7 +22178,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -32864,7 +32912,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -36186,7 +36236,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36436,7 +36489,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37153,6 +37209,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -39963,7 +40022,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40479,11 +40540,11 @@ msgstr "ΕπιστÏέφει το τόξο ημιτόνου της παÏαμέÏ
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40517,11 +40578,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40543,11 +40604,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42397,6 +42458,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -49998,15 +50069,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51603,17 +51681,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51622,8 +51711,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54339,7 +54434,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56176,7 +56275,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -57554,7 +57655,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57570,7 +57674,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -66842,10 +66948,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66856,8 +66967,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -67009,7 +67120,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67541,6 +67654,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/doc/translations/es.po b/doc/translations/es.po
index 12a03991b8..8ed223238d 100644
--- a/doc/translations/es.po
+++ b/doc/translations/es.po
@@ -37,12 +37,14 @@
# emnrx <emanuelermancia@gmail.com>, 2022.
# BlackNoizE404 <blacknoize404@gmail.com>, 2022.
# Keyla Arroyos <keylaarroyos@protonmail.com>, 2022.
+# Victor Stancioiu <victorstancioiu@gmail.com>, 2022.
+# yohanger <yohangerariel@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: 2022-09-26 05:24+0000\n"
-"Last-Translator: Keyla Arroyos <keylaarroyos@protonmail.com>\n"
+"PO-Revision-Date: 2022-11-29 20:23+0000\n"
+"Last-Translator: yohanger <yohangerariel@gmail.com>\n"
"Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/es/>\n"
"Language: es\n"
@@ -50,7 +52,7 @@ 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 4.14.1\n"
+"X-Generator: Weblate 4.15-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -749,8 +751,10 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -765,7 +769,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
"Devuelve un conjunto de diccionarios que representan la pila de llamadas "
"actual.\n"
@@ -852,7 +860,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns an interpolation or extrapolation factor considering the range "
"specified in [code]from[/code] and [code]to[/code], and the interpolated "
@@ -886,7 +893,7 @@ msgstr ""
"# La razón de interpolación en la llamada a `lerp()` de más abajo es 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
"# `middle` ahora es 27.5.\n"
-"# Ahora, suponemos haber olvidado la razón original y queremos obtererla de "
+"# Ahora, suponemos haber olvidado la razón original y queremos obtenerla de "
"vuelta.\n"
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` ahora es 0.75.\n"
@@ -1382,7 +1389,6 @@ msgstr ""
"mientras muestra un trazo de cuando un error o advertencia se muestra."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Like [method print], but includes the current stack frame when running with "
"the debugger turned on.\n"
@@ -1392,7 +1398,7 @@ msgid ""
" At: res://test.gd:15:_process()\n"
"[/codeblock]"
msgstr ""
-"Imprime una registro de la pila en la ubicación del código, sólo funciona "
+"Imprime una registro de la pila en la ubicación del código, solo funciona "
"cuando se ejecuta con el depurador activado.\n"
"La salida en la consola se vería algo así:\n"
"[codeblock]\n"
@@ -1401,19 +1407,17 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
-"Imprime una registro de la pila en la ubicación del código, sólo funciona "
-"cuando se ejecuta con el depurador activado.\n"
-"La salida en la consola se vería algo así:\n"
-"[codeblock]\n"
-"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1533,7 +1537,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns a random floating point value between [code]from[/code] and "
"[code]to[/code] (both endpoints inclusive).\n"
@@ -1542,10 +1545,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
-"Rango aleatorio de cualquier numero real entre [code]from[/code] y [code]to[/"
+"Rango aleatorio de cualquier número real entre [code]from[/code] y [code]to[/"
"code].\n"
"[codeblock]\n"
-"prints(rand_range(0, 1), rand_range(0, 1)) # Imprime dos numeros aleatorios\n"
+"prints(rand_range(0, 1), rand_range(0, 1)) # Imprime dos números aleatorios\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -4570,6 +4573,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr "Sugiere que una imagen se comprime usando una compresión sin pérdidas."
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
"La propiedad se serializa y se guarda en el archivo de la escena (por "
@@ -5406,8 +5429,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -9212,7 +9234,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -9448,8 +9473,12 @@ msgstr ""
"cambio entre indices mientras se trocean."
#: doc/classes/Array.xml
+#, fuzzy
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -9480,9 +9509,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -13080,12 +13113,14 @@ msgid "Clears the audio sample data buffer."
msgstr "Contiene los datos de audio en bytes."
#: doc/classes/AudioStreamGeneratorPlayback.xml
+#, fuzzy
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
+"Devuelve [code]true[/code] si el [code]layer[/code] dado en el [member "
+"cull_mask] está activado, [code]false[/code] en caso contrario."
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
@@ -13699,14 +13734,14 @@ msgstr ""
#, fuzzy
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
"Nodo para hacer un back-buffer en la pantalla que se muestra actualmente. La "
@@ -13725,27 +13760,31 @@ msgid "Buffer mode. See [enum CopyMode] constants."
msgstr "Modo de búfer. Ver las constantes de [enum CopyMode]."
#: doc/classes/BackBufferCopy.xml
+#, fuzzy
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
"El área cubierta por el BackBufferCopy. Sólo se usa si [member copy_mode] es "
"[constant COPY_MODE_RECT]."
#: doc/classes/BackBufferCopy.xml
+#, fuzzy
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
"Deshabilita el modo de almacenamiento intermedio. Esto significa que el nodo "
"BackBufferCopy utilizará directamente la parte de la pantalla que cubre."
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+#, fuzzy
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr "BackBufferCopy almacena una región rectangular."
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+#, fuzzy
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr "BackBufferCopy almacena toda la pantalla."
#: doc/classes/BakedLightmap.xml
@@ -25237,6 +25276,14 @@ msgid "Cylinder shape for collisions."
msgstr "Forma de cilindro para colisiones."
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr "La altura del cilindro."
@@ -29140,7 +29187,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
"Los scripts que extienden esta clase e implementan su método [method _run] "
"pueden ser ejecutados desde la opción de menú [b]File > Run[/b] del editor "
@@ -43439,7 +43489,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
"El tamaño de la luz en unidades Godot. Sólo disponible para [OmniLight] y "
"[SpotLight]. Aumentar este valor hará que la luz se desvanezca más "
@@ -47664,7 +47716,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -47924,7 +47979,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -48736,6 +48794,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -50988,7 +51049,6 @@ msgstr ""
"será renombrado automáticamente."
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"The node owner. A node can have any other node as owner (as long as it is a "
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
@@ -51016,7 +51076,7 @@ msgstr ""
"ejemplo:\n"
"[codeblock]\n"
"if child_node.get_parent():\n"
-" child_node.get_parent().remove_child(child_node)\n"
+" child_node.get_parent().remove_child(child_node)\n"
"add_child(child_node)\n"
"[/codeblock]\n"
"Si necesita que el nodo hijo se añada debajo de un nodo específico en la "
@@ -52769,11 +52829,14 @@ msgstr ""
"curva."
#: doc/classes/OmniLight.xml
+#, fuzzy
msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
"El radio de la luz. Tenga en cuenta que el área efectivamente iluminada "
"puede parecer más pequeña dependiendo del [member omni_attenuation] en uso. "
@@ -53445,11 +53508,11 @@ msgstr "Devuelve el vértice en un índice determinado."
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -53505,11 +53568,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -53538,11 +53601,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -55970,6 +56033,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
"Devuelve un rectángulo que contiene las posiciones de todas las partículas "
@@ -65727,15 +65800,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -67818,36 +67898,45 @@ msgstr "Devuelve si este objeto tiene asignado un patrón de búsqueda válido."
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
-"Busca en el texto el patrón compilado. Devuelve un contenedor [RegExMatch] "
-"del primer resultado coincidente si se encuentra, de lo contrario "
-"[code]null[/code]. La región en la que se debe buscar puede especificarse "
-"sin modificar el lugar en el que se encuentra el anclaje de inicio y fin."
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
-"Busca en el texto el patrón compilado. Devuelve un array de contenedores "
-"[RegExMatch] para cada resultado no superpuesto. Si no se encuentran "
-"resultados, se devuelve un array vacío. La región en la que se debe buscar "
-"puede ser especificada sin modificar el lugar donde se encuentran el ancla "
-"de inicio y el ancla de fin."
#: modules/regex/doc_classes/RegEx.xml
+#, fuzzy
msgid ""
"Searches the text for the compiled pattern and replaces it with the "
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
"Busca en el texto el patrón compilado y lo reemplaza con la string "
"especificada. Escapadas y retro-referencias como [code]$1[/code] y "
@@ -71417,9 +71506,12 @@ msgstr ""
"reposo)."
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
-"Llama a un grupo sólo una vez aunque la llamada se ejecute muchas veces."
#: doc/classes/SceneTree.xml
#, fuzzy
@@ -73637,7 +73729,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -75379,8 +75473,11 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
-msgstr "El ángulo del foco en grados."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
+msgstr ""
#: doc/classes/SpotLight.xml
msgid "The spotlight's angular attenuation curve."
@@ -75391,11 +75488,14 @@ msgid "The spotlight's light energy attenuation curve."
msgstr "La curva de atenuación de la energía de la luz del foco."
#: doc/classes/SpotLight.xml
+#, fuzzy
msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
"El máximo rango que puede ser alcanzado por el foco. Tenga en cuenta que el "
"área efectivamente iluminada puede parecer más pequeña dependiendo del "
@@ -87445,10 +87545,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -87462,8 +87567,8 @@ msgstr ""
#: doc/classes/Viewport.xml
#, fuzzy
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
"Si [code]true[/code], la etiqueta subraya las metaetiquetas como [code][url]"
"{text}[/url][/code]."
@@ -87654,7 +87759,9 @@ msgstr "Si [code]true[/code], el viewport debería hacer su fondo transparente."
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -88350,6 +88457,22 @@ msgstr ""
"Este objeto sólo será visible para [Camera] cuya máscara de selección "
"incluya el objeto renderizado que este [VisualInstance] tiene configurado."
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr "Un script implementado en el entorno de programación de Visual Script."
diff --git a/doc/translations/et.po b/doc/translations/et.po
index 40bf471522..7f92671d8f 100644
--- a/doc/translations/et.po
+++ b/doc/translations/et.po
@@ -481,7 +481,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -496,7 +497,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -869,12 +874,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3485,6 +3494,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4169,8 +4198,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -7087,7 +7115,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7272,6 +7303,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7291,9 +7325,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -9931,10 +9969,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10466,14 +10503,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10483,22 +10520,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -19278,6 +19315,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22110,7 +22155,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -32822,7 +32870,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -36120,7 +36170,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36368,7 +36421,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37078,6 +37134,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -39884,7 +39943,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40395,11 +40456,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40433,11 +40494,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40459,11 +40520,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42310,6 +42371,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -49902,15 +49973,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51506,17 +51584,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51525,8 +51614,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54241,7 +54336,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56078,7 +56177,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -57456,7 +57557,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57472,7 +57576,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -66709,10 +66815,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66723,8 +66834,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66876,7 +66987,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67408,6 +67521,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/doc/translations/fa.po b/doc/translations/fa.po
index 31077d1e54..787c7ff937 100644
--- a/doc/translations/fa.po
+++ b/doc/translations/fa.po
@@ -698,8 +698,10 @@ msgstr ""
"[/ codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -714,7 +716,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
"آرایه ای از Ùرهنگ لغت ها را نشان Ù…ÛŒ دهد Ú©Ù‡ پشته تماس Ùعلی را نشان Ù…ÛŒ دهد.\n"
"[codeblock]\n"
@@ -1292,12 +1298,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3920,6 +3930,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4604,8 +4634,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -7522,7 +7551,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7707,6 +7739,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7726,9 +7761,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -10366,10 +10405,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10901,14 +10939,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10918,22 +10956,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -19713,6 +19751,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22545,7 +22591,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -33260,7 +33309,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -36564,7 +36615,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36812,7 +36866,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37522,6 +37579,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -40328,7 +40388,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40839,11 +40901,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40877,11 +40939,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40903,11 +40965,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42766,6 +42828,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -50358,15 +50430,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51966,17 +52045,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51985,8 +52075,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54701,7 +54797,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56538,7 +56638,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -57916,7 +58018,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57932,7 +58037,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -67169,10 +67276,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -67183,8 +67295,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -67336,7 +67448,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67868,6 +67982,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/doc/translations/fi.po b/doc/translations/fi.po
index 811d77f710..fc517a6ff5 100644
--- a/doc/translations/fi.po
+++ b/doc/translations/fi.po
@@ -550,7 +550,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -565,7 +566,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -938,12 +943,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3554,6 +3563,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4238,8 +4267,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -7164,7 +7192,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7349,6 +7380,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7368,9 +7402,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -10009,10 +10047,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10544,14 +10581,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10561,22 +10598,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -19375,6 +19412,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22209,7 +22254,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -32948,7 +32996,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -36271,7 +36321,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36521,7 +36574,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37238,6 +37294,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -40048,7 +40107,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40564,11 +40625,11 @@ msgstr "Palauttaa kahden vektorin jäännöksen."
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40602,11 +40663,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40628,11 +40689,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42482,6 +42543,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -50083,15 +50154,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51688,17 +51766,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51707,8 +51796,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54424,7 +54519,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56262,7 +56361,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -57640,7 +57741,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57656,7 +57760,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -66944,10 +67050,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66958,8 +67069,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -67111,7 +67222,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67643,6 +67756,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/doc/translations/fil.po b/doc/translations/fil.po
index 2bbab40941..749fea9ef9 100644
--- a/doc/translations/fil.po
+++ b/doc/translations/fil.po
@@ -484,7 +484,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -499,7 +500,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -872,12 +877,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3488,6 +3497,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4172,8 +4201,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -7090,7 +7118,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7275,6 +7306,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7294,9 +7328,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -9934,10 +9972,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10469,14 +10506,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10486,22 +10523,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -19281,6 +19318,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22113,7 +22158,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -32828,7 +32876,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -36126,7 +36176,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36374,7 +36427,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37084,6 +37140,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -39890,7 +39949,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40401,11 +40462,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40439,11 +40500,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40465,11 +40526,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42316,6 +42377,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -49908,15 +49979,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51512,17 +51590,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51531,8 +51620,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54247,7 +54342,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56084,7 +56183,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -57462,7 +57563,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57478,7 +57582,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -66715,10 +66821,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66729,8 +66840,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66882,7 +66993,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67414,6 +67527,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/doc/translations/fr.po b/doc/translations/fr.po
index e22ff9db67..2898e9ec19 100644
--- a/doc/translations/fr.po
+++ b/doc/translations/fr.po
@@ -56,13 +56,17 @@
# KikooDX <kikoodx@paranoici.org>, 2022.
# Kevin Bouancheau <kevin.bouancheau@gmail.com>, 2022.
# Maxim Lopez <maxim.lopez.02@gmail.com>, 2022.
+# Philippe Lamare <ph.lamare@free.fr>, 2022.
+# Augustin Ambiehl <ambiehlaugustin@gmail.com>, 2022.
+# Landry Simo <landrysimo99@gmail.com>, 2022.
+# Alexis Coudert <coudert.alex@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2022-08-19 12:56+0000\n"
-"Last-Translator: Maxime Leroy <lisacintosh@gmail.com>\n"
+"PO-Revision-Date: 2022-12-03 00:47+0000\n"
+"Last-Translator: Alexis Coudert <coudert.alex@gmail.com>\n"
"Language-Team: French <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/fr/>\n"
"Language: fr\n"
@@ -70,7 +74,7 @@ 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 4.14-dev\n"
+"X-Generator: Weblate 4.15-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -133,6 +137,7 @@ msgid "Default"
msgstr "Défaut"
#: doc/tools/make_rst.py
+#, fuzzy
msgid "Setter"
msgstr "Setter"
@@ -774,8 +779,10 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -790,7 +797,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
"Renvoie un tableau de dictionnaires représentant la pile d'appels en cours.\n"
"[codeblock]\n"
@@ -876,7 +887,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns an interpolation or extrapolation factor considering the range "
"specified in [code]from[/code] and [code]to[/code], and the interpolated "
@@ -899,24 +909,26 @@ msgid ""
"See also [method lerp] which performs the reverse of this operation, and "
"[method range_lerp] to map a continuous series of values to another."
msgstr ""
-"Retourne le facteur d'interpolation ou d'extrapolation suivant l'intervalle "
-"spécifié dans [code]from[/code] et [code]to[/code], et la valeur interpolée "
-"spécifiée par [code]weight[/code]. La valeur retournée sera entre [code]0.0[/"
-"code] et [code]1.0[/code] si [code]weight[/code] est entre [code]from[/code] "
-"et [code]to[/code] (inclus). Si [code]weight[/code] est en dehors de cet "
+"Retourne un facteur d'interpolation ou d'extrapolation suivant l'intervalle "
+"spécifié dans [code]de[/code] et [code]à[/code], et la valeur interpolée "
+"spécifiée par [code]poids[/code]. La valeur retournée sera entre [code]0.0[/"
+"code] et [code]1.0[/code] si [code]poids[/code] est entre [code]de[/code] et "
+"[code]à[/code] (inclus). Si [code]poids[/code] se trouve en dehors de cet "
"intervalle, un facteur d'extrapolation sera retourné (une valeur inférieure "
-"à [code]0.0[/code] ou supérieure à [code]1.0[/code]).\n"
+"à [code]0.0[/code] ou supérieure à [code]1.0[/code]). Utilisez [method "
+"clamp] sur le resultat de [method inverse_lerp] si cela n'est pas souhaité.\n"
"[codeblock]\n"
-"# Le facteur d'interpolation de cet appel à `lerp()` ci-dessous est le "
+"# Le facteur d'interpolation de cet appel à `lerp()` ci-dessous est de "
"0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
-"# `middle` est maintenant 27.5.\n"
-"# Maintenant, on fait comme si on avait oublié le facteur d'interpolation "
-"original et qu'on veut le calculer.\n"
+"# `middle` vaut maintenant 27.5.\n"
+"# Admettons maintenant que l'on ait oublié le facteur d'interpolation "
+"original et que l'on veut le calculer.\n"
"var ratio = inverse_lerp(20, 30, 27.5)\n"
-"# `ratio` est maintenant 0.75.\n"
+"# `ratio` vaut maintenant 0.75.\n"
"[/codeblock]\n"
-"Voir aussi [method lerp] qui fait l'opération inverse."
+"Voir aussi [method lerp] qui fait l'opération inverse et [method range_lerp] "
+"qui fait correspondre une série de valeurs continues à une autre."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -988,7 +1000,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Linearly interpolates between two values by the factor defined in "
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
@@ -1010,12 +1021,13 @@ msgid ""
"ease] or [method smoothstep]. See also [method range_lerp] to map a "
"continuous series of values to another."
msgstr ""
-"L'interpolation linéaire entre deux valeurs avec un facteur défini par "
-"[code]weight[/code]. Pour faire une interpolation, [code]weight[/code] doit "
-"être entre [code]0.0[/code] et [code]1.0[/code] (inclus). Pour autant, des "
-"valeurs en dehors de cet intervalle sont autorisés pour faire une "
-"[i]extrapolation[/i].\n"
-"Si les arguments [code]from[/code] et [code]to[/code] sont de type [int] ou "
+"Effectue une interpolation linéaire entre deux valeurs par un facteur défini "
+"dans [code]poids[/code]. Pour effectuer l'interpolation, [code]poids[/code] "
+"se situer entre [code]0.0[/code] et [code]1.0[/code] (inclus). Pour autant, "
+"des valeurs en dehors de cet intervalle sont autorisés pour effectuer une "
+"[i]extrapolation[/i]. Utilisez [method clamp] sur le résultat de [method "
+"lerp] si cela n'est pas souhaité.\n"
+"Si les arguments [code]de[/code] et [code]à[/code] sont de type [int] ou "
"[float], la valeur retournée est un [float].\n"
"Si les deux sont du même type de vecteur ([Vector2], [Vector3] ou [Color]), "
"la valeur de retour sera du même type (puisque [code]lerp[/code] appelle "
@@ -1024,9 +1036,10 @@ msgstr ""
"lerp(0, 4, 0.75) # Retourne 3.0\n"
"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Retourne Vector2(2, 3.5)\n"
"[/codeblock]\n"
-"Voir aussi [method inverse_lerp] qui fait l'opération inverse. Pour fait une "
-"interpolation plus douce avec [method lerp], combinez l'appel avec [method "
-"ease] ou [method smoothstep]."
+"Voir aussi [method inverse_lerp] qui effectue l'opération inverse. Pour "
+"effectuer une interpolation adoucie avec [method lerp], combinez l'appel "
+"avec [method ease] ou [method smoothstep]. Voir aussi [method range_lerp] "
+"pour faire correspondre une série de valeurs continues à une autre."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1448,19 +1461,17 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
-"Affiche la trace d'appels à l'emplacement du code, ne fonctionne que lorsque "
-"le débogueur est activé.\n"
-"La sortie dans la console ressemblerait à ceci :\n"
-"[codeblock]\n"
-"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1749,6 +1760,17 @@ msgid ""
"For complex use cases where you need multiple ranges, consider using [Curve] "
"or [Gradient] instead."
msgstr ""
+"Fait correspondre une [code]valeur[/code] de l'intervalle [code][idebut, "
+"ifin][/code] à [code][odebut, ofin][/code]. Voir aussi [method lerp] et "
+"[method inverse_lerp]. Si la [code]valeur[/code] est en dehors de [code]"
+"[idebut, ifin][/code], la valeur résultante sera aussi en dehors de [code]"
+"[odebut, ofin][/code]. Utilisez [method clamp] sur le résultat de [method "
+"range_lerp] si cela n'est pas souhaité.\n"
+"[codeblock]\n"
+"range_lerp(75, 0, 100, -1, 1) # Retourne 0.5\n"
+"[/codeblock]\n"
+"Pour les cas d'utilisation plus complexes avec plusieurs intervalles, "
+"favorisez plutôt [Curve] ou [Gradient]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -4162,10 +4184,13 @@ msgid "MIDI stop message. Stop the current sequence."
msgstr "Le message d'arrêt en MIDI. Arrête la séquence actuelle."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid ""
"MIDI active sensing message. This message is intended to be sent repeatedly "
"to tell the receiver that a connection is alive."
msgstr ""
+"Message de détection d'activité MIDI. Ce message est destiné à être envoyé à "
+"plusieurs reprises pour indiquer au récepteur qu'une connexion est active."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4638,6 +4663,26 @@ msgstr ""
"Indique qu'une image est comprimé en utlisant la compression sans perte."
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
"Le propriété est sérialisé et sauvegardé dans le fichier de la scène(défaut)."
@@ -5489,8 +5534,7 @@ msgstr "Animation Sprite 2D"
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr "Démo 2D « Dodge The Creeps »"
@@ -6427,18 +6471,25 @@ msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"override the text caption for this node."
msgstr ""
+"Lorsque vous héritez d'[AnimationRootNode], implémentez cette méthode "
+"virtuelle pour remplacer le texte de légende de ce nœud."
#: doc/classes/AnimationNode.xml
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"return a child node by its [code]name[/code]."
msgstr ""
+"Lorsque vous héritez d'[AnimationRootNode], implémentez cette méthode "
+"virtuelle pour retourner un nœud enfant par [code]nom[/code]."
#: doc/classes/AnimationNode.xml
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
+"Lorsque vous héritez d'[AnimationRootNode], implémentez cette méthode "
+"virtuelle pour retourner tous les nœuds enfants en tant que dictionnaire "
+"[code]nom : nœud[/code]."
#: doc/classes/AnimationNode.xml
msgid ""
@@ -6462,16 +6513,17 @@ msgstr ""
"réutilisé dans plusieurs arbres de nœuds."
#: doc/classes/AnimationNode.xml
-#, fuzzy
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"return the default value of parameter \"[code]name[/code]\". Parameters are "
"custom local memory used for your nodes, given a resource can be reused in "
"multiple trees."
msgstr ""
-"Obtient la valeur par défaut d'un paramètre. Les paramètres sont la mémoire "
-"locale personnalisé utilisé pour vos nœuds, étant donné qu'une ressource "
-"peut être réutilisé dans plusieurs arbres de nœuds."
+"Lors de l'héritage de [AnimationRootNode], implémente cette méthode "
+"virtuelle pour obtenirla valeur par défaut du paramètre \"[code]name[/"
+"code]\". Les paramètres sont de la mémoire locale personnalisée utilisée "
+"pour vos nœuds, étant donné qu'une ressource peut être réutilisée dans "
+"plusieurs arbres."
#: doc/classes/AnimationNode.xml
#, fuzzy
@@ -9430,6 +9482,7 @@ msgstr ""
"les éléments placés après devront tous être décalés."
#: doc/classes/Array.xml
+#, fuzzy
msgid ""
"Assigns the given value to all elements in the array. This can typically be "
"used together with [method resize] to create an array with a given size and "
@@ -9438,7 +9491,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
"Assigne la valeur donnée à tous les éléments du tableau. C'est souvent "
"utilisé avec [method resize] pour créer un tableau d'une taille donnée avec "
@@ -9725,8 +9781,12 @@ msgstr ""
"découpage."
#: doc/classes/Array.xml
+#, fuzzy
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -9749,6 +9809,7 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Array.xml
+#, fuzzy
msgid ""
"Sorts the array using a custom method. The arguments are an object that "
"holds the method and the name of such method. The custom method receives two "
@@ -9757,9 +9818,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -9894,13 +9959,23 @@ msgstr ""
"deviendra l'index [code]surf_idx[/code] pour cette nouvelle surface.\n"
"L'argument [code]arrays[/code] est un tableau de tableaux. Voir [enum "
"ArrayType] pour les valeurs utilisées dans ce tableau. Par exemple, "
-"l'argument [code]arrays[/code] est le tableau des sommets. Ce premier sous-"
-"tableau de sommets est nécessaire ; les autres sont facultatifs. L'ajout "
-"d'un tableau d'indices met cette fonction en \"mode index\" où les sommets "
-"et d'autres tableaux deviennent les sources de données et le tableau d'index "
-"définit l'ordre des vertex. Tous les sous-tableau doivent avoir la même "
-"longueur que le tableau des sommets, ou être vides, sauf pour [constant "
-"ARRAY_INDEX] s'il est utilisé."
+"l'argument [code]arrays[0]/code] est le tableau des sommets. Ce premier sous-"
+"tableau de sommets est toujours requis ; les autres sont facultatifs. "
+"L'ajout d'un tableau d'indices met cette fonction en \"mode index\" où les "
+"sommets et d'autres tableaux deviennent les sources de données et le tableau "
+"d'index définit l'ordre des vertex. Tous les sous-tableau doivent avoir la "
+"même longueur que le tableau des sommets, ou être vides, sauf pour [constant "
+"ARRAY_INDEX] s'il est utilisé.\n"
+"[code]compress_flags[/code] est un champ de bits fait de valeurs [enum Mesh."
+"ArrayFormat]. Il prend par défaut la valeur de [constant Mesh."
+"ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] Le [code]compress_flags[/code] par défaut valide [constant Mesh."
+"ARRAY_COMPRESS_COLOR], qui rend les couleurs de sommet stockées sous forme "
+"d'entiers non signés 8 bits. Cela bloquera les couleurs de sommet trop "
+"lumineuses à [code]Color(1, 1, 1, 1)[/code] et réduira leur précision. Pour "
+"stocker des couleurs de sommet HDR, enlever le flag de compression de "
+"couleur de sommet en passant [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ Mesh."
+"ARRAY_COMPRESS_COLOR[/code] comme la valeur de [code]compress_flags[/code]."
#: doc/classes/ArrayMesh.xml
msgid "Removes all blend shapes from this [ArrayMesh]."
@@ -13145,12 +13220,16 @@ msgid ""
"settings."
msgstr ""
"Le nom du périphérique actuel pour l'entrée audio (voir [method "
-"get_device_list)]. Sur les systèmes avec plusieurs entrées audio (comme "
-"l'analogique, l'USB et l'audio par HDMI), cela peut être utilisé pour "
-"sélectionner le périphérique d'entrée pour l'audio. La valeur "
-"[code]\"Defaut\"[/code] enregistrera l'audio sur l'entrée audio par défaut "
-"du système. Si un nom de périphérique invalide est défini, la valeur sera "
-"retournée à [code]\"Defaut\"[/code]."
+"capture_get_device_list]. Sur les systèmes avec plusieurs entrées audio "
+"(comme l'analogique, l'USB et l'audio par HDMI), ceci peut être utilisé pour "
+"sélectionner le périphérique d'entrée audio. La valeur [code]\"Default\"[/"
+"code] enregistrera l'audio sur l'entrée audio par défaut du système. Si un "
+"nom de périphérique invalide est défini, la valeur sera retournée à "
+"[code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] doit être "
+"[code]true[/code] pour que l'entrée audio fonctionne. Voir aussi la "
+"description de ce paramètre pour les avertissements liés aux autorisations "
+"et aux paramètres de confidentialité du système d'exploitation."
#: doc/classes/AudioServer.xml
msgid ""
@@ -13317,16 +13396,10 @@ msgstr "Efface la mémoire tampon des échantillons audio."
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
-"Retourne le nombre de frames de données audio restantes à jouer. Si ce "
-"nombre atteint [code]0[/code], l'audio cessera de jouer jusqu'à ce que de "
-"nouvelles frames soient ajoutés. Par conséquent, assurez-vous que votre "
-"script peut toujours générer et pousser de nouveaux frames audio assez "
-"rapidement pour éviter les craquements audio."
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
@@ -13999,14 +14072,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -14015,23 +14088,28 @@ msgid "Buffer mode. See [enum CopyMode] constants."
msgstr "Le mode de mémoire tampon. Voir les constantes [enum CopyMode]."
#: doc/classes/BackBufferCopy.xml
+#, fuzzy
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
+"Le type de base à utiliser lorsque [member call_mode] est défini à [constant "
+"CALL_MODE_INSTANCE]."
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+#, fuzzy
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr "BackBufferCopy met en tampon une région rectangulaire."
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+#, fuzzy
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr "BackBufferCopy met en mémoire tampon tout l'écran."
#: doc/classes/BakedLightmap.xml
@@ -16719,17 +16797,20 @@ msgid ""
"antialiasing. 2D batching is also still supported with those antialiased "
"lines."
msgstr ""
-"Dessine des segments de ligne interconnectés avec une [code]width[/code] "
-"uniforme et une coloration segment par segment. Les couleurs attribuées aux "
-"segments de ligne correspondent par index entre [code]points[/code] et "
-"[code]colors[/code].\n"
-"[b]Note :[/b] Le fonctionnement interne peut provoquer des problèmes de "
-"rendu de l'anti-crénelage lors de l'affichage de polygones transparents voir "
-"peut ne pas fonctionner sur certaines plateformes. Pour corriger cela, "
+"Dessine des lignes déconnectées avec une [code]width[/code] uniforme et une "
+"coloration segment par segment. Les couleurs attribuées aux segments de "
+"ligne correspondent par index entre [code]points[/code] et [code]colors[/"
+"code]. Lorsque vous dessinez de grandes quantités de lignes, cela est plus "
+"rapide que d'utiliser des appels individuels[method draw_line]. Pour tracer "
+"des lignes interconnectées, utiliser [method draw_polyline_colors] à la "
+"place.\n"
+"[b]Note :[/b] [code]width[/code] et [code]antialiased[/code] ne sont pas "
+"actuellement implémentés et ne produisent aucun effet. Comme contournement, "
"installez le greffon [url=https://github.com/godot-extended-libraries/godot-"
"antialiased-line2d]Antialiased Line2D[/url] et créez un nœud "
"AntialiasedPolygon2D. Ce nœud utilise une texture avec différents niveaux de "
-"mipmap pour l'anti-crénelage."
+"mipmap pour l'anti-crénelage. Le traitement par lots 2D est également "
+"supporté avec ces lignes anti-crénelage."
#: doc/classes/CanvasItem.xml
msgid ""
@@ -25852,6 +25933,14 @@ msgid "Cylinder shape for collisions."
msgstr "Une forme cylindrique pour les collisions."
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr "La hauteur du cylindre."
@@ -30031,6 +30120,7 @@ msgid "Base script that can be used to add extension functions to the editor."
msgstr "Script de base qui permet d'étendre les fonctionnalités de l'éditeur."
#: doc/classes/EditorScript.xml
+#, fuzzy
msgid ""
"Scripts extending this class and implementing its [method _run] method can "
"be executed from the Script Editor's [b]File > Run[/b] menu option (or by "
@@ -30048,7 +30138,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
"Les scripts héritant de cette classe et implémentant la méthode [method "
"_run] peuvent être exécutés depuis l'éditeur de script avec l'option de menu "
@@ -42766,7 +42859,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -47014,6 +47109,7 @@ msgid "3D agent used in navigation for collision avoidance."
msgstr "Un agent 3D utilisé dans les navigations pour esquiver les collisions."
#: doc/classes/NavigationAgent.xml
+#, fuzzy
msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
@@ -47027,7 +47123,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
"Agent 3D utilisé dans la navigation pour atteindre un emplacement tout en "
"évitant les obstacles statiques et dynamiques. Les obstacles dynamiques sont "
@@ -47386,6 +47485,7 @@ msgid "2D agent used in navigation for collision avoidance."
msgstr "Un agent 2D utilisé en navigation pour éviter les collisions."
#: doc/classes/NavigationAgent2D.xml
+#, fuzzy
msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
@@ -47399,7 +47499,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
"L'agent 2D utilisé dans la navigation pour atteindre un emplacement tout en "
"évitant les obstacles statiques et dynamiques. Les obstacles dynamiques sont "
@@ -48399,6 +48502,7 @@ msgid "Server interface for low-level 3D navigation access."
msgstr "Interface serveur pour un accès de navigation 3D de bas niveau."
#: doc/classes/NavigationServer.xml
+#, fuzzy
msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
@@ -48419,6 +48523,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -52507,7 +52614,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -53164,11 +53273,11 @@ msgstr "Retourne le nom du pilote audio à l'index donné."
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -53202,11 +53311,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -53234,11 +53343,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -55600,6 +55709,17 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+#, fuzzy
+msgid "2D Particles Demo"
+msgstr "Démo 2D isométrique"
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
"Retourne un rectangle contenant la position de toutes les particules "
@@ -64195,15 +64315,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -66153,17 +66280,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -66172,8 +66310,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -69059,9 +69203,12 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr "Appelle un groupe immédiatement (au lieu de le faire durant le repos)."
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
-"Appelle un groupe une seule fois même si l'appel a était fait plusieurs fois."
#: doc/classes/SceneTree.xml
msgid "No stretching."
@@ -69139,8 +69286,8 @@ msgstr ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Minuteur terminé.\")\n"
"[/codeblock]\n"
-"Le minuteur sera automatiquement une fois terminé. Pour garder le minuteur, "
-"vous pouvez maintenir une référence vers lui. Voir [Reference]."
+"Le minuteur sera automatiquement déréférencé une fois terminé. Pour garder "
+"le minuteur, vous pouvez maintenir une référence vers lui. Voir [Reference]."
#: doc/classes/SceneTreeTimer.xml
msgid "The time remaining (in seconds)."
@@ -71188,7 +71335,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -72764,8 +72913,11 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
-msgstr "L’angle du projecteur en degrés."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
+msgstr ""
#: doc/classes/SpotLight.xml
msgid "The spotlight's angular attenuation curve."
@@ -72780,7 +72932,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -74278,7 +74432,7 @@ msgid ""
"[/codeblock]"
msgstr ""
"Échappe (code) une chaine de caractères dans un format compatible avec les "
-"URL. Est aussi référé au 'codage de URL' ('URL encode').\n"
+"URL. Aussi appelé 'encodage d'URL' ('URL encode').\n"
"[codeblock]\n"
"print(\"https://example.org/?escaped=\" + \"Le Moteur Godot:'docs'\"."
"http_escape())\n"
@@ -83997,10 +84151,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -84012,9 +84171,10 @@ msgstr ""
"débogage."
#: doc/classes/Viewport.xml
+#, fuzzy
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
"Si [code]true[/code], le viewport désactivera le rendu 3D. Pour le "
"désactiver réellement, utilisez [code]usage[/code]."
@@ -84198,7 +84358,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -84784,6 +84946,22 @@ msgstr ""
"Cet objet ne sera visible que pour les [Camera] où le masque de cull inclut "
"l'objet de rendu auquel [VisualInstance] est défini."
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/doc/translations/gl.po b/doc/translations/gl.po
index 4ad17bba17..67bd7d902f 100644
--- a/doc/translations/gl.po
+++ b/doc/translations/gl.po
@@ -476,7 +476,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -491,7 +492,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -864,12 +869,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3480,6 +3489,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4164,8 +4193,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -7082,7 +7110,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7267,6 +7298,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7286,9 +7320,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -9926,10 +9964,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10461,14 +10498,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10478,22 +10515,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -19273,6 +19310,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22105,7 +22150,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -32817,7 +32865,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -36115,7 +36165,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36363,7 +36416,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37073,6 +37129,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -39879,7 +39938,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40390,11 +40451,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40428,11 +40489,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40454,11 +40515,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42305,6 +42366,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -49897,15 +49968,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51501,17 +51579,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51520,8 +51609,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54236,7 +54331,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56073,7 +56172,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -57451,7 +57552,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57467,7 +57571,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -66704,10 +66810,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66718,8 +66829,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66871,7 +66982,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67403,6 +67516,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/doc/translations/hi.po b/doc/translations/hi.po
index 945befe58b..75318a4554 100644
--- a/doc/translations/hi.po
+++ b/doc/translations/hi.po
@@ -475,7 +475,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -490,7 +491,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -863,12 +868,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3479,6 +3488,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4163,8 +4192,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -7081,7 +7109,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7266,6 +7297,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7285,9 +7319,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -9925,10 +9963,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10460,14 +10497,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10477,22 +10514,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -19272,6 +19309,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22104,7 +22149,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -32816,7 +32864,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -36114,7 +36164,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36362,7 +36415,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37072,6 +37128,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -39878,7 +39937,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40389,11 +40450,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40427,11 +40488,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40453,11 +40514,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42304,6 +42365,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -49896,15 +49967,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51500,17 +51578,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51519,8 +51608,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54235,7 +54330,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56072,7 +56171,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -57450,7 +57551,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57466,7 +57570,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -66703,10 +66809,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66717,8 +66828,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66870,7 +66981,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67402,6 +67515,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/doc/translations/hu.po b/doc/translations/hu.po
index a962de15e5..e99babd548 100644
--- a/doc/translations/hu.po
+++ b/doc/translations/hu.po
@@ -495,7 +495,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -510,7 +511,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -883,12 +888,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3499,6 +3508,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4183,8 +4212,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -7101,7 +7129,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7286,6 +7317,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7305,9 +7339,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -9945,10 +9983,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10480,14 +10517,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10497,22 +10534,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -19292,6 +19329,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22124,7 +22169,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -32836,7 +32884,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -36134,7 +36184,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36382,7 +36435,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37092,6 +37148,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -39898,7 +39957,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40409,11 +40470,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40447,11 +40508,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40473,11 +40534,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42324,6 +42385,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -49916,15 +49987,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51520,17 +51598,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51539,8 +51628,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54255,7 +54350,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56092,7 +56191,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -57470,7 +57571,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57486,7 +57590,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -66723,10 +66829,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66737,8 +66848,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66890,7 +67001,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67422,6 +67535,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/doc/translations/id.po b/doc/translations/id.po
index 249ed80079..ad63a828e5 100644
--- a/doc/translations/id.po
+++ b/doc/translations/id.po
@@ -695,7 +695,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -710,7 +711,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1220,21 +1225,18 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
-"Mencetak trek tumpukan di lokasi kode, hanya berfungsi saat dijalankan "
-"dengan debugger dihidupkan.\n"
-"Output di konsol akan terlihat seperti ini:\n"
-"[codeblock]\n"
-"Frame 0 - res://test.gd:16 dalam fungsi '_process'\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
@@ -3889,6 +3891,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4573,8 +4595,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -7492,7 +7513,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7677,6 +7701,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7696,9 +7723,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -10336,10 +10367,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10871,14 +10901,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10888,22 +10918,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -19685,6 +19715,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22517,7 +22555,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -33240,7 +33281,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -36561,7 +36604,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36810,7 +36856,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37521,6 +37570,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -40329,7 +40381,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40842,11 +40896,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40880,11 +40934,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40906,11 +40960,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42770,6 +42824,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -50367,15 +50431,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51971,17 +52042,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51990,8 +52072,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54707,7 +54795,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56544,7 +56636,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -57922,7 +58016,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57938,7 +58035,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -67192,10 +67291,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -67206,8 +67310,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -67359,7 +67463,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67891,6 +67997,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/doc/translations/is.po b/doc/translations/is.po
index 2facd468d9..6bf49858f4 100644
--- a/doc/translations/is.po
+++ b/doc/translations/is.po
@@ -475,7 +475,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -490,7 +491,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -863,12 +868,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3479,6 +3488,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4163,8 +4192,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -7081,7 +7109,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7266,6 +7297,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7285,9 +7319,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -9925,10 +9963,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10460,14 +10497,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10477,22 +10514,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -19272,6 +19309,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22104,7 +22149,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -32816,7 +32864,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -36114,7 +36164,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36362,7 +36415,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37072,6 +37128,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -39878,7 +39937,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40389,11 +40450,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40427,11 +40488,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40453,11 +40514,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42304,6 +42365,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -49896,15 +49967,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51500,17 +51578,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51519,8 +51608,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54235,7 +54330,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56072,7 +56171,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -57450,7 +57551,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57466,7 +57570,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -66703,10 +66809,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66717,8 +66828,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66870,7 +66981,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67402,6 +67515,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/doc/translations/it.po b/doc/translations/it.po
index ed4ec9ddc7..37488c9ebd 100644
--- a/doc/translations/it.po
+++ b/doc/translations/it.po
@@ -20,18 +20,19 @@
# Daniele Basso <tiziodcaio@gmail.com>, 2021.
# Jacopo Farina <jacopo1.farina@gmail.com>, 2021.
# Riteo Siuga <riteo@posteo.net>, 2021.
-# ZeroKun265 <davidegiambirtone265@gmail.com>, 2021.
+# ZeroKun265 <davidegiambirtone265@gmail.com>, 2021, 2022.
# Andrea Montagna <fullmontis@gmail.com>, 2021.
# Andrea Leganza <neogene@gmail.com>, 2021.
# Federico Caprini <caprinifede@gmail.com>, 2022.
# Alessandro Casalino <alessandro.casalino93@gmail.com>, 2022.
# AndreWharn <andrewharnofficial@gmail.com>, 2022.
+# Silvia Scaglione <sissisoad@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: 2022-09-14 18:45+0000\n"
-"Last-Translator: Federico Caprini <caprinifede@gmail.com>\n"
+"PO-Revision-Date: 2022-10-16 11:17+0000\n"
+"Last-Translator: Silvia Scaglione <sissisoad@gmail.com>\n"
"Language-Team: Italian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/it/>\n"
"Language: it\n"
@@ -39,7 +40,7 @@ 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 4.14.1-dev\n"
+"X-Generator: Weblate 4.15-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -47,7 +48,7 @@ msgstr "Descrizione"
#: doc/tools/make_rst.py
msgid "Tutorials"
-msgstr "Guide"
+msgstr "Tutorials"
#: doc/tools/make_rst.py
msgid "Properties"
@@ -253,8 +254,8 @@ msgid ""
"s = asin(0.5)\n"
"[/codeblock]"
msgstr ""
-"Ritorna l'arcoseno di [code]s[/code] in radianti. Usato per prendere "
-"l'angolo del seno [code]s[/code]. [code]s[/code] deve essere compreso tra "
+"Ritorna l'arcoseno di [code]s[/code] in radianti. Utilizza [code]s[/code] "
+"per prendere l'angolo del seno. [code]s[/code] deve essere compreso tra "
"[code]-1.0[/code] e [code]1.0[/code] (inclusi), altrimenti, [method asin] "
"ritornerà [constant NAN].\n"
"[codeblock]\n"
@@ -288,20 +289,20 @@ msgid ""
"a message with clarifying details\n"
"[/codeblock]"
msgstr ""
-"Controlla che [code]condition[/code] sia [code]true[/code]. Se "
-"[code]condition[/code] è [code]false[/code], un errore è generato. Mentre si "
-"sta eseguendo dall'editor, il progetto corrente verrà interrotto finché non "
-"lo riprenderai. Questo può essere usato come una forma più forte di [method "
-"push_error] per riportare gli errori allo sviluppatore del progetto o agli "
-"utilizzatori di add-on.\n"
-"[b]Note:[/b] Per ragioni di performance, il codice dentro [method assert] "
-"viene eseguito sono nelle versione di debug o mentre si sta eseguendo il "
-"progetto dall'editor. Non includere codice che ha effetti collaterali mentre "
-"[method assert] viene chiamato. Altrimenti il progetto si comporterà "
-"diversamente quando viene esportato nella modalità di rilascio.\n"
-"Il parametro [code]message[/code] opzionale, se passato, è mostrato insieme "
-"al messaggio generico \"Assertion failed\". Puoi usarlo per dare dettagli "
-"addizionali sul perché l'asserzione sia fallita.\n"
+"Controlla che [code]condizion[/code] sia [code]true[/code](vero). Se "
+"[code]condition[/code] è [code]false[/code](falso), un errore è generato."
+"Quando eseguito all'interno dell'editor, il progetto verrà anche messo in "
+"pausa, finchè non lo farai ripartire. Ciò può essere usato come un migliore "
+"sistema di [method push_error] per riportare errori agli sviluppatori del "
+"progetto o ulteriori utenti.\n"
+"[b]Nota bene:[/b] Per motivi di prestazioni, il codice all'interno di "
+"[method assert] è eseguito solo nelle build di debug o quando il progetto è "
+"eseguito dall'editor. Non scrivere codice che dovrà avere effetti "
+"collaterali in una chiamata [method assert]. Altrimenti il progetto si "
+"comporterà in modo diverso quando esportato in modalità release.\n"
+"L'argomento opzionale [code]message[/code], se dato, è mostrato in aggiunta "
+"al generico messaggio \"Assertion failed\" (Asserzione fallita). Può essere "
+"usato per fornire più dettagli sul motivo per cui un asserzione ha fallito.\n"
"[codeblock]\n"
"# Immaginati di voler sempre avere una velocità (speed nel caso nostro) "
"sempre tra 0 e 20\n"
@@ -734,8 +735,10 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -750,7 +753,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
"Restituisce un vettore di dizionari rappresentanti il call stack corrente.\n"
"[codeblock]\n"
@@ -947,7 +954,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Linearly interpolates between two values by the factor defined in "
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
@@ -971,7 +977,10 @@ msgid ""
msgstr ""
"Interpola linearmente tra due valori mediante un valore definito in "
"[code]weight[/code]. Per interpolare, [code]weight[/code] dovrebbe rimanere "
-"tra [code]0.0[/code] e [code]1.0[/code] (inclusi).\n"
+"tra [code]0.0[/code] e [code]1.0[/code] (inclusi). Tuttavia, i valori fuori "
+"da questo range sono permessi e possono essere utilizzati per eseguire "
+"[i]extrapolation[/i]. Utilizza [method clamp] sul risultato di [method lerp] "
+"se non lo si desidera.\n"
"Se gli argomenti [code]from[/code] e [code]to[/code] sono di tipo [int] o "
"[float], il valore di ritorno è un [float].\n"
"Se entrambi sono dello stesso tipo di vettore ([Vector2], [Vector3] o "
@@ -987,7 +996,6 @@ msgstr ""
"combinalo con [method ease] o [method smoothstep]."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Linearly interpolates between two angles (in radians) by a normalized "
"value.\n"
@@ -1012,18 +1020,25 @@ msgid ""
msgstr ""
"Interpola linearmente tra due angoli (in radianti) con un valore "
"normalizzato.\n"
-"Simile a [metodo lerp], ma interpola correttamente quando gli angoli sono "
+"Simile a [method lerp], ma interpola correttamente quando gli angoli sono "
"attorno [costante @GDScript.TAU]. Per eseguire un'interpolazione alleggerita "
"con [method lerp_angle], combinalo con [method ease] o [method smoothstep].\n"
"[codeblock]\n"
"extends Sprite\n"
"var elapsed = 0.0\n"
"func _process(delta):\n"
-" var min_angle = deg2rad(0.0)\n"
-" var max_angle = deg2rad(90.0)\n"
-" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
-" elapsed += delta\n"
-"[/codeblock]"
+" var min_angle = deg2rad(0.0)\n"
+" var max_angle = deg2rad(90.0)\n"
+" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
+" elapsed += delta\n"
+"[/codeblock]\n"
+"[b]Nota:[/b] Questo metodo interpola linearmente tra [code]da[/code] e "
+"[code]a[/code]. Tuttavia, quando questi due angoli sono approssimativamente "
+"[code]PI + k * TAU[/code] distanti per qualsiasi numero intero [code]k[/"
+"code], non è ovvio in quale modo si interpolano a causa di errori di "
+"precisione a virgola mobile. Per esempio, [code]lerp_angle(0, PI, weight)[/"
+"code] interpola in senso anti-orario, mentre [code]lerp_angle(0, PI + 5 * "
+"TAU, weight)[/code] interpola in senso orario."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1272,7 +1287,6 @@ msgstr ""
"coordinate cartesiane (assi X e Y)."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the integer modulus of [code]a/b[/code] that wraps equally in "
"positive and negative.\n"
@@ -1297,7 +1311,7 @@ msgstr ""
"for i in range(-3, 4):\n"
" print(\"%2d %2d %2d\" % [i, i % 3, posmod(i, 3)])\n"
"[/codeblock]\n"
-"Produces:\n"
+"Produce:\n"
"[codeblock]\n"
"-3 0 0\n"
"-2 -2 1\n"
@@ -1375,7 +1389,6 @@ msgstr ""
"messaggi di debug ed errore che vengono mostrati con la stack trace."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Like [method print], but includes the current stack frame when running with "
"the debugger turned on.\n"
@@ -1385,28 +1398,27 @@ msgid ""
" At: res://test.gd:15:_process()\n"
"[/codeblock]"
msgstr ""
-"Stampa un stack trace nella posizione del codice, funziona solo quando il "
-"debugger è attivato.\n"
+"Come [method print], ma include l'attuale stack frame quando si avvia con il "
+"debugger attivato.\n"
"L'output nella console apparirà come:\n"
"[codeblock]\n"
-"Frame 0 - res://test.gd:16 in function '_process'\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
-"Stampa un stack trace nella posizione del codice, funziona solo quando il "
-"debugger è attivato.\n"
-"L'output nella console apparirà come:\n"
-"[codeblock]\n"
-"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1524,7 +1536,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns a random floating point value between [code]from[/code] and "
"[code]to[/code] (both endpoints inclusive).\n"
@@ -1533,11 +1544,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
-"Un range casuale, un qualsiasi numero in virgola mobile tra [code]from[/"
-"code] e [code]to[/code]\n"
+"Ritorna in modo casuale un numero a virgola mobile tra [code]from[/code] e "
+"[code]to[/code] (incluse entrambe le estremità).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Stampa 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Nota:[/b] Ciò equivale a [code]randf() * (to - from) + from[/code]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1559,8 +1571,8 @@ msgid ""
"randf() # Returns e.g. 0.375671\n"
"[/codeblock]"
msgstr ""
-"Restituisce un numero casuale in virgola mobile nell'intervallo [code][0, 1]"
-"[/code].\n"
+"Restituisce un numero casuale a virgola mobile nell'intervallo [code][0, 1][/"
+"code].\n"
"[codeblock]\n"
"randf() # Restituisce ad esempio 0.375671\n"
"[/codeblock]"
@@ -1695,6 +1707,17 @@ msgid ""
"For complex use cases where you need multiple ranges, consider using [Curve] "
"or [Gradient] instead."
msgstr ""
+"Mostra un [code]value[/code] da [code][istart, istop][/code] a [code]"
+"[ostart, ostop][/code]. Vedi anche [methop lerp] e [method inverse_lerp]. Se "
+"[code]value[/code] è fuori da [code][istart, istop][/code], allora il numero "
+"che risulterà sarà anche esso fuori da [code][ostart, ostop][/code]. "
+"Utilizza [method clamp] sul risultato di [method range_lerp] se non lo si "
+"desidera.\n"
+"[codeblock]\n"
+"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
+"[/codeblock]\n"
+"Per utilizzi complessi in cui ti servono molteplici range, considera "
+"piuttosto l'utilizzo di [Curve] o [Gradient]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1799,6 +1822,29 @@ msgid ""
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
+"Ritorna il risultato della regolare interpolazione del valore di [code]s[/"
+"code] tra [code]0[/code] e [code]1[/code], basata sulla posizione di "
+"[code]s[/code] rispetto agli angoli [code]from[/code] e [code]to[/code].\n"
+"Il valore di ritorno è [code]0[/code] if [code]s <= from[/code], e [code]1[/"
+"code] if [code]s >= to[/code]. Se [code]s[/code] è posizionato tra "
+"[code]from[/code] e [code]to[/code], il valore di ritorno seguirà una curva "
+"a forma di S che mostrerà [code]s[/code] tra [code]0[/code] e [code]1[/"
+"code].\n"
+"La curva a forma di S è l'interpolatore cubico Hermite, dato da [code]f(y) = "
+"3*y^2 - 2*y^3[/code] dove [code]y = (x-from) / (to-from)[/code].\n"
+"[codeblock]\n"
+"smoothstep(0, 2, -5.0) # Returns 0.0\n"
+"smoothstep(0, 2, 0.5) # Returns 0.15625\n"
+"smoothstep(0, 2, 1.0) # Returns 0.5\n"
+"smoothstep(0, 2, 2.0) # Returns 1.0\n"
+"[/codeblock]\n"
+"Rispetto a [method ease] con un valore di curva di [code]-1.6521[/code], "
+"[method smoothstep] ritorna la curva più regolare possibile senza improvvisi "
+"cambiamenti sulla derivata. Se hai bisogno di effettuare transizioni più "
+"avanzate, usa [Tween] o [AnimationPlayer].\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
+"smoothstep_ease_comparison.png] Confronto tra smoothstep() e ease(x, "
+"-1.6521) fa tornare i valori[/url]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1840,7 +1886,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Snaps float value [code]s[/code] to a given [code]step[/code]. This can also "
"be used to round a floating point number to an arbitrary number of "
@@ -1851,12 +1896,12 @@ msgid ""
"[/codeblock]\n"
"See also [method ceil], [method floor], [method round], and [int]."
msgstr ""
-"Arrotonda un valore float [code]s[/code] ad un valore [code]step[/code] su "
-"una scala. Questo può essere anche utilizzato per arrotondare un valore "
-"float ad un numero arbitrario di cifre decimali.\n"
+"Scatta un valore float [code]s[/code] ad un valore [code]step[/code]. Questo "
+"può essere anche utilizzato per arrotondare un valore float ad un numero "
+"arbitrario di cifre decimali.\n"
"[codeblock]\n"
"stepify(100, 32) # Ritorna 96.0\n"
-"stepify(3.14159, 0.01) # Ritorna3.14\n"
+"stepify(3.14159, 0.01) # Ritorna 3.14\n"
"[/codeblock]\n"
"Guarda anche [method ceil], [method floor], [method round] e [int]."
@@ -1985,6 +2030,15 @@ msgid ""
" print(\"unexpected results\")\n"
"[/codeblock]"
msgstr ""
+"Ritorna l'internal type della Variant dell'oggetto, utilizzando i valori "
+"[enum Variant.Type].\n"
+"[codeblock]\n"
+"p = parse_json('[\"a\", \"b\", \"c\"]')\n"
+"if typeof(p) == TYPE_ARRAY:\n"
+" print(p[0]) # Prints a\n"
+"oppure:\n"
+" print(\"unexpected results\")\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -2088,6 +2142,26 @@ msgid ""
"[code]wrapf[/code] is more flexible than using the [method fposmod] approach "
"by giving the user control over the minimum value."
msgstr ""
+"Avvolge il float [code]value[/code] tra [code]min[/code] e [code]max[/"
+"code].\n"
+"Utilizzabile per creare dei funzionamenti simili a loop o infinite "
+"superfici.\n"
+"[codeblock]\n"
+"# Infinite loop between 5.0 and 9.9\n"
+"value = wrapf(value + 0.1, 5.0, 10.0)\n"
+"[/codeblock]\n"
+"[codeblock]\n"
+"# Infinite rotation (in radians)\n"
+"angle = wrapf(angle + 0.1, 0.0, TAU)\n"
+"[/codeblock]\n"
+"[codeblock]\n"
+"# Infinite rotation (in radians)\n"
+"angle = wrapf(angle + 0.1, -PI, PI)\n"
+"[/codeblock]\n"
+"[b]Nota:[/b] Se [code]min[/code] è [code]0[/code], ciò è equivalente a "
+"[method fposmod], quindi utilizza quello preferibilmente.\n"
+"[code]wrapf[/code] è più flessibile rispetto all'approccio [method fposmod] "
+"dando l'user control sopra il valore minimo."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -2238,6 +2312,16 @@ msgid ""
"code] will not result in [constant INF] and will result in a run-time error "
"instead."
msgstr ""
+"L'infinità positiva della virgola mobile. Questo è il risultato della "
+"divisione in virgola mobile quando il divisore è [code]0.0[/code]. Per "
+"infinità negativa, utilizza [code]-INF[/code]. Dividere per [code]-0.0[/"
+"code] risulterà in infinità negativa se è il numeratore è positivo, quindi "
+"dividere per [code]0.0[/code] non è lo stesso di dividere per [code]-0.0[/"
+"code] (nonostante [code]0.0 == -0.0[/code] ritorni [code]true[/code]).\n"
+"[b]Nota:[/b] L'infinità numerica è solo un concetto per numeri a virgola "
+"mobile, e non ha equivalenti per numeri interi. Dividere un numero intero "
+"per [code]0[/code] non risulterà in [constant INF] e risulterà, invece, in "
+"un errore di avviamento."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -2263,7 +2347,7 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Global scope constants and variables."
-msgstr ""
+msgstr "Costanti e variabili degli ambiti globali."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -2272,6 +2356,11 @@ msgid ""
"Singletons are also documented here, since they can be accessed from "
"anywhere."
msgstr ""
+"Costanti e varianti degli ambiti globali. Questo è ciò che risiede nei "
+"globali, le costanti riguardano gli errori di codice, scancodes, property "
+"hints, ecc...\n"
+"I Singletons sono documentati anche qui, dato che sono accessibili da "
+"qualsiasi parte."
#: doc/classes/@GlobalScope.xml
msgid "The [ARVRServer] singleton."
@@ -2334,19 +2423,16 @@ msgid "The [Marshalls] singleton."
msgstr "Il singleton [Marshalls]."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "The [Navigation2DServer] singleton."
-msgstr "Il singleton [TranslationServer]."
+msgstr "Il singleton [Navigation2DServer]."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "The [NavigationMeshGenerator] singleton."
-msgstr "Il singleton [EditorNavigationMeshGenerator]."
+msgstr "Il singleton [NavigationMeshGenerator]."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "The [NavigationServer] singleton."
-msgstr "Il singleton [TranslationServer]."
+msgstr "Il singleton [NavigationServer]."
#: doc/classes/@GlobalScope.xml
msgid "The [OS] singleton."
@@ -2377,9 +2463,8 @@ msgid "The [ResourceSaver] singleton."
msgstr "Il singleton [ResourceSaver]."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "The [Time] singleton."
-msgstr "Il singleton [Engine]."
+msgstr "Il singleton [Time]."
#: doc/classes/@GlobalScope.xml
msgid "The [TranslationServer] singleton."
@@ -2439,16 +2524,22 @@ msgid ""
"General vertical alignment, usually used for [Separator], [ScrollBar], "
"[Slider], etc."
msgstr ""
+"L'allineamento generale verticale, solitamente utilizzato per [Separator], "
+"[Scrollbar], [Slider], ecc."
#: doc/classes/@GlobalScope.xml
msgid ""
"General horizontal alignment, usually used for [Separator], [ScrollBar], "
"[Slider], etc."
msgstr ""
+"L'allineamento orizzontale generale, solitamente utilizzato per [Separator], "
+"[Scrollbar], [Slider], etc."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid "Horizontal left alignment, usually for text-derived classes."
msgstr ""
+"L'allineamento orizzontale sinistro, solitamente per text-derived classes."
#: doc/classes/@GlobalScope.xml
msgid "Horizontal center alignment, usually for text-derived classes."
@@ -2721,26 +2812,24 @@ msgid "Context menu key."
msgstr "Tasto menu contestuale."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Left Hyper key."
msgstr "Tasto Hyper sinistro."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Right Hyper key."
msgstr "Tasto Hyper destro."
#: doc/classes/@GlobalScope.xml
msgid "Help key."
-msgstr ""
+msgstr "Tasto help."
#: doc/classes/@GlobalScope.xml
msgid "Left Direction key."
-msgstr ""
+msgstr "Il tasto direzionale sinistro."
#: doc/classes/@GlobalScope.xml
msgid "Right Direction key."
-msgstr ""
+msgstr "Il tasto direzionale destro."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -2776,7 +2865,7 @@ msgstr "Tasto del volume su."
#: doc/classes/@GlobalScope.xml
msgid "Bass Boost key."
-msgstr ""
+msgstr "Il tasto Bass Boost."
#: doc/classes/@GlobalScope.xml
msgid "Bass up key."
@@ -2810,7 +2899,7 @@ msgstr "Tasto brano successivo."
#: doc/classes/@GlobalScope.xml
msgid "Media record key."
-msgstr ""
+msgstr "Tasto di registrazione."
#: doc/classes/@GlobalScope.xml
#, fuzzy
@@ -2818,98 +2907,96 @@ msgid "Home page key."
msgstr "Tasto pagina iniziale."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Favorites key."
msgstr "Tasto Preferiti."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Search key."
msgstr "Tasto Ricerca."
#: doc/classes/@GlobalScope.xml
msgid "Standby key."
-msgstr ""
+msgstr "Tasto Modalità Riposo."
#: doc/classes/@GlobalScope.xml
msgid "Open URL / Launch Browser key."
-msgstr ""
+msgstr "Tasto Apri URL / Avvia Browser."
#: doc/classes/@GlobalScope.xml
msgid "Launch Mail key."
-msgstr ""
+msgstr "Tasto Avvia Mail."
#: doc/classes/@GlobalScope.xml
msgid "Launch Media key."
-msgstr ""
+msgstr "Tasto Avvia Media."
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 0 key."
-msgstr ""
+msgstr "Tasto Avvia Shortcut 0."
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 1 key."
-msgstr ""
+msgstr "Tasto Avvia Shortcut 1."
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 2 key."
-msgstr ""
+msgstr "Tasto Avvia Shortcut 2."
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 3 key."
-msgstr ""
+msgstr "Tasto Avvia Shortcut 3."
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 4 key."
-msgstr ""
+msgstr "Tasto Avvia Shortcut 4."
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 5 key."
-msgstr ""
+msgstr "Tasto Avvia Shortcut 5."
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 6 key."
-msgstr ""
+msgstr "Tasto Avvia Shortcut 6."
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 7 key."
-msgstr ""
+msgstr "Tasto Avvia Shortcut 7."
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 8 key."
-msgstr ""
+msgstr "Tasto Avvia Shortcut 8."
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 9 key."
-msgstr ""
+msgstr "Tasto Avvia Shortcut 9."
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut A key."
-msgstr ""
+msgstr "Tasto Avvia Shortcut A."
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut B key."
-msgstr ""
+msgstr "Tasto Avvia Shortcut B."
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut C key."
-msgstr ""
+msgstr "Tasto Avvia Shortcut C."
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut D key."
-msgstr ""
+msgstr "Tasto Avvia Shortcut D."
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut E key."
-msgstr ""
+msgstr "Tasto Avvia Shortcut E."
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut F key."
-msgstr ""
+msgstr "Tasto Avvia Shortcut F."
#: doc/classes/@GlobalScope.xml
msgid "Unknown key."
-msgstr ""
+msgstr "Tasto Sconosciuto."
#: doc/classes/@GlobalScope.xml
#, fuzzy
@@ -2927,117 +3014,94 @@ msgid "\" key."
msgstr "Tasto \"."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "# key."
msgstr "Tasto #."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "$ key."
msgstr "Tasto $."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "% key."
msgstr "Tasto %."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "& key."
msgstr "Tasto &."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "' key."
msgstr "Tasto '."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "( key."
msgstr "Tasto (."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid ") key."
msgstr "Tasto )."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "* key."
msgstr "Tasto *."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "+ key."
msgstr "Tasto +."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid ", key."
msgstr "Tasto ,."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "- key."
msgstr "Tasto -."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid ". key."
msgstr "Tasto \".\"."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "/ key."
msgstr "Tasto /."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Number 0."
msgstr "Numero 0."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Number 1."
msgstr "Numero 1."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Number 2."
msgstr "Numero 2."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Number 3."
msgstr "Numero 3."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Number 4."
msgstr "Numero 4."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Number 5."
msgstr "Numero 5."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Number 6."
msgstr "Numero 6."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Number 7."
msgstr "Numero 7."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Number 8."
msgstr "Numero 8."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Number 9."
msgstr "Numero 9."
@@ -3047,127 +3111,102 @@ msgid ": key."
msgstr "Tasto :."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "; key."
msgstr "Tasto ;."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "< key."
msgstr "Tasto <."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "= key."
msgstr "Tasto =."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "> key."
msgstr "Tasto >."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "? key."
msgstr "Tasto ?."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "@ key."
msgstr "Tasto @."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "A key."
msgstr "Tasto A."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "B key."
msgstr "Tasto B."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "C key."
msgstr "Tasto C."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "D key."
msgstr "Tasto D."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "E key."
msgstr "Tasto E."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "F key."
msgstr "Tasto F."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "G key."
msgstr "Tasto G."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "H key."
msgstr "Tasto H."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "I key."
msgstr "Tasto I."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "J key."
msgstr "Tasto J."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "K key."
msgstr "Tasto K."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "L key."
msgstr "Tasto L."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "M key."
msgstr "Tasto M."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "N key."
msgstr "Tasto N."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "O key."
msgstr "Tasto O."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "P key."
msgstr "Tasto P."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Q key."
msgstr "Tasto Q."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "R key."
msgstr "Tasto R."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "S key."
msgstr "Tasto S."
@@ -3177,88 +3216,72 @@ msgid "T key."
msgstr "Tasto T."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "U key."
msgstr "Tasto U."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "V key."
msgstr "Tasto V."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "W key."
msgstr "Tasto W."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "X key."
msgstr "Tasto X."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Y key."
msgstr "Tasto Y."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Z key."
msgstr "Tasto Z."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "[ key."
msgstr "Tasto [."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "\\ key."
msgstr "Tasto \\."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "] key."
msgstr "Tasto ]."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "^ key."
msgstr "Tasto ^."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "_ key."
msgstr "Tasto _."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "` key."
msgstr "Tasto '."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "{ key."
msgstr "Tasto {."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "| key."
msgstr "Tasto |."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "} key."
msgstr "Tasto }."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "~ key."
msgstr "Tasto ~."
#: doc/classes/@GlobalScope.xml
msgid "Non-breakable space key."
-msgstr ""
+msgstr "Tasto spazio Non-breakable."
#: doc/classes/@GlobalScope.xml
#, fuzzy
@@ -3286,307 +3309,248 @@ msgid "Â¥ key."
msgstr "Tasto ¥."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "¦ key."
msgstr "Tasto ¦."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "§ key."
msgstr "Tasto §."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "¨ key."
msgstr "Tasto ¨."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "© key."
msgstr "Tasto ©."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "ª key."
msgstr "Tasto ª."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "« key."
msgstr "Tasto «."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "¬ key."
msgstr "Tasto ¬."
#: doc/classes/@GlobalScope.xml
msgid "Soft hyphen key."
-msgstr ""
+msgstr "Tasto trattino morbido."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "® key."
msgstr "Tasto ®."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "¯ key."
msgstr "Tasto ¯."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "° key."
msgstr "Tasto °."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "± key."
msgstr "Tasto ±."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "² key."
msgstr "Tasto ²."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "³ key."
msgstr "Tasto ³."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "´ key."
msgstr "Tasto ´."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "µ key."
msgstr "Tasto µ."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "¶ key."
msgstr "Tasto ¶."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "· key."
msgstr "Tasto ·."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "¸ key."
msgstr "Tasto ¸."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "¹ key."
msgstr "Tasto ¹."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "º key."
msgstr "Tasto º."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "» key."
msgstr "Tasto »."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "¼ key."
msgstr "Tasto ¼."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "½ key."
msgstr "Tasto ½."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "¾ key."
msgstr "Tasto ¾."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "¿ key."
msgstr "Tasto ¿."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "À key."
msgstr "Tasto À."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ã key."
msgstr "Tasto Ã."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Â key."
msgstr "Tasto Â."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ã key."
msgstr "Tasto Ã."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ä key."
msgstr "Tasto Ä."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ã… key."
msgstr "Tasto Ã…."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Æ key."
msgstr "Tasto Æ."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ç key."
msgstr "Tasto Ç."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "È key."
msgstr "Tasto È."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "É key."
msgstr "Tasto É."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ê key."
msgstr "Tasto Ê."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ë key."
msgstr "Tasto Ë."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ì key."
msgstr "Tasto Ì."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ã key."
msgstr "Tasto Ã."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "ÃŽ key."
msgstr "Tasto ÃŽ."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ã key."
msgstr "Tasto Ã."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ã key."
msgstr "Tasto Ã."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ñ key."
msgstr "Tasto Ñ."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ã’ key."
msgstr "Tasto Ã’."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ó key."
msgstr "Tasto Ó."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ô key."
msgstr "Tasto Ô."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Õ key."
msgstr "Tasto Õ."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ö key."
msgstr "Tasto Ö."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "× key."
msgstr "Tasto ×."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ø key."
msgstr "Tasto Ø."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ù key."
msgstr "Tasto Ù."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ú key."
msgstr "Tasto Ú."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Û key."
msgstr "Tasto Û."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ü key."
msgstr "Tasto Ü."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ã key."
msgstr "Tasto Ã."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Þ key."
msgstr "Tasto Þ."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "ß key."
msgstr "Tasto ß."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "÷ key."
msgstr "Tasto ÷."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "ÿ key."
msgstr "Tasto ÿ."
#: doc/classes/@GlobalScope.xml
msgid "Key Code mask."
-msgstr ""
+msgstr "Tasto Code mask."
#: doc/classes/@GlobalScope.xml
msgid "Modifier key mask."
@@ -3594,11 +3558,11 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Shift key mask."
-msgstr ""
+msgstr "Tasto Shift."
#: doc/classes/@GlobalScope.xml
msgid "Alt key mask."
-msgstr ""
+msgstr "Tasto Alt."
#: doc/classes/@GlobalScope.xml
msgid "Meta key mask."
@@ -3606,7 +3570,7 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Ctrl key mask."
-msgstr ""
+msgstr "Tasto Ctrl."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -3615,61 +3579,62 @@ msgid ""
"mask should be preferred to [constant KEY_MASK_META] or [constant "
"KEY_MASK_CTRL] for system shortcuts as it handles all platforms correctly."
msgstr ""
+"Tasto Comandi. Su macOS, ciò equivale a [constant KEY_MASK_META]. Su altre "
+"piattaforme, ciò equivale a [constant KEY_MASK_CTRL]. Questo tasto dovrebbe "
+"essere preferito a [constant KEY_MASK_META] o [constant KEY_MASK_CTRL] per "
+"sistemi di shortcut in quanto gestito correttamente da tutte le piattaforme."
#: doc/classes/@GlobalScope.xml
msgid "Keypad key mask."
-msgstr ""
+msgstr "Tasto Keypad."
#: doc/classes/@GlobalScope.xml
msgid "Group Switch key mask."
-msgstr ""
+msgstr "Tasto Group Switch."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Left mouse button."
msgstr "Tasto sinistro del mouse."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Right mouse button."
msgstr "Tasto destro del mouse."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Middle mouse button."
msgstr "Tasto centrale del mouse."
#: doc/classes/@GlobalScope.xml
msgid "Extra mouse button 1 (only present on some mice)."
-msgstr ""
+msgstr "Tasto Mouse Extra 1 (presente solo su alcuni mouse)."
#: doc/classes/@GlobalScope.xml
msgid "Extra mouse button 2 (only present on some mice)."
-msgstr ""
+msgstr "Tasto Mouse Extra 1 (presente solo su alcuni mouse)."
#: doc/classes/@GlobalScope.xml
msgid "Mouse wheel up."
-msgstr ""
+msgstr "Rotella del Mouse in su'."
#: doc/classes/@GlobalScope.xml
msgid "Mouse wheel down."
-msgstr ""
+msgstr "Rotella del mouse in giu'."
#: doc/classes/@GlobalScope.xml
msgid "Mouse wheel left button (only present on some mice)."
-msgstr ""
+msgstr "Tasto rotella sinistra del mouse (presente solo su alcuni mouse)."
#: doc/classes/@GlobalScope.xml
msgid "Mouse wheel right button (only present on some mice)."
-msgstr ""
+msgstr "Tasto rotella del mouse destra (presente solo su alcuni mouse)."
#: doc/classes/@GlobalScope.xml
msgid "Left mouse button mask."
-msgstr ""
+msgstr "Tasto sinistro del mouse."
#: doc/classes/@GlobalScope.xml
msgid "Right mouse button mask."
-msgstr ""
+msgstr "Tasto destro del mouse."
#: doc/classes/@GlobalScope.xml
msgid "Middle mouse button mask."
@@ -3689,95 +3654,95 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 0."
-msgstr ""
+msgstr "Tasto 0 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 1."
-msgstr ""
+msgstr "Tasto 1 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 2."
-msgstr ""
+msgstr "Tasto 2 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 3."
-msgstr ""
+msgstr "Tasto 3 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 4."
-msgstr ""
+msgstr "Tasto 4 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 5."
-msgstr ""
+msgstr "Tasto 5 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 6."
-msgstr ""
+msgstr "Tasto 6 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 7."
-msgstr ""
+msgstr "Tasto 7 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 8."
-msgstr ""
+msgstr "Tasto 8 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 9."
-msgstr ""
+msgstr "Tasto 9 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 10."
-msgstr ""
+msgstr "Tasto 10 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 11."
-msgstr ""
+msgstr "Tasto 11 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 12."
-msgstr ""
+msgstr "Tasto 12 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 13."
-msgstr ""
+msgstr "Tasto 13 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 14."
-msgstr ""
+msgstr "Tasto 14 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 15."
-msgstr ""
+msgstr "Tasto 15 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 16."
-msgstr ""
+msgstr "Tasto 16 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 17."
-msgstr ""
+msgstr "Tasto 17 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 18."
-msgstr ""
+msgstr "Tasto 18 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 19."
-msgstr ""
+msgstr "Tasto 19 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 20."
-msgstr ""
+msgstr "Tasto 20 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 21."
-msgstr ""
+msgstr "Tasto 21 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 22."
-msgstr ""
+msgstr "Tasto 22 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -3787,114 +3752,125 @@ msgid ""
"- Linux: Up to 80 buttons.\n"
"- Windows and macOS: Up to 128 buttons."
msgstr ""
+"Il numero massimo di tasti di controller di gioco supportati dal motore. Il "
+"reale limite potrebbe essere inferiore su piattaforme specifiche:\n"
+"- Android: Fino a 36 tasti.\n"
+"- Linux: Fino a 80 tasti.\n"
+"- Windows e macOS: Fino a 128 tasti."
#: doc/classes/@GlobalScope.xml
msgid "DualShock circle button."
-msgstr ""
+msgstr "Tasto Cerchio del DualShock."
#: doc/classes/@GlobalScope.xml
msgid "DualShock X button."
-msgstr ""
+msgstr "Tasto X del DualShock."
#: doc/classes/@GlobalScope.xml
msgid "DualShock square button."
-msgstr ""
+msgstr "Tasto Quadrato del DualShock."
#: doc/classes/@GlobalScope.xml
msgid "DualShock triangle button."
-msgstr ""
+msgstr "Tasto Triangolo del DualShock."
#: doc/classes/@GlobalScope.xml
msgid "Xbox controller B button."
-msgstr ""
+msgstr "Tasto B del controller Xbox."
#: doc/classes/@GlobalScope.xml
msgid "Xbox controller A button."
-msgstr ""
+msgstr "Tasto A del controller Xbox."
#: doc/classes/@GlobalScope.xml
msgid "Xbox controller X button."
-msgstr ""
+msgstr "Tasto X del controller Xbox."
#: doc/classes/@GlobalScope.xml
msgid "Xbox controller Y button."
-msgstr ""
+msgstr "Tasto Y del controller Xbox."
#: doc/classes/@GlobalScope.xml
msgid "Nintendo controller A button."
-msgstr ""
+msgstr "Tasto A del controller Nintendo."
#: doc/classes/@GlobalScope.xml
msgid "Nintendo controller B button."
-msgstr ""
+msgstr "Tasto B del controller Nintendo."
#: doc/classes/@GlobalScope.xml
msgid "Nintendo controller X button."
-msgstr ""
+msgstr "Tasto X del controller Nintendo."
#: doc/classes/@GlobalScope.xml
msgid "Nintendo controller Y button."
-msgstr ""
+msgstr "Tasto Y del controller Nintendo."
#: doc/classes/@GlobalScope.xml
msgid "Grip (side) buttons on a VR controller."
-msgstr ""
+msgstr "Tasti Grip (di lato) su un controller VR."
#: doc/classes/@GlobalScope.xml
msgid "Push down on the touchpad or main joystick on a VR controller."
-msgstr ""
+msgstr "Premi giù sul touchpad o il joystick principale su un controller VR."
#: doc/classes/@GlobalScope.xml
msgid "Trigger on a VR controller."
-msgstr ""
+msgstr "Trigger su un controller VR."
#: doc/classes/@GlobalScope.xml
msgid ""
"A button on the right Oculus Touch controller, X button on the left "
"controller (also when used in OpenVR)."
msgstr ""
+"Tasto A sul controller destro Oculus Touch, tasto X sul controller sinistro "
+"(anche quando utilizzato in OpenVR)."
#: doc/classes/@GlobalScope.xml
msgid ""
"B button on the right Oculus Touch controller, Y button on the left "
"controller (also when used in OpenVR)."
msgstr ""
+"Tasto B sul controller destro Oculus Touch, tasto Y sul controller sinistro "
+"(anche quando utilizzando in OpenVR)."
#: doc/classes/@GlobalScope.xml
msgid "Menu button on either Oculus Touch controller."
-msgstr ""
+msgstr "Tasto Menu su entrambi i controller Oculus Touch."
#: doc/classes/@GlobalScope.xml
msgid "Menu button in OpenVR (Except when Oculus Touch controllers are used)."
msgstr ""
+"Tasto Menu in OpenVR (tranne quando sono in utilizzo i controller Oculus "
+"Touch)."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button Select."
-msgstr ""
+msgstr "Tasto Select del Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button Start."
-msgstr ""
+msgstr "Tasto Start del Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad DPad up."
-msgstr ""
+msgstr "Tasto in su' DPad del Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad DPad down."
-msgstr ""
+msgstr "Tasto in giu' DPad del Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad DPad left."
-msgstr ""
+msgstr "Tasto sinistro DPad del Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad DPad right."
-msgstr ""
+msgstr "Tasto destro DPad del Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad SDL guide button."
-msgstr ""
+msgstr "Tasto Guida SDL del Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad SDL miscellaneous button."
@@ -4122,6 +4098,7 @@ msgid ""
msgstr ""
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid ""
"Methods that return [enum Error] return [constant OK] when no error "
"occurred. Note that many functions don't return an error code but will print "
@@ -4137,30 +4114,39 @@ msgid ""
" print(\"Still failing!\")\n"
"[/codeblock]"
msgstr ""
+"Metodi che ritornano [enum Error] ritornano [constant OK] quando non risulta "
+"alcun errore. Nota che molte funzioni non ritornano un errore di codice ma "
+"stampano messaggi di errore come standard output.\n"
+"Dato che [constant OK] ha valore 0, e tutti gli altri codici mancati sono "
+"interi positivi, può essere utilizzato anche nei controlli booleani, e.g.:\n"
+"[codeblock]\n"
+"var err = method_that_returns_error()\n"
+"if err != OK:\n"
+" print(\"Failure!\")\n"
+"# O, equivalente:\n"
+"if err:\n"
+" print(\"Still failing!\")\n"
+"[/codeblock]"
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Generic error."
msgstr "Errore generico."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Unavailable error."
msgstr "Errore non disponibile."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Unconfigured error."
msgstr "Errore non configurato."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Unauthorized error."
msgstr "Errore non autorizzato."
#: doc/classes/@GlobalScope.xml
msgid "Parameter range error."
-msgstr ""
+msgstr "Errore di parametro del range."
#: doc/classes/@GlobalScope.xml
msgid "Out of memory (OOM) error."
@@ -4180,11 +4166,11 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "File: No permission error."
-msgstr ""
+msgstr "File: Errore nessun permesso."
#: doc/classes/@GlobalScope.xml
msgid "File: Already in use error."
-msgstr ""
+msgstr "File: Errore già in uso."
#: doc/classes/@GlobalScope.xml
msgid "File: Can't open error."
@@ -4199,13 +4185,12 @@ msgid "File: Can't read error."
msgstr ""
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "File: Unrecognized error."
msgstr "File: Errore non riconosciuto."
#: doc/classes/@GlobalScope.xml
msgid "File: Corrupt error."
-msgstr ""
+msgstr "File: Errore corrotto."
#: doc/classes/@GlobalScope.xml
msgid "File: Missing dependencies error."
@@ -4216,14 +4201,12 @@ msgid "File: End of file (EOF) error."
msgstr ""
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Can't open error."
-msgstr "Impossibile aprire l'errore."
+msgstr "Impossibile aprire errore."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Can't create error."
-msgstr "Impossibile creare l'errore."
+msgstr "Impossibile creare errore."
#: doc/classes/@GlobalScope.xml
msgid "Query failed error."
@@ -4231,35 +4214,31 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Already in use error."
-msgstr ""
+msgstr "Errore già in uso."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Locked error."
msgstr "Errore bloccato."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Timeout error."
msgstr "Errore di timeout."
#: doc/classes/@GlobalScope.xml
msgid "Can't connect error."
-msgstr ""
+msgstr "Errore impossibile connettersi."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Can't resolve error."
msgstr "Impossibile risolvere l'errore."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Connection error."
msgstr "Errore di connessione."
#: doc/classes/@GlobalScope.xml
msgid "Can't acquire resource error."
-msgstr ""
+msgstr "Impossibile acquisire fonte dell'errore."
#: doc/classes/@GlobalScope.xml
msgid "Can't fork process error."
@@ -4270,36 +4249,32 @@ msgid "Invalid data error."
msgstr ""
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Invalid parameter error."
msgstr "Errore di parametro non valido."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Already exists error."
-msgstr "Esiste già l'errore."
+msgstr "Errore già esistente."
#: doc/classes/@GlobalScope.xml
msgid "Does not exist error."
-msgstr ""
+msgstr "Errore inesistente."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Database: Read error."
msgstr "Database: Errore di lettura."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Database: Write error."
msgstr "Database: Errore di scrittura."
#: doc/classes/@GlobalScope.xml
msgid "Compilation failed error."
-msgstr ""
+msgstr "Errore compilazione fallita."
#: doc/classes/@GlobalScope.xml
msgid "Method not found error."
-msgstr ""
+msgstr "Errore metodo non trovato."
#: doc/classes/@GlobalScope.xml
msgid "Linking failed error."
@@ -4307,24 +4282,23 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Script failed error."
-msgstr ""
+msgstr "Errore script fallito."
#: doc/classes/@GlobalScope.xml
msgid "Cycling link (import cycle) error."
msgstr ""
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Invalid declaration error."
msgstr "Errore di dichiarazione non valida."
#: doc/classes/@GlobalScope.xml
msgid "Duplicate symbol error."
-msgstr ""
+msgstr "Errore simbolo duplicato."
#: doc/classes/@GlobalScope.xml
msgid "Parse error."
-msgstr ""
+msgstr "Errore di analizzazione."
#: doc/classes/@GlobalScope.xml
msgid "Busy error."
@@ -4336,21 +4310,23 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Help error."
-msgstr ""
+msgstr "Errore aiuto."
#: doc/classes/@GlobalScope.xml
msgid "Bug error."
-msgstr ""
+msgstr "Errore bug."
#: doc/classes/@GlobalScope.xml
msgid ""
"Printer on fire error. (This is an easter egg, no engine methods return this "
"error code.)"
msgstr ""
+"Errore stampante a fuoco. (E' un easter egg, nessun motore di metodi riporta "
+"questo codice di errore.)"
#: doc/classes/@GlobalScope.xml
msgid "No hint for the edited property."
-msgstr ""
+msgstr "Nessun indizio sulle proprietà modificate."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4361,6 +4337,13 @@ msgid ""
"above the max or below the min values. Example: [code]\"-360,360,1,"
"or_greater,or_lesser\"[/code]."
msgstr ""
+"Indica che un numero intero o proprietà mobile dovrebbe essere in un range "
+"specifico tramite la stringa indicativa [code]\"min,max\"[/code] o "
+"[code]\"min,max,step\"[/code]. La stringa indicativa può, opzionalmente, "
+"includere [code]\"or_greater\"[/code] e/o [code]\"or_lesser\"[/code] per "
+"permettere un input manuale che vada rispettivamente sopra il massimo o "
+"sotto il minimo dei valori. Esempio: [code]\"-360,360,1,or_greater,"
+"or_lesser\"[/code]."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4371,6 +4354,13 @@ msgid ""
"above the max or below the min values. Example: [code]\"0.01,100,0.01,"
"or_greater\"[/code]."
msgstr ""
+"Indica che una proprietà mobile dovrebbe essere in un range esponenziale "
+"specificato tramite la stringa indicativa [code]\"min,max\"[/code] "
+"o[code]\"min,max,step\"[/code]. La stringa indicativa può, opzionalmente, "
+"includere [code]\"or_greater\"[/code] e/o [code]\"or_lesser\"[/code] per "
+"permettere un input manuale di andare rispettivamente sopra il massimo o "
+"sotto il minimo dei valori. Esempio: [code]\"0.01,100,0.01,or_greater\"[/"
+"code]."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4382,6 +4372,13 @@ msgid ""
"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
"One,Three:3,Four,Six:6\"[/code]."
msgstr ""
+"Indica che una proprietà intera, mobile o stringa sia un valore innumerato "
+"da scegliere tramite una specifica stringa indicativa.\n"
+"La stringa indicativa è un elenco di nomi come [code]\"Hello,Something,"
+"Else\"[/code]. Per proprietà intere o mobili, il primo nome sulla lista ha "
+"valore 0, il successivo 1, e così via. I valori espliciti possono anche "
+"essere specificati aggiungendo [code]:integer[/code] al nome, p.e. "
+"[code]\"Zero,One,Three:3,Four,Six:6\"[/code]."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4509,6 +4506,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -5194,8 +5211,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -7160,13 +7176,12 @@ msgid ""
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid ""
"Returns whether node [code]id[/code] and [code]dst_id[/code] are connected "
"at the specified slot."
msgstr ""
-"Restituisce [code]true[/code] se [code]a[/code] e [code]b[/code] sono "
-"approssimativamente uguali tra di loro."
+"Restituisce se nodo [code]id[/code] e [code]dst_id[/code] sono connessi "
+"nella specifica casella."
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns the blend amount of a Blend2 node given its name."
@@ -8132,7 +8147,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -8317,6 +8335,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -8336,9 +8357,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -8756,12 +8781,14 @@ msgid ""
msgstr ""
#: doc/classes/ARVRController.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the button at index [code]button[/code] is "
"pressed. See [enum JoystickList], in particular the [code]JOY_VR_*[/code] "
"constants."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Ritorna [code]true[/code]se il tasto sull'indice [code]button[/code] è stato "
+"premuto. Vedi [enum JoystickList], in particolare i [code]JOY_VR_*[/code] "
+"costanti."
#: doc/classes/ARVRController.xml
msgid ""
@@ -9305,9 +9332,8 @@ msgstr ""
#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
-#, fuzzy
msgid "GUI containers"
-msgstr "Contenitore a schede."
+msgstr "Contenitore a schede"
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
@@ -9894,13 +9920,12 @@ msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if at least [code]frames[/code] audio frames are "
"available to read in the internal ring buffer."
msgstr ""
-"Restituisce [code]true[/code] se [code]a[/code] e [code]b[/code] sono "
-"approssimativamente uguali tra di loro."
+"Restituisce [code]true[/code] se almeno [code]frames[/code] frame audio sono "
+"disponibili per la lettura nell'internal ring buffer."
#: doc/classes/AudioEffectCapture.xml
msgid "Clears the internal ring buffer."
@@ -10986,12 +11011,14 @@ msgid "Clears the audio sample data buffer."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
+#, fuzzy
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
+"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
+"esiste, [code]false[/code] altrimenti."
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
@@ -11522,14 +11549,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -11539,22 +11566,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -13261,9 +13288,9 @@ msgid "The camera's process callback. See [enum Camera2DProcessMode]."
msgstr ""
#: doc/classes/Camera2D.xml
-#, fuzzy
msgid "If [code]true[/code], the camera view rotates with the target."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Se [code]true[/code], la visuale della telecamera ruota insieme al target."
#: doc/classes/Camera2D.xml
msgid ""
@@ -13401,11 +13428,12 @@ msgid "Returns an array of [CameraFeed]s."
msgstr ""
#: doc/classes/CameraServer.xml
-#, fuzzy
msgid ""
"Returns the [CameraFeed] corresponding to the camera with the given "
"[code]index[/code]."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Restituisce il [CameraFeed] corrispondente alla telecamera con il dato "
+"[code]index[/code]."
#: doc/classes/CameraServer.xml
msgid "Returns the number of [CameraFeed]s registered."
@@ -14740,9 +14768,8 @@ msgid ""
msgstr ""
#: doc/classes/ClippedCamera.xml
-#, fuzzy
msgid "If [code]true[/code], the camera stops on contact with [Area]s."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr "Se [code]true[/code], la telecamera si ferma al contatto con [Area]s."
#: doc/classes/ClippedCamera.xml
msgid "If [code]true[/code], the camera stops on contact with [PhysicsBody]s."
@@ -15160,9 +15187,8 @@ msgstr ""
#: doc/classes/Physics2DDirectSpaceState.xml
#: doc/classes/PhysicsDirectBodyState.xml
#: doc/classes/PhysicsDirectSpaceState.xml doc/classes/RigidBody.xml
-#, fuzzy
msgid "Physics introduction"
-msgstr "Interpolazione cubica."
+msgstr "Introduzione fisica"
#: doc/classes/CollisionShape.xml
msgid ""
@@ -16792,7 +16818,7 @@ msgstr ""
#: doc/classes/Control.xml
#, fuzzy
msgid "Control node gallery"
-msgstr "Tasto Control/CTRL."
+msgstr "Galleria controllo nodo"
#: doc/classes/Control.xml
msgid "All GUI Demos"
@@ -16902,15 +16928,16 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
-#, fuzzy
msgid ""
"Creates a local override for a theme constant with the specified [code]name[/"
"code]. Local overrides always take precedence when fetching theme items for "
"the control.\n"
"See also [method get_constant], [method remove_constant_override]."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
-"esiste, [code]false[/code] altrimenti."
+"Crea un override locale per un tema costante con lo specifico [code]name[/"
+"code]. I local overrides hanno sempre la precedenza quando si recuperano "
+"elementi del tema per il controllo.\n"
+"Vedi anche [method get_constant], [method remove_constant_override]."
#: doc/classes/Control.xml
msgid ""
@@ -17210,14 +17237,14 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if there is a local override for a theme [Color] "
"with the specified [code]name[/code] in this [Control] node.\n"
"See [method add_color_override]."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
-"esiste, [code]false[/code] altrimenti."
+"Restituisce [code]true[/code] se è presente un locale override per un tema "
+"[Color] con lo specifico [code]name[/code] in questo [Control] nodo.\n"
+"Vedi [method add_color_override]."
#: doc/classes/Control.xml
msgid ""
@@ -17228,14 +17255,14 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if there is a local override for a theme constant "
"with the specified [code]name[/code] in this [Control] node.\n"
"See [method add_constant_override]."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
-"esiste, [code]false[/code] altrimenti."
+"Restituisce [code]true[/code] se c'è un override locale per un tema costante "
+"nello specifico [code]name[/code] in questo [Control] nodo.\n"
+"Vedi [method add_constant_override]."
#: doc/classes/Control.xml
msgid ""
@@ -17255,14 +17282,14 @@ msgstr ""
"esiste, [code]false[/code] altrimenti."
#: doc/classes/Control.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if there is a local override for a theme [Font] "
"with the specified [code]name[/code] in this [Control] node.\n"
"See [method add_font_override]."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
-"esiste, [code]false[/code] altrimenti."
+"Restituisce [code]true[/code] se è presente un override locale per un tema "
+"[Font] con lo specifico [code]name[/code] in questo [Control] nodo.\n"
+"Vedi [method add_font_override]."
#: doc/classes/Control.xml
#, fuzzy
@@ -17276,14 +17303,14 @@ msgstr ""
"esiste, [code]false[/code] altrimenti."
#: doc/classes/Control.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if there is a local override for a theme icon with "
"the specified [code]name[/code] in this [Control] node.\n"
"See [method add_icon_override]."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
-"esiste, [code]false[/code] altrimenti."
+"Restituisce [code]true[/code] se è presente un override locale per un'icona "
+"a tema con lo specifico [code]name[/code] in questo [Control] nodo.\n"
+"Vedi [method add_icon_override]."
#: doc/classes/Control.xml
msgid ""
@@ -17296,14 +17323,15 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if there is a local override for a theme shader "
"with the specified [code]name[/code] in this [Control] node.\n"
"See [method add_shader_override]."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
-"esiste, [code]false[/code] altrimenti."
+"Restituisce [code]true[/code] se è un presente un override locale per un "
+"ombreggiatore di tema con lo specifico [code]name[/code] in questo [Control] "
+"nodo.\n"
+"Vedi [method add_shader_override]."
#: doc/classes/Control.xml
msgid ""
@@ -17314,14 +17342,14 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if there is a local override for a theme "
"[StyleBox] with the specified [code]name[/code] in this [Control] node.\n"
"See [method add_stylebox_override]."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
-"esiste, [code]false[/code] altrimenti."
+"Restituisce [code]true[/code] se è presente un override locale per un tema "
+"[StyleBox] con lo specifico [code]name[/code] in questo [Control] nodo.\n"
+"Vedi [method add_stylebox_override]."
#: doc/classes/Control.xml
msgid ""
@@ -20445,6 +20473,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -23285,7 +23321,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -28290,11 +28329,12 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
-#, fuzzy
msgid ""
"Returns an array of all cells with the given item index specified in "
"[code]item[/code]."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Restituisce un vettore di tutte le celle con il dato elemento indice "
+"specificato in [code]item[/code]."
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
@@ -28326,11 +28366,12 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
-#, fuzzy
msgid ""
"If [code]true[/code], this GridMap uses cell navmesh resources to create "
"navigation regions."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Se [code]true[/code], questa GridMap utilizza celle navmesh come fonti per "
+"creare regioni di navigazione."
#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
@@ -30986,11 +31027,12 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if you are pressing the joypad button (see [enum "
"JoystickList])."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Restituisce [code]true[/code] se premi un tasto del joypad (vedi [enum "
+"JoystickList])."
#: doc/classes/Input.xml
msgid ""
@@ -31774,11 +31816,13 @@ 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."
+msgstr ""
+"Restituisce [code]true[/code] quando è in utilizzo la gomma di una penna "
+"stilo.\n"
+"[b]Nota:[/b] Questa proprietà è implementata su Linux, macOS e Windows."
#: doc/classes/InputEventMouseMotion.xml
msgid ""
@@ -33974,9 +34018,8 @@ msgid "Returns the offset of the piece with the index [code]idx[/code]."
msgstr ""
#: doc/classes/LargeTexture.xml
-#, fuzzy
msgid "Returns the [Texture] of the piece with the index [code]idx[/code]."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr "Restituisce la [Texture] del pezzo con l'indice [code]idx[/code]."
#: doc/classes/LargeTexture.xml
msgid ""
@@ -34063,7 +34106,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -37223,9 +37268,10 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml
-#, fuzzy
msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
-msgstr "Prende la linea corrente nel file analizzato (non ancora implementato)"
+msgstr ""
+"Prende la linea corrente nel file analizzato. [b]Note:[/b] Attualmente non "
+"implementato."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
@@ -37399,7 +37445,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -37652,7 +37701,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37733,13 +37785,12 @@ msgid ""
msgstr ""
#: doc/classes/NavigationMesh.xml
-#, fuzzy
msgid ""
"Returns whether the specified [code]bit[/code] of the [member "
"geometry_collision_mask] is set."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
-"esiste, [code]false[/code] altrimenti."
+"Restituisce se lo specifico [code]bit[/code] del [member "
+"geometry_collision_mask] è impostato."
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
msgid ""
@@ -38377,6 +38428,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -40866,13 +40920,12 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if a connection exists for a given [code]signal[/"
"code], [code]target[/code], and [code]method[/code]."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
-"esiste, [code]false[/code] altrimenti."
+"Restituisce [code]true[/code] se la connessione esiste per un dato "
+"[code]signal[/code], [code]target[/code], e [code]method[/code]."
#: doc/classes/Object.xml
msgid ""
@@ -41195,7 +41248,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -41712,11 +41767,11 @@ msgstr "Restituisce l'angolo al vettore dato, in radianti."
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -41750,11 +41805,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -41776,11 +41831,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42304,11 +42359,12 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the [b]OK[/b] button should appear on the left "
"and [b]Cancel[/b] on the right."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Restituisce [code]true[/code] se il tasto [b]OK[/b] debba apparire a "
+"sinistra e [b]Cancel[/b] a destra."
#: doc/classes/OS.xml
msgid ""
@@ -42320,11 +42376,12 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Restituisce [code]true[/code] se l'input scancode corrisponde a un carattere "
+"Unicode."
#: doc/classes/OS.xml
msgid ""
@@ -43140,7 +43197,6 @@ msgid ""
msgstr ""
#: doc/classes/PacketPeer.xml
-#, fuzzy
msgid ""
"[i]Deprecated.[/i] Use [code]get_var[/code] and [code]put_var[/code] "
"parameters instead.\n"
@@ -43150,12 +43206,14 @@ msgid ""
"Do not use this option if the serialized object comes from untrusted sources "
"to avoid potential security threats such as remote code execution."
msgstr ""
-"Decodifica un byte array in un valore. Quando [code]allow_objects[/code] è "
-"[code]true[/code], decodificare gli oggetti è permesso.\n"
-"[b]ATTENZIONE:[/b] Deserializzare un oggetto può contenere codice che verrà "
+"[i]Deprecated.[/i] Usa i parametri [code]get_var[/code] e [code]put_var[/"
+"code] piuttosto.\n"
+"Se [code]true[/code], il PacketPeer consentirà la codifica e decodifica di "
+"oggetti tramite [method get_var] and [method put_var].\n"
+"[b]Attenzione:[/b] Oggetti deserializzati possono contenere codice che verrà "
"eseguito. Non usare questa opzione se l'oggetto serializzato arriva da fonti "
-"sconosciute per evitare potenziali pericoli di sicurezza (remote code "
-"execution, esecuzione di codice remoto)."
+"inaffidabili per evitare potenziali minacce di sicurezza come esecuzione di "
+"codice remoto."
#: doc/classes/PacketPeer.xml
msgid ""
@@ -43659,6 +43717,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -46826,11 +46894,12 @@ msgstr ""
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the array contains the given value.\n"
"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Ritorna [code]true[/code] se il vettore contiene il dato valore.\n"
+"[b]Nota:[/b] Ciò equivale ad utilizzare il [code]in[/code] operatore."
#: doc/classes/PoolByteArray.xml
msgid ""
@@ -47084,11 +47153,12 @@ msgid "Appends a [PoolStringArray] at the end of this array."
msgstr ""
#: doc/classes/PoolStringArray.xml
-#, fuzzy
msgid ""
"Returns a [String] with each element of the array joined with the given "
"[code]delimiter[/code]."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Restituisce una [String] con cui ogni elemento del vettore aderì con il dato "
+"[code]delimiter[/code]."
#: doc/classes/PoolStringArray.xml
msgid "Appends a string element at end of the array."
@@ -47570,11 +47640,13 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
-#, fuzzy
msgid ""
"Sets the currently focused item as the given [code]index[/code].\n"
"Passing [code]-1[/code] as the index makes so that no item is focused."
-msgstr "Calcola il prodotto vettoriale di questo vettore e [code]with[/code]."
+msgstr ""
+"Imposta l'attuale elemento focalizzato come il dato [code]index[/code].\n"
+"Passando [code]-1[/code] come indice fa in modo che nessun elemento venga "
+"focalizzato."
#: doc/classes/PopupMenu.xml
msgid "Hides the [PopupMenu] when the window loses focus."
@@ -51264,15 +51336,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51911,14 +51990,14 @@ msgid "Returns the inverse of the quaternion."
msgstr ""
#: doc/classes/Quat.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if this quaternion and [code]quat[/code] are "
"approximately equal, by running [method @GDScript.is_equal_approx] on each "
"component."
msgstr ""
-"Restituisce [code]true[/code] se [code]a[/code] e [code]b[/code] sono "
-"approssimativamente uguali tra di loro."
+"Restituisce [code]true[/code] se questo quaternione e [code]quat[/code] "
+"sono approssimativament eguali, avviando [method @GDScript.is_equal_approx] "
+"su ogni componente."
#: doc/classes/Quat.xml
msgid "Returns whether the quaternion is normalized or not."
@@ -52875,17 +52954,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -52894,8 +52984,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -53299,11 +53395,12 @@ msgid ""
msgstr ""
#: doc/classes/ResourceInteractiveLoader.xml
-#, fuzzy
msgid ""
"Returns the loaded resource if the load operation completed successfully, "
"[code]null[/code] otherwise."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Restituisce la fonte caricata se l'operazione caricata è stata completata "
+"con successo, [code]null[/code] altrimenti."
#: doc/classes/ResourceInteractiveLoader.xml
msgid ""
@@ -55614,7 +55711,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -57453,7 +57554,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -58835,7 +58938,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -58851,7 +58957,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -61956,20 +62064,20 @@ msgid ""
msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
#: doc/classes/TextEdit.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] when the specified [code]line[/code] has a "
"breakpoint."
-msgstr "Ritorna [code]true[/code] se [Rect2i] contiene un punto."
+msgstr ""
+"Restituisce [code]true[/code] quando lo specificato [code]line[/code] ha un "
+"breakpoint."
#: doc/classes/TextEdit.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] when the specified [code]line[/code] is marked as "
"safe."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
-"esiste, [code]false[/code] altrimenti."
+"Restituisce [code]true[/code] quando lo specifico [code]line[/code] è "
+"marcato come sicuro."
#: doc/classes/TextEdit.xml
#, fuzzy
@@ -61977,13 +62085,12 @@ msgid "Returns if the given line is wrapped."
msgstr "Restituisce la tangente del parametro."
#: doc/classes/TextEdit.xml
-#, fuzzy
msgid ""
"Returns whether the mouse is over selection. If [code]edges[/code] is "
"[code]true[/code], the edges are considered part of the selection."
msgstr ""
-"Restituisce [code]true[/code] se [code]a[/code] e [code]b[/code] sono "
-"approssimativamente uguali tra di loro."
+"Restituisce se il mouse è sotto selezione. Se [code]edges[/code] è "
+"[code]true[/code], gli angoli sono considerati parte della selezione"
#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
@@ -63034,11 +63141,12 @@ msgid ""
msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
"theme has [code]theme_type[/code]."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Pulisce l'elemento del tema di [code]data_type[/code] a [code]name[/code] se "
+"il tema contiene [code]theme_type[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -63062,12 +63170,14 @@ msgid ""
msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
"name, for use in [method get_color], if the theme has [code]theme_type[/"
"code]."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Restituisce tutto il [Color]s come un [PoolStringArray] riempito di "
+"[Color]'s nomi, per utilizzo in [method get_color], se il tema ha "
+"[code]theme_type[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -63083,12 +63193,14 @@ msgid ""
msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Restituisce tutte le costanti come [PoolStringArray] carico dei nomi di ogni "
+"costante, per utilizzo in [method get_constant], se il tema contiene "
+"[code]theme_type[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -63105,11 +63217,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Restituisce i [Font]s come [PoolStringArray] carico con ogni [Font]'s nomi, "
+"per utilizzo in [method get_font], se il tema ha [code]theme_type[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -63125,11 +63238,13 @@ msgid ""
msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Restituisce tutte le icona come [PoolStringArray] cariche di ogni "
+"[Texture]'s nomi, per utilizzo in [method get_icon], se il tema contiene "
+"[code]theme_type[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -63202,83 +63317,87 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Restituisce una lista di tutti i tipi di variazioni per il dato "
+"[code]base_type[/code]."
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]theme_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
"code]."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
-"esiste, [code]false[/code] altrimenti."
+"Restituisce [code]true[/code] se [Color] con [code]name[/code] è in "
+"[code]theme_type[/code].\n"
+"Restituisce [code]false[/code] se il tema non ha [code]theme_type[/code]."
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
"[code]theme_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
"code]."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
-"esiste, [code]false[/code] altrimenti."
+"Restituisce [code]true[/code] se costante con [code]name[/code] è in "
+"[code]theme_type[/code].\n"
+"Restituisce [code]false[/code] se il tema non contiene [code]theme_type[/"
+"code]."
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if this theme has a valid [member default_font] "
"value."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Restituisce [code]true[/code] se questo tema ha un valido [member "
+"default_font] valore."
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
"[code]theme_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
"code]."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
-"esiste, [code]false[/code] altrimenti."
+"Restituisce [code]true[/code] se [Font] con [code]name[/code] è in "
+"[code]theme_type[/code].\n"
+"Restituisce [code]false[/code] se il tema non contiene [code]theme_type[/"
+"code]."
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
"[code]theme_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
"code]."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
-"esiste, [code]false[/code] altrimenti."
+"Restituisce [code]true[/code] se l'icona [Texture] con [code]name[/code] è "
+"in [code]theme_type[/code].\n"
+"Restituisce [code]false[/code] se il tema non ha [code]theme_type[/code]."
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
"[code]theme_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
"code]."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
-"esiste, [code]false[/code] altrimenti."
+"Restituisce [code]true[/code] se [StyleBox] con [code]name[/code] è in "
+"[code]theme_type[/code].\n"
+"Restituisce [code]false[/code] se il tema non ha [code]theme_type[/code]."
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
"[code]name[/code] is in [code]theme_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
"code]."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
-"esiste, [code]false[/code] altrimenti."
+"Restituisce [code]true[/code] se un elemento del tema di [code]data_type[/"
+"code] con [code]name[/code] è in [code]theme_type[/code].\n"
+"Restituisce [code]false[/code] se il tema non ha [code]theme_type[/code]."
#: doc/classes/Theme.xml
#, fuzzy
@@ -63306,44 +63425,54 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Rinomina il [Color] da [code]old_name[/code] a [code]name[/code] se il tema "
+"ha [code]theme_type[/code]. Se [code]name[/code] è già occupato, questo "
+"metodo non può funzionare."
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Rinomina la costante da [code]old_name[/code] a [code]name[/code] se il tema "
+"ha [code]theme_type[/code]. Se [code]name[/code] è già occupato, questo "
+"metodo non può funzionare."
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Rinomina il [Font] da [code]old_name[/code] a [code]name[/code] se il tema "
+"ha [code]theme_type[/code]. Se [code]name[/code] è già occupato, questo "
+"metodo non può funzionare."
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Rinomina l'icona da [code]old_name[/code] a [code]name[/code] se il tema ha "
+"[code]theme_type[/code]. Se [code]name[/code] è già occupato, questo metodo "
+"non può funzionare."
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Rinomina [StyleBox] da [code]old_name[/code] a [code]name[/code] se il tema "
+"ha [code]theme_type[/code]. Se [code]name[/code] è già occupato, questo "
+"metodo non può funzionare."
#: doc/classes/Theme.xml
msgid ""
@@ -63353,57 +63482,56 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
"[code]theme_type[/code].\n"
"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
-"esiste, [code]false[/code] altrimenti."
+"Imposta il [Color] del tema da [code]color[/code] a [code]name[/code] in "
+"[code]theme_type[/code].\n"
+"Crea [code]theme_type[/code] se il tema non ce l'ha."
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
"[code]theme_type[/code].\n"
"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
-"esiste, [code]false[/code] altrimenti."
+"Imposta la costante del tema da [code]constant[/code] a [code]name[/code] in "
+"[code]theme_type[/code].\n"
+"Crea [code]theme_type[/code]se il tema non ce l'ha."
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
"[code]theme_type[/code].\n"
"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
-"esiste, [code]false[/code] altrimenti."
+"Imposta il [Font] del tema da [code]font[/code] a [code]name[/code] in "
+"[code]theme_type[/code].\n"
+"Crea [code]theme_type[/code] se il tema non ce l'ha."
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
"in [code]theme_type[/code].\n"
"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
-"esiste, [code]false[/code] altrimenti."
+"Imposta l'icona del tema [Texture] da [code]texture[/code] a [code]name[/"
+"code] in [code]theme_type[/code].\n"
+"Crea [code]theme_type[/code] se il tema non ce l'ha."
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
"[code]theme_type[/code].\n"
"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
-"esiste, [code]false[/code] altrimenti."
+"Imposta lo [StyleBox] del tema da [code]stylebox[/code] a [code]name[/code] "
+"in [code]theme_type[/code].\n"
+"Crea [code]theme_type[/code] se il tema non ce l'ha."
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
"[code]name[/code] in [code]theme_type[/code].\n"
@@ -63411,8 +63539,11 @@ msgid ""
"code].\n"
"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
-"esiste, [code]false[/code] altrimenti."
+"Imposta l'elemento del tema di [code]data_type[/code] da [code]value[/code] "
+"a [code]name[/code] in [code]theme_type[/code].\n"
+"Non funziona se il modello [code]value[/code] non combacia con "
+"[code]data_type[/code].\n"
+"Crea [code]theme_type[/code] se il tema non ce l'ha."
#: doc/classes/Theme.xml
msgid ""
@@ -65695,9 +65826,8 @@ msgid ""
msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
#: doc/classes/TreeItem.xml
-#, fuzzy
msgid "Returns the number of buttons in column [code]column[/code]."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr "Restituisce il numero dei tasti in colonna [code]column[/code]."
#: doc/classes/TreeItem.xml
#, fuzzy
@@ -67300,12 +67430,12 @@ msgid ""
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the vector is normalized, [code]false[/code] "
"otherwise."
msgstr ""
-"Ritorna [code]true[/code] se il vettore è normalizzato, o falso altrimenti."
+"Restituisce [code]true[/code] se il vettore è normalizzato, [code]false[/"
+"code] altrimenti."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid "Returns the length (magnitude) of this vector."
@@ -67332,13 +67462,12 @@ msgid ""
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
-#, fuzzy
msgid ""
"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/"
"code] amount. Will not go past the final value."
msgstr ""
-"Restituisce [code]true[/code] se [code]a[/code] e [code]b[/code] sono "
-"approssimativamente uguali tra di loro."
+"Restituisce un nuovo vettore mosso verso [code]to[/code] da una quantità "
+"fissa [code]delta[/code]. Non va oltre il valore finale."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
@@ -68226,10 +68355,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -68240,8 +68374,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -68305,11 +68439,12 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-#, fuzzy
msgid ""
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Se [code]true[/code], il viewport utilizzerà una copia unica del [World] "
+"definito in [member world]."
#: doc/classes/Viewport.xml
msgid ""
@@ -68399,7 +68534,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -68931,6 +69068,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -70125,7 +70278,6 @@ msgid "Pi divided by two: [code]1.570796[/code]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
-#, fuzzy
msgid "Tau: [code]6.283185[/code]."
msgstr "Tau: [code]6.283185[/code]."
@@ -70140,9 +70292,8 @@ msgid "Square root of two: [code]1.414214[/code]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
-#, fuzzy
msgid "Infinity: [code]inf[/code]."
-msgstr "Infinito: [code]inf[/code]."
+msgstr "Infinità: [code]inf[/code]."
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid "Not a number: [code]nan[/code]."
@@ -71887,11 +72038,12 @@ msgid "Returns the value of a certain material's parameter."
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Returns the default value for the param if available. Returns [code]null[/"
"code] otherwise."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Restituisce il valore predefinito per il parametro, se disponibile. "
+"Altrimenti restituisce [code]null[/code]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -76974,19 +77126,21 @@ msgid ""
"Gets the value of the attribute specified by the index in [code]idx[/code] "
"argument."
msgstr ""
-"Prende il nome dell'attributo specificato dall'indice nell'argomento "
+"Prende il valore dell'attributo specificato dall'indice nell'argomento "
"[code]idx[/code]."
#: doc/classes/XMLParser.xml
-#, fuzzy
msgid "Gets the current line in the parsed file (currently not implemented)."
-msgstr "Prende la linea corrente nel file analizzato (non ancora implementato)"
+msgstr ""
+"Prende la linea corrente nel file analizzato (non ancora implementato)."
#: doc/classes/XMLParser.xml
msgid ""
"Gets the value of a certain attribute of the current element by name. This "
"will raise an error if the element has no such attribute."
msgstr ""
+"Prende il valore di un certo attributo dell'elemento corrente usando il "
+"nome. Questo darà errore se l'elemento non ha tale attributo."
#: doc/classes/XMLParser.xml
msgid ""
@@ -77061,13 +77215,12 @@ msgstr ""
"legge il nodo seguente. Questo ritorna un codice errore."
#: doc/classes/XMLParser.xml
-#, fuzzy
msgid ""
"Skips the current section. If the node contains other elements, they will be "
"ignored and the cursor will go to the closing of the current element."
msgstr ""
"Salta la sezione corrente. Se il nodo contiene altri elementi, questi "
-"saranno ignorati e il cursore andrà alla chiusura dell'elemento corrente"
+"saranno ignorati e il cursore andrà alla chiusura dell'elemento corrente."
#: doc/classes/XMLParser.xml
#, fuzzy
diff --git a/doc/translations/ja.po b/doc/translations/ja.po
index f5217e9b83..cabf1da54a 100644
--- a/doc/translations/ja.po
+++ b/doc/translations/ja.po
@@ -12,12 +12,13 @@
# Tarou Yamada <mizuningyou@yahoo.co.jp>, 2021.
# sugusan <sugusan.development@gmail.com>, 2022.
# Juto <mvobujd237@gmail.com>, 2022.
+# ta ko <neji.cion@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: 2022-02-14 22:08+0000\n"
-"Last-Translator: Wataru Onuki <bettawat@yahoo.co.jp>\n"
+"PO-Revision-Date: 2022-11-21 00:47+0000\n"
+"Last-Translator: ta ko <neji.cion@gmail.com>\n"
"Language-Team: Japanese <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/ja/>\n"
"Language: ja\n"
@@ -25,7 +26,7 @@ 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 4.11-dev\n"
+"X-Generator: Weblate 4.15-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -713,8 +714,10 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -729,7 +732,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
"ç¾åœ¨ã®ã‚³ãƒ¼ãƒ«ã‚¹ã‚¿ãƒƒã‚¯ã‚’辞書ã®é…列ã¨ã—ã¦è¿”ã—ã¾ã™ã€‚\n"
"[codeblock]\n"
@@ -1358,19 +1365,17 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
-"コードä½ç½®ã®ã‚¹ã‚¿ãƒƒã‚¯ãƒˆãƒ©ãƒƒã‚¯ã‚’表示ã—ã¾ã™ã€‚デãƒãƒƒã‚¬ã‚’有効ã«ã—ã¦å®Ÿè¡Œã—ãŸæ™‚ã«ã®"
-"ã¿å‹•ä½œã—ã¾ã™ã€‚\n"
-"コンソール内ã§ã®å‡ºåŠ›ã¯ã“ã®ã‚ˆã†ã«ãªã‚Šã¾ã™:\n"
-"[codeblock]\n"
-"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1600,6 +1605,41 @@ msgid ""
"3\n"
"[/codeblock]"
msgstr ""
+":指定ã•ã‚ŒãŸç¯„囲ã®é…列を返ã—ã¾ã™ã€‚[method range] ã¯3ã¤ã®æ–¹æ³•ã§å‘¼ã³å‡ºã™ã“ã¨ãŒã§"
+"ãã¾ã™ã€‚\n"
+"[code]range(n: int)[/code]:0ã‹ã‚‰å§‹ã¾ã‚Šã€1ãšã¤å¢—加ã—ã€[code]n[/code]ã®[i]å‰ [/"
+"i] ã§åœæ­¢ã—ã€å¼•æ•°[code]n[/code]ã¯[b]å«ã¾ã‚Œã¾ã›ã‚“[/b]。[i]\n"
+"[code]range(b: int, n: int)[/code]:[code]b[/code]ã‹ã‚‰å§‹ã¾ã‚Šã€1ãšã¤å¢—加ã—ã€"
+"[code]n[/code]ã® [i] å‰ [/i] ã§åœæ­¢ã—ã¾ã™ã€‚引数 [code]b[/code] 㯠[b] å«ã¾ã‚Œ"
+"ã¾ã™[/b] ãŒã€ [code]n[/code] 㯠[b]å«ã¾ã‚Œã¾ã›ã‚“[/b] 。\n"
+"[code]range(b: int, n: int, s: int)[/code]:[code]b[/code]ã‹ã‚‰å§‹ã¾ã‚Šã€"
+"[code]s[/code]ã®ã‚¹ãƒ†ãƒƒãƒ—ã§å¢—加/減少ã—ã€[code]n[/code]ã®[i]å‰ [/i] ã§åœæ­¢ã—ã¾"
+"ã™ã€‚引数 [code]b[/code] 㯠[b] å«ã¾ã‚Œã¾ã™[/b] ãŒã€ [code]n[/code] 㯠[b]å«ã¾"
+"ã‚Œã¾ã›ã‚“[/b] 。。引数 [code]s[/code] [b]can[/b] ã¯è² ã®å€¤ã‚’指定ã§ãã¾ã™ãŒã€"
+"[code]0[/code] ã¯æŒ‡å®šã§ãã¾ã›ã‚“。[code]s[/code] ㌠[code]0[/code] ã®å ´åˆã€ã‚¨"
+"ラーメッセージãŒå‡ºåŠ›ã•ã‚Œã¾ã™ã€‚\n"
+"[method range]ã¯ã€å‡¦ç†å‰ã«ã™ã¹ã¦ã®å¼•æ•°ã‚’[int]ã«å¤‰æ›ã—ã¾ã™\n"
+"[b]注:[/b] 値ã®åˆ¶ç´„を満ãŸã™å€¤ãŒãªã„å ´åˆã€ç©ºã®é…列を返ã—ã¾ã™ã€‚(例:"
+"[code]range(2, 5, -1)[/code] ã¾ãŸã¯ [code]range(5, 5, 1)[/code])\n"
+"Examples:\n"
+"[codeblock]\n"
+"print(range(4)) # [0, 1, 2, 3]ã¨å‡ºåŠ›ã™ã‚‹\n"
+"print(range(2, 5)) # [2, 3, 4]ã¨å‡ºåŠ›ã™ã‚‹\n"
+"print(range(0, 6, 2)) # [0, 2, 4]ã¨å‡ºåŠ›ã™ã‚‹\n"
+"print(range(4, 1, -1)) # [4, 3, 2]ã¨å‡ºåŠ›ã™ã‚‹\n"
+"[/codeblock]\n"
+"[Array]を後方ã‹ã‚‰å‚ç…§ã™ã‚‹ã«ã¯\n"
+"[codeblock]\n"
+"var array = [3, 6, 9]\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
+"[/codeblock]\n"
+"Output:\n"
+"[codeblock]\n"
+"9\n"
+"6\n"
+"3\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -4465,6 +4505,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr "ç”»åƒã¯ãƒ­ã‚¹ãƒ¬ã‚¹åœ§ç¸®ã«ã‚ˆã‚Šåœ§ç¸®ã•ã‚Œã¦ã„ã‚‹ã¨ã„ã†ãƒ’ント。"
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
"プロパティã¯ã‚·ãƒªã‚¢ãƒ©ã‚¤ã‚ºã•ã‚Œã€ã‚·ãƒ¼ãƒ³ãƒ•ã‚¡ã‚¤ãƒ«ã«ä¿å­˜ã•ã‚Œã¾ã™ (デフォルト) 。"
@@ -5298,8 +5358,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -9145,7 +9204,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -9370,8 +9432,12 @@ msgstr ""
"[code]step[/code]ã¯ã‚¹ãƒ©ã‚¤ã‚¹ä¸­ã®ã‚¤ãƒ³ãƒ‡ãƒƒã‚¯ã‚¹é–“ã®å¤‰åŒ–を表ã—ã¾ã™ã€‚"
#: doc/classes/Array.xml
+#, fuzzy
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -9401,9 +9467,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -12624,12 +12694,14 @@ msgid "Clears the audio sample data buffer."
msgstr "byteã§æ ¼ç´ã•ã‚ŒãŸã‚ªãƒ¼ãƒ‡ã‚£ã‚ªãƒ‡ãƒ¼ã‚¿ã§ã™ã€‚"
#: doc/classes/AudioStreamGeneratorPlayback.xml
+#, fuzzy
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
+"[code]name[/code] ã¨ã„ã†åå‰ã§æŒ‡å®šã—ãŸè¨­å®šãŒå­˜åœ¨ã™ã‚‹å ´åˆã¯ [code]true[/"
+"code]ã€ãã†ã§ãªã„å ´åˆã¯ [code]false[/code] ã‚’è¿”ã—ã¾ã™ã€‚"
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
@@ -13234,14 +13306,14 @@ msgstr ""
#, fuzzy
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
"ç¾åœ¨è¡¨ç¤ºã•ã‚Œã¦ã„ã‚‹ç”»é¢ã‚’ãƒãƒƒã‚¯ãƒãƒƒãƒ•ã‚¡ãƒªãƒ³ã‚°ã™ã‚‹ãŸã‚ã®ãƒŽãƒ¼ãƒ‰ã€‚BackBufferCopy "
@@ -13260,27 +13332,31 @@ msgid "Buffer mode. See [enum CopyMode] constants."
msgstr "ãƒãƒƒãƒ•ã‚¡ãƒ¢ãƒ¼ãƒ‰ã€‚ [enum CopyMode]定数をå‚ç…§ã—ã¦ãã ã•ã„。"
#: doc/classes/BackBufferCopy.xml
+#, fuzzy
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
"BackBufferCopyã§ã‚«ãƒãƒ¼ã•ã‚Œã‚‹é ˜åŸŸã€‚ [member copy_mode]ãŒ[constant "
"COPY_MODE_RECT]ã®å ´åˆã«ã®ã¿ä½¿ç”¨ã•ã‚Œã¾ã™ã€‚"
#: doc/classes/BackBufferCopy.xml
+#, fuzzy
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
"ãƒãƒƒãƒ•ã‚¡ãƒªãƒ³ã‚° モードを無効ã«ã—ã¾ã™ã€‚ã¤ã¾ã‚Šã€BackBufferCopy ノードã¯ã€ã‚«ãƒãƒ¼"
"ã™ã‚‹ç”»é¢ã®éƒ¨åˆ†ã‚’直接使用ã—ã¾ã™ã€‚"
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+#, fuzzy
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr "BackBufferCopyã¯çŸ©å½¢é ˜åŸŸã‚’ãƒãƒƒãƒ•ã‚¡ãƒªãƒ³ã‚°ã—ã¾ã™ã€‚"
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+#, fuzzy
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr "BackBufferCopy ã¯ç”»é¢å…¨ä½“ã‚’ãƒãƒƒãƒ•ã‚¡ãƒªãƒ³ã‚°ã—ã¾ã™ã€‚"
#: doc/classes/BakedLightmap.xml
@@ -22403,6 +22479,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -25251,7 +25335,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -36132,7 +36219,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -39500,7 +39589,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -39757,7 +39849,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -40489,6 +40584,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -43312,7 +43410,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -43832,11 +43932,11 @@ msgstr "指定ã•ã‚ŒãŸåå‰ã®ã‚¢ãƒ‹ãƒ¡ãƒ¼ã‚·ãƒ§ãƒ³ãƒŽãƒ¼ãƒ‰ã‚’è¿”ã—ã¾ã™ã€‚
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -43870,11 +43970,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -43896,11 +43996,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -45792,6 +45892,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -53439,15 +53549,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -55065,17 +55182,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -55084,8 +55212,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -57829,7 +57963,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -59676,7 +59814,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -61322,7 +61462,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -61338,7 +61481,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -70808,10 +70953,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -70822,8 +70972,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -70980,7 +71130,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -71521,6 +71673,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/doc/translations/ko.po b/doc/translations/ko.po
index a744804896..72a7780a4c 100644
--- a/doc/translations/ko.po
+++ b/doc/translations/ko.po
@@ -18,12 +18,13 @@
# 김태우 <ogosengi3@gmail.com>, 2022.
# ì´ì§€ë¯¼ <jiminaleejung@gmail.com>, 2022.
# nulltable <un5450@naver.com>, 2022.
+# Godoto <aicompose@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: 2022-09-26 05:24+0000\n"
-"Last-Translator: nulltable <un5450@naver.com>\n"
+"PO-Revision-Date: 2022-10-18 18:00+0000\n"
+"Last-Translator: Godoto <aicompose@gmail.com>\n"
"Language-Team: Korean <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/ko/>\n"
"Language: ko\n"
@@ -31,7 +32,7 @@ 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 4.14.1\n"
+"X-Generator: Weblate 4.15-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -47,7 +48,7 @@ msgstr "ì†ì„±"
#: doc/tools/make_rst.py
msgid "Methods"
-msgstr "메서드"
+msgstr "방법"
#: doc/tools/make_rst.py
msgid "Theme Properties"
@@ -55,11 +56,11 @@ msgstr "테마 ì†ì„±ë“¤"
#: doc/tools/make_rst.py
msgid "Signals"
-msgstr "시그ë„"
+msgstr "신호"
#: doc/tools/make_rst.py
msgid "Enumerations"
-msgstr "열거형"
+msgstr "목ë¡"
#: doc/tools/make_rst.py
msgid "Constants"
@@ -626,7 +627,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -641,7 +643,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1028,12 +1034,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3659,6 +3669,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4343,8 +4373,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -7264,7 +7293,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7449,6 +7481,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7468,9 +7503,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -10109,10 +10148,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10644,14 +10682,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10661,22 +10699,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -19513,6 +19551,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22408,7 +22454,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -33147,7 +33196,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -36475,7 +36526,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36725,7 +36779,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37442,6 +37499,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -40378,7 +40438,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40894,11 +40956,11 @@ msgstr "ë§¤ê°œë³€ìˆ˜ì˜ ì•„í¬ì‚¬ì¸ ê°’ì„ ë°˜í™˜í•©ë‹ˆë‹¤."
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40932,11 +40994,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40958,11 +41020,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42824,6 +42886,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -50425,15 +50497,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -52030,17 +52109,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -52049,8 +52139,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54766,7 +54862,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56603,7 +56703,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -57981,7 +58083,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57997,7 +58102,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -67281,10 +67388,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -67295,8 +67407,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -67448,7 +67560,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67980,6 +68094,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/doc/translations/lt.po b/doc/translations/lt.po
index f744f60e12..1cf0ffef48 100644
--- a/doc/translations/lt.po
+++ b/doc/translations/lt.po
@@ -485,7 +485,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -500,7 +501,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -873,12 +878,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3489,6 +3498,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4173,8 +4202,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -7091,7 +7119,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7276,6 +7307,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7295,9 +7329,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -9935,10 +9973,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10470,14 +10507,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10487,22 +10524,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -19282,6 +19319,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22114,7 +22159,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -32826,7 +32874,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -36124,7 +36174,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36372,7 +36425,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37082,6 +37138,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -39888,7 +39947,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40399,11 +40460,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40437,11 +40498,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40463,11 +40524,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42314,6 +42375,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -49906,15 +49977,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51510,17 +51588,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51529,8 +51618,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54245,7 +54340,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56082,7 +56181,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -57460,7 +57561,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57476,7 +57580,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -66713,10 +66819,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66727,8 +66838,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66880,7 +66991,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67412,6 +67525,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/doc/translations/lv.po b/doc/translations/lv.po
index 1b6d5f9cd5..fd9ddf6f51 100644
--- a/doc/translations/lv.po
+++ b/doc/translations/lv.po
@@ -490,7 +490,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -505,7 +506,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -878,12 +883,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3494,6 +3503,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4178,8 +4207,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -7096,7 +7124,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7281,6 +7312,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7300,9 +7334,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -9940,10 +9978,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10475,14 +10512,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10492,22 +10529,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -19287,6 +19324,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22119,7 +22164,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -32834,7 +32882,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -36132,7 +36182,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36380,7 +36433,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37090,6 +37146,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -39896,7 +39955,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40407,11 +40468,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40445,11 +40506,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40471,11 +40532,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42322,6 +42383,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -49914,15 +49985,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51518,17 +51596,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51537,8 +51626,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54253,7 +54348,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56090,7 +56189,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -57468,7 +57569,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57484,7 +57588,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -66721,10 +66827,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66735,8 +66846,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66888,7 +66999,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67420,6 +67533,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/doc/translations/mr.po b/doc/translations/mr.po
index 3636dbf68f..19db2e5f94 100644
--- a/doc/translations/mr.po
+++ b/doc/translations/mr.po
@@ -473,7 +473,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -488,7 +489,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -861,12 +866,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3477,6 +3486,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4161,8 +4190,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -7079,7 +7107,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7264,6 +7295,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7283,9 +7317,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -9923,10 +9961,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10458,14 +10495,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10475,22 +10512,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -19270,6 +19307,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22102,7 +22147,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -32814,7 +32862,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -36112,7 +36162,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36360,7 +36413,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37070,6 +37126,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -39876,7 +39935,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40387,11 +40448,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40425,11 +40486,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40451,11 +40512,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42302,6 +42363,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -49894,15 +49965,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51498,17 +51576,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51517,8 +51606,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54233,7 +54328,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56070,7 +56169,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -57448,7 +57549,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57464,7 +57568,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -66701,10 +66807,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66715,8 +66826,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66868,7 +66979,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67400,6 +67513,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/doc/translations/nb.po b/doc/translations/nb.po
index 9a861d8287..3b7f482e48 100644
--- a/doc/translations/nb.po
+++ b/doc/translations/nb.po
@@ -485,7 +485,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -500,7 +501,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -873,12 +878,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3489,6 +3498,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4173,8 +4202,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -7091,7 +7119,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7276,6 +7307,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7295,9 +7329,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -9935,10 +9973,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10470,14 +10507,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10487,22 +10524,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -19282,6 +19319,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22114,7 +22159,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -32826,7 +32874,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -36124,7 +36174,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36372,7 +36425,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37082,6 +37138,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -39888,7 +39947,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40399,11 +40460,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40437,11 +40498,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40463,11 +40524,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42314,6 +42375,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -49906,15 +49977,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51510,17 +51588,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51529,8 +51618,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54245,7 +54340,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56082,7 +56181,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -57460,7 +57561,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57476,7 +57580,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -66713,10 +66819,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66727,8 +66838,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66880,7 +66991,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67412,6 +67525,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/doc/translations/ne.po b/doc/translations/ne.po
index 84cf5c569c..c616f7b4e1 100644
--- a/doc/translations/ne.po
+++ b/doc/translations/ne.po
@@ -473,7 +473,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -488,7 +489,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -861,12 +866,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3477,6 +3486,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4161,8 +4190,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -7079,7 +7107,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7264,6 +7295,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7283,9 +7317,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -9923,10 +9961,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10458,14 +10495,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10475,22 +10512,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -19270,6 +19307,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22102,7 +22147,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -32814,7 +32862,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -36112,7 +36162,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36360,7 +36413,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37070,6 +37126,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -39876,7 +39935,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40387,11 +40448,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40425,11 +40486,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40451,11 +40512,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42302,6 +42363,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -49894,15 +49965,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51498,17 +51576,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51517,8 +51606,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54233,7 +54328,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56070,7 +56169,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -57448,7 +57549,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57464,7 +57568,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -66701,10 +66807,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66715,8 +66826,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66868,7 +66979,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67400,6 +67513,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/doc/translations/nl.po b/doc/translations/nl.po
index 6b89702dec..cf40d032cf 100644
--- a/doc/translations/nl.po
+++ b/doc/translations/nl.po
@@ -535,7 +535,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -550,7 +551,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -923,12 +928,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3547,6 +3556,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4231,8 +4260,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -7149,7 +7177,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7334,6 +7365,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7353,9 +7387,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -9993,10 +10031,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10528,14 +10565,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10545,22 +10582,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -19340,6 +19377,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22172,7 +22217,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -32887,7 +32935,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -36185,7 +36235,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36433,7 +36486,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37143,6 +37199,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -39949,7 +40008,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40460,11 +40521,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40498,11 +40559,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40524,11 +40585,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42375,6 +42436,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -49967,15 +50038,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51571,17 +51649,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51590,8 +51679,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54307,7 +54402,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56144,7 +56243,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -57522,7 +57623,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57538,7 +57642,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -66775,10 +66881,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66789,8 +66900,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66942,7 +67053,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67474,6 +67587,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/doc/translations/pl.po b/doc/translations/pl.po
index 0bc778f703..cd2bedd302 100644
--- a/doc/translations/pl.po
+++ b/doc/translations/pl.po
@@ -23,13 +23,14 @@
# Katarzyna Twardowska <katarina.twardowska@gmail.com>, 2022.
# Mateusz Zdrzałek <matjozohd@gmail.com>, 2022.
# Pixel Zone - Godot Engine Tutorials <karoltomaszewskimusic@gmail.com>, 2022.
+# Filip Gliszczyński <filipgliszczynski@gmail.com>, 2022.
+# Piotr Åšlusarz <piotrekslusarz@outlook.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: 2022-05-15 20:00+0000\n"
-"Last-Translator: Pixel Zone - Godot Engine Tutorials "
-"<karoltomaszewskimusic@gmail.com>\n"
+"PO-Revision-Date: 2022-10-30 01:15+0000\n"
+"Last-Translator: Piotr Åšlusarz <piotrekslusarz@outlook.com>\n"
"Language-Team: Polish <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/pl/>\n"
"Language: pl\n"
@@ -38,7 +39,7 @@ msgstr ""
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=3; plural=n==1 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 "
"|| n%100>=20) ? 1 : 2;\n"
-"X-Generator: Weblate 4.13-dev\n"
+"X-Generator: Weblate 4.14.2-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -500,7 +501,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Compares two values by checking their actual contents, recursing into any "
"[Array] or [Dictionary] up to its deepest level.\n"
@@ -523,17 +523,17 @@ msgstr ""
"Porównuje dwie wartości, sprawdzając ich rzeczywistą zawartość, przechodząc "
"do dowolnej „tablicy†lub „słownika†aż do najgłębszego poziomu.\n"
"Można to porównać do [code]==[/code] na kilka sposobów:\n"
-"— Dla [kod]null[/code], [kod]int[/code], [code]float[/code], [code]String[/"
+"— Dla [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] i [code] RID[/code] zarówno [code]deep_equal[/"
"code], jak i [code]==[/code] działają tak samo.\n"
"— W przypadku [code]Słownik[/code] [code]==[/code] uwzględnia równość wtedy "
"i tylko wtedy, gdy obie zmienne wskazujÄ… ten sam [code]SÅ‚ownik[/code], bez "
"rekurencji lub świadomości zawartość w ogóle.\n"
-"— W przypadku [kod]Tablica[/kod] [kod]==[/kod] uwzględnia równość wtedy i "
-"tylko wtedy, gdy każdy element w pierwszej [kod]Tablica[/kod] jest równy "
-"swojemu odpowiednikowi w drugiej [ kod]Tablica[/kod], jak mówi sam [kod]==[/"
-"kod]. Oznacza to, że [code]==[/code] jest rekursywny w [code]Tablicy[/code], "
-"ale nie w [code]SÅ‚owniku[/code].\n"
+"— W przypadku [code]Tablica[/code] [code]==[/code] uwzględnia równość wtedy "
+"i tylko wtedy, gdy każdy element w pierwszej [code]Tablica[/code] jest równy "
+"swojemu odpowiednikowi w drugiej [code]Tablica[/code], jak mówi sam "
+"[code]==[/code]. Oznacza to, że [code]==[/code] jest rekursywny w "
+"[code]Tablicy[/code], ale nie w [code]SÅ‚owniku[/code].\n"
"Krótko mówiąc, za każdym razem, gdy potencjalnie zaangażowany jest "
"[code]Słownik[/code], jeśli chcesz prawdziwego porównania uwzględniającego "
"zawartość, musisz użyć [code]deep_equal[/code]."
@@ -619,7 +619,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Rounds [code]s[/code] downward (towards negative infinity), returning the "
"largest whole number that is not more than [code]s[/code].\n"
@@ -633,13 +632,12 @@ msgid ""
"[code]s[/code] is a non-negative number, you can use [code]int(s)[/code] "
"directly."
msgstr ""
-"Zaokrągla [code]s[/code] w dół (do nieskończoności ujemnej), zwraca "
+"Zaokrągla [code]s[/code] w dół (do ujemnej nieskończoności), zwraca "
"najwyższą liczbę całkowitą która jest nie większa niż [code]s[/code].\n"
"[codeblock]\n"
-"# a to 2.0\n"
-"a = floor(2.99)\n"
-"# a to-3.0\n"
-"a = floor(-2.99)\n"
+"a = floor(2.45) # a to 2.0\n"
+"a = floor(2.99) # a to 2.0\n"
+"a = floor(-2.99) # a to-3.0\n"
"[/codeblock]\n"
"[b]Informacja:[/b] Ta metoda zwraca liczbę zmiennoprzecinkową, jeżeli chcesz "
"liczby całkowitej użyj bezpośrednio metody [code]int(s)[/code]."
@@ -725,8 +723,10 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -741,7 +741,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
"Zwraca tablicę słowników reprezentującą obecny stos wykonywanych funkcji.\n"
"[codeblock]\n"
@@ -849,6 +853,26 @@ msgid ""
"See also [method lerp] which performs the reverse of this operation, and "
"[method range_lerp] to map a continuous series of values to another."
msgstr ""
+"Zwraca współczynnik interpolacji lub ekstrapolacji w zależności od zakresu "
+"zdefiniowanego w [code]from[/code] i [code]to[/code] oraz wartość "
+"interopolowaną zdefiniowaną w [code]weight[/code]. Zwrócona wartość znajduje "
+"się pomiędzy [code]0.0[/code] i [code]1.0[/code] jeśli [code]weight[/code] "
+"jest pomiędzy [code]from[/code] i [code]to[/code] (włącznie). Jeśli "
+"[code]weight[/code] znajduje się poza zakresem, współczynnik ekstrapolacji "
+"zostanie zwrócony (zwraca wartość mniejszą od [code]0.0[/code] lub większą "
+"od [code]1.0[/code]). Użyj [method clamp] na wyniku [method inverse_lerp] "
+"jeśli chcesz tego uniknąć. \n"
+"[codeblock] \n"
+"# Stosunek interpolacji w zawołaniu `lerp()` poniżej to 0.75. \n"
+"var middle = lerp(20, 30, 0.75) \n"
+"# `middle` ma teraz wartość 27.5. \n"
+"# Teraz udajemy że zapomnieliśmy oryginalnego stosunku i chcemy go "
+"spowrotem. \n"
+"var ratio = inverse_lerp(20,30,27.5) \n"
+"# `ratio` ma teraz wartość 0.75.\n"
+"[/codeblock]\n"
+"Zobacz również [method lerp] która powoduje odwrócenie tej operacji i "
+"[method range_lerp] aby zmapować ciągłą serie wartości do następnej."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1150,6 +1174,22 @@ msgid ""
"[code]0[/code] rather than [code]1[/code] for non-positive values of "
"[code]value[/code] (in reality, 1 is the smallest integer power of 2)."
msgstr ""
+"Zwraca najbliższą wartość całkowitą [code]value[/code] równą lub wyższą "
+"potędze dwójki.\n"
+"Innymi słowy, zwraca najmniejszą wartość [code]a[/code] gdzie [code]a = "
+"pow(2, n)[/code] wtedy i tylko wtedy gdy [code]value <= a[/code] dla jakiejÅ› "
+"dodatniej liczby całkowitej [code]n[/code].\n"
+"[codeblock]\n"
+"nearest_po2(3) # zwraca 4\n"
+"nearest_po2(4) # zwraca 4\n"
+"nearest_po2(5) # zwraca 8\n"
+"\n"
+"nearest_po2(0) # zwraca 0 (niekoniecznie czego byś się spodziewał)\n"
+"nearest_po2(-1) # zwraca 0 (niekoniecznie czego byś się spodziewał)\n"
+"[/codeblock]\n"
+"[b]UWAGA:[/b] Z powodu sposobu implementacji, ta funkcja zwraca [code]0[/"
+"code] w przeciwieństwie do [code]1[/code] dla ujemnych wartości [code]value[/"
+"code] (w rzeczywistości, 1 jest najmniejszą liczbą całkowitą dla potęgi z 2)."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1162,6 +1202,13 @@ msgid ""
"[/codeblock]\n"
"This is the inverse of [method char]."
msgstr ""
+"Zwraca liczbę całkowitą reprezentującą punkt kodu Unicode danego znaku "
+"Unicode [code]char[/code]. [codeblock]\n"
+"a = ord(\"A\") # a wynosi 65\n"
+"a = ord(\"a\") # a wynosi 97\n"
+"a = ord(\"€\") # a wynosi 8364\n"
+"[/codeblock]\n"
+"To jest odwrotność [metody char]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1302,19 +1349,17 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
-"Wypisuje zrzut stosu w miejscu kodu, działa tylko przy uruchamianiu z "
-"włączonym debuggerem.\n"
-"Wynik w konsoli wyglądać może tak:\n"
-"[codeblock]\n"
-"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -3981,6 +4026,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4665,8 +4730,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -7593,7 +7657,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7778,6 +7845,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7797,9 +7867,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -10438,10 +10512,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10973,14 +11046,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10990,22 +11063,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -19814,6 +19887,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22656,7 +22737,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -33427,7 +33511,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -36767,7 +36853,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -37023,7 +37112,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37745,6 +37837,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -40555,7 +40650,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -41074,11 +41171,11 @@ msgstr "Zwraca kÄ…t w radianach danego wektora."
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -41112,11 +41209,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -41138,11 +41235,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -43021,6 +43118,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -50624,15 +50731,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -52237,17 +52351,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -52256,8 +52381,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54976,7 +55107,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56814,7 +56949,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -58195,7 +58332,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -58211,7 +58351,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -67513,10 +67655,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -67527,8 +67674,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -67686,7 +67833,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -68218,6 +68367,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/doc/translations/pt.po b/doc/translations/pt.po
index fce62b474f..d3d9b9aadf 100644
--- a/doc/translations/pt.po
+++ b/doc/translations/pt.po
@@ -18,8 +18,8 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-08-25 13:04+0000\n"
-"Last-Translator: Baiterson <baiter160@gmail.com>\n"
+"PO-Revision-Date: 2022-11-18 16:48+0000\n"
+"Last-Translator: ssantos <ssantos@web.de>\n"
"Language-Team: Portuguese <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/pt/>\n"
"Language: pt\n"
@@ -27,7 +27,7 @@ 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 4.14-dev\n"
+"X-Generator: Weblate 4.15-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -95,7 +95,7 @@ msgstr "Setter"
#: doc/tools/make_rst.py
msgid "value"
-msgstr "valor"
+msgstr "Valor"
#: doc/tools/make_rst.py
msgid "Getter"
@@ -721,8 +721,10 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -737,7 +739,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
"Retorna uma list de dicionários representando a pilha de chamada atual.\n"
"[codeblock]\n"
@@ -1386,19 +1392,17 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
-"Imprime a pilha de chamadas no local do código, só funciona com o depurador "
-"ativado.\n"
-"Saída no console vai parecer assim:\n"
-"[codeblock]\n"
-"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -4471,6 +4475,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -5159,8 +5183,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -8090,7 +8113,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -8275,6 +8301,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -8294,9 +8323,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -10934,10 +10967,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -11469,14 +11501,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -11486,22 +11518,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -20332,6 +20364,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr "A altura do cilindro."
@@ -23167,7 +23207,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -24995,7 +25038,7 @@ msgstr ""
#: doc/classes/File.xml
msgid "File system"
-msgstr ""
+msgstr "Sistema de arquivos"
#: doc/classes/File.xml
msgid ""
@@ -33909,7 +33952,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -37237,7 +37282,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -37488,7 +37536,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -38205,6 +38256,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -38878,9 +38932,8 @@ msgid ""
msgstr ""
#: doc/classes/Node.xml
-#, fuzzy
msgid "Nodes and Scenes"
-msgstr "Nós e Cenas"
+msgstr "Nós e cenas"
#: doc/classes/Node.xml
msgid "All Demos"
@@ -41015,7 +41068,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -41528,11 +41583,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -41566,11 +41621,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -41592,11 +41647,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -43446,6 +43501,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -51104,15 +51169,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -52708,17 +52780,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -52727,8 +52810,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -55446,7 +55535,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -57285,7 +57378,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -58681,7 +58776,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -58697,7 +58795,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -67998,10 +68098,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -68012,8 +68117,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -68165,7 +68270,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -68697,6 +68804,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/doc/translations/pt_BR.po b/doc/translations/pt_BR.po
index f6705f5e4c..463bc9c957 100644
--- a/doc/translations/pt_BR.po
+++ b/doc/translations/pt_BR.po
@@ -43,12 +43,14 @@
# lucas rossy brasil coelho <lucasrossy270@gmail.com>, 2022.
# Felipe Kinoshita <kinofhek@gmail.com>, 2022.
# Mr.Albino <ricmorsoleto@gmail.com>, 2022.
+# Zer0-Zer0 <dankmemerson@tutanota.com>, 2022.
+# Julio Yagami <juliohenrique31501234@hotmail.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: 2022-08-21 06:02+0000\n"
-"Last-Translator: Jaide Alonso Ambrosio <jaide.sp@gmail.com>\n"
+"PO-Revision-Date: 2022-12-09 19:48+0000\n"
+"Last-Translator: Julio Yagami <juliohenrique31501234@hotmail.com>\n"
"Language-Team: Portuguese (Brazil) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/pt_BR/>\n"
"Language: pt_BR\n"
@@ -56,7 +58,7 @@ 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 4.14-dev\n"
+"X-Generator: Weblate 4.15-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -527,7 +529,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Compares two values by checking their actual contents, recursing into any "
"[Array] or [Dictionary] up to its deepest level.\n"
@@ -548,13 +549,13 @@ msgid ""
"code]."
msgstr ""
"Compara dois valores, verificando seu conteúdo real, recorrendo a qualquer "
-"`Array` ou `Dicionário` até o seu nível mais profundo.\n"
+"[Array] ou [Dictionary] até o seu nível mais profundo.\n"
"Isso se compara a [code]==[/code] de várias maneiras:\n"
"- Para [code]null[/code], [code]int[/code], [code]float[/code], "
"[code]String[/code], [code]Object[/code] e [code]RID[/code] tanto "
"[code]deep_equal[/code] quanto [code]==[/code] funcionam da mesma maneira.\n"
"- Para [code]Dictionary[/code], [code]==[code] considera igualdade se, e "
-"somente se, ambas as variáveis apontarem para o mesmo [code]Dictionary[/"
+"somente se, ambas as variáveis apontaram para o mesmo [code]Dictionary[/"
"code], sem nenhuma recorrência ou consciência do conteúdo.\n"
"- Para [code]Array[/code], [code]==[/code] considera igualdade se, e somente "
"se, cada item no primeiro [code]Array[/code] for igual a sua contraparte no "
@@ -586,7 +587,6 @@ msgstr ""
"inst2dict]), de volta em uma instância. Útil para desserialização."
#: 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 "
@@ -615,7 +615,7 @@ msgstr ""
"- Menor que -1.0 (exclusivo): Ease in-out\n"
"- 1.0: Linear\n"
"- Entre -1.0 e 0.0 (exclusivo): Ease out-in\n"
-"- 0.0: Constant\n"
+"- 0.0: Constante\n"
"- Entre 0.0 e 1.0 (exclusivo): Ease in\n"
"- 1.0: Linear\n"
"- Maior que 1.0 (exclusivo): Ease out\n"
@@ -752,8 +752,10 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -768,7 +770,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
"Retorna uma list de dicionários representando a pilha de chamada atual.\n"
"[codeblock]\n"
@@ -949,7 +955,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Linearly interpolates between two values by the factor defined in "
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
@@ -973,24 +978,25 @@ msgid ""
msgstr ""
"Interpola linearmente entre dois valores pelo fator definido em "
"[code]weight[/code]. Para realizar a interpolação, [code]weight[/code] deve "
-"estar entre [code]0.0[/code] e [code]1.0[/code] (inclusive). No entanto, "
+"estar entre [code]0.0[/code] e [code]1.0[/code] (inclusivo). No entanto, "
"valores fora desse intervalo são permitidos e podem ser usados para realizar "
-"[i]extrapolação[/i].\n"
+"[i]extrapolação[/i]. Use [method clamp] no resultado de [method lerp] se "
+"isso não é desejado.\n"
"Se os argumentos [code]from[/code] e [code]to[/code] forem do tipo [int] ou "
"[float], o valor de retorno será um [float].\n"
"Se ambos forem do mesmo tipo de vetor ([Vector2], [Vector3] ou [Color]), o "
"valor de retorno será do mesmo tipo([code]lerp[/code] então chama o método "
"[code]linear_interpolate[/code] do tipo de vetor).\n"
"[codeblock]\n"
-"lerp(0, 4, 0,75) # Retorna 3,0\n"
+"lerp(0, 4, 0,75) # Retorna 3.0\n"
"lerp(Vetor2(1, 5), Vetor2(3, 2), 0.5) # Retorna Vetor2(2, 3.5)\n"
"[/codeblock]\n"
"Veja também [method inverse_lerp] que realiza o inverso desta operação. Para "
"realizar a interpolação facilitada com [method lerp], combine-o com [method "
-"ease] ou [method smoothstep]."
+"ease] ou [method smoothstep]. Seja também [method range_lerp] para mapear "
+"uma serie contínua de valores um para o outro."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Linearly interpolates between two angles (in radians) by a normalized "
"value.\n"
@@ -1013,19 +1019,30 @@ msgid ""
"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
-"Faz a interpolação linear entre dois ângulos (em radianos) por um valor "
+"Interpola linearmente entre dois ângulos (em radianos) por um valor "
"normalizado.\n"
"Semelhante à [method lerp], mas faz a interpolação corretamente quando os "
-"ângulos passam através de [constant @GDScript.TAU].\n"
+"ângulos passam através de [constant @GDScript.TAU]. Para realizar "
+"interpolação facilitada com [method lerp_angle], combine com [method ease] "
+"ou [method smoothstep].\n"
"[codeblock]\n"
"extends Sprite\n"
-"var elapsed = 0.0\n"
+"var tempo_decorrido = 0.0\n"
"func _process(delta):\n"
-" var min_angle = deg2rad(0.0)\n"
-" var max_angle = deg2rad(90.0)\n"
-" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
-" elapsed += delta\n"
-"[/codeblock]"
+" var ângulo_mínimo = deg2rad(0.0)\n"
+" var ângulo_máximo = deg2rad(90.0)\n"
+" rotação = ângulo_interpolação(ângulo_mínimo, ângulo_máximo, "
+"tempo_decorrido)\n"
+" tempo_decorrido += delta\n"
+"[/codeblock]\n"
+"[b]Nota:[/b] Esse método interpola linearmente através do caminho mais curto "
+"entre [code]from[/code] e [code]to[/code]. Entretanto, quando esses dois "
+"ângulos estão aproximadamente [code]PI + k * TAU[/code] aparte para qualquer "
+"inteiro [code]k[/code], não é óbvio para qual lado eles interpolam devido à "
+"erros de precisão de pontos flutuantes. Por exemplo, "
+"[code]ângulo_interpolação(0, PI, weight)[/code] interpola no sentido anti-"
+"horário, enquanto [code]ângulo_interpolação(0, PI + 5 * TAU, weight)[/code] "
+"interpola no sentido horário."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1395,19 +1412,17 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
-"Imprime a pilha de chamadas no local do código, só funciona com o depurador "
-"habilitado.\n"
-"Saída no console vai parecer assim:\n"
-"[codeblock]\n"
-"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1645,8 +1660,46 @@ msgid ""
"3\n"
"[/codeblock]"
msgstr ""
+"Retorna um [i]array[/i] com o alcance dado. [method range] pode ser chamado "
+"de três maneiras:\n"
+"[code]range(n: int)[/code]: Começa do 0, aumenta em passos de 1, e para "
+"[i]antes[/i] do [code]n[/code]. O argumento [code]n[/code] é [b]exclusivo[/"
+"b].\n"
+"[code]range(b: int, n: int)[/code]: Começa do [code]b[/code], aumenta em "
+"passos de 1, e para [i]antes[/i] do [code]n[/code]. Os argumentos [code]b[/"
+"code] e [code]n[/code] são [b]inclusivo[/b] e [b]exclusivo[/b], "
+"respectivamente.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Começa do [code]b[/code], "
+"aumenta/diminui em passos de [code]s[/code], e para [i]antes[/i] do [code]n[/"
+"code]. Os argumentos [code]b[/code] e [code]n[/code] são [b]inclusivo[/b] e "
+"[b]exclusivo[/b], respectivamente. O argumento [code]s[/code] [b]pode[/b] "
+"ser negativo, mas não [code]0[/code]. Se [code]s[/code] é [code]0[/code], "
+"uma mensagem de erro é mostrada.\n"
+"[method range] converte todos os argumentos para [int] antes de processar.\n"
+"[b]Nota:[/b] Retorna um [i]array[/i] vazio se nenhum valor satisfaz o valor "
+"exigido (e.g. [code]range(2, 5, -1)[/code] ou [code]range(5, 5, 1)[/code]).\n"
+"Exemplos:\n"
+"[codeblock]\n"
+"print(range(4)) # Imprime [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Imprime [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Imprime [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Imprime [4, 3, 2]\n"
+"[/codeblock]\n"
+"Para repetir sobre um [Array] ao contrário, use:\n"
+"[codeblock]\n"
+"var array = [3, 6, 9]\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
+"[/codeblock]\n"
+"Saída:\n"
+"[codeblock]\n"
+"9\n"
+"6\n"
+"3\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
@@ -1659,6 +1712,17 @@ msgid ""
"For complex use cases where you need multiple ranges, consider using [Curve] "
"or [Gradient] instead."
msgstr ""
+"Mapeia um [code]value[/code] do intervalo [code][istart, istop][/code] para "
+"[code][ostart, ostop][/code]. Veja também [method lerp] e [method "
+"inverse_lerp]. Se [code]value[/code] estiver fora de [code][istart, istop][/"
+"code], então o valor resultante também será fora de [code][ostart, ostop][/"
+"code]. Use [method clamp] no resultado de [method range-lerp] se não for "
+"desejado.\n"
+"[codeblock]\n"
+"range_lerp(75, 0, 100, -1, 1) # Retorna 0.5\n"
+"[/codeblock]\n"
+"Para casos de uso complexos em que você precise de múltiplos intervalos, "
+"considere usar [Curve] ou [Gradient]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -3956,34 +4020,49 @@ msgstr ""
"Windows MR)."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid ""
"MIDI note OFF message. See the documentation of [InputEventMIDI] for "
"information of how to use MIDI inputs."
msgstr ""
+"Mensagem de nota MIDI OFF. Veja a documentação sobre [InputEventMIDI] para "
+"mais informações sobre como usar entradas MIDI."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid ""
"MIDI note ON message. See the documentation of [InputEventMIDI] for "
"information of how to use MIDI inputs."
msgstr ""
+"Mensagem ON da nota MIDI. Veja a documentação do [InputEventMIDI] para mais "
+"informações sobre como usar entradas MIDI."
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI aftertouch message. This message is most often sent by pressing down on "
"the key after it \"bottoms out\"."
msgstr ""
+"Mensagem MIDI de toque posterior. Esta mensagem é geralmente enviada ao "
+"pressionar a tecla após ela \"ir de fundo pra fora\"."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid ""
"MIDI control change message. This message is sent when a controller value "
"changes. Controllers include devices such as pedals and levers."
msgstr ""
+"Mensagem de alteração do controlador MIDI. Esta mensagem é enviada quando o "
+"valor de um controlador muda. Controladores incluem dispositivos como pedais "
+"e alavancas."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid ""
"MIDI program change message. This message sent when the program patch number "
"changes."
msgstr ""
+"Mensagem de alteração do programa MIDI. Esta mensagem é enviada quando o "
+"número de patch do programa muda."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4498,6 +4577,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr "A propriedade é serializada e salva no arquivo de cena (padrão)."
@@ -5195,8 +5294,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -8144,7 +8242,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -8329,6 +8430,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -8348,9 +8452,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -10990,10 +11098,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -11525,14 +11632,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -11542,22 +11649,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -15656,7 +15763,7 @@ msgstr ""
#: doc/classes/Color.xml
msgid "Chocolate color."
-msgstr "Cor chocolate"
+msgstr "Cor chocolate."
#: doc/classes/Color.xml
msgid "Coral color."
@@ -20442,6 +20549,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr "A altura do cilindro."
@@ -23280,7 +23395,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -34072,7 +34190,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -37411,7 +37531,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -37664,7 +37787,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -38389,6 +38515,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -41199,7 +41328,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -41716,11 +41847,11 @@ msgstr "Retorna o ângulo para o vetor dado, em radianos."
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -41754,11 +41885,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -41780,11 +41911,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -43666,6 +43797,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -51274,15 +51415,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -52886,17 +53034,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -52905,8 +53064,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -55625,7 +55790,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -57467,7 +57636,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -58866,7 +59037,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -58882,7 +59056,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -68220,10 +68396,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -68234,8 +68415,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -68393,7 +68574,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -68926,6 +69109,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -77080,10 +77279,10 @@ msgstr ""
"Classifique todos os nós filhos com base em suas posições Y. O nó filho deve "
"herdar de [CanvasItem] para ser classificado. Os nós que têm uma posição Y "
"mais alta serão desenhados mais tarde, então eles aparecerão no topo dos nós "
-"que têm uma posição Y mais baixa. O aninhamento de nós YSort é possível. Os "
-"nós YSort filhos serão classificados no mesmo espaço que o YSort pai, "
-"permitindo organizar melhor uma cena ou dividi-la em várias outras, mas "
-"manter a classificação única."
+"que têm uma posição Y mais baixa.\n"
+"O aninhamento de nós YSort é possível.Os nós YSort filhos serão "
+"classificados no mesmo espaço que o YSort pai, permitindo organizar melhor "
+"uma cena ou dividi-la em várias outras, mas manter a classificação única."
#: doc/classes/YSort.xml
msgid ""
diff --git a/doc/translations/ro.po b/doc/translations/ro.po
index 04f1a17b66..dd88e8d66b 100644
--- a/doc/translations/ro.po
+++ b/doc/translations/ro.po
@@ -501,7 +501,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -516,7 +517,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -889,12 +894,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3509,6 +3518,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4193,8 +4222,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -7111,7 +7139,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7296,6 +7327,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7315,9 +7349,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -9955,10 +9993,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10490,14 +10527,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10507,22 +10544,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -19302,6 +19339,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22134,7 +22179,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -32849,7 +32897,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -36147,7 +36197,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36395,7 +36448,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37106,6 +37162,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -39912,7 +39971,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40423,11 +40484,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40461,11 +40522,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40487,11 +40548,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42338,6 +42399,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -49930,15 +50001,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51534,17 +51612,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51553,8 +51642,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54269,7 +54364,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56106,7 +56205,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -57484,7 +57585,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57500,7 +57604,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -66737,10 +66843,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66751,8 +66862,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66904,7 +67015,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67436,6 +67549,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/doc/translations/ru.po b/doc/translations/ru.po
index b590ff4014..9d569d7760 100644
--- a/doc/translations/ru.po
+++ b/doc/translations/ru.po
@@ -24,7 +24,7 @@
# Ð§Ñ‚Ð°Ð±Ñ <chtabs2k19@gmail.com>, 2021.
# Nikita Blizniuk <BliznyukNM@gmail.com>, 2021.
# Сергей Волков <zerosar4@gmail.com>, 2021.
-# Alexander Sinitsyn <almoig747@gmail.com>, 2021.
+# Alexander Sinitsyn <almoig747@gmail.com>, 2021, 2022.
# Ð¢Ð¾Ð»Ñ Ð‘Ð¾Ð³Ð¾Ð¼Ð¾Ð»Ð¾Ð² <tolya.bogomolov2004@gmail.com>, 2021.
# Rustam Alieskerov <rustam.aleskerov7@gmail.com>, 2021, 2022.
# Vladimir Svity <development.openworld@gmail.com>, 2021.
@@ -54,12 +54,15 @@
# Lost Net <pc.mirkn@gmail.com>, 2022.
# Vladimir Kirillovskiy <vladimir.kirillovskiy@gmail.com>, 2022.
# motismob <evt.mixail@ya.ru>, 2022.
+# Handsless coder <yfintktajy1@gmail.com>, 2022.
+# Evgeniy Khramov <thejenjagamertjg@gmail.com>, 2022.
+# Григорий <bolon667@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: 2022-09-16 07:12+0000\n"
-"Last-Translator: Rish Alternative <ii4526668@gmail.com>\n"
+"PO-Revision-Date: 2022-12-06 11:48+0000\n"
+"Last-Translator: Григорий <bolon667@gmail.com>\n"
"Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/ru/>\n"
"Language: ru\n"
@@ -68,7 +71,7 @@ msgstr ""
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && "
"n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n"
-"X-Generator: Weblate 4.14.1-dev\n"
+"X-Generator: Weblate 4.15-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -598,7 +601,6 @@ msgstr ""
"ÑкземплÑÑ€ объекта. Полезно Ð´Ð»Ñ Ð´ÐµÑериализации."
#: 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 "
@@ -632,7 +634,7 @@ msgstr ""
"- Больше 1,0 (не включаÑ): Облегчение вхождениÑ(только вход)\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
-"ease_cheatsheet.png]ease() Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ ÐºÑ€Ð¸Ð²Ð¾Ð¹ шпаргалка[/url]\n"
+"ease_cheatsheet.png]ease() шпаргалка значений кривой[/url]\n"
"См. также [метод smoothstep]. ЕÑли вам нужно выполнить более Ñложные "
"переходы, иÑпользуйте [Tween] или [AnimationPlayer]."
@@ -764,8 +766,10 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -780,7 +784,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
"Возвращает маÑÑив Ñловарей, предÑтавлÑющий текущий Ñтек вызовов.\n"
"[codeblock]\n"
@@ -866,7 +874,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns an interpolation or extrapolation factor considering the range "
"specified in [code]from[/code] and [code]to[/code], and the interpolated "
@@ -890,13 +897,13 @@ msgid ""
"[method range_lerp] to map a continuous series of values to another."
msgstr ""
"Возвращает коÑффициент интерполÑции или ÑкÑтраполÑции Ñ ÑƒÑ‡ÐµÑ‚Ð¾Ð¼ диапазона, "
-"указанного в [code]от[/code] и [code]до[/code], и интерполированное "
-"значение, указанное в [code]веÑе[/code]. Возвращаемое значение будет "
-"находитьÑÑ Ð² диапазоне [code]0.0[/code] and [code]1.0[/code] еÑли [code]веÑ[/"
-"code] находитÑÑ Ð¼ÐµÐ¶Ð´Ñƒ [code]от[/code] и [code]до[/code] (включительно). ЕÑли "
-"[code]веÑ[/code] находитÑÑ Ð·Ð° пределами Ñтого диапазона, то будет возвращён "
-"коÑффициент ÑкÑтраполÑции (возвращаемое значение меньше [code]0.0[/code] или "
-"больше [code]1.0[/code]).\n"
+"указанного в [code]from[/code] и [code]to[/code], и интерполированное "
+"значение, указанное в [code]weight[/code]. Возвращаемое значение будет "
+"находитьÑÑ Ð² диапазоне от [code]0.0[/code] до [code]1.0[/code], еÑли "
+"[code]weight[/code] находитÑÑ Ð¼ÐµÐ¶Ð´Ñƒ [code]from[/code] и [code]to[/code] "
+"(включительно). ЕÑли [code]weight[/code] находитÑÑ Ð·Ð° пределами Ñтого "
+"диапазона, то будет возвращён коÑффициент ÑкÑтраполÑции (возвращаемое "
+"значение меньше [code]0.0[/code] или больше [code]1.0[/code]).\n"
"[codeblock]\n"
"# КоÑффициент интерполÑции в приведённом ниже вызове `lerp()` ÑоÑтавлÑет "
"0,75.\n"
@@ -979,7 +986,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Linearly interpolates between two values by the factor defined in "
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
@@ -1002,11 +1008,11 @@ msgid ""
"continuous series of values to another."
msgstr ""
"Линейно интерполирует между Ð´Ð²ÑƒÐ¼Ñ Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñми Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ коÑффициента, "
-"определенного в [code]weight[/code]. Ð”Ð»Ñ Ð²Ñ‹Ð¿Ð¾Ð»Ð½ÐµÐ½Ð¸Ñ Ð¸Ð½Ñ‚ÐµÑ€Ð¿Ð¾Ð»Ñции [code]веÑ[/"
-"code] должен ÑоÑтавлÑÑ‚ÑŒ от [code]0.0[/code] до [code]1.0[/code] "
+"определенного в [code]weight[/code]. Ð”Ð»Ñ Ð²Ñ‹Ð¿Ð¾Ð»Ð½ÐµÐ½Ð¸Ñ Ð¸Ð½Ñ‚ÐµÑ€Ð¿Ð¾Ð»Ñции "
+"[code]weight[/code] должен быть между [code]0.0[/code] и [code]1.0[/code] "
"(включительно). Однако Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð·Ð° пределами Ñтого диапазона разрешены и "
"могут быть иÑпользованы Ð´Ð»Ñ Ð²Ñ‹Ð¿Ð¾Ð»Ð½ÐµÐ½Ð¸Ñ [i]ÑкÑтраполÑции[/i].\n"
-"ЕÑли аргументы [code]от[/code] и [code]до[/code] имеют тип [int] или "
+"ЕÑли аргументы [code]from[/code] и [code]to[/code] имеют тип [int] или "
"[float], возвращаемое значение будет [float].\n"
"ЕÑли оба Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð¸Ð¼ÐµÑŽÑ‚ одинаковый векторный тип ([Vector2], [Vector3] или "
"[Color]), возвращаемое значение будет одного типа ([code]lerp[/code], затем "
@@ -1432,18 +1438,17 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
-"Печатает трек Ñтека вызовов, работает только еÑли включён отладчик.\n"
-"Вывод в конÑоли будет выглÑдеть примерно так:\n"
-"[codeblock]\n"
-"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1814,7 +1819,6 @@ 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] "
@@ -1842,33 +1846,28 @@ msgstr ""
"Возвращает результат плавной интерполÑции Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ [code]s[/code] между "
"[code]0[/code] и [code]1[/code], в завиÑимоÑти от того, где находитÑÑ "
"[code]s[/code] отноÑительно [code]from[/code] и [code]to[/code].\n"
-"\n"
"Возвращаемое значение равно [code]0[/code], еÑли [code]s <= from[/code] и "
"[code]1[/code], еÑли[code]s >= to[/code]. ЕÑли [code]s[/code] находитÑÑ "
"между [code]from[/code] и [code]to[/code], то возвращаемое значение Ñледует "
"S-образной кривой, ÐºÐ¾Ñ‚Ð¾Ñ€Ð°Ñ ÑоответÑтвует значению [code]s[/code] между "
"[code]0[/code] и [code]1[/code].\n"
-"\n"
"S-Ð¾Ð±Ñ€Ð°Ð·Ð½Ð°Ñ ÐºÑ€Ð¸Ð²Ð°Ñ ÑвлÑетÑÑ ÐºÑƒÐ±Ð¸Ñ‡ÐµÑким Ñрмитовым Ñплайном, заданным функцией "
"[code]f(s) = 3*s^2 - 2*s^3[/code].\n"
-"\n"
"[codeblock]\n"
-"smoothstep(0, 2, -5.0) # Returns 0.0\n"
-"smoothstep(0, 2, 0.5) # Returns 0.15625\n"
-"smoothstep(0, 2, 1.0) # Returns 0.5\n"
-"smoothstep(0, 2, 2.0) # Returns 1.0\n"
+"smoothstep(0, 2, -5.0) # Возвращает 0.0\n"
+"smoothstep(0, 2, 0.5) # Возвращает 0.15625\n"
+"smoothstep(0, 2, 1.0) # Возвращает 0.5\n"
+"smoothstep(0, 2, 2.0) # Возвращает 1.0\n"
"[/codeblock]\n"
-"\n"
-"Compared to [method ease] with a curve value of [code]-1.6521[/code], "
-"[method smoothstep] returns the smoothest possible curve with no sudden "
-"changes in the derivative. If you need to perform more advanced transitions, "
-"use [Tween] or [AnimationPlayer].\n"
+"Ð’ Ñравнении Ñ [method ease] Ñо значение кривой [code]-1.6521[/code], [метод "
+"smoothstep] возвращает наиболее плавную кривую без внезапных изменений "
+"производной. ЕÑли вам нужно выполнить более продвинутые перемещениÑ, "
+"иÑпользуйте [Tween] или [AnimationPlayer].\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
-"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
-"-1.6521) return values[/url]"
+"smoothstep_ease_comparison.png]Сравнение возвращаемых значений smoothstep() "
+"и ease(x, -1.6521)[/url]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the square root of [code]s[/code], where [code]s[/code] is a non-"
"negative number.\n"
@@ -1888,7 +1887,6 @@ msgstr ""
"Numerics.Complex[/code] в C#."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the position of the first non-zero digit, after the decimal point. "
"Note that the maximum return value is 10, which is a design decision in the "
@@ -1903,12 +1901,9 @@ msgstr ""
"внимание, что макÑимальное возвращаемое значение – Ñто 10, что ÑвлÑетÑÑ "
"проектным решением при реализации.\n"
"[codeblock]\n"
-"# n равно 0\n"
-"n = step_decimals(5)\n"
-"# n равно 4\n"
-"n = step_decimals(1.0005)\n"
-"# n равно 9\n"
-"n = step_decimals(0.000000005)\n"
+"n = step_decimals(5) # n равно 0\n"
+"n = step_decimals(1.0005) # n равно 4\n"
+"n = step_decimals(0.000000005) # n равно 9\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1952,7 +1947,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Converts a formatted string that was returned by [method var2str] to the "
"original value.\n"
@@ -1962,8 +1956,8 @@ msgid ""
"print(b[\"a\"]) # Prints 1\n"
"[/codeblock]"
msgstr ""
-"Преобразует форматированную Ñтроку, ÐºÐ¾Ñ‚Ð¾Ñ€Ð°Ñ Ð±Ñ‹Ð»Ð° возвращена [method var2str] "
-"в иÑходное значение.\n"
+"Преобразует форматированную Ñтроку, ÐºÐ¾Ñ‚Ð¾Ñ€Ð°Ñ Ð±Ñ‹Ð»Ð° возвращена [методом "
+"var2str] в иÑходное значение.\n"
"[codeblock]\n"
"a = '{ \"a\": 1, \"b\": 2 }'\n"
"b = str2var(a)\n"
@@ -1983,7 +1977,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the hyperbolic tangent of [code]s[/code].\n"
"[codeblock]\n"
@@ -1994,7 +1987,7 @@ msgstr ""
"Возвращает гиперболичеÑкий Ñ‚Ð°Ð½Ð³ÐµÐ½Ñ [code]s[/code].\n"
"[codeblock]\n"
"a = log(2.0) # Возвращает 0.693147\n"
-"tanh(a) # Возвращает 0.6\n"
+"b = tanh(a) # Возвращает 0.6\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -2031,7 +2024,6 @@ msgstr ""
"См. также [JSON] Ð´Ð»Ñ Ð°Ð»ÑŒÑ‚ÐµÑ€Ð½Ð°Ñ‚Ð¸Ð²Ð½Ð¾Ð³Ð¾ Ð¿Ñ€ÐµÐ¾Ð±Ñ€Ð°Ð·Ð¾Ð²Ð°Ð½Ð¸Ñ [Variant] в JSON Ñтроку."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns whether the given class exists in [ClassDB].\n"
"[codeblock]\n"
@@ -2041,7 +2033,7 @@ msgid ""
msgstr ""
"Возвращает, ÑущеÑтвует ли данный клаÑÑ Ð² [ClassDB].\n"
"[codeblock]\n"
-"type_exists(\"Sprite2D\") # Возвращает true\n"
+"type_exists(\"Sprite\") # Возвращает true\n"
"type_exists(\"Variant\") # Возвращает false\n"
"[/codeblock]"
@@ -2092,13 +2084,12 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Encodes a variable value to a byte array. When [code]full_objects[/code] is "
"[code]true[/code] encoding objects is allowed (and can potentially include "
"code)."
msgstr ""
-"Кодирует значение переменной в маÑÑив байт. ЕÑли [code]full_objects[/code] "
+"Кодирует значение переменной в маÑÑив байтов. ЕÑли [code]full_objects[/code] "
"равен [code]true[/code], кодирование объектов разрешено (и потенциально "
"может включать код)."
@@ -2859,12 +2850,10 @@ msgid "Help key."
msgstr "Клавиша помощи."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Left Direction key."
msgstr "Клавиша Ð½Ð°Ð¿Ñ€Ð°Ð²Ð»ÐµÐ½Ð¸Ñ Ð²Ð»ÐµÐ²Ð¾."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Right Direction key."
msgstr "Клавиша Ð½Ð°Ð¿Ñ€Ð°Ð²Ð»ÐµÐ½Ð¸Ñ Ð²Ð¿Ñ€Ð°Ð²Ð¾."
@@ -2876,19 +2865,16 @@ msgstr ""
"уÑтройÑтвах Android."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Media forward key."
msgstr "Клавиша запиÑи мультимедиа."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Media stop key."
msgstr "Клавиша оÑтановки мультимедиа."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Media refresh key."
-msgstr "Клавиша запиÑи мультимедиа."
+msgstr "Клавиша Ð¾Ð±Ð½Ð¾Ð²Ð»ÐµÐ½Ð¸Ñ Ð¼ÑƒÐ»ÑŒÑ‚Ð¸Ð¼ÐµÐ´Ð¸Ð°."
#: doc/classes/@GlobalScope.xml
msgid "Volume down key."
@@ -2907,22 +2893,18 @@ msgid "Bass Boost key."
msgstr "Клавиша уÑÐ¸Ð»ÐµÐ½Ð¸Ñ Ð½Ð¸Ð·ÐºÐ¸Ñ… чаÑтот."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Bass up key."
msgstr "Клавиша ÑƒÐ²ÐµÐ»Ð¸Ñ‡ÐµÐ½Ð¸Ñ Ð±Ð°Ñов."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Bass down key."
msgstr "Клавиша ÑƒÐ¼ÐµÐ½ÑŒÑˆÐµÐ½Ð¸Ñ Ð½Ð¸Ð·ÐºÐ¸Ñ… чаÑтот."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Treble up key."
msgstr "Клавиша ÑƒÐ²ÐµÐ»Ð¸Ñ‡ÐµÐ½Ð¸Ñ Ð²Ñ‹Ñоких чаÑтот."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Treble down key."
msgstr "Клавиша ÑƒÐ¼ÐµÐ½ÑŒÑˆÐµÐ½Ð¸Ñ Ð²Ñ‹Ñоких чаÑтот."
@@ -2952,12 +2934,10 @@ msgid "Home page key."
msgstr "Клавиша домашней Ñтраницы."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Favorites key."
-msgstr "Клавиша избранного."
+msgstr "Клавиша \"Избранное\"."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Search key."
msgstr "Клавиша поиÑка."
@@ -4424,7 +4404,6 @@ msgid "Skip error."
msgstr "Ошибка \"Пропущено\"."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Help error."
msgstr "Ошибка Ñправки."
@@ -4661,6 +4640,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr "Указывает, что изображение иÑпользует Ñжатие без потерь."
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr "СвойÑтво ÑериализируетÑÑ Ð¸ ÑохранÑетÑÑ Ð² файле Ñцены (по умолчанию)."
@@ -5007,10 +5006,8 @@ msgstr ""
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
#: doc/classes/Vector3.xml
-#, fuzzy
msgid "Vector math"
-msgstr ""
-"Вектор иÑпользуемый Ð´Ð»Ñ 2D математики иÑÐ¿Ð¾Ð»ÑŒÐ·ÑƒÑ Ñ†ÐµÐ»Ð¾Ñ‡Ð¸Ñленные координаты."
+msgstr "Ð’ÐµÐºÑ‚Ð¾Ñ€Ð½Ð°Ñ Ð¼Ð°Ñ‚ÐµÐ¼Ð°Ñ‚Ð¸ÐºÐ°"
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
#: doc/classes/Vector3.xml
@@ -5516,8 +5513,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -6280,11 +6276,11 @@ msgstr ""
#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
-msgstr ""
+msgstr "Ð›Ð¸Ð½ÐµÐ¹Ð½Ð°Ñ Ð¸Ð½Ñ‚ÐµÑ€Ð¿Ð¾Ð»ÑциÑ."
#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
-msgstr ""
+msgstr "КубичеÑÐºÐ°Ñ Ð¸Ð½Ñ‚ÐµÑ€Ð¿Ð¾Ð»ÑциÑ."
#: doc/classes/Animation.xml
msgid "Update between keyframes."
@@ -6510,7 +6506,7 @@ msgstr ""
#: doc/classes/AnimationNodeTimeScale.xml
#: doc/classes/AnimationNodeTransition.xml
msgid "AnimationTree"
-msgstr ""
+msgstr "Дерево анимации"
#: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml
#: doc/classes/AnimationNodeBlend2.xml
@@ -7546,7 +7542,7 @@ msgstr ""
#: doc/classes/AnimationTree.xml
msgid "Using AnimationTree"
-msgstr ""
+msgstr "ИÑпользование дерева анимации"
#: doc/classes/AnimationTree.xml
msgid "Manually advance the animations by the specified time (in seconds)."
@@ -7976,43 +7972,43 @@ msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Output node."
-msgstr ""
+msgstr "Выходной узел."
#: doc/classes/AnimationTreePlayer.xml
msgid "Animation node."
-msgstr ""
+msgstr "Ðнимационный узел."
#: doc/classes/AnimationTreePlayer.xml
msgid "OneShot node."
-msgstr ""
+msgstr "Узел OneShot."
#: doc/classes/AnimationTreePlayer.xml
msgid "Mix node."
-msgstr ""
+msgstr "МикÑ-узел."
#: doc/classes/AnimationTreePlayer.xml
msgid "Blend2 node."
-msgstr ""
+msgstr "Узел Blend2."
#: doc/classes/AnimationTreePlayer.xml
msgid "Blend3 node."
-msgstr ""
+msgstr "Узел Blend3."
#: doc/classes/AnimationTreePlayer.xml
msgid "Blend4 node."
-msgstr ""
+msgstr "Узел Blend4."
#: doc/classes/AnimationTreePlayer.xml
msgid "TimeScale node."
-msgstr ""
+msgstr "Узел TimeScale."
#: doc/classes/AnimationTreePlayer.xml
msgid "TimeSeek node."
-msgstr ""
+msgstr "Узел TimeSeek."
#: doc/classes/AnimationTreePlayer.xml
msgid "Transition node."
-msgstr ""
+msgstr "Переходный узел."
#: doc/classes/Area.xml
msgid "3D area for detection and physics and audio influence."
@@ -8702,7 +8698,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -8931,8 +8930,12 @@ msgstr ""
"опиÑывает шаг между индекÑами Ñреза."
#: doc/classes/Array.xml
+#, fuzzy
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -8963,9 +8966,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -9357,6 +9364,19 @@ msgid ""
"[ARVRServer]. This makes this node ideal to add child nodes to visualize the "
"controller."
msgstr ""
+"Это вÑпомогательный проÑтранÑтвенный узел, ÑвÑзанный Ñ Ð¾Ñ‚Ñлеживанием "
+"контроллеров. Он также предлагает неÑколько удобных переходов к ÑоÑтоÑнию "
+"кнопок и т.п. на контроллерах.\n"
+"Контроллеры ÑвÑзаны по их ID. Ð’Ñ‹ можете Ñоздавать узлы контроллеров до того, "
+"как контроллеры Ñтанут доÑтупны. ЕÑли в вашей игре вÑегда иÑпользуютÑÑ Ð´Ð²Ð° "
+"контроллера (по одному Ð´Ð»Ñ ÐºÐ°Ð¶Ð´Ð¾Ð¹ руки), вы можете заранее определить "
+"контроллеры Ñ ID 1 и 2; они Ñтанут активными, как только контроллеры будут "
+"определены. ЕÑли вы ожидаете, что будут иÑпользоватьÑÑ Ð´Ð¾Ð¿Ð¾Ð»Ð½Ð¸Ñ‚ÐµÐ»ÑŒÐ½Ñ‹Ðµ "
+"контроллеры, вы должны реагировать на Ñигналы и добавить узлы ARVRController "
+"в вашу Ñцену.\n"
+"Положение узла контроллера автоматичеÑки обновлÑетÑÑ Ñервером [ARVRServer]. "
+"Это делает данный узел идеальным Ð´Ð»Ñ Ð´Ð¾Ð±Ð°Ð²Ð»ÐµÐ½Ð¸Ñ Ð´Ð¾Ñ‡ÐµÑ€Ð½Ð¸Ñ… узлов Ð´Ð»Ñ "
+"визуализации контроллера."
#: doc/classes/ARVRController.xml
msgid ""
@@ -9634,6 +9654,21 @@ msgid ""
"be a child node of this car. Or, if you're implementing a teleport system to "
"move your character, you should change the position of this node."
msgstr ""
+"Это Ñпециальный узел в ÑиÑтеме AR/VR, который отображает физичеÑкое "
+"меÑтоположение центра нашего проÑтранÑтва отÑÐ»ÐµÐ¶Ð¸Ð²Ð°Ð½Ð¸Ñ Ð½Ð° виртуальное "
+"меÑтоположение в нашем игровом мире.\n"
+"Ð’ вашей Ñцене должен быть только один такой узел, и он обÑзательно должен "
+"быть у ваÑ. Ð’Ñе узлы ARVRCamera, ARVRController и ARVRAnchor должны быть "
+"прÑмыми дочерними узлами Ñтого узла, чтобы проÑтранÑтвенное отÑлеживание "
+"работало правильно.\n"
+"Именно положение Ñтого узла вы обновлÑете, когда перÑонажу нужно "
+"перемещатьÑÑ Ð¿Ð¾ игровому миру, в то Ð²Ñ€ÐµÐ¼Ñ ÐºÐ°Ðº в реальном мире мы не "
+"движемÑÑ. Движение в реальном мире вÑегда проиÑходит отноÑительно Ñтой "
+"иÑходной точки.\n"
+"Ðапример, еÑли ваш перÑонаж управлÑет автомобилем, узел ARVROrigin должен "
+"быть дочерним узлом Ñтого автомобилÑ. Или, еÑли вы реализуете ÑиÑтему "
+"телепортации Ð´Ð»Ñ Ð¿ÐµÑ€ÐµÐ¼ÐµÑ‰ÐµÐ½Ð¸Ñ Ð¿ÐµÑ€Ñонажа, вы должны изменить положение Ñтого "
+"узла."
#: doc/classes/ARVROrigin.xml
msgid ""
@@ -10176,6 +10211,26 @@ msgid ""
"4, 3][/code] instead, because now even though the distance is longer, it's "
"\"easier\" to get through point 4 than through point 2."
msgstr ""
+"Возвращает маÑÑив Ñ Ð¸Ð´ÐµÐ½Ñ‚Ð¸Ñ„Ð¸ÐºÐ°Ñ‚Ð¾Ñ€Ð°Ð¼Ð¸ точек, которые образуют путь, найденный "
+"AStar между заданными точками. МаÑÑив упорÑдочен от начальной точки до "
+"конечной точки пути.\n"
+"[codeblock].\n"
+"var astar = AStar.new()\n"
+"astar.add_point(1, Vector3(0, 0, 0, 0))\n"
+"astar.add_point(2, Vector3(0, 1, 0), 1) # Ð’ÐµÑ Ð¿Ð¾ умолчанию равен 1\n"
+"astar.add_point(3, Vector3(1, 1, 0))\n"
+"astar.add_point(4, Vector3(2, 0, 0))\n"
+"\n"
+"astar.connect_points(1, 2, false)\n"
+"astar.connect_points(2, 3, false)\n"
+"astar.connect_points(4, 3, false)\n"
+"astar.connect_points(1, 4, false)\n"
+"\n"
+"var res = astar.get_id_path(1, 3) # Возвращает [1, 2, 3]\n"
+"[/codeblock].\n"
+"ЕÑли изменить Ð²ÐµÑ Ð²Ñ‚Ð¾Ñ€Ð¾Ð¹ точки на 3, то результатом будет [code][1, 4, 3][/"
+"code], потому что теперь, неÑÐ¼Ð¾Ñ‚Ñ€Ñ Ð½Ð° то, что раÑÑтоÑние больше, \"легче\" "
+"пройти через точку 4, чем через точку 2."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
@@ -10424,6 +10479,22 @@ msgid ""
"FLAG_REPEAT] and [constant Texture.FLAG_MIRRORED_REPEAT] flags are ignored "
"when using an AtlasTexture."
msgstr ""
+"РеÑÑƒÑ€Ñ [Texture], который обрезает одну чаÑÑ‚ÑŒ текÑтуры [member atlas], "
+"определенной [member region]. ОÑновное применение - вырезание текÑтур из "
+"атлаÑа текÑтур, который предÑтавлÑет Ñобой большой файл текÑтуры, Ñодержащий "
+"неÑколько текÑтур меньшего размера. СоÑтоит из [Texture] Ð´Ð»Ñ [member atlas], "
+"[member region], который определÑет облаÑÑ‚ÑŒ [member atlas] Ð´Ð»Ñ "
+"иÑпользованиÑ, и [member margin], который определÑет ширину границы.\n"
+"[AtlasTexture] не может иÑпользоватьÑÑ Ð² [AnimatedTexture], не может быть "
+"плиточным в узлах, таких как [TextureRect], и не работает должным образом, "
+"еÑли иÑпользуетÑÑ Ð²Ð½ÑƒÑ‚Ñ€Ð¸ других реÑурÑов [AtlasTexture]. ÐеÑколько реÑурÑов "
+"[AtlasTexture] можно иÑпользовать Ð´Ð»Ñ Ð¾Ð±Ñ€ÐµÐ·ÐºÐ¸ неÑкольких текÑтур из атлаÑа. "
+"ИÑпользование атлаÑа текÑтур помогает оптимизировать затраты видеопамÑти и "
+"вызовы рендеринга по Ñравнению Ñ Ð¸Ñпользованием неÑкольких небольших "
+"файлов.\n"
+"[b]Примечание:[/b] AtlasTextures не поддерживают повторение. Флаги [constant "
+"Texture.FLAG_REPEAT] и [constant Texture.FLAG_MIRRORED_REPEAT] игнорируютÑÑ "
+"при иÑпользовании AtlasTexture."
#: doc/classes/AtlasTexture.xml
msgid "The texture that contains the atlas. Can be any [Texture] subtype."
@@ -10654,6 +10725,21 @@ msgid ""
"- Accentuates transients by using a wider attack, making effects sound more "
"punchy."
msgstr ""
+"КомпреÑÑор динамичеÑкого диапазона уменьшает уровень звука, когда амплитуда "
+"превышает определенный порог в децибелах. Одно из оÑновных назначений "
+"компреÑÑора - увеличение динамичеÑкого диапазона за Ñчет минимального "
+"ÐºÐ»Ð¸Ð¿Ð¿Ð¸Ñ€Ð¾Ð²Ð°Ð½Ð¸Ñ (когда звук превышает 0 дБ).\n"
+"КомпреÑÑор имеет множеÑтво применений в микÑе:\n"
+"- Ð’ маÑтер-шине Ð´Ð»Ñ ÑÐ¶Ð°Ñ‚Ð¸Ñ Ð²Ñего выхода (Ñ…Ð¾Ñ‚Ñ [AudioEffectLimiter], "
+"вероÑтно, лучше).\n"
+"- Ð’ голоÑовых каналах Ð´Ð»Ñ Ð¾Ð±ÐµÑÐ¿ÐµÑ‡ÐµÐ½Ð¸Ñ Ð¸Ñ… макÑимально ÑбаланÑированного "
+"звучаниÑ.\n"
+"- Ð’ Ñайдчейне. Это позволÑет Ñнизить уровень звука при боковом подключении к "
+"другой аудиошине Ð´Ð»Ñ Ð¾Ð¿Ñ€ÐµÐ´ÐµÐ»ÐµÐ½Ð¸Ñ Ð¿Ð¾Ñ€Ð¾Ð³Ð°. Эта техника раÑпроÑтранена в "
+"микшировании видеоигр Ð´Ð»Ñ ÑÐ½Ð¸Ð¶ÐµÐ½Ð¸Ñ ÑƒÑ€Ð¾Ð²Ð½Ñ Ð¼ÑƒÐ·Ñ‹ÐºÐ¸ и SFX во Ð²Ñ€ÐµÐ¼Ñ Ð·Ð²ÑƒÑ‡Ð°Ð½Ð¸Ñ "
+"голоÑов.\n"
+"- Подчеркивает переходные процеÑÑÑ‹ за Ñчет более широкой атаки, заÑтавлÑÑ "
+"Ñффекты звучать более напориÑто."
#: doc/classes/AudioEffectCompressor.xml
msgid ""
@@ -11632,12 +11718,14 @@ msgid "Clears the audio sample data buffer."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
+#, fuzzy
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
+"Возвращает [code]true[/code] еÑли [code]a[/code] и [code]b[/code] "
+"приблизительно равны друг другу."
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
@@ -12168,14 +12256,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -12185,22 +12273,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -12413,7 +12501,7 @@ msgstr ""
#: doc/classes/BakedLightmap.xml doc/classes/SpatialMaterial.xml
msgid "Currently unused."
-msgstr ""
+msgstr "Ð’ наÑтоÑщее Ð²Ñ€ÐµÐ¼Ñ Ð½Ðµ иÑпользуетÑÑ."
#: doc/classes/BakedLightmap.xml
#, fuzzy
@@ -12874,7 +12962,7 @@ msgstr ""
#: doc/classes/BitMap.xml
msgid "Boolean matrix."
-msgstr ""
+msgstr "ЛогичеÑÐºÐ°Ñ Ð¼Ð°Ñ‚Ñ€Ð¸Ñ†Ð°."
#: doc/classes/BitMap.xml
msgid ""
@@ -13237,6 +13325,29 @@ msgid ""
"given time. Use [TouchScreenButton] for buttons that trigger gameplay "
"movement or actions, as [TouchScreenButton] supports multitouch."
msgstr ""
+"Кнопка - Ñто ÑÑ‚Ð°Ð½Ð´Ð°Ñ€Ñ‚Ð½Ð°Ñ Ñ‚ÐµÐ¼Ð°Ñ‚Ð¸Ñ‡ÐµÑÐºÐ°Ñ ÐºÐ½Ð¾Ð¿ÐºÐ°. Она может Ñодержать текÑÑ‚ и "
+"иконку, и будет отображать их в ÑоответÑтвии Ñ Ñ‚ÐµÐºÑƒÑ‰ÐµÐ¹ темой [Theme].\n"
+"[b]Пример ÑÐ¾Ð·Ð´Ð°Ð½Ð¸Ñ ÐºÐ½Ð¾Ð¿ÐºÐ¸ и Ð½Ð°Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð´ÐµÐ¹ÑÑ‚Ð²Ð¸Ñ Ð¿Ñ€Ð¸ нажатии Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ кода:[/"
+"b]\n"
+"[codeblock].\n"
+"func _ready():\n"
+" var button = Button.new()\n"
+" button.text = \"Ðажмите на менÑ\"\n"
+" button.connect(\"pressed\", self, \"_button_pressed\")\n"
+" add_child(button)\n"
+"\n"
+"func _button_pressed():\n"
+" print(\"Hello world!\")\n"
+"[/codeblock].\n"
+"Кнопки (как и вÑе узлы Control) также могут быть Ñозданы в редакторе, но "
+"некоторые Ñитуации могут потребовать их ÑÐ¾Ð·Ð´Ð°Ð½Ð¸Ñ Ð¸Ð· кода.\n"
+"См. также [BaseButton], который Ñодержит общие ÑвойÑтва и методы, ÑвÑзанные "
+"Ñ Ñтим узлом.\n"
+"[b]Примечание: Кнопки[/b] не интерпретируют ÑенÑорный ввод и поÑтому не "
+"поддерживают мультитач, поÑкольку ÑмулÑÑ†Ð¸Ñ Ð¼Ñ‹ÑˆÐ¸ позволÑет нажимать только "
+"одну кнопку в данный момент времени. ИÑпользуйте [TouchScreenButton] Ð´Ð»Ñ "
+"кнопок, запуÑкающих движение или дейÑÑ‚Ð²Ð¸Ñ Ð¸Ð³Ñ€Ð¾Ð²Ð¾Ð³Ð¾ процеÑÑа, поÑкольку "
+"[TouchScreenButton] поддерживает мультитач."
#: doc/classes/Button.xml doc/classes/Dictionary.xml
#: doc/classes/GridContainer.xml doc/classes/OS.xml
@@ -13712,6 +13823,20 @@ msgid ""
"limits. You can use [method get_camera_screen_center] to get the real "
"position."
msgstr ""
+"Узел камеры Ð´Ð»Ñ 2D-Ñцен. Он заÑтавлÑет Ñкран (текущий Ñлой) прокручиватьÑÑ "
+"вÑлед за Ñтим узлом. Это позволÑет проще (и быÑтрее) программировать "
+"прокручиваемые Ñцены, чем вручную изменÑÑ‚ÑŒ положение узлов на оÑнове "
+"[CanvasItem].\n"
+"Этот узел задуман как проÑтой помощник Ð´Ð»Ñ Ð±Ñ‹Ñтрого начала работы, но Ð´Ð»Ñ "
+"Ð¸Ð·Ð¼ÐµÐ½ÐµÐ½Ð¸Ñ Ñ€Ð°Ð±Ð¾Ñ‚Ñ‹ камеры может потребоватьÑÑ Ð±Ð¾Ð»ÐµÐµ ÑˆÐ¸Ñ€Ð¾ÐºÐ°Ñ Ñ„ÑƒÐ½ÐºÑ†Ð¸Ð¾Ð½Ð°Ð»ÑŒÐ½Ð¾ÑÑ‚ÑŒ. "
+"Чтобы Ñоздать Ñвой ÑобÑтвенный узел камеры, наÑледуйте его от [Node2D] и "
+"измените транÑформацию холÑта, уÑтановив [member Viewport.canvas_transform] "
+"в [Viewport] (текущий [Viewport] можно получить Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ [method Node."
+"get_viewport]).\n"
+"Обратите внимание, что положение узла [Camera2D] [code][/code] не отражает "
+"фактичеÑкое положение Ñкрана, которое может отличатьÑÑ Ð¸Ð·-за примененного "
+"ÑÐ³Ð»Ð°Ð¶Ð¸Ð²Ð°Ð½Ð¸Ñ Ð¸Ð»Ð¸ ограничений. Ð”Ð»Ñ Ð¿Ð¾Ð»ÑƒÑ‡ÐµÐ½Ð¸Ñ Ñ€ÐµÐ°Ð»ÑŒÐ½Ð¾Ð³Ð¾ Ð¿Ð¾Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ Ð¼Ð¾Ð¶Ð½Ð¾ "
+"иÑпользовать [метод get_camera_screen_center]."
#: doc/classes/Camera2D.xml doc/classes/TileMap.xml doc/classes/TileSet.xml
msgid "2D Isometric Demo"
@@ -14028,7 +14153,7 @@ msgstr ""
#: doc/classes/CameraFeed.xml
msgid "Unspecified position."
-msgstr ""
+msgstr "ÐÐµÑƒÐºÐ°Ð·Ð°Ð½Ð½Ð°Ñ Ð´Ð¾Ð»Ð¶Ð½Ð¾ÑÑ‚ÑŒ."
#: doc/classes/CameraFeed.xml
msgid "Camera is mounted at the front of the device."
@@ -15921,6 +16046,23 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"color_constants.png]Color constants cheatsheet[/url]"
msgstr ""
+"Цвет, предÑтавленный краÑным, зеленым, Ñиним и альфа-компонентами (RGBA). "
+"Компонент альфа чаÑто иÑпользуетÑÑ Ð´Ð»Ñ Ð½ÐµÐ¿Ñ€Ð¾Ð·Ñ€Ð°Ñ‡Ð½Ð¾Ñти. Ð—Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð·Ð°Ð´Ð°ÑŽÑ‚ÑÑ Ñ "
+"плавающей точкой и обычно находÑÑ‚ÑÑ Ð² диапазоне от 0 до 1. Ðекоторые "
+"ÑвойÑтва (например, CanvasItem.modulate) могут принимать Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð±Ð¾Ð»ÑŒÑˆÐµ 1 "
+"(переÑвет или цвета HDR).\n"
+"Ð’Ñ‹ также можете Ñоздать цвет из Ñтандартизированных имен цветов Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ "
+"[метода @GDScript.ColorN] или непоÑредÑтвенно иÑÐ¿Ð¾Ð»ÑŒÐ·ÑƒÑ Ð¾Ð¿Ñ€ÐµÐ´ÐµÐ»ÐµÐ½Ð½Ñ‹Ðµ здеÑÑŒ "
+"цветовые конÑтанты. Стандартизированный набор цветов оÑнован на [url=https://"
+"en.wikipedia.org/wiki/X11_color_names]именах цветов X11[/url].\n"
+"ЕÑли вы хотите задать Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð² диапазоне от 0 до 255, вам Ñледует "
+"иÑпользовать [метод @GDScript.Color8].\n"
+"[b]Примечание:[/b] Ð’ булевом контекÑте значение Color будет равно "
+"[code]false[/code], еÑли оно равно [code]Color(0, 0, 0, 0, 1)[/code] "
+"(непрозрачный черный). Ð’ противном Ñлучае значение Color вÑегда будет равно "
+"[code]true[/code].\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"color_constants.png]Шпаргалка по конÑтантам цвета[/url]"
#: doc/classes/Color.xml doc/classes/ColorPickerButton.xml
msgid "2D GD Paint Demo"
@@ -16203,15 +16345,15 @@ msgstr ""
#: doc/classes/Color.xml
msgid "Aqua color."
-msgstr ""
+msgstr "Цвет аква."
#: doc/classes/Color.xml
msgid "Aquamarine color."
-msgstr ""
+msgstr "Цвет аквамарина."
#: doc/classes/Color.xml
msgid "Azure color."
-msgstr ""
+msgstr "Лазурный цвет."
#: doc/classes/Color.xml
msgid "Beige color."
@@ -16219,7 +16361,7 @@ msgstr "Бежевый цвет."
#: doc/classes/Color.xml
msgid "Bisque color."
-msgstr ""
+msgstr "Цвет биÑквита."
#: doc/classes/Color.xml
msgid "Black color."
@@ -16251,7 +16393,7 @@ msgstr ""
#: doc/classes/Color.xml
msgid "Chartreuse color."
-msgstr ""
+msgstr "Цвет шартрез."
#: doc/classes/Color.xml
msgid "Chocolate color."
@@ -16259,11 +16401,11 @@ msgstr "Шоколадный цвет."
#: doc/classes/Color.xml
msgid "Coral color."
-msgstr ""
+msgstr "Коралловый цвет."
#: doc/classes/Color.xml
msgid "Cornflower color."
-msgstr ""
+msgstr "ВаÑильковый цвет."
#: doc/classes/Color.xml
msgid "Corn silk color."
@@ -16271,11 +16413,11 @@ msgstr ""
#: doc/classes/Color.xml
msgid "Crimson color."
-msgstr ""
+msgstr "Багровый цвет."
#: doc/classes/Color.xml
msgid "Cyan color."
-msgstr ""
+msgstr "Голубой цвет."
#: doc/classes/Color.xml
msgid "Dark blue color."
@@ -16363,7 +16505,7 @@ msgstr ""
#: doc/classes/Color.xml
msgid "Firebrick color."
-msgstr ""
+msgstr "Кирпичный цвет."
#: doc/classes/Color.xml
msgid "Floral white color."
@@ -16379,7 +16521,7 @@ msgstr "Цвет фукÑии."
#: doc/classes/Color.xml
msgid "Gainsboro color."
-msgstr ""
+msgstr "Цвет ГейнÑборо."
#: doc/classes/Color.xml
msgid "Ghost white color."
@@ -16391,7 +16533,7 @@ msgstr "Золотой цвет."
#: doc/classes/Color.xml
msgid "Goldenrod color."
-msgstr ""
+msgstr "ЗолотиÑто-рыжий цвет."
#: doc/classes/Color.xml
msgid "Gray color."
@@ -16407,7 +16549,7 @@ msgstr ""
#: doc/classes/Color.xml
msgid "Honeydew color."
-msgstr ""
+msgstr "Цвет медовой роÑÑ‹."
#: doc/classes/Color.xml
msgid "Hot pink color."
@@ -16423,15 +16565,15 @@ msgstr "Цвет индиго."
#: doc/classes/Color.xml
msgid "Ivory color."
-msgstr ""
+msgstr "Цвет Ñлоновой коÑти."
#: doc/classes/Color.xml
msgid "Khaki color."
-msgstr ""
+msgstr "Цвет хаки."
#: doc/classes/Color.xml
msgid "Lavender color."
-msgstr ""
+msgstr "Цвет лаванды."
#: doc/classes/Color.xml
msgid "Lavender blush color."
@@ -16499,7 +16641,7 @@ msgstr ""
#: doc/classes/Color.xml
msgid "Lime color."
-msgstr ""
+msgstr "Цвет лайма."
#: doc/classes/Color.xml
msgid "Lime green color."
@@ -16507,15 +16649,15 @@ msgstr ""
#: doc/classes/Color.xml
msgid "Linen color."
-msgstr ""
+msgstr "Цвет льна."
#: doc/classes/Color.xml
msgid "Magenta color."
-msgstr ""
+msgstr "Пурпурный цвет."
#: doc/classes/Color.xml
msgid "Maroon color."
-msgstr ""
+msgstr "Бордовый цвет."
#: doc/classes/Color.xml
msgid "Medium aquamarine color."
@@ -16567,7 +16709,7 @@ msgstr ""
#: doc/classes/Color.xml
msgid "Moccasin color."
-msgstr ""
+msgstr "Цвет мокаÑин."
#: doc/classes/Color.xml
msgid "Navajo white color."
@@ -16627,7 +16769,7 @@ msgstr ""
#: doc/classes/Color.xml
msgid "Peru color."
-msgstr ""
+msgstr "ПеруанÑкий цвет."
#: doc/classes/Color.xml
msgid "Pink color."
@@ -16635,7 +16777,7 @@ msgstr "Розовый цвет."
#: doc/classes/Color.xml
msgid "Plum color."
-msgstr ""
+msgstr "Цвет Ñливы."
#: doc/classes/Color.xml
msgid "Powder blue color."
@@ -16667,7 +16809,7 @@ msgstr ""
#: doc/classes/Color.xml
msgid "Salmon color."
-msgstr ""
+msgstr "Цвет лоÑоÑÑ."
#: doc/classes/Color.xml
msgid "Sandy brown color."
@@ -16683,11 +16825,11 @@ msgstr "Цвет морÑкой раковины."
#: doc/classes/Color.xml
msgid "Sienna color."
-msgstr ""
+msgstr "Цвет Ñиены."
#: doc/classes/Color.xml
msgid "Silver color."
-msgstr ""
+msgstr "СеребрÑный цвет."
#: doc/classes/Color.xml
msgid "Sky blue color."
@@ -16703,7 +16845,7 @@ msgstr ""
#: doc/classes/Color.xml
msgid "Snow color."
-msgstr ""
+msgstr "Цвет Ñнега."
#: doc/classes/Color.xml
msgid "Spring green color."
@@ -16715,19 +16857,19 @@ msgstr ""
#: doc/classes/Color.xml
msgid "Tan color."
-msgstr ""
+msgstr "Цвет загара."
#: doc/classes/Color.xml
msgid "Teal color."
-msgstr ""
+msgstr "Цвет тила."
#: doc/classes/Color.xml
msgid "Thistle color."
-msgstr ""
+msgstr "Цвет чертополоха."
#: doc/classes/Color.xml
msgid "Tomato color."
-msgstr ""
+msgstr "Цвет томатов."
#: doc/classes/Color.xml
msgid "Transparent color (white with no alpha)."
@@ -16735,7 +16877,7 @@ msgstr ""
#: doc/classes/Color.xml
msgid "Turquoise color."
-msgstr ""
+msgstr "Бирюзовый цвет."
#: doc/classes/Color.xml
msgid "Violet color."
@@ -16759,11 +16901,11 @@ msgstr ""
#: doc/classes/Color.xml
msgid "Wheat color."
-msgstr ""
+msgstr "Цвет пшеницы."
#: doc/classes/Color.xml
msgid "White color."
-msgstr ""
+msgstr "Белый цвет."
#: doc/classes/Color.xml
msgid "White smoke color."
@@ -17004,7 +17146,7 @@ msgstr ""
#: doc/classes/ColorRect.xml
msgid "Colored rectangle."
-msgstr ""
+msgstr "Цветной прÑмоугольник."
#: doc/classes/ColorRect.xml
msgid ""
@@ -17040,6 +17182,21 @@ msgid ""
"Physics the area will not detect any collisions with the concave shape at "
"all (this is a known bug)."
msgstr ""
+"РеÑÑƒÑ€Ñ Ñ„Ð¾Ñ€Ð¼Ñ‹ вогнутого многоугольника, который может быть уÑтановлен в "
+"[PhysicsBody] или облаÑÑ‚ÑŒ. Эта форма ÑоздаетÑÑ Ð¿ÑƒÑ‚ÐµÐ¼ подачи ÑпиÑка "
+"треугольников.\n"
+"[b]Примечание:[/b] При иÑпользовании Ð´Ð»Ñ Ñтолкновений [ConcavePolygonShape] "
+"предназначен Ð´Ð»Ñ Ñ€Ð°Ð±Ð¾Ñ‚Ñ‹ Ñо ÑтатичеÑкими узлами [PhysicsBody], такими как "
+"[StaticBody], и не будет работать Ñ [KinematicBody] или [RigidBody] Ñ "
+"режимом, отличным от Static.\n"
+"[b]Предупреждение:[/b] ИÑпользование Ñтой формы Ð´Ð»Ñ [Area] (через узел "
+"[CollisionShape], Ñозданный, например. Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ опции [i]Create Trimesh "
+"Collision Sibling[/i] в меню [i]Mesh[/i], которое поÑвлÑетÑÑ Ð¿Ñ€Ð¸ выборе узла "
+"[MeshInstance]) может привеÑти к неожиданным результатам: при иÑпользовании "
+"Godot Physics облаÑÑ‚ÑŒ будет обнаруживать ÑÑ‚Ð¾Ð»ÐºÐ½Ð¾Ð²ÐµÐ½Ð¸Ñ Ñ‚Ð¾Ð»ÑŒÐºÐ¾ Ñ Ð³Ñ€Ð°Ð½Ñми "
+"треугольника в [ConcavePolygonShape] (а не Ñ Ð»ÑŽÐ±Ð¾Ð¹ \"внутренней\" чаÑтью "
+"формы, например), а при иÑпользовании Bullet Physics облаÑÑ‚ÑŒ вообще не будет "
+"обнаруживать Ñтолкновений Ñ Ð²Ð¾Ð³Ð½ÑƒÑ‚Ð¾Ð¹ формой (Ñто извеÑÑ‚Ð½Ð°Ñ Ð¾ÑˆÐ¸Ð±ÐºÐ°)."
#: doc/classes/ConcavePolygonShape.xml
msgid "Returns the faces (an array of triangles)."
@@ -17070,6 +17227,21 @@ msgid ""
"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
"the shape, for example)."
msgstr ""
+"РеÑÑƒÑ€Ñ Ð²Ð¾Ð³Ð½ÑƒÑ‚Ð¾Ð¹ многоугольной 2D формы Ð´Ð»Ñ Ñ„Ð¸Ð·Ð¸ÐºÐ¸. Он ÑоÑтоит из Ñегментов и "
+"оптимален Ð´Ð»Ñ Ñложных полигональных вогнутых Ñтолкновений. Однако его не "
+"рекомендуетÑÑ Ð¸Ñпользовать Ð´Ð»Ñ ÑƒÐ·Ð»Ð¾Ð² [RigidBody2D]. ВмеÑто него "
+"рекомендуетÑÑ Ð¸Ñпользовать CollisionPolygon2D в режиме выпуклого Ñ€Ð°Ð·Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ "
+"(твердые тела) или неÑколько выпуклых объектов. Ð’ противном Ñлучае Ð´Ð»Ñ "
+"ÑтатичеÑких Ñтолкновений лучше иÑпользовать вогнутую полигональную 2D-"
+"форму.\n"
+"ОÑновное различие между [ConvexPolygonShape2D] и [ConcavePolygonShape2D] "
+"заключаетÑÑ Ð² том, что вогнутый полигон предполагает, что он вогнутый и "
+"иÑпользует более Ñложный метод Ð¾Ð±Ð½Ð°Ñ€ÑƒÐ¶ÐµÐ½Ð¸Ñ Ñтолкновений, а выпуклый "
+"заÑтавлÑет ÑÐµÐ±Ñ Ð±Ñ‹Ñ‚ÑŒ выпуклым, чтобы уÑкорить обнаружение Ñтолкновений.\n"
+"[b]Предупреждение:[/b] ИÑпользование Ñтой фигуры Ð´Ð»Ñ [Area2D] (через узел "
+"[CollisionShape2D]) может дать неожиданные результаты: облаÑÑ‚ÑŒ будет "
+"обнаруживать ÑÑ‚Ð¾Ð»ÐºÐ½Ð¾Ð²ÐµÐ½Ð¸Ñ Ñ‚Ð¾Ð»ÑŒÐºÐ¾ Ñ Ñегментами в [ConcavePolygonShape2D] (а "
+"не Ñ Ð»ÑŽÐ±Ð¾Ð¹ \"внутренней\" чаÑтью фигуры, например)."
#: doc/classes/ConcavePolygonShape2D.xml
msgid ""
@@ -17529,6 +17701,27 @@ msgid ""
"[member rect_clip_content] or [method _clips_input] enabled.\n"
"[b]Note:[/b] Event position is relative to the control origin."
msgstr ""
+"Виртуальный метод, который должен быть реализован пользователем. ИÑпользуйте "
+"Ñтот метод Ð´Ð»Ñ Ð¾Ð±Ñ€Ð°Ð±Ð¾Ñ‚ÐºÐ¸ и приема входных данных на Ñлементах "
+"пользовательÑкого интерфейÑа. См. [метод accept_event].\n"
+"Пример: щелчок по Ñлементу управлениÑ.\n"
+"[codeblock].\n"
+"func _gui_input(event):\n"
+" if event is InputEventMouseButton:\n"
+" if event.button_index == BUTTON_LEFT and event.pressed:\n"
+" print(\"Ðа Ð¼ÐµÐ½Ñ Ð½Ð°Ð¶Ð°Ð»Ð¸ D:\")\n"
+"[/codeblock].\n"
+"Событие не Ñработает, еÑли:\n"
+"* щелчок вне Ñлемента ÑƒÐ¿Ñ€Ð°Ð²Ð»ÐµÐ½Ð¸Ñ (Ñм. [метод has_point]);\n"
+"* у Ñлемента ÑƒÐ¿Ñ€Ð°Ð²Ð»ÐµÐ½Ð¸Ñ [member mouse_filter] уÑтановлено значение [constant "
+"MOUSE_FILTER_IGNORE];\n"
+"* Ñлемент ÑƒÐ¿Ñ€Ð°Ð²Ð»ÐµÐ½Ð¸Ñ Ð·Ð°Ð³Ð¾Ñ€Ð¾Ð¶ÐµÐ½ другим [Control] Ñверху, у которого [member "
+"mouse_filter] не уÑтановлен на [constant MOUSE_FILTER_IGNORE];\n"
+"* родитель Ñлемента ÑƒÐ¿Ñ€Ð°Ð²Ð»ÐµÐ½Ð¸Ñ Ð¸Ð¼ÐµÐµÑ‚ [member mouse_filter], уÑтановленный на "
+"[constant MOUSE_FILTER_STOP] или принÑл Ñобытие;\n"
+"* Ñобытие проиÑходит вне прÑмоугольника родителÑ, и у Ñ€Ð¾Ð´Ð¸Ñ‚ÐµÐ»Ñ Ð²ÐºÐ»ÑŽÑ‡ÐµÐ½ [член "
+"rect_clip_content] или [метод _clips_input].\n"
+"[b]Примечание:[/b] Положение ÑÐ¾Ð±Ñ‹Ñ‚Ð¸Ñ Ð¾Ñ‚Ð½Ð¾Ñительно начала Ñлемента управлениÑ."
#: doc/classes/Control.xml
msgid ""
@@ -17654,6 +17847,27 @@ msgid ""
"$MyButton.add_stylebox_override(\"normal\", null)\n"
"[/codeblock]"
msgstr ""
+"Создает локальное переопределение Ð´Ð»Ñ Ñ‚ÐµÐ¼Ñ‹ [StyleBox] Ñ ÑƒÐºÐ°Ð·Ð°Ð½Ð½Ñ‹Ð¼ "
+"[code]именем[/code] . Локальные Ð¿ÐµÑ€ÐµÐ¾Ð¿Ñ€ÐµÐ´ÐµÐ»ÐµÐ½Ð¸Ñ Ð²Ñегда имеют приоритет при "
+"получении Ñлементов темы Ð´Ð»Ñ Ñлемента управлениÑ.\n"
+"[b]Примечание:[/b] Переопределение можно удалить, приÑвоив ему значение "
+"[code]null[/code]. Это поведение уÑтарело и будет удалено в верÑии 4.0, "
+"иÑпользуйте [метод remove_stylebox_override] вмеÑто Ñтого.\n"
+"См. также [метод get_stylebox].\n"
+"[b]Пример Ð¸Ð·Ð¼ÐµÐ½ÐµÐ½Ð¸Ñ ÑвойÑтва в StyleBox путем его дублированиÑ:[/b]\n"
+"[codeblock]\n"
+"# Ð’ приведенном ниже фрагменте предполагаетÑÑ, что дочернему узлу MyButton "
+"назначен StyleBoxFlat.\n"
+"# РеÑурÑÑ‹ разделÑÑŽÑ‚ÑÑ Ð¼ÐµÐ¶Ð´Ñƒ ÑкземплÑрами, поÑтому нам нужно продублировать "
+"его.\n"
+"# чтобы избежать Ð¸Ð·Ð¼ÐµÐ½ÐµÐ½Ð¸Ñ Ð²Ð½ÐµÑˆÐ½ÐµÐ³Ð¾ вида вÑех оÑтальных кнопок.\n"
+"var new_stylebox_normal = $MyButton.get_stylebox(\"normal\").duplicate()\n"
+"new_stylebox_normal.border_width_top = 3\n"
+"new_stylebox_normal.border_color = Color(0, 1, 0.5)\n"
+"$MyButton.add_stylebox_override(\"normal\", new_stylebox_normal)\n"
+"# Удалите переопределение Ñтилей.\n"
+"$MyButton.add_stylebox_override(\"normal\", null)\n"
+"[/codeblock]."
#: doc/classes/Control.xml
msgid ""
@@ -18362,6 +18576,27 @@ msgid ""
"theme.set_color(\"font_color\", \"TooltipLabel\", Color(0, 1, 1))\n"
"[/codeblock]"
msgstr ""
+"ИзменÑет текÑÑ‚ вÑплывающей подÑказки. ПодÑказка поÑвлÑетÑÑ, когда курÑор "
+"мыши Ð¿Ð¾Ð»ÑŒÐ·Ð¾Ð²Ð°Ñ‚ÐµÐ»Ñ Ð¿Ñ€Ð¾Ñтаивает над Ñтим Ñлементом ÑƒÐ¿Ñ€Ð°Ð²Ð»ÐµÐ½Ð¸Ñ Ð² течение "
+"неÑкольких мгновений, при уÑловии, что ÑвойÑтво [member mouse_filter] не "
+"ÑвлÑетÑÑ [constant MOUSE_FILTER_IGNORE]. Ð’Ñ‹ можете изменить времÑ, "
+"необходимое Ð´Ð»Ñ Ð¿Ð¾ÑÐ²Ð»ÐµÐ½Ð¸Ñ Ð²Ñплывающей подÑказки Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ опции [code]gui/"
+"timers/tooltip_delay_sec[/code] в ÐаÑтройках проекта.\n"
+"Ð’ÑÐ¿Ð»Ñ‹Ð²Ð°ÑŽÑ‰Ð°Ñ Ð¿Ð¾Ð´Ñказка будет иÑпользовать либо реализацию по умолчанию, либо "
+"пользовательÑкую, которую вы можете Ñоздать, переопределив [метод "
+"_make_custom_tooltip]. Ð’ÑÐ¿Ð»Ñ‹Ð²Ð°ÑŽÑ‰Ð°Ñ Ð¿Ð¾Ð´Ñказка по умолчанию включает "
+"[PopupPanel] и [Label], ÑвойÑтва темы которых можно наÑтроить Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ "
+"методов [Theme] Ñ [code]\"TooltipPanel\"[/code] и [code]\"TooltipLabel\"[/"
+"code] ÑоответÑтвенно. Ðапример:\n"
+"[codeblock]\n"
+"var style_box = StyleBoxFlat.new()\n"
+"style_box.set_bg_color(Color(1, 1, 0))\n"
+"style_box.set_border_width_all(2)\n"
+"# ЗдеÑÑŒ мы предполагаем, что ÑвойÑтву `theme` была предварительно назначена "
+"пользовательÑÐºÐ°Ñ Ñ‚ÐµÐ¼Ð°.\n"
+"theme.set_stylebox(\"panel\", \"TooltipPanel\", style_box)\n"
+"theme.set_color(\"font_color\", \"TooltipLabel\", Color(0, 1, 1))\n"
+"[/codeblock]"
#: doc/classes/Control.xml
msgid ""
@@ -18482,6 +18717,22 @@ msgid ""
"[code]yield(get_tree(), \"idle_frame\")[/code] then set its [member "
"rect_scale] property."
msgstr ""
+"МаÑштаб узла отноÑительно его [member rect_size]. Измените Ñто ÑвойÑтво, "
+"чтобы изменить маÑштаб узла отноÑительно его [член rect_pivot_offset]. "
+"МаÑштаб [member hint_tooltip] Ñлемента ÑƒÐ¿Ñ€Ð°Ð²Ð»ÐµÐ½Ð¸Ñ Ñ‚Ð°ÐºÐ¶Ðµ будет изменÑÑ‚ÑŒÑÑ Ð² "
+"ÑоответÑтвии Ñ Ñтим значением.\n"
+"[b]Примечание:[/b] Это ÑвойÑтво в оÑновном предназначено Ð´Ð»Ñ Ð¸ÑÐ¿Ð¾Ð»ÑŒÐ·Ð¾Ð²Ð°Ð½Ð¸Ñ Ð² "
+"целÑÑ… анимации. ТекÑÑ‚ внутри Ñлемента ÑƒÐ¿Ñ€Ð°Ð²Ð»ÐµÐ½Ð¸Ñ Ð±ÑƒÐ´ÐµÑ‚ выглÑдеть "
+"пикÑелированным или размытым при маÑштабировании Ñлемента управлениÑ. Ð”Ð»Ñ "
+"поддержки неÑкольких разрешений в вашем проекте иÑпользуйте ÑоответÑтвующий "
+"режим раÑÑ‚ÑÐ¶ÐµÐ½Ð¸Ñ Ð²Ð¸Ð´Ð¾Ð²Ð¾Ð³Ð¾ Ñкрана, как опиÑано в [url=$DOCS_URL/tutorials/"
+"rendering/multiple_resolutions.html]документации[/url] вмеÑто "
+"маÑÑˆÑ‚Ð°Ð±Ð¸Ñ€Ð¾Ð²Ð°Ð½Ð¸Ñ Controls по отдельноÑти.\n"
+"[b]Примечание:[/b] ЕÑли узел Control ÑвлÑетÑÑ Ð´Ð¾Ñ‡ÐµÑ€Ð½Ð¸Ð¼ узлом узла "
+"[Container], маÑштаб будет Ñброшен на [code]Vector2(1, 1)[/code] при "
+"инÑтанÑировании Ñцены. Чтобы уÑтановить маÑштаб Ñлемента ÑƒÐ¿Ñ€Ð°Ð²Ð»ÐµÐ½Ð¸Ñ Ð¿Ñ€Ð¸ его "
+"инÑтанцировании, подождите один кадр, иÑÐ¿Ð¾Ð»ÑŒÐ·ÑƒÑ [code]yield(get_tree(), "
+"\"idle_frame\")[/code], а затем уÑтановите его ÑвойÑтво [member rect_scale]."
#: doc/classes/Control.xml
msgid ""
@@ -19750,6 +20001,43 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] Not available in HTML5 exports."
msgstr ""
+"КлаÑÑ Crypto позволÑет вам получить доÑтуп к некоторым более продвинутым "
+"криптографичеÑким функциÑм в Godot.\n"
+"Ðа данный момент Ñто Ð³ÐµÐ½ÐµÑ€Ð°Ñ†Ð¸Ñ ÐºÑ€Ð¸Ð¿Ñ‚Ð¾Ð³Ñ€Ð°Ñ„Ð¸Ñ‡ÐµÑки безопаÑных Ñлучайных байтов, "
+"Ð³ÐµÐ½ÐµÑ€Ð°Ñ†Ð¸Ñ RSA-ключей и ÑамоподпиÑанных Ñертификатов X509, шифрование/"
+"дешифрование аÑимметричных ключей, а также подпиÑание/верификациÑ.\n"
+"[codeblock].\n"
+"раÑширÑет Node\n"
+"\n"
+"var crypto = Crypto.new()\n"
+"var key = CryptoKey.new()\n"
+"var cert = X509Certificate.new()\n"
+"\n"
+"func _ready():\n"
+" # Генерируем новый RSA-ключ.\n"
+" key = crypto.generate_rsa(4096)\n"
+" # Генерируем новый ÑамоподпиÑанный Ñертификат Ñ Ð·Ð°Ð´Ð°Ð½Ð½Ñ‹Ð¼ ключом.\n"
+" cert = crypto.generate_self_signed_certificate(key, \"CN=mydomain.com,"
+"O=My Game Company,C=IT\")\n"
+" # Сохраните ключ и Ñертификат в папке пользователÑ.\n"
+" key.save(\"user://generated.key\")\n"
+" cert.save(\"user://generated.crt\")\n"
+" # Шифрование\n"
+" var data = \"Ðекоторые данные\"\n"
+" var encrypted = crypto.encrypt(key, data.to_utf8())\n"
+" # РаÑшифровка\n"
+" var decrypted = crypto.decrypt(key, encrypted)\n"
+" # ПодпиÑание\n"
+" var signature = crypto.sign(HashingContext.HASH_SHA256, data."
+"sha256_buffer(), key)\n"
+" # Проверка\n"
+" verified = crypto.verify(HashingContext.HASH_SHA256, data."
+"sha256_buffer(), signature, key)\n"
+" # ПроверÑет\n"
+" assert(verified)\n"
+" assert(data.to_utf8() == decrypted)\n"
+"[/codeblock].\n"
+"[b]Примечание:[/b] ÐедоÑтупно в ÑкÑпорте HTML5."
#: doc/classes/Crypto.xml
msgid ""
@@ -19936,6 +20224,19 @@ msgid ""
"node also has a significant CPU cost, so it should be avoided during "
"gameplay."
msgstr ""
+"Ð”Ð»Ñ Ñложного раÑÐ¿Ð¾Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ Ñ„Ð¸Ð³ÑƒÑ€ иногда требуетÑÑ Ð´Ð¾Ð±Ð°Ð²Ð¸Ñ‚ÑŒ Ñтруктуру в узлы "
+"CSG. Узел CSGCombiner позволÑет Ñоздать такую Ñтруктуру. Узел инкапÑулирует "
+"результат операций CSG Ñвоих дочерних узлов. Таким образом, можно выполнить "
+"операции над одним набором фигур, которые ÑвлÑÑŽÑ‚ÑÑ Ð´Ð¾Ñ‡ÐµÑ€Ð½Ð¸Ð¼Ð¸ Ñлементами "
+"одного узла CSGCombiner, и Ñ€Ñд отдельных операций над вторым набором фигур, "
+"которые ÑвлÑÑŽÑ‚ÑÑ Ð´Ð¾Ñ‡ÐµÑ€Ð½Ð¸Ð¼Ð¸ Ñлементами второго узла CSGCombiner, а затем "
+"выполнить операцию, ÐºÐ¾Ñ‚Ð¾Ñ€Ð°Ñ Ð¸Ñпользует Ñти два конечных результата в "
+"качеÑтве входных данных Ð´Ð»Ñ ÑÐ¾Ð·Ð´Ð°Ð½Ð¸Ñ Ð¾ÐºÐ¾Ð½Ñ‡Ð°Ñ‚ÐµÐ»ÑŒÐ½Ð¾Ð¹ фигуры.\n"
+"[b]Примечание:[/b] CSG-узлы предназначены Ð´Ð»Ñ Ð¸ÑÐ¿Ð¾Ð»ÑŒÐ·Ð¾Ð²Ð°Ð½Ð¸Ñ Ð¿Ñ€Ð¸ Ñоздании "
+"прототипов уровней. Создание CSG-узлов требует значительных затрат "
+"процеÑÑора по Ñравнению Ñ Ñозданием [MeshInstance] Ñ [PrimitiveMesh]. "
+"Перемещение узла CSG внутри другого узла CSG также требует значительных "
+"затрат процеÑÑора, поÑтому Ñтого Ñледует избегать во Ð²Ñ€ÐµÐ¼Ñ Ð¸Ð³Ñ€Ð¾Ð²Ð¾Ð³Ð¾ процеÑÑа."
#: modules/csg/doc_classes/CSGCylinder.xml
msgid "A CSG Cylinder shape."
@@ -21139,6 +21440,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr "Ð’Ñ‹Ñота цилиндра."
@@ -21185,7 +21494,7 @@ msgstr ""
#: doc/classes/Dictionary.xml
msgid "Dictionary type."
-msgstr ""
+msgstr "Тип ÑловарÑ."
#: doc/classes/Dictionary.xml
msgid ""
@@ -23357,6 +23666,25 @@ msgid ""
" return state\n"
"[/codeblock]"
msgstr ""
+"Переопределите Ñтот метод, чтобы предоÑтавить данные ÑоÑтоÑниÑ, которые вы "
+"хотите Ñохранить, например, положение вида, наÑтройки Ñетки, Ñворачивание и "
+"Ñ‚.д. Эти данные иÑпользуютÑÑ Ð¿Ñ€Ð¸ Ñохранении Ñцены (чтобы ÑоÑтоÑние "
+"ÑохранÑлоÑÑŒ при ее повторном открытии) и при переключении вкладок (чтобы "
+"ÑоÑтоÑние можно было воÑÑтановить при возврате на вкладку). Эти данные "
+"автоматичеÑки ÑохранÑÑŽÑ‚ÑÑ Ð´Ð»Ñ ÐºÐ°Ð¶Ð´Ð¾Ð¹ Ñцены в файле [code]editstate[/code] в "
+"папке метаданных редактора. ЕÑли вы хотите Ñохранить глобальные (незавиÑимые "
+"от Ñцены) данные редактора Ð´Ð»Ñ Ð²Ð°ÑˆÐµÐ³Ð¾ плагина, вы можете иÑпользовать [метод "
+"get_window_layout] вмеÑто Ñтого.\n"
+"ИÑпользуйте [method set_state] Ð´Ð»Ñ Ð²Ð¾ÑÑÑ‚Ð°Ð½Ð¾Ð²Ð»ÐµÐ½Ð¸Ñ Ñохраненного ÑоÑтоÑниÑ.\n"
+"[b]Примечание:[/b] Этот метод не Ñледует иÑпользовать Ð´Ð»Ñ ÑÐ¾Ñ…Ñ€Ð°Ð½ÐµÐ½Ð¸Ñ Ð²Ð°Ð¶Ð½Ñ‹Ñ… "
+"наÑтроек, которые должны ÑохранÑÑ‚ÑŒÑÑ Ð² проекте.\n"
+"[b]Примечание:[/b] Ð”Ð»Ñ ÐºÐ¾Ñ€Ñ€ÐµÐºÑ‚Ð½Ð¾Ð³Ð¾ ÑÐ¾Ñ…Ñ€Ð°Ð½ÐµÐ½Ð¸Ñ Ð¸ воÑÑÑ‚Ð°Ð½Ð¾Ð²Ð»ÐµÐ½Ð¸Ñ ÑоÑтоÑÐ½Ð¸Ñ "
+"необходимо реализовать [метод get_plugin_name].\n"
+"[codeblock].\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -23907,6 +24235,33 @@ msgid ""
"- Binary format in FBX 2017\n"
"[/codeblock]"
msgstr ""
+"Это импортер 3D-активов FBX Ñ Ð¿Ð¾Ð»Ð½Ð¾Ð¹ поддержкой большинÑтва функций FBX.\n"
+"При ÑкÑпорте FBX-Ñцены из Autodesk Maya иÑпользуйте Ñти наÑтройки ÑкÑпорта "
+"FBX:\n"
+"[codeblock]\n"
+"- Группы ÑглаживаниÑ\n"
+"- Сгладить Ñетку\n"
+"- Triangluate (Ð´Ð»Ñ Ñеток Ñ Ñ„Ð¾Ñ€Ð¼Ð°Ð¼Ð¸ ÑмешениÑ)\n"
+"- Запечь анимацию\n"
+"- ÐŸÐ¾Ð²Ñ‚Ð¾Ñ€Ð½Ð°Ñ Ð²Ñ‹Ð±Ð¾Ñ€ÐºÐ°\n"
+"- Деформированные модели\n"
+"- Скины\n"
+"- Фигуры наложениÑ\n"
+"- Фильтры кривых\n"
+"- Уменьшитель поÑтоÑнного ключа\n"
+"- Только автоматичеÑкие каÑательные\n"
+"- Ðе отмечайте *Ðе отмечайте* Constraints (так как Ñто приведет к поломке "
+"файла)\n"
+"- Можно уÑтановить флажок Embed Media (вÑтраивает текÑтуры в ÑкÑпортируемый "
+"FBX-файл).\n"
+" - Обратите внимание, что при импорте вÑтроенной Ñреды текÑтура и Ñетка "
+"будут одним неизменÑемым файлом.\n"
+" - Вам придетÑÑ Ð¿Ð¾Ð²Ñ‚Ð¾Ñ€Ð½Ð¾ ÑкÑпортировать и повторно импортировать FBX, еÑли "
+"текÑтура изменилаÑÑŒ.\n"
+"- Единицы измерениÑ: Сантиметры\n"
+"- ОÑÑŒ вверх: Y\n"
+"- Двоичный формат в FBX 2017\n"
+"[/codeblock]."
#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
msgid ""
@@ -23985,7 +24340,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -25032,6 +25390,27 @@ msgid ""
"Effects\" by default. It improves the performance on mobile devices, but at "
"the same time affects the screen display on mobile devices."
msgstr ""
+"РеÑÑƒÑ€Ñ Ð´Ð»Ñ ÑƒÐ·Ð»Ð¾Ð² Ð¾ÐºÑ€ÑƒÐ¶ÐµÐ½Ð¸Ñ (например, [WorldEnvironment]), которые "
+"определÑÑŽÑ‚ неÑколько операций Ñ Ð¾ÐºÑ€ÑƒÐ¶ÐµÐ½Ð¸ÐµÐ¼ (например, фон [Sky] или [Color], "
+"окружающий Ñвет, туман, глубина резкоÑти...). Эти параметры влиÑÑŽÑ‚ на "
+"конечный рендеринг Ñцены. ПорÑдок Ñтих операций Ñледующий:\n"
+"- Размытие глубины резкоÑти\n"
+"- Свечение\n"
+"- Ð¢Ð¾Ð½Ð¾Ð²Ð°Ñ ÐºÐ°Ñ€Ñ‚Ð° (автоÑкÑпозициÑ)\n"
+"- Корректировки\n"
+"ЕÑли Ð´Ð»Ñ Ñ†ÐµÐ»ÐµÐ²Ð¾Ð³Ð¾ [Viewport] уÑтановлено значение \"2D без выборки\", вÑе "
+"Ñффекты поÑтобработки будут недоÑтупны. При уÑтановке \"3D без Ñффектов\" "
+"Ñледующие опции будут недоÑтупны:\n"
+"- Ssao\n"
+"- Ss Reflections\n"
+"Это можно наÑтроить Ð´Ð»Ñ ÐºÐ¾Ñ€Ð½ÐµÐ²Ð¾Ð³Ð¾ вьюпорта Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ [member ProjectSettings."
+"rendering/quality/intended_usage/framebuffer_allocation] или Ð´Ð»Ñ "
+"определенных вьюпортов Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ ÑвойÑтва [member Viewport.usage].\n"
+"Обратите внимание, что [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] имеет переопределение Ð´Ð»Ñ Ð¼Ð¾Ð±Ð¸Ð»ÑŒÐ½Ñ‹Ñ… "
+"платформ, чтобы иÑпользовать \"3D без Ñффектов\" по умолчанию. Это улучшает "
+"производительноÑÑ‚ÑŒ на мобильных уÑтройÑтвах, но в то же Ð²Ñ€ÐµÐ¼Ñ Ð²Ð»Ð¸Ñет на "
+"отображение Ñкрана на мобильных уÑтройÑтвах."
#: doc/classes/Environment.xml doc/classes/WorldEnvironment.xml
#, fuzzy
@@ -26431,6 +26810,22 @@ msgid ""
"the [method @GDScript.is_equal_approx] and [method @GDScript.is_zero_approx] "
"methods instead of [code]==[/code] to compare [float] values for equality."
msgstr ""
+"Ð’Ñтроенный тип [float] - Ñто 64-битное чиÑло Ñ Ð¿Ð»Ð°Ð²Ð°ÑŽÑ‰ÐµÐ¹ точкой двойной "
+"точноÑти, Ñквивалентное [code]double[/code] в C++. Этот тип имеет 14 "
+"надежных деÑÑтичных цифр точноÑти. Тип [float] может хранитьÑÑ Ð² [Variant], "
+"который ÑвлÑетÑÑ Ð¾Ð±Ñ‰Ð¸Ð¼ типом, иÑпользуемым движком. МакÑимальное значение "
+"[float] приблизительно равно [code]1.79769e308[/code], а минимальное - "
+"приблизительно [code]-1.79769e308[/code].\n"
+"БольшинÑтво методов и ÑвойÑтв в движке иÑпользуют 32-битные чиÑла Ñ "
+"плавающей точкой одинарной точноÑти, Ñквивалентные [code]float[/code] в C++, "
+"которые имеют 6 надежных деÑÑтичных цифр точноÑти. Ð”Ð»Ñ Ñтруктур данных, "
+"таких как [Vector2] и [Vector3], Godot иÑпользует 32-битные чиÑла Ñ "
+"плавающей точкой.\n"
+"Математика, выполнÑÐµÐ¼Ð°Ñ Ñ Ð¸Ñпользованием типа [float], не гарантирует "
+"точноÑти или детерминированноÑти, и чаÑто будет приводить к небольшим "
+"ошибкам. Обычно Ð´Ð»Ñ ÑÑ€Ð°Ð²Ð½ÐµÐ½Ð¸Ñ Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ð¹ [float] на равенÑтво Ñледует "
+"иÑпользовать методы [method @GDScript.is_equal_approx] и [method @GDScript."
+"is_zero_approx] вмеÑто [code]==[/code]."
#: doc/classes/float.xml
msgid "Wikipedia: Double-precision floating-point format"
@@ -26502,6 +26897,22 @@ msgid ""
"emoji) are [i]not[/i] supported on Windows. They will display as unknown "
"characters instead. This will be resolved in Godot 4.0."
msgstr ""
+"Шрифт Ñодержит набор Ñимволов, ÑовмеÑтимый Ñ Unicode, а также возможноÑÑ‚ÑŒ "
+"риÑовать его Ñ Ð¿ÐµÑ€ÐµÐ¼ÐµÐ½Ð½Ð¾Ð¹ шириной, подъемом, ÑпуÑком и кернингом. О Ñоздании "
+"шрифтов из файлов TTF (или других форматов шрифтов) Ñм. раздел \"Поддержка "
+"шрифтов редактором\".\n"
+"[b]Примечание:[/b] ЕÑли [DynamicFont] не Ñодержит Ñимвол, иÑпользуемый в "
+"Ñтроке, то данный Ñимвол будет заменен кодовой точкой [code]0xfffd[/code], "
+"еÑли она доÑтупна в [DynamicFont]. ЕÑли Ñтот заменÑющий Ñимвол недоÑтупен в "
+"DynamicFont, Ñимвол будет Ñкрыт без Ð¾Ñ‚Ð¾Ð±Ñ€Ð°Ð¶ÐµÐ½Ð¸Ñ Ð·Ð°Ð¼ÐµÐ½Ñющего Ñимвола в "
+"Ñтроке.\n"
+"[b]Примечание:[/b] ЕÑли [BitmapFont] не Ñодержит Ñимвол, иÑпользуемый в "
+"Ñтроке, то данный Ñимвол будет Ñкрыт без Ð¾Ñ‚Ð¾Ð±Ñ€Ð°Ð¶ÐµÐ½Ð¸Ñ Ð·Ð°Ð¼ÐµÐ½Ñющего Ñимвола в "
+"Ñтроке.\n"
+"[b]Примечание:[/b] Символы Юникода поÑле [code]0xffff[/code] (например, "
+"большинÑтво Ñмодзи) [i]не[/i] поддерживаютÑÑ Ð² Windows. ВмеÑто Ñтого они "
+"будут отображатьÑÑ ÐºÐ°Ðº неизвеÑтные Ñимволы. Эта проблема будет решена в "
+"верÑии Godot 4.0."
#: doc/classes/Font.xml
msgid ""
@@ -27432,6 +27843,29 @@ msgid ""
"150), Vector2(50, 150)]\n"
"[/codeblock]"
msgstr ""
+"Раздувает или Ñдувает [code]многоугольник[/code] на [code]дельту[/code] "
+"единиц (пикÑелей). ЕÑли [code]дельта[/code] положительна, полигон "
+"увеличиваетÑÑ Ð½Ð°Ñ€ÑƒÐ¶Ñƒ. ЕÑли [code]дельта[/code] отрицательна, полигон "
+"уменьшаетÑÑ Ð²Ð½ÑƒÑ‚Ñ€ÑŒ. Возвращает маÑÑив полигонов, так как при раздувании/"
+"Ñжатии может получитьÑÑ Ð½ÐµÑколько диÑкретных полигонов. Возвращает пуÑтой "
+"маÑÑив, еÑли [code]delta[/code] отрицательна и ее абÑолютное значение "
+"приблизительно превышает минимальные размеры ограничивающего прÑмоугольника "
+"многоугольника.\n"
+"Вершины каждого многоугольника будут округлены в ÑоответÑтвии Ñ Ñ‚Ð¸Ð¿Ð¾Ð¼ "
+"[code]join_type[/code], Ñм. [enum PolyJoinType].\n"
+"В результате операции может быть получен внешний многоугольник (граница) и "
+"внутренний многоугольник (отверÑтие), которые можно отличить, вызвав [метод "
+"is_polygon_clockwise].\n"
+"[b]Примечание:[/b] Ð”Ð»Ñ Ñпециального перевода вершин многоугольника "
+"иÑпользуйте метод [method Transform2D.xform]:\n"
+"[codeblock].\n"
+"var polygon = PoolVector2Array([Vector2(0, 0), Vector2(100, 0), Vector2(100, "
+"100), Vector2(0, 100)])\n"
+"var offset = Vector2(50, 50)\n"
+"polygon = Transform2D(0, offset).xform(polygon)\n"
+"print(polygon) # печатает [Vector2(50, 50), Vector2(150, 50), Vector2(150, "
+"150), Vector2(50, 150)]\n"
+"[/codeblock]"
#: doc/classes/Geometry.xml
msgid ""
@@ -27813,6 +28247,23 @@ msgid ""
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
+"Запекает Ñффект из вÑех [GeometryInstance]ов, помеченных [member "
+"GeometryInstance.use_in_baked_light] и [Light]ов, помеченных либо [constant "
+"Light.BAKE_INDIRECT], либо [constant Light.BAKE_ALL]. ЕÑли "
+"[code]create_visual_debug[/code] равен [code]true[/code], то поÑле Ð·Ð°Ð¿ÐµÐºÐ°Ð½Ð¸Ñ "
+"Ñвета будет Ñгенерирован [MultiMesh], который имеет куб, предÑтавлÑющий "
+"каждую твердую Ñчейку, причем каждый куб окрашен в цвет альбедо Ñчейки. Это "
+"можно иÑпользовать Ð´Ð»Ñ Ð²Ð¸Ð·ÑƒÐ°Ð»Ð¸Ð·Ð°Ñ†Ð¸Ð¸ данных [GIProbe] и отладки любых "
+"проблем, которые могут возникнуть.\n"
+"[b]Примечание:[/b] [method bake] работает как в редакторе, так и в "
+"ÑкÑпортированных проектах. Это делает его подходÑщим Ð´Ð»Ñ Ð¿Ñ€Ð¾Ñ†ÐµÐ´ÑƒÑ€Ð½Ð¾ "
+"генерируемых или пользовательÑких уровней. Запекание [GIProbe] обычно "
+"занимает от 5 до 20 Ñекунд в большинÑтве Ñцен. Уменьшение [member subdiv] "
+"может уÑкорить запекание.\n"
+"[b]Примечание:[/b] [GeometryInstance]Ñ‹ и [Light]Ñ‹ должны быть полноÑтью "
+"готовы до вызова [метода bake]. ЕÑли вы Ñоздаете их процедурно и некоторые "
+"Ñетки или оÑвещение отÑутÑтвуют в вашем запекаемом [GIProbe], иÑпользуйте "
+"[code]call_deferred(\"bake\")[/code] вмеÑто прÑмого вызова [метода bake]."
#: doc/classes/GIProbe.xml
msgid "Calls [method bake] with [code]create_visual_debug[/code] enabled."
@@ -28180,7 +28631,7 @@ msgstr ""
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
-msgstr ""
+msgstr "ТекÑтура Ñ Ð³Ñ€Ð°Ð´Ð¸ÐµÐ½Ñ‚Ð½Ñ‹Ð¼ заполнением."
#: doc/classes/GradientTexture.xml
msgid ""
@@ -28944,6 +29395,21 @@ msgid ""
"light not affect the first layer, the whole GridMap won't be lit by the "
"light in question."
msgstr ""
+"GridMap позволÑет размещать Ñетки на Ñетке в интерактивном режиме. Она "
+"работает как из редактора, так и из Ñкриптов, что может помочь вам Ñоздать "
+"внутриигровые редакторы уровней.\n"
+"GridMap иÑпользует [MeshLibrary], ÐºÐ¾Ñ‚Ð¾Ñ€Ð°Ñ Ñодержит ÑпиÑок плиток. ÐšÐ°Ð¶Ð´Ð°Ñ "
+"плитка - Ñто Ñетка Ñ Ð¼Ð°Ñ‚ÐµÑ€Ð¸Ð°Ð»Ð°Ð¼Ð¸ и дополнительными фигурами Ñтолкновений и "
+"навигации.\n"
+"GridMap Ñодержит коллекцию Ñчеек. ÐšÐ°Ð¶Ð´Ð°Ñ Ñчейка Ñетки ÑÑылаетÑÑ Ð½Ð° тайл в "
+"[MeshLibrary]. Ð’Ñе Ñчейки в карте имеют одинаковые размеры.\n"
+"Внутри карта GridMap разбиваетÑÑ Ð½Ð° разреженную коллекцию октантов Ð´Ð»Ñ "
+"Ñффективного рендеринга и обработки физики. Каждый октант имеет одинаковые "
+"размеры и может Ñодержать неÑколько Ñчеек.\n"
+"[b]Примечание:[/b] GridMap не раÑширÑет [VisualInstance] и поÑтому не может "
+"быть Ñкрыт или замаÑкирован на оÑнове [member VisualInstance.layers]. ЕÑли "
+"Ñделать так, чтобы Ñвет не влиÑл на первый Ñлой, то вÑÑ GridMap не будет "
+"оÑвещена данным Ñветом."
#: modules/gridmap/doc_classes/GridMap.xml
msgid "Using gridmaps"
@@ -29168,6 +29634,33 @@ msgid ""
" printt(res.hex_encode(), Array(res))\n"
"[/codeblock]"
msgstr ""
+"КлаÑÑ HashingContext предоÑтавлÑет Ð¸Ð½Ñ‚ÐµÑ€Ñ„ÐµÐ¹Ñ Ð´Ð»Ñ Ð²Ñ‹Ñ‡Ð¸ÑÐ»ÐµÐ½Ð¸Ñ "
+"криптографичеÑких Ñ…Ñшей за неÑколько итераций. Это полезно, например, при "
+"вычиÑлении Ñ…Ñшей больших файлов (чтобы не загружать их вÑе в памÑÑ‚ÑŒ), "
+"Ñетевых потоков и потоков данных в целом (чтобы не держать буферы).\n"
+"ПеречиÑление [enum HashType] показывает поддерживаемые алгоритмы "
+"Ñ…ÑшированиÑ.\n"
+"[codeblock]\n"
+"const CHUNK_SIZE = 1024\n"
+"\n"
+"func hash_file(path):\n"
+" var ctx = HashingContext.new()\n"
+" var file = File.new()\n"
+" # ЗапуÑтите контекÑÑ‚ SHA-256.\n"
+" ctx.start(HashingContext.HASH_SHA256)\n"
+" # Проверьте, ÑущеÑтвует ли файл.\n"
+" if not file.file_exists(path):\n"
+" return\n"
+" # Открываем файл Ð´Ð»Ñ Ñ…ÑшированиÑ.\n"
+" file.open(path, File.READ)\n"
+" # ОбновлÑем контекÑÑ‚ поÑле Ñ‡Ñ‚ÐµÐ½Ð¸Ñ ÐºÐ°Ð¶Ð´Ð¾Ð³Ð¾ чанка.\n"
+" while not file.eof_reached():\n"
+" ctx.update(file.get_buffer(CHUNK_SIZE))\n"
+" # Получение вычиÑленного Ñ…Ñша.\n"
+" var res = ctx.finish()\n"
+" # Выведите результат в виде шеÑтнадцатеричной Ñтроки и маÑÑива.\n"
+" printt(res.hex_encode(), Array(res))\n"
+"[/codeblock]."
#: doc/classes/HashingContext.xml
msgid "Closes the current context, and return the computed hash."
@@ -29453,7 +29946,7 @@ msgstr ""
#: doc/classes/HSeparator.xml
msgid "Horizontal separator."
-msgstr ""
+msgstr "Горизонтальный разделитель."
#: doc/classes/HSeparator.xml
msgid ""
@@ -29473,7 +29966,7 @@ msgstr ""
#: doc/classes/HSlider.xml
msgid "Horizontal slider."
-msgstr ""
+msgstr "Горизонтальный Ñлайдер."
#: doc/classes/HSlider.xml
msgid ""
@@ -30405,6 +30898,22 @@ msgid ""
"url] for more details). As a workaround, you can send data as a query string "
"in the URL. See [method String.http_escape] for an example."
msgstr ""
+"Создает Ð·Ð°Ð¿Ñ€Ð¾Ñ Ð½Ð° базовом [HTTPClient]. ЕÑли нет ошибок конфигурации, "
+"пытаетÑÑ Ð¿Ð¾Ð´ÐºÐ»ÑŽÑ‡Ð¸Ñ‚ÑŒÑÑ, иÑÐ¿Ð¾Ð»ÑŒÐ·ÑƒÑ [метод HTTPClient.connect_to_host] и "
+"передает параметры в [метод HTTPClient.request].\n"
+"Возвращает [constant OK], еÑли Ð·Ð°Ð¿Ñ€Ð¾Ñ ÑƒÑпешно Ñоздан. (Это не означает, что "
+"Ñервер ответил), [конÑтанта ERR_UNCONFIGURED], еÑли не находитÑÑ Ð² дереве, "
+"[конÑтанта ERR_BUSY], еÑли вÑе еще обрабатывает предыдущий запроÑ, "
+"[конÑтанта ERR_INVALID_PARAMETER], еÑли Ð·Ð°Ð´Ð°Ð½Ð½Ð°Ñ Ñтрока не ÑвлÑетÑÑ "
+"правильным форматом URL, или [конÑтанта ERR_CANT_CONNECT], еÑли не "
+"иÑпользуетÑÑ Ð¿Ð¾Ñ‚Ð¾Ðº и [HTTPClient] не может ÑоединитьÑÑ Ñ Ñ…Ð¾Ñтом.\n"
+"[b]Примечание:[/b] ЕÑли [code]метод[/code] ÑвлÑетÑÑ [constant HTTPClient."
+"METHOD_GET], Ð¿Ð¾Ð»ÐµÐ·Ð½Ð°Ñ Ð½Ð°Ð³Ñ€ÑƒÐ·ÐºÐ°, Ð¾Ñ‚Ð¿Ñ€Ð°Ð²Ð»ÐµÐ½Ð½Ð°Ñ Ñ‡ÐµÑ€ÐµÐ· [code]request_data[/"
+"code], может быть проигнорирована Ñервером или даже привеÑти к отклонению "
+"запроÑа (подробнее Ñм. [url=https://datatracker.ietf.org/doc/html/"
+"rfc7231#section-4.3.1]RFC 7231 раздел 4.3.1[/url]). Ð’ качеÑтве обходного "
+"пути вы можете отправить данные в виде Ñтроки запроÑа в URL. Пример Ñм. в "
+"[method String.http_escape]."
#: doc/classes/HTTPRequest.xml
msgid ""
@@ -30520,7 +31029,7 @@ msgstr ""
#: doc/classes/Image.xml
msgid "Image datatype."
-msgstr ""
+msgstr "Тип данных изображениÑ."
#: doc/classes/Image.xml
msgid ""
@@ -31888,6 +32397,19 @@ msgid ""
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
+"ЕÑли [code]true[/code], аналогичные входные ÑобытиÑ, поÑылаемые операционной "
+"ÑиÑтемой, накапливаютÑÑ. Когда накопление входных данных включено, вÑе "
+"входные ÑобытиÑ, генерируемые в течение кадра, будут объединены и выданы "
+"поÑле Ð·Ð°Ð²ÐµÑ€ÑˆÐµÐ½Ð¸Ñ Ñ€ÐµÐ½Ð´ÐµÑ€Ð¸Ð½Ð³Ð° кадра. Таким образом, Ñто ограничивает "
+"количеÑтво вызовов метода ввода в Ñекунду до FPS рендеринга.\n"
+"Ðакопление ввода можно отключить, чтобы получить немного более точный/"
+"реактивный ввод ценой ÑƒÐ²ÐµÐ»Ð¸Ñ‡ÐµÐ½Ð¸Ñ Ð·Ð°Ð³Ñ€ÑƒÐ·ÐºÐ¸ процеÑÑора. Ð’ приложениÑÑ…, где "
+"требуетÑÑ Ñ€Ð¸Ñовать линии от руки, накопление ввода обычно отключаетÑÑ Ð½Ð° "
+"Ð²Ñ€ÐµÐ¼Ñ Ñ€Ð¸ÑÐ¾Ð²Ð°Ð½Ð¸Ñ Ð»Ð¸Ð½Ð¸Ð¸ пользователем, чтобы получить результаты, точно "
+"ÑоответÑтвующие реальному вводу.\n"
+"[b]Примечание:[/b] Ðакопление ввода [i]включено[/i] по умолчанию. "
+"РекомендуетÑÑ Ð´ÐµÑ€Ð¶Ð°Ñ‚ÑŒ его включенным в играх, которые не требуют очень "
+"реактивного ввода, так как Ñто Ñнизит нагрузку на процеÑÑор."
#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
@@ -32023,7 +32545,7 @@ msgstr ""
#: doc/classes/InputEvent.xml
msgid "InputEvent"
-msgstr ""
+msgstr "InputEvent"
#: doc/classes/InputEvent.xml
msgid ""
@@ -32764,6 +33286,25 @@ msgid ""
"print(max_int) # -9223372036854775808, we overflowed and wrapped around.\n"
"[/codeblock]"
msgstr ""
+"Знаковый 64-битный целочиÑленный тип.\n"
+"Он может принимать Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð² интервале [code][-2^63, 2^63 - 1][/code], Ñ‚.е. "
+"[code][-9223372036854775808, 9223372036854775807][/code]. Превышение Ñтих "
+"границ будет обернуто.\n"
+"[int] ÑвлÑетÑÑ Ñ‚Ð¸Ð¿Ð¾Ð¼ [Variant], и поÑтому будет иÑпользоватьÑÑ Ð¿Ñ€Ð¸ "
+"приÑвоении целочиÑленного Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ [Variant]. Он также может быть применен Ñ "
+"помощью подÑказки типа [code]: int[/code].\n"
+"[codeblock].\n"
+"var my_variant = 0 # int, значение 0.\n"
+"my_variant += 4.2 # float, значение 4.2.\n"
+"var my_int: int = 1 # int, значение 1.\n"
+"my_int = 4.2 # int, значение 4, правое значение неÑвно приводитÑÑ Ðº int.\n"
+"my_int = int(\"6.7\") # int, значение 6, Ñтрока Ñвно приводитÑÑ Ðº int.\n"
+"\n"
+"var max_int = 9223372036854775807\n"
+"print(max_int) # 9223372036854775807, OK.\n"
+"max_int += 1\n"
+"print(max_int) # -9223372036854775808, мы переполнилиÑÑŒ и обернулиÑÑŒ.\n"
+"[/codeblock]"
#: doc/classes/int.xml
msgid ""
@@ -33525,6 +34066,41 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] Only available in the HTML5 platform."
msgstr ""
+"JavaScriptObject иÑпользуетÑÑ Ð´Ð»Ñ Ð²Ð·Ð°Ð¸Ð¼Ð¾Ð´ÐµÐ¹ÑÑ‚Ð²Ð¸Ñ Ñ Ð¾Ð±ÑŠÐµÐºÑ‚Ð°Ð¼Ð¸ JavaScript, "
+"полученными или Ñозданными Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ [метода JavaScript.get_interface], "
+"[метода JavaScript.create_object] или [метода JavaScript.create_callback].\n"
+"Пример:\n"
+"[codeblock]\n"
+"раÑширÑет Node\n"
+"\n"
+"var _my_js_callback = JavaScript.create_callback(self, \"myCallback\") # Эта "
+"ÑÑылка должна быть Ñохранена\n"
+"var console = JavaScript.get_interface(\"console\")\n"
+"\n"
+"func _init():\n"
+" var buf = JavaScript.create_object(\"ArrayBuffer\", 10) # новый "
+"ArrayBuffer(10)\n"
+" print(buf) # печатает [JavaScriptObject:OBJECT_ID]\n"
+" var uint8arr = JavaScript.create_object(\"Uint8Array\", buf) # новый "
+"Uint8Array(buf)\n"
+" uint8arr[1] = 255\n"
+" prints(uint8arr[1], uint8arr.byteLength) # печатает 255 10\n"
+" console.log(uint8arr) # печатает в конÑоли браузера \"Uint8Array(10) "
+"[ 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]\"\n"
+"\n"
+" # Эквивалент JavaScript: Array.from(uint8arr).forEach(myCallback)\n"
+" JavaScript.get_interface(\"Array\").from(uint8arr)."
+"forEach(_my_js_callback)\n"
+"\n"
+"func myCallback(args):\n"
+" # Будет вызван Ñ Ð¿Ð°Ñ€Ð°Ð¼ÐµÑ‚Ñ€Ð°Ð¼Ð¸, переданными в обратный вызов \"forEach\".\n"
+" # [0, 0, [JavaScriptObject:1173]]\n"
+" # [255, 1, [JavaScriptObject:1173]]\n"
+" # ...\n"
+" # [0, 9, [JavaScriptObject:1180]]\n"
+" print(args)\n"
+"[/codeblock].\n"
+"[b]Примечание:[/b] ДоÑтупно только в платформе HTML5."
#: doc/classes/JNISingleton.xml
msgid ""
@@ -33714,7 +34290,6 @@ msgid ""
msgstr ""
#: doc/classes/JSONParseResult.xml
-#, fuzzy
msgid ""
"A [Variant] containing the parsed JSON. Use [method @GDScript.typeof] or the "
"[code]is[/code] keyword to check if it is what you expect. For example, if "
@@ -33736,25 +34311,25 @@ msgid ""
" push_error(\"Unexpected results.\")\n"
"[/codeblock]"
msgstr ""
-"ÐŸÐµÑ€ÐµÐ¼ÐµÐ½Ð½Ð°Ñ ([Variant]), ÑÐ¾Ð´ÐµÑ€Ð¶Ð°Ñ‰Ð°Ñ Ñ€Ð°Ð·Ð¾Ð±Ñ€Ð°Ð½Ð½Ñ‹Ð¹ JSON. ИÑпользуйте [method "
-"@GDScript.typeof] или ключевое Ñлово [code]is[/code] чтобы проверить "
-"ожидаемый тип. Ðапример, еÑли иÑходный JSON начинаетÑÑ Ñ Ñ„Ð¸Ð³ÑƒÑ€Ð½Ñ‹Ñ… Ñкобок "
-"([code]{}[/code]), будет возвращён Ñловарь ([Dictionary]). ЕÑли иÑходный "
-"JSON начинаетÑÑ Ñ ÐºÐ²Ð°Ð´Ñ€Ð°Ñ‚Ð½Ñ‹Ñ… Ñкобок ([code][][/code]), будет возвращён "
-"маÑÑив ([Array]).\n"
-"[b]Примечание:[/b] Ð¡Ð¿ÐµÑ†Ð¸Ñ„Ð¸ÐºÐ°Ñ†Ð¸Ñ JSON не определÑет типы integer и float, "
-"только тип[i]number[/i]. Таким образом, при разборе Ñтроки JSON вÑе чиÑловые "
-"Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð±ÑƒÐ´ÑƒÑ‚ преобразованы в тип [float].\n"
-"[b]Примечание:[/b] JSON-объекты не ÑохранÑÑŽÑ‚ порÑдок ключей как Ñловари "
-"Godot, поÑтому вы не должны полагатьÑÑ Ð½Ð° порÑдок ÑÐ»ÐµÐ´Ð¾Ð²Ð°Ð½Ð¸Ñ ÐºÐ»ÑŽÑ‡ÐµÐ¹, еÑли "
-"Ñловарь получен из JSON. МаÑÑивы JSON, напротив, ÑохранÑÑŽÑ‚ порÑдок Ñвоих "
-"Ñлементов:\n"
-"[codeblock]\n"
+"Вариант [Variant], Ñодержащий разобранный JSON. ИÑпользуйте [method "
+"@GDScript.typeof] или ключевое Ñлово [code]is[/code], чтобы проверить, "
+"ÑвлÑетÑÑ Ð»Ð¸ Ñто тем, что вы ожидаете. Ðапример, еÑли иÑточник JSON "
+"начинаетÑÑ Ñ Ñ„Ð¸Ð³ÑƒÑ€Ð½Ñ‹Ñ… Ñкобок ([code]{}[/code]), будет возвращен [Словарь]. "
+"ЕÑли иÑточник JSON начинаетÑÑ Ñо Ñкобок ([code][][/code]), будет возвращен "
+"[МаÑÑив].\n"
+"[b]Примечание:[/b] Ð’ Ñпецификации JSON не определены типы integer или float, "
+"а только тип [i]number[/i]. ПоÑтому при разборе текÑта JSON вÑе чиÑловые "
+"Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð±ÑƒÐ´ÑƒÑ‚ преобразованы в типы [float].\n"
+"[b]Примечание:[/b] Объекты JSON не ÑохранÑÑŽÑ‚ порÑдок ключей, как Ñловари "
+"Godot, поÑтому не Ñледует полагатьÑÑ Ð½Ð° то, что ключи будут раÑположены в "
+"определенном порÑдке, еÑли Ñловарь поÑтроен из JSON. Ðапротив, маÑÑивы JSON "
+"ÑохранÑÑŽÑ‚ порÑдок Ñвоих Ñлементов:\n"
+"[codeblock].\n"
"var p = JSON.parse('[\"hello\", \"world\", \"!\"]')\n"
"if typeof(p.result) == TYPE_ARRAY:\n"
-" print(p.result[0]) # Выведет \"hello\"\n"
+" print(p.result[0]) # Печатает \"hello\".\n"
"else:\n"
-" push_error(\"Ðеожиданный результат.\")\n"
+" push_error(\"Ðеожиданные результаты.\")\n"
"[/codeblock]"
#: doc/classes/JSONRPC.xml
@@ -33849,6 +34424,21 @@ msgid ""
"while performing collision tests. This makes them really useful to implement "
"characters that collide against a world, but don't require advanced physics."
msgstr ""
+"КинематичеÑкие тела - Ñто оÑобые типы тел, которые предназначены Ð´Ð»Ñ "
+"ÑƒÐ¿Ñ€Ð°Ð²Ð»ÐµÐ½Ð¸Ñ Ð¿Ð¾Ð»ÑŒÐ·Ð¾Ð²Ð°Ñ‚ÐµÐ»ÐµÐ¼. Ðа них вообще не влиÑет физика; Ð´Ð»Ñ Ð´Ñ€ÑƒÐ³Ð¸Ñ… типов "
+"тел, таких как перÑонаж или жеÑткое тело, Ñто то же Ñамое, что и ÑтатичеÑкое "
+"тело. Однако у них еÑÑ‚ÑŒ два оÑновных применениÑ:\n"
+"[b]Ð˜Ð¼Ð¸Ñ‚Ð°Ñ†Ð¸Ñ Ð´Ð²Ð¸Ð¶ÐµÐ½Ð¸Ñ:[/b] Когда Ñти тела перемещаютÑÑ Ð²Ñ€ÑƒÑ‡Ð½ÑƒÑŽ, либо из кода, "
+"либо из [AnimationPlayer] (Ñ [member AnimationPlayer.playback_process_mode], "
+"уÑтановленным на \"physics\"), физика автоматичеÑки вычиÑлÑет оценку их "
+"линейной и угловой ÑкороÑти. Это делает их очень полезными Ð´Ð»Ñ Ð´Ð²Ð¸Ð¶ÑƒÑ‰Ð¸Ñ…ÑÑ "
+"платформ или других объектов, управлÑемых AnimationPlayer (например, дверь, "
+"открывающийÑÑ Ð¼Ð¾ÑÑ‚ и Ñ‚.д.).\n"
+"[b]КинематичеÑкие перÑонажи:[/b] KinematicBody также имеет API Ð´Ð»Ñ "
+"Ð¿ÐµÑ€ÐµÐ¼ÐµÑ‰ÐµÐ½Ð¸Ñ Ð¾Ð±ÑŠÐµÐºÑ‚Ð¾Ð² (методы [method move_and_collide] и [method "
+"move_and_slide]) при выполнении теÑтов на ÑтолкновениÑ. Это делает их "
+"дейÑтвительно полезными Ð´Ð»Ñ Ñ€ÐµÐ°Ð»Ð¸Ð·Ð°Ñ†Ð¸Ð¸ перÑонажей, которые ÑталкиваютÑÑ Ñ "
+"миром, но не требуют продвинутой физики."
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid "Kinematic character (2D)"
@@ -34102,6 +34692,21 @@ msgid ""
"while performing collision tests. This makes them really useful to implement "
"characters that collide against a world, but don't require advanced physics."
msgstr ""
+"КинематичеÑкие тела - Ñто оÑобые типы тел, которые предназначены Ð´Ð»Ñ "
+"ÑƒÐ¿Ñ€Ð°Ð²Ð»ÐµÐ½Ð¸Ñ Ð¿Ð¾Ð»ÑŒÐ·Ð¾Ð²Ð°Ñ‚ÐµÐ»ÐµÐ¼. Ðа них вообще не влиÑет физика; Ð´Ð»Ñ Ð´Ñ€ÑƒÐ³Ð¸Ñ… типов "
+"тел, таких как перÑонаж или жеÑткое тело, Ñто то же Ñамое, что и ÑтатичеÑкое "
+"тело. Однако у них еÑÑ‚ÑŒ два оÑновных применениÑ:\n"
+"[b]Ð˜Ð¼Ð¸Ñ‚Ð°Ñ†Ð¸Ñ Ð´Ð²Ð¸Ð¶ÐµÐ½Ð¸Ñ:[/b] Когда Ñти тела перемещаютÑÑ Ð²Ñ€ÑƒÑ‡Ð½ÑƒÑŽ, либо из кода, "
+"либо из [AnimationPlayer] (Ñ [member AnimationPlayer.playback_process_mode], "
+"уÑтановленным на \"physics\"), физика автоматичеÑки вычиÑлÑет оценку их "
+"линейной и угловой ÑкороÑти. Это делает их очень полезными Ð´Ð»Ñ Ð´Ð²Ð¸Ð¶ÑƒÑ‰Ð¸Ñ…ÑÑ "
+"платформ или других объектов, управлÑемых AnimationPlayer (например, дверь, "
+"открывающийÑÑ Ð¼Ð¾ÑÑ‚ и Ñ‚.д.).\n"
+"[b]КинематичеÑкие перÑонажи:[/b] KinematicBody2D также имеет API Ð´Ð»Ñ "
+"Ð¿ÐµÑ€ÐµÐ¼ÐµÑ‰ÐµÐ½Ð¸Ñ Ð¾Ð±ÑŠÐµÐºÑ‚Ð¾Ð² (методы [method move_and_collide] и [method "
+"move_and_slide]) при выполнении теÑтов на ÑтолкновениÑ. Это делает их "
+"дейÑтвительно полезными Ð´Ð»Ñ Ñ€ÐµÐ°Ð»Ð¸Ð·Ð°Ñ†Ð¸Ð¸ перÑонажей, которые ÑталкиваютÑÑ Ñ "
+"миром, но не требуют продвинутой физики."
#: doc/classes/KinematicBody2D.xml
msgid "Using KinematicBody2D"
@@ -34791,7 +35396,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -38120,6 +38727,7 @@ msgid "3D agent used in navigation for collision avoidance."
msgstr ""
#: doc/classes/NavigationAgent.xml
+#, fuzzy
msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
@@ -38133,8 +38741,26 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
-msgstr ""
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
+msgstr ""
+"3D-агент, который иÑпользуетÑÑ Ð² навигации Ð´Ð»Ñ Ð´Ð¾ÑÑ‚Ð¸Ð¶ÐµÐ½Ð¸Ñ Ð¼ÐµÑтоположениÑ, "
+"Ð¸Ð·Ð±ÐµÐ³Ð°Ñ Ð¿Ñ€Ð¸ Ñтом ÑтатичеÑких и динамичеÑких препÑÑ‚Ñтвий. ДинамичеÑкие "
+"препÑÑ‚ÑÑ‚Ð²Ð¸Ñ Ð¸Ð·Ð±ÐµÐ³Ð°ÑŽÑ‚ÑÑ Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ ÑиÑтемы Ð¿Ñ€ÐµÐ´Ð¾Ñ‚Ð²Ñ€Ð°Ñ‰ÐµÐ½Ð¸Ñ Ñтолкновений RVO "
+"(Reciprocal Velocity Obstacles). Ð”Ð»Ñ ÐºÐ¾Ñ€Ñ€ÐµÐºÑ‚Ð½Ð¾Ð¹ работы агенту необходимы "
+"навигационные данные. По умолчанию Ñтот узел региÑтрируетÑÑ Ð½Ð° навигационной "
+"карте по умолчанию [Мир]. ЕÑли Ñтот узел ÑвлÑетÑÑ Ð´Ð¾Ñ‡ÐµÑ€Ð½Ð¸Ð¼ узлом "
+"[Navigation], он будет региÑтрироватьÑÑ Ð½Ð° навигационной карте "
+"навигационного узла, или можно иÑпользовать функцию [method set_navigation], "
+"чтобы уÑтановить навигационный узел напрÑмую. [NavigationAgent] ÑвлÑетÑÑ "
+"физичеÑки безопаÑным.\n"
+"[b]Примечание:[/b] ПоÑле иÑÐ¿Ð¾Ð»ÑŒÐ·Ð¾Ð²Ð°Ð½Ð¸Ñ [method set_target_location] "
+"необходимо иÑпользовать функцию [method get_next_location] раз в каждый кадр "
+"физики Ð´Ð»Ñ Ð¾Ð±Ð½Ð¾Ð²Ð»ÐµÐ½Ð¸Ñ Ð²Ð½ÑƒÑ‚Ñ€ÐµÐ½Ð½ÐµÐ¹ логики пути NavigationAgent. Ð’Ð¾Ð·Ð²Ñ€Ð°Ñ‰Ð°ÐµÐ¼Ð°Ñ "
+"Ð²ÐµÐºÑ‚Ð¾Ñ€Ð½Ð°Ñ Ð¿Ð¾Ð·Ð¸Ñ†Ð¸Ñ Ð¸Ð· Ñтой функции должна иÑпользоватьÑÑ Ð² качеÑтве Ñледующей "
+"позиции Ð´Ð²Ð¸Ð¶ÐµÐ½Ð¸Ñ Ð´Ð»Ñ Ñ€Ð¾Ð´Ð¸Ñ‚ÐµÐ»ÑŒÑкого узла агента."
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
@@ -38373,6 +38999,7 @@ msgid "2D agent used in navigation for collision avoidance."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
+#, fuzzy
msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
@@ -38386,8 +39013,26 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
-msgstr ""
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
+msgstr ""
+"2D агент, который иÑпользуетÑÑ Ð² навигации Ð´Ð»Ñ Ð´Ð¾ÑÑ‚Ð¸Ð¶ÐµÐ½Ð¸Ñ Ð¼ÐµÑтоположениÑ, "
+"Ð¸Ð·Ð±ÐµÐ³Ð°Ñ Ð¿Ñ€Ð¸ Ñтом ÑтатичеÑких и динамичеÑких препÑÑ‚Ñтвий. ДинамичеÑкие "
+"препÑÑ‚ÑÑ‚Ð²Ð¸Ñ Ð¸Ð·Ð±ÐµÐ³Ð°ÑŽÑ‚ÑÑ Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ ÑиÑтемы Ð¿Ñ€ÐµÐ´Ð¾Ñ‚Ð²Ñ€Ð°Ñ‰ÐµÐ½Ð¸Ñ Ñтолкновений RVO "
+"(Reciprocal Velocity Obstacles). Ð”Ð»Ñ ÐºÐ¾Ñ€Ñ€ÐµÐºÑ‚Ð½Ð¾Ð¹ работы агенту необходимы "
+"навигационные данные. По умолчанию Ñтот узел региÑтрируетÑÑ Ð½Ð° навигационной "
+"карте по умолчанию [World2D]. ЕÑли Ñтот узел ÑвлÑетÑÑ Ð´Ð¾Ñ‡ÐµÑ€Ð½Ð¸Ð¼ Ð´Ð»Ñ ÑƒÐ·Ð»Ð° "
+"[Navigation2D], он будет региÑтрироватьÑÑ Ð½Ð° навигационной карте "
+"навигационного узла, или Ñ„ÑƒÐ½ÐºÑ†Ð¸Ñ [method set_navigation] может быть "
+"иÑпользована Ð´Ð»Ñ Ð½ÐµÐ¿Ð¾ÑредÑтвенной уÑтановки навигационного узла. "
+"[NavigationAgent2D] ÑвлÑетÑÑ Ñ„Ð¸Ð·Ð¸Ñ‡ÐµÑки безопаÑным.\n"
+"[b]Примечание:[/b] ПоÑле иÑÐ¿Ð¾Ð»ÑŒÐ·Ð¾Ð²Ð°Ð½Ð¸Ñ [method set_target_location] "
+"необходимо иÑпользовать функцию [method get_next_location] один раз в каждый "
+"кадр физики Ð´Ð»Ñ Ð¾Ð±Ð½Ð¾Ð²Ð»ÐµÐ½Ð¸Ñ Ð²Ð½ÑƒÑ‚Ñ€ÐµÐ½Ð½ÐµÐ¹ логики пути NavigationAgent. "
+"Ð’Ð¾Ð·Ð²Ñ€Ð°Ñ‰Ð°ÐµÐ¼Ð°Ñ Ð²ÐµÐºÑ‚Ð¾Ñ€Ð½Ð°Ñ Ð¿Ð¾Ð·Ð¸Ñ†Ð¸Ñ Ð¸Ð· Ñтой функции должна иÑпользоватьÑÑ Ð² "
+"качеÑтве Ñледующей позиции Ð´Ð²Ð¸Ð¶ÐµÐ½Ð¸Ñ Ð´Ð»Ñ Ñ€Ð¾Ð´Ð¸Ñ‚ÐµÐ»ÑŒÑкого узла агента."
#: doc/classes/NavigationAgent2D.xml
#, fuzzy
@@ -39113,6 +39758,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -39478,6 +40126,21 @@ msgid ""
"COMPRESS_NONE]. Nonetheless, mixing engine versions between clients and "
"server is not recommended and not officially supported."
msgstr ""
+"Метод ÑжатиÑ, иÑпользуемый Ð´Ð»Ñ Ñетевых пакетов. Они имеют различные "
+"компромиÑÑÑ‹ между ÑкороÑтью ÑÐ¶Ð°Ñ‚Ð¸Ñ Ð¸ пропуÑкной ÑпоÑобноÑтью, вам может "
+"потребоватьÑÑ Ð¿Ñ€Ð¾Ð²ÐµÑ€Ð¸Ñ‚ÑŒ, какой из них лучше вÑего подходит Ð´Ð»Ñ Ð²Ð°ÑˆÐµÐ³Ð¾ "
+"ÑлучаÑ, еÑли вы вообще иÑпользуете Ñжатие.\n"
+"[b]Примечание:[/b] Сетевой дизайн большинÑтва игр предполагает чаÑтую "
+"отправку множеÑтва небольших пакетов (размером менее 4 КБ каждый). ЕÑли еÑÑ‚ÑŒ "
+"ÑомнениÑ, рекомендуетÑÑ Ð¾Ñтавить алгоритм ÑÐ¶Ð°Ñ‚Ð¸Ñ Ð¿Ð¾ умолчанию, так как он "
+"лучше вÑего работает Ñ Ñ‚Ð°ÐºÐ¸Ð¼Ð¸ маленькими пакетами.\n"
+"[b]Примечание:[/b] [member compression_mode] должен быть уÑтановлен на одно "
+"и то же значение как на Ñервере, так и на вÑех его клиентах. Клиенты не "
+"Ñмогут подключитьÑÑ, еÑли значение [member compression_mode], уÑтановленное "
+"на клиенте, отличаетÑÑ Ð¾Ñ‚ уÑтановленного на Ñервере. До Godot 3.4 по "
+"умолчанию [member compression_mode] был [constant COMPRESS_NONE]. Тем не "
+"менее, Ñмешивать верÑии движка между клиентами и Ñервером не рекомендуетÑÑ Ð¸ "
+"официально не поддерживаетÑÑ."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -39556,7 +40219,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid "[url=https://facebook.github.io/zstd/]Zstandard[/url] compression."
-msgstr ""
+msgstr "[url=https://facebook.github.io/zstd/]Zstandard[/url] cжатие."
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "A high-level network interface to simplify multiplayer interactions."
@@ -39966,6 +40629,20 @@ msgid ""
"call with [method request_ready], which may be called anywhere before adding "
"the node again."
msgstr ""
+"ВызываетÑÑ, когда узел \"готов\", Ñ‚.е. когда и узел, и его дочерние Ñлементы "
+"вошли в дерево Ñцены. ЕÑли узел имеет дочерние узлы, то Ñначала Ñрабатывают "
+"их обратные вызовы [метода _ready], а затем родительÑкий узел получает "
+"уведомление о готовноÑти.\n"
+"СоответÑтвует уведомлению [constant NOTIFICATION_READY] в [method Object."
+"_notification]. См. также ключевое Ñлово [code]onready[/code] Ð´Ð»Ñ "
+"переменных.\n"
+"Обычно иÑпользуетÑÑ Ð´Ð»Ñ Ð¸Ð½Ð¸Ñ†Ð¸Ð°Ð»Ð¸Ð·Ð°Ñ†Ð¸Ð¸. Ð”Ð»Ñ ÐµÑ‰Ðµ более ранней инициализации "
+"можно иÑпользовать [метод Object._init]. См. также [метод _enter_tree].\n"
+"[b]Примечание:[/b] [метод _ready] может быть вызван только один раз Ð´Ð»Ñ "
+"каждого узла. ПоÑле ÑƒÐ´Ð°Ð»ÐµÐ½Ð¸Ñ ÑƒÐ·Ð»Ð° из дерева Ñцены и Ð´Ð¾Ð±Ð°Ð²Ð»ÐµÐ½Ð¸Ñ ÐµÐ³Ð¾ Ñнова, "
+"[code]_ready[/code] не будет вызван второй раз. Это можно обойти, запроÑив "
+"повторный вызов Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ [метода request_ready], который может быть вызван "
+"в любом меÑте перед повторным добавлением узла."
#: doc/classes/Node.xml
msgid ""
@@ -40095,6 +40772,21 @@ msgid ""
"consider using [method get_node] instead. To avoid using [method find_node] "
"too often, consider caching the node reference into a variable."
msgstr ""
+"Ðаходит потомка Ñтого узла, Ð¸Ð¼Ñ ÐºÐ¾Ñ‚Ð¾Ñ€Ð¾Ð³Ð¾ ÑоответÑтвует [code]маÑке[/code] "
+"как в [методе String.match] (Ñ‚.е. чувÑтвительно к региÑтру, но [code]\"*\"[/"
+"code] ÑоответÑтвует нулю или более Ñимволов, а [code]\"?\"[/code] "
+"ÑоответÑтвует любому одиночному Ñимволу, кроме [code]\".\"[/code]). "
+"Возвращает [code]null[/code], еÑли не найдено ни одного подходÑщего [узла].\n"
+"[b]Примечание:[/b] Ðе ищет ÑÐ¾Ð²Ð¿Ð°Ð´ÐµÐ½Ð¸Ñ Ð¿Ð¾ полному пути, только по именам "
+"отдельных узлов.\n"
+"ЕÑли [code]owned[/code] is [code]true[/code], Ñтот метод находит только "
+"узлы, владельцем которых ÑвлÑетÑÑ Ñтот узел. Это оÑобенно важно Ð´Ð»Ñ Ñцен, "
+"Ñозданных через Ñценарий, поÑкольку у таких Ñцен нет владельца.\n"
+"[b]Примечание:[/b] ПоÑкольку Ñтот метод проходит по вÑем потомкам узла, Ñто "
+"Ñамый медленный ÑпоÑоб получить ÑÑылку на другой узел. По возможноÑти "
+"иÑпользуйте вмеÑто него [method get_node]. Чтобы не иÑпользовать [метод "
+"find_node] Ñлишком чаÑто, подумайте о кÑшировании ÑÑылки на узел в "
+"переменной."
#: doc/classes/Node.xml
msgid ""
@@ -40535,6 +41227,20 @@ msgid ""
"like [code]server_disconnected[/code] or by checking [code]SceneTree."
"network_peer.get_connection_status() == CONNECTION_CONNECTED[/code]."
msgstr ""
+"ОтправлÑет Ð·Ð°Ð¿Ñ€Ð¾Ñ Ð½Ð° вызов удаленной процедуры Ð´Ð»Ñ Ð·Ð°Ð´Ð°Ð½Ð½Ð¾Ð³Ð¾ [code]метода[/"
+"code] равным узлам в Ñети (и локально), по желанию отправлÑÑ Ð²Ñе "
+"дополнительные аргументы в качеÑтве аргументов метода, вызываемого RPC. "
+"Ð—Ð°Ð¿Ñ€Ð¾Ñ Ð²Ñ‹Ð·Ð¾Ð²Ð° будет получен только узлами Ñ Ð¾Ð´Ð¸Ð½Ð°ÐºÐ¾Ð²Ñ‹Ð¼ [NodePath], Ð²ÐºÐ»ÑŽÑ‡Ð°Ñ "
+"точно такое же Ð¸Ð¼Ñ ÑƒÐ·Ð»Ð°. Поведение завиÑит от конфигурации RPC Ð´Ð»Ñ Ð´Ð°Ð½Ð½Ð¾Ð³Ð¾ "
+"метода, Ñм. [method rpc_config]. По умолчанию методы не открыты Ð´Ð»Ñ RPC. См. "
+"также [method rset] и [method rset_config] Ð´Ð»Ñ ÑвойÑтв. Возвращает "
+"[code]null[/code].\n"
+"[b]Примечание:[/b] Ð’Ñ‹ можете безопаÑно иÑпользовать RPC на клиентах только "
+"поÑле Ð¿Ð¾Ð»ÑƒÑ‡ÐµÐ½Ð¸Ñ Ñигнала [code]connected_to_server[/code] от [SceneTree]. Вам "
+"также необходимо отÑлеживать ÑоÑтоÑние ÑоединениÑ, либо по Ñигналам "
+"[SceneTree], таким как [code]server_disconnected[/code], либо проверÑÑ "
+"[code]SceneTree.network_peer.get_connection_status() == "
+"CONNECTION_CONNECTED[/code]."
#: doc/classes/Node.xml
msgid ""
@@ -41079,7 +41785,7 @@ msgstr "Глобальный маÑштаб."
#: doc/classes/Node2D.xml
msgid "Global [Transform2D]."
-msgstr ""
+msgstr "Глобальный [Transform2D]."
#: doc/classes/Node2D.xml
msgid "Position, relative to the node's parent."
@@ -41105,7 +41811,7 @@ msgstr ""
#: doc/classes/Node2D.xml
msgid "Local [Transform2D]."
-msgstr ""
+msgstr "Локальный [Transform2D]."
#: doc/classes/Node2D.xml
msgid ""
@@ -42011,7 +42717,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -42427,6 +43135,21 @@ msgid ""
"the project if it is currently running (since the project is an independent "
"child process)."
msgstr ""
+"Задерживает выполнение текущего потока на [code]мÑек[/code] миллиÑекунд. "
+"[code]мÑек[/code] должно быть больше или равно [code]0[/code]. Ð’ противном "
+"Ñлучае [метод delay_msec] ничего не Ñделает и выведет Ñообщение об ошибке.\n"
+"[b]Примечание:[/b] [method delay_msec] - Ñто [i]блокирующий[/i] ÑпоÑоб "
+"задержки Ð²Ñ‹Ð¿Ð¾Ð»Ð½ÐµÐ½Ð¸Ñ ÐºÐ¾Ð´Ð°. Чтобы задержать выполнение кода неблокирующим "
+"ÑпоÑобом, Ñмотрите [method SceneTree.create_timer]. Выдача Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ [method "
+"SceneTree.create_timer] задержит выполнение кода, размещенного ниже "
+"[code]выдачи[/code] без влиÑÐ½Ð¸Ñ Ð½Ð° оÑтальную чаÑÑ‚ÑŒ проекта (или редактора, "
+"Ð´Ð»Ñ [EditorPlugin]ов и [EditorScript]ов).\n"
+"[b]Примечание:[/b] ЕÑли [метод delay_msec] вызываетÑÑ Ð² главном потоке, он "
+"замораживает проект и не позволÑет ему перериÑовывать и региÑтрировать ввод, "
+"пока не пройдет задержка. При иÑпользовании [method delay_msec] как чаÑти "
+"[EditorPlugin] или [EditorScript], он заморозит редактор, но не заморозит "
+"проект, еÑли он запущен (поÑкольку проект ÑвлÑетÑÑ Ð½ÐµÐ·Ð°Ð²Ð¸Ñимым дочерним "
+"процеÑÑом)."
#: doc/classes/OS.xml
msgid ""
@@ -42447,6 +43170,21 @@ msgid ""
"the project if it is currently running (since the project is an independent "
"child process)."
msgstr ""
+"Задерживает выполнение текущего потока на [code]usec[/code] микроÑекунд. "
+"[code]usec[/code] должно быть больше или равно [code]0[/code]. В противном "
+"Ñлучае [метод delay_usec] ничего не Ñделает и выведет Ñообщение об ошибке.\n"
+"[b]Примечание:[/b] [method delay_usec] - Ñто [i]блокирующий[/i] ÑпоÑоб "
+"задержки Ð²Ñ‹Ð¿Ð¾Ð»Ð½ÐµÐ½Ð¸Ñ ÐºÐ¾Ð´Ð°. Чтобы задержать выполнение кода неблокирующим "
+"ÑпоÑобом, Ñмотрите [method SceneTree.create_timer]. Выдача Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ [method "
+"SceneTree.create_timer] задержит выполнение кода, размещенного ниже "
+"[code]выдачи[/code] без влиÑÐ½Ð¸Ñ Ð½Ð° оÑтальную чаÑÑ‚ÑŒ проекта (или редактора, "
+"Ð´Ð»Ñ [EditorPlugin]ов и [EditorScript]ов).\n"
+"[b]Примечание:[/b] ЕÑли [метод delay_usec] вызываетÑÑ Ð² главном потоке, он "
+"замораживает проект и не позволÑет ему перериÑовывать и региÑтрировать ввод, "
+"пока не пройдет задержка. При иÑпользовании [method delay_usec] как чаÑти "
+"[EditorPlugin] или [EditorScript], он заморозит редактор, но не заморозит "
+"проект, еÑли он запущен (поÑкольку проект ÑвлÑетÑÑ Ð½ÐµÐ·Ð°Ð²Ð¸Ñимым дочерним "
+"процеÑÑом)."
#: doc/classes/OS.xml
msgid ""
@@ -42535,11 +43273,11 @@ msgstr "Возвращает вектор привÑзанный к Ñетке Ñ
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42569,15 +43307,38 @@ msgid ""
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
+"Возвращает аргументы командной Ñтроки, переданные движку.\n"
+"Ðргументы командной Ñтроки могут быть запиÑаны в любой форме, Ð²ÐºÐ»ÑŽÑ‡Ð°Ñ Ñ„Ð¾Ñ€Ð¼Ñ‹ "
+"[code]--key value[/code] и [code]--key=value[/code], чтобы они могли быть "
+"правильно разобраны, при уÑловии, что пользовательÑкие аргументы командной "
+"Ñтроки не конфликтуют Ñ Ð°Ñ€Ð³ÑƒÐ¼ÐµÐ½Ñ‚Ð°Ð¼Ð¸ движка.\n"
+"Ð’Ñ‹ также можете включить переменные окружениÑ, иÑÐ¿Ð¾Ð»ÑŒÐ·ÑƒÑ Ð¼ÐµÑ‚Ð¾Ð´ [method "
+"get_environment].\n"
+"Ð’Ñ‹ можете уÑтановить [member ProjectSettings.editor/main_run_args] Ð´Ð»Ñ "
+"Ð¾Ð¿Ñ€ÐµÐ´ÐµÐ»ÐµÐ½Ð¸Ñ Ð°Ñ€Ð³ÑƒÐ¼ÐµÐ½Ñ‚Ð¾Ð² командной Ñтроки, которые будут передаватьÑÑ "
+"редактором при запуÑке проекта.\n"
+"Вот минимальный пример того, как разобрать аргументы командной Ñтроки в "
+"Ñловарь, иÑÐ¿Ð¾Ð»ÑŒÐ·ÑƒÑ Ñ„Ð¾Ñ€Ð¼Ñƒ [code]--key=value[/code] Ð´Ð»Ñ Ð°Ñ€Ð³ÑƒÐ¼ÐµÐ½Ñ‚Ð¾Ð²:\n"
+"[codeblock].\n"
+"var arguments = {}\n"
+"for argument in OS.get_cmdline_args():\n"
+" if argument.find(\"=\") > -1:\n"
+" var key_value = argument.split(\"=\")\n"
+" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Опции без аргумента будут приÑутÑтвовать в Ñловаре,\n"
+" # Ñо значением, уÑтановленным в пуÑтую Ñтроку.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
+"[/codeblock]"
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42599,11 +43360,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -43769,9 +44530,8 @@ msgid "Ringtones directory path."
msgstr ""
#: doc/classes/OS.xml
-#, fuzzy
msgid "Unknown powerstate."
-msgstr "ÐеизвеÑÑ‚Ð½Ð°Ñ ÐºÐ»Ð°Ð²Ð¸ÑˆÐ°."
+msgstr "ÐеизвеÑтное ÑоÑтоÑние питаниÑ."
#: doc/classes/OS.xml
msgid "Unplugged, running on battery."
@@ -44485,6 +45245,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -45200,7 +45970,7 @@ msgstr ""
#: doc/classes/PHashTranslation.xml
msgid "Optimized translation."
-msgstr ""
+msgstr "Оптимизированный перевод."
#: doc/classes/PHashTranslation.xml
msgid ""
@@ -45231,7 +46001,7 @@ msgstr ""
#: doc/classes/PhysicsDirectBodyState.xml
#: doc/classes/PhysicsDirectSpaceState.xml doc/classes/RayCast.xml
msgid "Ray-casting"
-msgstr ""
+msgstr "ТраÑÑировка лучей"
#: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml
msgid "Adds a constant directional force without affecting rotation."
@@ -45448,6 +46218,23 @@ msgid ""
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape."
msgstr ""
+"ПроверÑет переÑÐµÑ‡ÐµÐ½Ð¸Ñ Ñ„Ð¸Ð³ÑƒÑ€Ñ‹, заданной через объект "
+"[Physics2DShapeQueryParameters], Ñ Ð¿Ñ€Ð¾ÑтранÑтвом. ЕÑли она переÑекаетÑÑ Ñ "
+"более чем одной фигурой, выбираетÑÑ Ð±Ð»Ð¸Ð¶Ð°Ð¹ÑˆÐ°Ñ. ЕÑли фигура ни Ñ Ñ‡ÐµÐ¼ не "
+"переÑекаетÑÑ, то возвращаетÑÑ Ð¿ÑƒÑтой Ñловарь.\n"
+"[b]Примечание:[/b] Этот метод не учитывает ÑвойÑтво [code]движениÑ[/code] "
+"объекта. Возвращаемый объект предÑтавлÑет Ñобой Ñловарь, Ñодержащий "
+"Ñледующие полÑ:\n"
+"[code]collider_id[/code]: ID ÑталкивающегоÑÑ Ð¾Ð±ÑŠÐµÐºÑ‚Ð°.\n"
+"[code]linear_velocity[/code]: СкороÑÑ‚ÑŒ объекта ÑÑ‚Ð¾Ð»ÐºÐ½Ð¾Ð²ÐµÐ½Ð¸Ñ [Vector2]. ЕÑли "
+"объект ÑвлÑетÑÑ [Area2D], то результатом будет [code](0, 0)[/code].\n"
+"[code]метаданные[/code]: Метаданные переÑекающейÑÑ Ñ„Ð¸Ð³ÑƒÑ€Ñ‹. Эти метаданные "
+"отличаютÑÑ Ð¾Ñ‚ [метод Object.get_meta], и уÑтанавливаютÑÑ Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ [метод "
+"Physics2DServer.shape_set_data].\n"
+"[code]normal[/code]: Ðормаль поверхноÑти объекта в точке переÑечениÑ.\n"
+"[code]точка[/code]: Точка переÑечениÑ.\n"
+"[code]rid[/code]: [RID] переÑекающегоÑÑ Ð¾Ð±ÑŠÐµÐºÑ‚Ð°.\n"
+"[code]shape[/code]: Ð˜Ð½Ð´ÐµÐºÑ Ñ„Ð¾Ñ€Ð¼Ñ‹ ÑталкивающейÑÑ Ñ„Ð¸Ð³ÑƒÑ€Ñ‹."
#: doc/classes/Physics2DDirectSpaceState.xml
msgid ""
@@ -45472,6 +46259,26 @@ msgid ""
"[code]Segments[/code] build mode are not solid shapes. Therefore, they will "
"not be detected."
msgstr ""
+"ПроверÑет, находитÑÑ Ð»Ð¸ точка внутри какой-либо твердой фигуры. Фигуры, "
+"внутри которых находитÑÑ Ñ‚Ð¾Ñ‡ÐºÐ°, возвращаютÑÑ Ð² виде маÑÑива, Ñодержащего "
+"Ñловари Ñо Ñледующими полÑми:\n"
+"[code]collider[/code]: Объект ÑтолкновениÑ.\n"
+"[code]collider_id[/code]: ID объекта ÑтолкновениÑ.\n"
+"[code]metadata[/code]: Метаданные переÑекающейÑÑ Ñ„Ð¸Ð³ÑƒÑ€Ñ‹. Эти метаданные "
+"отличаютÑÑ Ð¾Ñ‚ [метод Object.get_meta], и уÑтанавливаютÑÑ Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ [метод "
+"Physics2DServer.shape_set_data].\n"
+"[code]rid[/code]: [RID] переÑекающегоÑÑ Ð¾Ð±ÑŠÐµÐºÑ‚Ð°.\n"
+"[code]shape[/code]: Ð˜Ð½Ð´ÐµÐºÑ Ñ„Ð¾Ñ€Ð¼Ñ‹ ÑталкивающейÑÑ Ñ„Ð¸Ð³ÑƒÑ€Ñ‹.\n"
+"КоличеÑтво переÑечений может быть ограничено Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ параметра "
+"[code]max_results[/code], чтобы уменьшить Ð²Ñ€ÐµÐ¼Ñ Ð¾Ð±Ñ€Ð°Ð±Ð¾Ñ‚ÐºÐ¸.\n"
+"Кроме того, метод может принимать [code]exclude[/code] маÑÑив объектов или "
+"[RID]ов, которые должны быть иÑключены из Ñтолкновений, "
+"[code]collision_mask[/code] битовую маÑку, предÑтавлÑющую физичеÑкие Ñлои "
+"Ð´Ð»Ñ Ð¿Ñ€Ð¾Ð²ÐµÑ€ÐºÐ¸, или булевы Ð´Ð»Ñ Ð¾Ð¿Ñ€ÐµÐ´ÐµÐ»ÐµÐ½Ð¸Ñ Ñ‚Ð¾Ð³Ð¾, должен ли луч ÑтолкнутьÑÑ Ñ "
+"[PhysicsBody2D]s или [Area2D]s, ÑоответÑтвенно.\n"
+"[b]Примечание:[/b] [ConcavePolygonShape2D]s и [CollisionPolygon2D]s в режиме "
+"поÑÑ‚Ñ€Ð¾ÐµÐ½Ð¸Ñ [code]Segments[/code] не ÑвлÑÑŽÑ‚ÑÑ Ñ‚Ð²ÐµÑ€Ð´Ñ‹Ð¼Ð¸ фигурами. ПоÑтому они "
+"не будут обнаружены."
#: doc/classes/Physics2DDirectSpaceState.xml
msgid ""
@@ -45518,6 +46325,24 @@ msgid ""
"determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, "
"respectively."
msgstr ""
+"ПереÑекает луч в заданном проÑтранÑтве. Возвращаемый объект предÑтавлÑет "
+"Ñобой Ñловарь Ñо Ñледующими полÑми:\n"
+"[code]collider[/code]: Объект ÑтолкновениÑ.\n"
+"[code]collider_id[/code]: Идентификатор объекта ÑтолкновениÑ.\n"
+"[code]metadata[/code]: Метаданные переÑекающейÑÑ Ñ„Ð¸Ð³ÑƒÑ€Ñ‹. Эти метаданные "
+"отличаютÑÑ Ð¾Ñ‚ [метод Object.get_meta], и уÑтанавливаютÑÑ Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ [метод "
+"Physics2DServer.shape_set_data].\n"
+"[code]normal[/code]: Ðормаль поверхноÑти объекта в точке переÑечениÑ.\n"
+"[code]position[/code]: Точка переÑечениÑ.\n"
+"[code]rid[/code]: [RID] переÑекающегоÑÑ Ð¾Ð±ÑŠÐµÐºÑ‚Ð°.\n"
+"[code]shape[/code]: Ð˜Ð½Ð´ÐµÐºÑ Ñ„Ð¾Ñ€Ð¼Ñ‹ переÑекающегоÑÑ Ð¾Ð±ÑŠÐµÐºÑ‚Ð°.\n"
+"ЕÑли луч ни Ñ Ñ‡ÐµÐ¼ не переÑекаетÑÑ, то вмеÑто него возвращаетÑÑ Ð¿ÑƒÑтой "
+"Ñловарь.\n"
+"Кроме того, метод может принимать [code]exclude[/code] маÑÑив объектов или "
+"[RID], которые должны быть иÑключены из Ñтолкновений, [code]collision_mask[/"
+"code] битовую маÑку, предÑтавлÑющую физичеÑкие Ñлои Ð´Ð»Ñ Ð¿Ñ€Ð¾Ð²ÐµÑ€ÐºÐ¸, или булевы "
+"Ð´Ð»Ñ Ð¾Ð¿Ñ€ÐµÐ´ÐµÐ»ÐµÐ½Ð¸Ñ Ñ‚Ð¾Ð³Ð¾, должен ли луч ÑтолкнутьÑÑ Ñ [PhysicsBody2D]s или "
+"[Area2D]s, ÑоответÑтвенно."
#: doc/classes/Physics2DDirectSpaceState.xml
msgid ""
@@ -47624,6 +48449,22 @@ msgid ""
"will allow for unbounded output. If any positive value is passed, and the "
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+"Возвращает новый [PoolByteArray] Ñ Ñ€Ð°Ñпакованными данными. УÑтановите режим "
+"ÑжатиÑ, иÑÐ¿Ð¾Ð»ÑŒÐ·ÑƒÑ Ð¾Ð´Ð½Ñƒ из конÑтант [enum File.CompressionMode]. [b]Этот "
+"метод принимает только режимы ÑÐ¶Ð°Ñ‚Ð¸Ñ gzip и deflate.[/b]\n"
+"Этот метод потенциально медленнее, чем [code]decompress[/code], так как ему "
+"может потребоватьÑÑ Ð¼Ð½Ð¾Ð³Ð¾ÐºÑ€Ð°Ñ‚Ð½Ð¾Ðµ перераÑпределение выходного буфера во Ð²Ñ€ÐµÐ¼Ñ "
+"декомпреÑÑии, в то Ð²Ñ€ÐµÐ¼Ñ ÐºÐ°Ðº [code]decompress[/code] знает размер Ñвоего "
+"выходного буфера Ñ Ñамого начала.\n"
+"\n"
+"GZIP имеет макÑимальный коÑффициент ÑÐ¶Ð°Ñ‚Ð¸Ñ 1032:1, что означает, что очень "
+"возможно, что Ð½ÐµÐ±Ð¾Ð»ÑŒÑˆÐ°Ñ ÑÐ¶Ð°Ñ‚Ð°Ñ Ð¿Ð¾Ð»ÐµÐ·Ð½Ð°Ñ Ð½Ð°Ð³Ñ€ÑƒÐ·ÐºÐ° раÑпакуетÑÑ Ð² потенциально "
+"очень большой выходной файл. Чтобы защититьÑÑ Ð¾Ñ‚ Ñтого, вы можете указать "
+"макÑимальный размер, который Ñтой функции разрешено выделÑÑ‚ÑŒ в байтах через "
+"[code]max_output_size[/code]. ЕÑли передать значение -1, то можно выводить "
+"неограниченное количеÑтво данных. ЕÑли передано любое положительное "
+"значение, и раÑпаковка превышает Ñтот размер в байтах, то будет возвращена "
+"ошибка."
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
@@ -48695,6 +49536,19 @@ msgid ""
"There is no need to place an opposite portal in an adjacent room, links are "
"made two-way automatically."
msgstr ""
+"[Порталы - Ñто оÑобый тип [MeshInstance], который позволÑет ÑиÑтеме отбора "
+"порталов \"видеть\" из одной комнаты в другую. Они чаÑто ÑоответÑтвуют "
+"дверÑм и окнам в геометрии уровнÑ. ПозволÑÑ [Camera]s видеть только через "
+"порталы, Ñто позволÑет ÑиÑтеме отÑеивать вÑе объекты в комнатах, которые не "
+"видны через порталы. Это одна из форм окклюзионной выборки [b][/b] , ÐºÐ¾Ñ‚Ð¾Ñ€Ð°Ñ "
+"может значительно повыÑить производительноÑÑ‚ÑŒ.\n"
+"СущеÑтвуют некоторые Ð¾Ð³Ñ€Ð°Ð½Ð¸Ñ‡ÐµÐ½Ð¸Ñ Ð½Ð° форму порталов:\n"
+"Они должны быть одноÑторонними выпуклыми многоугольниками, и обычно вы "
+"должны ориентировать их передние грани [b]наружу[/b] от [Комнаты], в которой "
+"они раÑположены. Вершины должны раÑполагатьÑÑ Ð² одной плоÑкоÑти (Ñ…Ð¾Ñ‚Ñ Ð¸Ñ… "
+"раÑположение не обÑзательно должно быть идеальным).\n"
+"Ðет необходимоÑти размещать противоположный портал в ÑоÑедней комнате, ÑвÑзи "
+"делаютÑÑ Ð´Ð²ÑƒÑторонними автоматичеÑки."
#: doc/classes/Portal.xml doc/classes/Room.xml
msgid "Sets individual points. Primarily for use by the editor."
@@ -49349,6 +50203,21 @@ msgid ""
"([code]stderr[/code]) is always flushed when a line is printed to it.\n"
"Changes to this setting will only be applied upon restarting the application."
msgstr ""
+"ЕÑли [code]true[/code], то поток Ñтандартного вывода очищаетÑÑ ÐºÐ°Ð¶Ð´Ñ‹Ð¹ раз, "
+"когда печатаетÑÑ Ñтрока. Это влиÑет как на ведение журналов в терминале, так "
+"и на ведение журналов в файлах.\n"
+"При запуÑке проекта Ñтот параметр должен быть включен, еÑли вы хотите, чтобы "
+"журналы ÑобиралиÑÑŒ менеджерами Ñлужб, такими как systemd/journalctl. Эта "
+"наÑтройка отключена по умолчанию в Ñборках релизов, поÑкольку промывка "
+"каждой напечатанной Ñтроки негативно ÑкажетÑÑ Ð½Ð° производительноÑти, еÑли "
+"много Ñтрок печатаетÑÑ Ð² быÑтрой поÑледовательноÑти. Кроме того, еÑли Ñта "
+"наÑтройка включена, файлы журналов будут уÑпешно запиÑаны, еÑли приложение "
+"аварийно завершено или иным образом убито пользователем (не будучи закрытым "
+"\"нормально\").\n"
+"[b]Примечание:[/b] ÐезавиÑимо от Ñтой наÑтройки, Ñтандартный поток ошибок "
+"([code]stderr[/code]) вÑегда промываетÑÑ, когда в него печатаетÑÑ Ñтрока.\n"
+"Ð˜Ð·Ð¼ÐµÐ½ÐµÐ½Ð¸Ñ Ð² Ñтой наÑтройке будут применены только поÑле перезапуÑка "
+"приложениÑ."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -51471,6 +52340,23 @@ msgid ""
"[b]Note:[/b] This property is only read when the project starts. To change "
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
+"УправлÑет тем, наÑколько тики физики Ñинхронизированы Ñ Ñ€ÐµÐ°Ð»ÑŒÐ½Ñ‹Ð¼ временем. "
+"При значении 0 или меньше тики ÑинхронизируютÑÑ. Такие Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ "
+"рекомендуютÑÑ Ð´Ð»Ñ Ñетевых игр, где ÑÐ¸Ð½Ñ…Ñ€Ð¾Ð½Ð¸Ð·Ð°Ñ†Ð¸Ñ Ñ‡Ð°Ñов имеет значение. "
+"Большие Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð¿Ñ€Ð¸Ð²Ð¾Ð´ÑÑ‚ к большему отклонению внутриигровых чаÑов от "
+"реальных, но позволÑÑŽÑ‚ Ñгладить дрожание кадров. Значение по умолчанию 0,5 "
+"должно уÑтраивать большинÑтво; Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð²Ñ‹ÑˆÐµ 2 могут привеÑти к тому, что "
+"игра будет реагировать на выпадение кадров Ñ Ð·Ð°Ð¼ÐµÑ‚Ð½Ð¾Ð¹ задержкой, поÑтому не "
+"рекомендуетÑÑ.\n"
+"[b]Примечание:[/b] Ð”Ð»Ñ Ð´Ð¾ÑÑ‚Ð¸Ð¶ÐµÐ½Ð¸Ñ Ð½Ð°Ð¸Ð»ÑƒÑ‡ÑˆÐ¸Ñ… результатов при иÑпользовании "
+"пользовательÑкого Ñ€ÐµÑˆÐµÐ½Ð¸Ñ Ð¸Ð½Ñ‚ÐµÑ€Ð¿Ð¾Ð»Ñции физики, иÑправление джиттера физики "
+"Ñледует отключить, уÑтановив [member physics/common/physics_jitter_fix] на "
+"[code]0[/code].\n"
+"[b]Примечание:[/b] ФикÑÐ°Ñ†Ð¸Ñ Ð´Ð¶Ð¸Ñ‚Ñ‚ÐµÑ€Ð° автоматичеÑки отключаетÑÑ Ð²Ð¾ Ð²Ñ€ÐµÐ¼Ñ "
+"выполнениÑ, еÑли включен [member physics/common/physics_interpolation].\n"
+"[b]Примечание:[/b] Это ÑвойÑтво ÑчитываетÑÑ Ñ‚Ð¾Ð»ÑŒÐºÐ¾ при запуÑке проекта. "
+"Чтобы изменить значение во Ð²Ñ€ÐµÐ¼Ñ Ð²Ñ‹Ð¿Ð¾Ð»Ð½ÐµÐ½Ð¸Ñ, уÑтановите [member Engine."
+"physics_jitter_fix] вмеÑто Ñтого."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -52110,6 +52996,23 @@ msgid ""
"[b]Note:[/b] This property is only read when the project starts. There is "
"currently no way to change this setting at run-time."
msgstr ""
+"МакÑимальный уровень анизотропного фильтра, иÑпользуемый Ð´Ð»Ñ Ñ‚ÐµÐºÑтур Ñ "
+"включенной анизотропией. Более выÑокие Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð¿Ñ€Ð¸Ð²Ð¾Ð´ÑÑ‚ к более четким "
+"текÑтурам при проÑмотре под коÑыми углами, но за Ñчет ÑÐ½Ð¸Ð¶ÐµÐ½Ð¸Ñ "
+"производительноÑти. За иÑключением [code]1[/code], допуÑтимы только "
+"значениÑ, равные двум целым ([code]2[/code], [code]4[/code], [code]8[/code], "
+"[code]16[/code]). Значение [code]1[/code] принудительно отключает "
+"анизотропную фильтрацию, даже на тех текÑтурах, где она включена.\n"
+"[b]Примечание:[/b] По причинам производительноÑти Ð°Ð½Ð¸Ð·Ð¾Ñ‚Ñ€Ð¾Ð¿Ð½Ð°Ñ Ñ„Ð¸Ð»ÑŒÑ‚Ñ€Ð°Ñ†Ð¸Ñ "
+"[i]не включена по умолчанию[/i] на текÑтурах. Чтобы Ñта наÑтройка имела "
+"Ñффект, анизотропную фильтрацию текÑтуры можно включить, выбрав текÑтуру в "
+"доке FileSystem, Ð¿ÐµÑ€ÐµÐ¹Ð´Ñ Ð² док Import, уÑтановив флажок [b]Anisotropic[/b] и "
+"нажав [b]Reimport[/b]. Однако Ð°Ð½Ð¸Ð·Ð¾Ñ‚Ñ€Ð¾Ð¿Ð½Ð°Ñ Ñ„Ð¸Ð»ÑŒÑ‚Ñ€Ð°Ñ†Ð¸Ñ Ñ€ÐµÐ´ÐºÐ¾ бывает полезной "
+"в 2D, поÑтому включайте ее Ð´Ð»Ñ Ñ‚ÐµÐºÑтур в 2D, только еÑли Ñто дает значимую "
+"визуальную разницу.\n"
+"[b]Примечание:[/b] Это ÑвойÑтво ÑчитываетÑÑ Ñ‚Ð¾Ð»ÑŒÐºÐ¾ при запуÑке проекта. Ð’ "
+"наÑтоÑщее Ð²Ñ€ÐµÐ¼Ñ Ð½Ðµ ÑущеÑтвует ÑпоÑоба изменить Ñтот параметр во Ð²Ñ€ÐµÐ¼Ñ "
+"Ð²Ñ‹Ð¿Ð¾Ð»Ð½ÐµÐ½Ð¸Ñ Ð¿Ñ€Ð¾ÐµÐºÑ‚Ð°."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -52131,15 +53034,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -52709,7 +53619,7 @@ msgstr ""
#: doc/classes/Quat.xml
msgid "Quaternion."
-msgstr ""
+msgstr "Кватернион."
#: doc/classes/Quat.xml
msgid ""
@@ -52992,6 +53902,24 @@ msgid ""
"state], and not the initial seed value, which is going to be fixed in Godot "
"4.0."
msgstr ""
+"Инициализирует ÑоÑтоÑние генератора Ñлучайных чиÑел на оÑнове заданного "
+"Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ seed. Заданное значение Ñемени дает воÑпроизводимую "
+"поÑледовательноÑÑ‚ÑŒ пÑевдоÑлучайных чиÑел.\n"
+"[b]Примечание:[/b] RNG не обладает лавинным Ñффектом и может выдавать "
+"похожие Ñлучайные потоки при одинаковых Ñеменах. РаÑÑмотрите возможноÑÑ‚ÑŒ "
+"иÑÐ¿Ð¾Ð»ÑŒÐ·Ð¾Ð²Ð°Ð½Ð¸Ñ Ñ…Ñш-функции Ð´Ð»Ñ ÑƒÐ»ÑƒÑ‡ÑˆÐµÐ½Ð¸Ñ ÐºÐ°Ñ‡ÐµÑтва ÑемÑн, еÑли они получены "
+"извне.\n"
+"[b]Примечание:[/b] УÑтановка Ñтого ÑвойÑтва приводит к побочному Ñффекту "
+"Ð¸Ð·Ð¼ÐµÐ½ÐµÐ½Ð¸Ñ Ð²Ð½ÑƒÑ‚Ñ€ÐµÐ½Ð½ÐµÐ³Ð¾ [member state], поÑтому убедитеÑÑŒ, что ÑÐµÐ¼Ñ "
+"инициализировано [i], прежде чем[/i] изменÑÑ‚ÑŒ [member state]:\n"
+"[блок кода]\n"
+"var rng = RandomNumberGenerator.new()\n"
+"rng.seed = hash(\"Godot\")\n"
+"rng.state = 100 # ВоÑÑтановление к некоторому ранее Ñохраненному ÑоÑтоÑнию.\n"
+"[/codeblock].\n"
+"[b]Предупреждение:[/b] геттер Ñтого ÑвойÑтва возвращает предыдущее ÑоÑтоÑние "
+"[member state], а не начальное значение seed, что будет иÑправлено в Godot "
+"4.0."
#: doc/classes/RandomNumberGenerator.xml
msgid ""
@@ -53131,6 +54059,20 @@ msgid ""
"queries are required between physics frames (or during the same frame), use "
"[method force_raycast_update] after adjusting the raycast."
msgstr ""
+"RayCast предÑтавлÑет Ñобой линию от начала координат до меÑта назначениÑ, "
+"[code]cast_to[/code]. Он иÑпользуетÑÑ Ð´Ð»Ñ Ð·Ð°Ð¿Ñ€Ð¾Ñа трехмерного проÑтранÑтва, "
+"чтобы найти ближайший объект на пути луча.\n"
+"RayCast может игнорировать некоторые объекты, добавлÑÑ Ð¸Ñ… в ÑпиÑок "
+"иÑключений через [code]add_exception[/code] или уÑÑ‚Ð°Ð½Ð°Ð²Ð»Ð¸Ð²Ð°Ñ Ð½Ð°Ð´Ð»ÐµÐ¶Ð°Ñ‰ÑƒÑŽ "
+"фильтрацию Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ Ñлоев Ñтолкновений и маÑок.\n"
+"RayCast может быть наÑтроен на Ñообщение о ÑтолкновениÑÑ… Ñ [Area]s ([member "
+"collide_with_areas]) и/или [PhysicsBody]s ([member collide_with_bodies]).\n"
+"Только включенные лучевые передачи Ñмогут запрашивать проÑтранÑтво и "
+"Ñообщать о ÑтолкновениÑÑ….\n"
+"RayCast вычиÑлÑет переÑечение каждый кадр физики (Ñм. [Node]), и результат "
+"кÑшируетÑÑ, чтобы его можно было иÑпользовать позже, до Ñледующего кадра. "
+"ЕÑли требуетÑÑ Ð½ÐµÑколько запроÑов между кадрами физики (или в течение одного "
+"кадра), иÑпользуйте [метод force_raycast_update] поÑле наÑтройки Ñ€ÑйкаÑта."
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
@@ -53281,6 +54223,22 @@ msgid ""
"queries are required between physics frames (or during the same frame) use "
"[method force_raycast_update] after adjusting the raycast."
msgstr ""
+"RayCast предÑтавлÑет Ñобой линию от начала координат до меÑта назначениÑ, "
+"[code]cast_to[/code]. Он иÑпользуетÑÑ Ð´Ð»Ñ Ð·Ð°Ð¿Ñ€Ð¾Ñа двумерного проÑтранÑтва Ñ "
+"целью найти ближайший объект на пути луча.\n"
+"RayCast2D может игнорировать некоторые объекты, добавлÑÑ Ð¸Ñ… в ÑпиÑок "
+"иÑключений через [code]add_exception[/code], уÑÑ‚Ð°Ð½Ð°Ð²Ð»Ð¸Ð²Ð°Ñ Ð¿Ñ€Ð°Ð²Ð¸Ð»ÑŒÐ½ÑƒÑŽ "
+"фильтрацию Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ Ñлоев Ñтолкновений или Ñ„Ð¸Ð»ÑŒÑ‚Ñ€ÑƒÑ Ñ‚Ð¸Ð¿Ñ‹ объектов Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ "
+"маÑок типов.\n"
+"RayCast2D может быть наÑтроен на Ñообщение о ÑтолкновениÑÑ… Ñ [Area2D]s "
+"([member collide_with_areas]) и/или [PhysicsBody2D]s ([member "
+"collide_with_bodies]).\n"
+"Только включенные лучевые передачи Ñмогут запрашивать проÑтранÑтво и "
+"Ñообщать о ÑтолкновениÑÑ….\n"
+"RayCast2D вычиÑлÑет переÑечение каждый кадр физики (Ñм. [Node]), и результат "
+"кÑшируетÑÑ, чтобы его можно было иÑпользовать позже, до Ñледующего кадра. "
+"ЕÑли требуетÑÑ Ð½ÐµÑколько запроÑов между кадрами физики (или в течение одного "
+"кадра), иÑпользуйте [метод force_raycast_update] поÑле наÑтройки Ñ€ÑйкаÑта."
#: doc/classes/RayCast2D.xml
msgid ""
@@ -53487,6 +54445,21 @@ msgid ""
"free references that are no longer in use. This means that unused references "
"will linger on for a while before being removed."
msgstr ""
+"Базовый клаÑÑ Ð´Ð»Ñ Ð»ÑŽÐ±Ð¾Ð³Ð¾ объекта, который ведет подÑчет ÑÑылок. [Resource] и "
+"многие другие вÑпомогательные объекты наÑледуют Ñтот клаÑÑ.\n"
+"Ð’ отличие от других типов [Object], ÑÑылки ведут внутренний Ñчетчик ÑÑылок, "
+"поÑтому они автоматичеÑки оÑвобождаютÑÑ, когда больше не иÑпользуютÑÑ, и "
+"только тогда. ПоÑтому ÑÑылки не нужно оÑвобождать вручную Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ [метода "
+"Object.free].\n"
+"Ð’ подавлÑющем большинÑтве Ñлучаев инÑтанцирование и иÑпользование "
+"[Reference]-производных типов - Ñто вÑе, что вам нужно Ñделать. Методы, "
+"предоÑтавлÑемые в Ñтом клаÑÑе, предназначены только Ð´Ð»Ñ Ð¾Ð¿Ñ‹Ñ‚Ð½Ñ‹Ñ… "
+"пользователей и могут вызвать проблемы при неправильном иÑпользовании.\n"
+"[b]Примечание:[/b] Ð’ C# ÑÑылки не оÑвобождаютÑÑ Ð¼Ð³Ð½Ð¾Ð²ÐµÐ½Ð½Ð¾ поÑле того, как "
+"они переÑтают иÑпользоватьÑÑ. ВмеÑто Ñтого Ñборка муÑора будет выполнÑÑ‚ÑŒÑÑ "
+"периодичеÑки и оÑвобождать ÑÑылки, которые больше не иÑпользуютÑÑ. Это "
+"означает, что неиÑпользуемые ÑÑылки будут ÑущеÑтвовать некоторое времÑ, "
+"прежде чем будут удалены."
#: doc/classes/Reference.xml
msgid ""
@@ -53789,17 +54762,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -53808,8 +54792,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -53962,10 +54952,24 @@ msgid ""
"free resources that are no longer in use. This means that unused resources "
"will linger on for a while before being removed."
msgstr ""
+"Resource - Ñто базовый клаÑÑ Ð´Ð»Ñ Ð²Ñех ÑпецифичеÑких Ð´Ð»Ñ Godot типов "
+"реÑурÑов, Ñлужащих в оÑновном в качеÑтве контейнеров данных. ПоÑкольку они "
+"наÑледуютÑÑ Ð¾Ñ‚ [Reference], реÑурÑÑ‹ учитываютÑÑ Ð¿Ð¾ ÑÑылкам и оÑвобождаютÑÑ, "
+"когда больше не иÑпользуютÑÑ. Они также кÑшируютÑÑ Ð¿Ð¾Ñле загрузки Ñ Ð´Ð¸Ñка, "
+"так что вÑе поÑледующие попытки загрузить реÑÑƒÑ€Ñ Ð¿Ð¾ заданному пути будут "
+"возвращать ту же ÑÑылку (в отличие от [Node], который не учитываетÑÑ Ð¿Ð¾ "
+"ÑÑылкам и может инÑтанцироватьÑÑ Ñ Ð´Ð¸Ñка Ñколько угодно раз). РеÑурÑÑ‹ могут "
+"быть Ñохранены на внешнем диÑке или вложены в другой объект, например, "
+"[Node] или другой реÑурÑ.\n"
+"[b]Примечание:[/b] Ð’ C# реÑурÑÑ‹ не будут оÑвобождатьÑÑ Ð¼Ð³Ð½Ð¾Ð²ÐµÐ½Ð½Ð¾ поÑле того, "
+"как они переÑтанут иÑпользоватьÑÑ. ВмеÑто Ñтого Ñборка муÑора будет "
+"выполнÑÑ‚ÑŒÑÑ Ð¿ÐµÑ€Ð¸Ð¾Ð´Ð¸Ñ‡ÐµÑки и оÑвобождать реÑурÑÑ‹, которые больше не "
+"иÑпользуютÑÑ. Это означает, что неиÑпользуемые реÑурÑÑ‹ будут ÑущеÑтвовать "
+"некоторое времÑ, прежде чем будут удалены."
#: doc/classes/Resource.xml
msgid "Resources"
-msgstr ""
+msgstr "РеÑурÑÑ‹"
#: doc/classes/Resource.xml
msgid ""
@@ -54322,6 +55326,24 @@ msgid ""
"be used in most situations, leaving the use of [ResourceLoader] for more "
"advanced scenarios."
msgstr ""
+"Загружает реÑÑƒÑ€Ñ Ð¿Ð¾ заданному [code]пути[/code] , кÑÑˆÐ¸Ñ€ÑƒÑ Ñ€ÐµÐ·ÑƒÐ»ÑŒÑ‚Ð°Ñ‚ Ð´Ð»Ñ "
+"поÑледующего доÑтупа.\n"
+"ЗарегиÑтрированные [ResourceFormatLoader]Ñ‹ поÑледовательно запрашиваютÑÑ, "
+"чтобы найти первый, который может обрабатывать раÑширение файла, и затем "
+"выполнÑетÑÑ Ð¿Ð¾Ð¿Ñ‹Ñ‚ÐºÐ° загрузки. ЕÑли загрузка не удалаÑÑŒ, оÑтальные "
+"ResourceFormatLoader'ы также будут опрошены.\n"
+"ÐеобÑзательный [code]type_hint[/code] может быть иÑпользован Ð´Ð»Ñ Ð´Ð°Ð»ÑŒÐ½ÐµÐ¹ÑˆÐµÐ³Ð¾ "
+"ÑƒÐºÐ°Ð·Ð°Ð½Ð¸Ñ Ñ‚Ð¸Ð¿Ð° [Resource], который должен обрабатыватьÑÑ "
+"[ResourceFormatLoader]. Ð’ качеÑтве подÑказки типа можно иÑпользовать вÑе, "
+"что наÑледуетÑÑ Ð¾Ñ‚ [Resource], например [Image].\n"
+"ЕÑли [code]no_cache[/code] is [code]true[/code], кÑш реÑурÑа будет обойден и "
+"реÑÑƒÑ€Ñ Ð±ÑƒÐ´ÐµÑ‚ загружен заново. Ð’ противном Ñлучае будет возвращен "
+"кÑшированный реÑурÑ, еÑли он ÑущеÑтвует.\n"
+"Возвращает пуÑтой реÑурÑ, еÑли ни один [ResourceFormatLoader] не Ñмог "
+"обработать файл.\n"
+"GDScript имеет упрощенный вÑтроенный метод [method @GDScript.load], который "
+"можно иÑпользовать в большинÑтве Ñитуаций, оÑтавлÑÑ Ð¸Ñпользование "
+"[ResourceLoader] Ð´Ð»Ñ Ð±Ð¾Ð»ÐµÐµ Ñложных Ñценариев."
#: doc/classes/ResourceLoader.xml
msgid ""
@@ -55237,6 +56259,26 @@ msgid ""
"[ConcavePolygonShape]. Don't use multiple [CollisionShape]s when using a "
"[ConcavePolygonShape] with Bullet physics if you need shape indices."
msgstr ""
+"ВыдаетÑÑ Ð¿Ñ€Ð¸ Ñтолкновении одного из [Shape] Ñтого RigidBody Ñ Ð´Ñ€ÑƒÐ³Ð¸Ð¼ "
+"[PhysicsBody] или [GridMap] [Shape]. ТребуетÑÑ, чтобы [member "
+"contact_monitor] был уÑтановлен в [code]true[/code] и [member "
+"contacts_reported] был уÑтановлен доÑтаточно выÑоким, чтобы обнаружить вÑе "
+"ÑтолкновениÑ. [GridMap]Ñ‹ обнаруживаютÑÑ, еÑли в [MeshLibrary] еÑÑ‚ÑŒ [Shape]Ñ‹ "
+"Ñтолкновений.\n"
+"[code]body_rid[/code] [RID] другого [PhysicsBody] или [MeshLibrary] "
+"[CollisionObject], иÑпользуемого [PhysicsServer].\n"
+"[code]body[/code] [Узел], еÑли он ÑущеÑтвует в дереве, другого [PhysicsBody] "
+"или [GridMap].\n"
+"[code]body_shape_index[/code] Ð¸Ð½Ð´ÐµÐºÑ [Shape] другого [PhysicsBody] или "
+"[GridMap], иÑпользуемого [PhysicsServer]. Получите узел [CollisionShape] Ñ "
+"помощью [code]body.shape_owner_get_owner(body_shape_index)[/code].\n"
+"[code]local_shape_index[/code] Ð¸Ð½Ð´ÐµÐºÑ [Shape] Ñтого RigidBody, иÑпользуемый "
+"[PhysicsServer]. Получите узел [CollisionShape] Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ [code]self."
+"shape_owner_get_owner(local_shape_index)[/code].\n"
+"[b]Примечание:[/b] Физика пули не может определить Ð¸Ð½Ð´ÐµÐºÑ Ñ„Ð¾Ñ€Ð¼Ñ‹ при "
+"иÑпользовании [ConcavePolygonShape]. Ðе иÑпользуйте неÑколько "
+"[CollisionShape] при иÑпользовании [ConcavePolygonShape] Ñ Ñ„Ð¸Ð·Ð¸ÐºÐ¾Ð¹ Bullet, "
+"еÑли вам нужны индекÑÑ‹ формы."
#: doc/classes/RigidBody.xml
msgid ""
@@ -55849,6 +56891,19 @@ msgid ""
"your room and object sizes, and movement speeds. The default value should "
"work reasonably in most circumstances."
msgstr ""
+"Чтобы уменьшить обработку данных Ð´Ð»Ñ Ð¿ÐµÑ€ÐµÐ¼ÐµÑ‰Ð°ÐµÐ¼Ñ‹Ñ… объектов, к их AABB "
+"применÑетÑÑ Ñ€Ð°Ñширение по мере их перемещениÑ. Этот раÑширенный объем "
+"иÑпользуетÑÑ Ð´Ð»Ñ Ñ€Ð°Ñчета комнат, в которых находитÑÑ Ð¿ÐµÑ€ÐµÐ¼ÐµÑ‰Ð°ÐµÐ¼Ñ‹Ð¹ объект. "
+"ЕÑли точный AABB объекта вÑе еще находитÑÑ Ð² пределах Ñтого раÑширенного "
+"объема при Ñледующем перемещении, нет необходимоÑти повторно обрабатывать "
+"объект, что может ÑÑкономить значительное количеÑтво CPU.\n"
+"ÐедоÑтатком ÑвлÑетÑÑ Ñ‚Ð¾, что еÑли раÑширение Ñлишком велико, объект может "
+"неожиданно раÑпроÑтранитьÑÑ Ð² ÑоÑедние комнаты и поÑвитьÑÑ Ñ‚Ð°Ð¼, где в "
+"противном Ñлучае он мог бы быть удален.\n"
+"Чтобы ÑбаланÑировать производительноÑÑ‚ÑŒ роуминга и точноÑÑ‚ÑŒ выбраковки, Ñтот "
+"Ð·Ð°Ð¿Ð°Ñ Ñ€Ð°ÑÑˆÐ¸Ñ€ÐµÐ½Ð¸Ñ Ð¼Ð¾Ð¶ÐµÑ‚ быть наÑтроен пользователем. Обычно он завиÑит от "
+"размеров комнат и объектов, а также от ÑкороÑти передвижениÑ. Значение по "
+"умолчанию должно работать разумно в большинÑтве Ñлучаев."
#: doc/classes/RoomManager.xml
msgid ""
@@ -55928,6 +56983,19 @@ msgid ""
"[code]extends RootMotionView[/code]. Additionally, it must not be a "
"[code]tool[/code] script."
msgstr ""
+"[i]Корневое движение[/i] отноÑитÑÑ Ðº технике анимации, когда Ñкелет Ñетки "
+"иÑпользуетÑÑ Ð´Ð»Ñ Ð¿Ñ€Ð¸Ð´Ð°Ð½Ð¸Ñ Ð¸Ð¼Ð¿ÑƒÐ»ÑŒÑа перÑонажу. При работе Ñ 3D-анимацией "
+"популÑрной техникой ÑвлÑетÑÑ Ð¸Ñпользование аниматорами корневой коÑти "
+"Ñкелета Ð´Ð»Ñ Ð¿Ñ€Ð¸Ð´Ð°Ð½Ð¸Ñ Ð´Ð²Ð¸Ð¶ÐµÐ½Ð¸Ñ Ð¾Ñтальным чаÑÑ‚Ñм Ñкелета. Это позволÑет "
+"анимировать перÑонажей таким образом, что шаги фактичеÑки ÑоответÑтвуют полу "
+"под ними. Это также позволÑет точно взаимодейÑтвовать Ñ Ð¾Ð±ÑŠÐµÐºÑ‚Ð°Ð¼Ð¸ во Ð²Ñ€ÐµÐ¼Ñ "
+"кинематографа. См. также [AnimationTree].\n"
+"[b]Примечание:[/b] [RootMotionView] виден только в редакторе. Он будет "
+"автоматичеÑки Ñкрыт в работающем проекте, а также будет преобразован в "
+"обычный [Node] в работающем проекте. Это означает, что Ñкрипт, прикрепленный "
+"к узлу [RootMotionView] [i]должен[/i] иметь [code]extends Node[/code] вмеÑто "
+"[code]extends RootMotionView[/code]. Кроме того, он не должен быть Ñкриптом "
+"[code]инÑтрумента[/code]."
#: doc/classes/RootMotionView.xml
msgid "Using AnimationTree - Root motion"
@@ -56530,12 +57598,16 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
msgid "No stretching."
-msgstr ""
+msgstr "Ðе раÑÑ‚Ñгивать."
#: doc/classes/SceneTree.xml
msgid "Render stretching in higher resolution (interpolated)."
@@ -56579,7 +57651,7 @@ msgstr ""
#: doc/classes/SceneTreeTimer.xml
msgid "One-shot timer."
-msgstr ""
+msgstr "Таймер на один Ñнимок."
#: doc/classes/SceneTreeTimer.xml
msgid ""
@@ -56769,6 +57841,23 @@ msgid ""
"will always return the final value, regardless of [code]elapsed_time[/code] "
"provided."
msgstr ""
+"Этот метод можно иÑпользовать Ð´Ð»Ñ Ñ€ÑƒÑ‡Ð½Ð¾Ð¹ интерполÑции значениÑ, когда вы не "
+"хотите, чтобы [SceneTreeTween] выполнÑл анимацию за ваÑ. Он похож на [method "
+"@GDScript.lerp], но Ñ Ð¿Ð¾Ð´Ð´ÐµÑ€Ð¶ÐºÐ¾Ð¹ пользовательÑкого перехода и ÑмÑгчениÑ.\n"
+"[code]initial_value[/code] - начальное значение интерполÑции.\n"
+"[code]delta_value[/code] - Ñто изменение Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð² интерполÑции, Ñ‚.е. оно "
+"равно [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] - Ñто Ð²Ñ€ÐµÐ¼Ñ Ð² Ñекундах, прошедшее поÑле начала "
+"интерполÑции, которое иÑпользуетÑÑ Ð´Ð»Ñ ÐºÐ¾Ð½Ñ‚Ñ€Ð¾Ð»Ñ Ð¿Ð¾Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ Ð¸Ð½Ñ‚ÐµÑ€Ð¿Ð¾Ð»Ñции. "
+"Ðапример, еÑли оно равно половине длительноÑти [code][/code] , "
+"интерполированное значение будет находитьÑÑ Ð½Ð° полпути между начальным и "
+"конечным значениÑми. Это значение также может быть больше, чем "
+"[code]duration[/code] или меньше, чем 0, что приведет к ÑкÑтраполÑции "
+"значениÑ.\n"
+"[code]duration[/code] - общее Ð²Ñ€ÐµÐ¼Ñ Ð¸Ð½Ñ‚ÐµÑ€Ð¿Ð¾Ð»Ñции.\n"
+"[b]Примечание:[/b] ЕÑли [code]duration[/code] равно [code]0[/code], метод "
+"вÑегда будет возвращать конечное значение, незавиÑимо от [code]elapsed_time[/"
+"code] предоÑтавленного значениÑ."
#: doc/classes/SceneTreeTween.xml
msgid ""
@@ -57543,6 +58632,22 @@ msgid ""
"([code]shape_xform[/code]), and the movement to test onto the other object "
"([code]shape_motion[/code])."
msgstr ""
+"Возвращает ÑпиÑок пар точек ÑоприкоÑновениÑ, где Ð´Ð°Ð½Ð½Ð°Ñ Ñ„Ð¸Ð³ÑƒÑ€Ð° могла бы "
+"коÑнутьÑÑ Ð´Ñ€ÑƒÐ³Ð¾Ð¹, еÑли бы было применено заданное движение.\n"
+"ЕÑли Ñтолкновений не будет, возвращаемый ÑпиÑок пуÑÑ‚. Ð’ противном Ñлучае, "
+"возвращаемый ÑпиÑок Ñодержит попарно раÑположенные точки контакта, в которых "
+"чередуютÑÑ Ñ‚Ð¾Ñ‡ÐºÐ¸ на границе данной фигуры и точки на границе "
+"[code]with_shape[/code].\n"
+"Пара Ñтолкновений A, B может быть иÑпользована Ð´Ð»Ñ Ð²Ñ‹Ñ‡Ð¸ÑÐ»ÐµÐ½Ð¸Ñ Ð½Ð¾Ñ€Ð¼Ð°Ð»Ð¸ "
+"ÑÑ‚Ð¾Ð»ÐºÐ½Ð¾Ð²ÐµÐ½Ð¸Ñ Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ [code](B - A).normalized()[/code], и глубины "
+"ÑÑ‚Ð¾Ð»ÐºÐ½Ð¾Ð²ÐµÐ½Ð¸Ñ Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ [code](B - A).length()[/code]. Эта Ð¸Ð½Ñ„Ð¾Ñ€Ð¼Ð°Ñ†Ð¸Ñ Ð¾Ð±Ñ‹Ñ‡Ð½Ð¾ "
+"иÑпользуетÑÑ Ð´Ð»Ñ Ñ€Ð°Ð·Ð´ÐµÐ»ÐµÐ½Ð¸Ñ Ñ„Ð¸Ð³ÑƒÑ€, оÑобенно в решателÑÑ… Ñтолкновений.\n"
+"Этому методу нужна матрица транÑформации Ð´Ð»Ñ Ð´Ð°Ð½Ð½Ð¾Ð¹ фигуры "
+"([code]local_xform[/code]), движение Ð´Ð»Ñ Ð¿Ñ€Ð¾Ð²ÐµÑ€ÐºÐ¸ Ñтой фигуры "
+"([code]local_motion[/code]), фигура Ð´Ð»Ñ Ð¿Ñ€Ð¾Ð²ÐµÑ€ÐºÐ¸ Ñтолкновений Ñ Ð½ÐµÐ¹ "
+"([code]with_shape[/code]), матрица транÑформации Ñтой фигуры "
+"([code]shape_xform[/code]) и движение Ð´Ð»Ñ Ð¿Ñ€Ð¾Ð²ÐµÑ€ÐºÐ¸ на другом объекте "
+"([code]shape_motion[/code])."
#: doc/classes/Shape2D.xml
msgid ""
@@ -57614,7 +58719,7 @@ msgstr ""
#: doc/classes/Skeleton.xml
msgid "[i]Deprecated soon.[/i]"
-msgstr ""
+msgstr "[i]Скоро будет уÑтаревшим.[/i]"
#: doc/classes/Skeleton.xml
msgid "Clear all the bones in this skeleton."
@@ -58374,7 +59479,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -59756,7 +60863,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -59772,7 +60882,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -60780,6 +61892,21 @@ msgid ""
"To get a boolean result from a string comparison, use the [code]==[/code] "
"operator instead. See also [method nocasecmp_to]."
msgstr ""
+"ВыполнÑет Ñравнение Ñ Ð´Ñ€ÑƒÐ³Ð¾Ð¹ Ñтрокой Ñ ÑƒÑ‡ÐµÑ‚Ð¾Ð¼ региÑтра. Возвращает [code]-1[/"
+"code], еÑли меньше, [code]1[/code], еÑли больше, или [code]0[/code], еÑли "
+"равно. \"Меньше\" или \"больше\" определÑÑŽÑ‚ÑÑ [url=https://en.wikipedia.org/"
+"wiki/List_of_Unicode_characters]кодовыми точками Unicode[/url] каждой "
+"Ñтроки, что примерно ÑоответÑтвует алфавитному порÑдку.\n"
+"[b]Поведение при различной длине Ñтроки:[/b] Возвращает [code]1[/code], еÑли "
+"\"базоваÑ\" Ñтрока длиннее Ñтрок [code]-[/code] или [code]-1[/code], еÑли "
+"\"базоваÑ\" Ñтрока короче Ñтрок [code]-[/code]. Следует помнить, что длина "
+"определÑетÑÑ ÐºÐ¾Ð»Ð¸Ñ‡ÐµÑтвом кодовых точек Юникода, [i]а не[/i] реально видимых "
+"Ñимволов.\n"
+"[b]Поведение Ñ Ð¿ÑƒÑтыми Ñтроками:[/b] Возвращает [code]-1[/code], еÑли "
+"\"базоваÑ\" Ñтрока пуÑта, [code]1[/code], еÑли Ñтроки [code]-[/code] пуÑÑ‚Ñ‹, "
+"или [code]0[/code], еÑли обе Ñтроки пуÑÑ‚Ñ‹.\n"
+"Чтобы получить булев результат ÑÑ€Ð°Ð²Ð½ÐµÐ½Ð¸Ñ Ñтрок, иÑпользуйте вмеÑто Ñтого "
+"оператор [code]==[/code]. См. также [метод nocasecmp_to]."
#: doc/classes/String.xml
msgid ""
@@ -61184,6 +62311,22 @@ msgid ""
"To get a boolean result from a string comparison, use the [code]==[/code] "
"operator instead. See also [method casecmp_to]."
msgstr ""
+"ВыполнÑет Ñравнение Ñ Ð´Ñ€ÑƒÐ³Ð¾Ð¹ Ñтрокой без учета региÑтра. Возвращает "
+"[code]-1[/code], еÑли меньше, [code]1[/code], еÑли больше, или [code]0[/"
+"code], еÑли равно. \"Меньше\" или \"больше\" определÑетÑÑ [url=https://en."
+"wikipedia.org/wiki/List_of_Unicode_characters]кодовыми точками Unicode[/url] "
+"каждой Ñтроки, что примерно ÑоответÑтвует алфавитному порÑдку. При Ñравнении "
+"Ñимволы нижнего региÑтра преобразуютÑÑ Ð² верхний региÑÑ‚Ñ€.\n"
+"[b]Поведение при различной длине Ñтроки:[/b] Возвращает [code]1[/code], еÑли "
+"\"базоваÑ\" Ñтрока длиннее, чем Ñтроки [code]-[/code] или [code]-1[/code], "
+"еÑли \"базоваÑ\" Ñтрока короче, чем Ñтроки [code]-[/code]. Следует помнить, "
+"что длина определÑетÑÑ ÐºÐ¾Ð»Ð¸Ñ‡ÐµÑтвом кодовых точек Юникода, [i]а не[/i] "
+"реально видимых Ñимволов.\n"
+"[b]Поведение Ñ Ð¿ÑƒÑтыми Ñтроками:[/b] Возвращает [code]-1[/code], еÑли "
+"\"базоваÑ\" Ñтрока пуÑта, [code]1[/code], еÑли Ñтроки [code]-[/code] пуÑÑ‚Ñ‹, "
+"или [code]0[/code], еÑли обе Ñтроки пуÑÑ‚Ñ‹.\n"
+"Чтобы получить булев результат ÑÑ€Ð°Ð²Ð½ÐµÐ½Ð¸Ñ Ñтрок, иÑпользуйте вмеÑто Ñтого "
+"оператор [code]==[/code]. См. также [метод casecmp_to]."
#: doc/classes/String.xml
msgid "Returns the character code at position [code]at[/code]."
@@ -61273,6 +62416,24 @@ msgid ""
"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
+"РазделÑет Ñтроку по [code]разделителю[/code] и возвращает маÑÑив подÑтрок, "
+"Ð½Ð°Ñ‡Ð¸Ð½Ð°Ñ Ñправа.\n"
+"Разделители в возвращаемом маÑÑиве ÑортируютÑÑ Ð² том же порÑдке, что и "
+"иÑÑ…Ð¾Ð´Ð½Ð°Ñ Ñтрока, Ñлева направо.\n"
+"ЕÑли [code]allow_empty[/code] равен [code]true[/code], и в Ñтроке еÑÑ‚ÑŒ два "
+"ÑоÑедних разделителÑ, то в маÑÑив подÑтрок в Ñтой позиции будет добавлена "
+"пуÑÑ‚Ð°Ñ Ñтрока.\n"
+"ЕÑли указано [code]maxsplit[/code], то Ñто определÑет количеÑтво разбиений "
+"Ñправа до [code]maxsplit[/code]. Значение по умолчанию 0 означает, что вÑе "
+"Ñлементы разделÑÑŽÑ‚ÑÑ, что дает тот же результат, что и [method split].\n"
+"Пример:\n"
+"[codeblock].\n"
+"var some_string = \"One,Two,Three,Four\"\n"
+"var some_array = some_string.rsplit(\",\", true, 1)\n"
+"print(some_array.size()) # Печатает 2\n"
+"print(some_array[0]) # Печатает \"Один, два, три\"\n"
+"print(some_array[1]) # Печатает \"Four\"\n"
+"[/codeblock]"
#: doc/classes/String.xml
msgid ""
@@ -61341,6 +62502,26 @@ msgid ""
"If you need to split strings with more complex rules, use the [RegEx] class "
"instead."
msgstr ""
+"РазделÑет Ñтроку по разделителю [code][/code] и возвращает маÑÑив подÑтрок. "
+"Разделитель [code][/code] может быть любой длины.\n"
+"ЕÑли [code]allow_empty[/code] равно [code]true[/code], и в Ñтроке еÑÑ‚ÑŒ два "
+"ÑоÑедних разделителÑ, то в маÑÑив подÑтрок в Ñтой позиции будет добавлена "
+"пуÑÑ‚Ð°Ñ Ñтрока.\n"
+"ЕÑли указано [code]maxsplit[/code], то Ñто определÑет количеÑтво разбиений "
+"Ñлева до [code]maxsplit[/code]. Значение по умолчанию [code]0[/code] "
+"означает, что вÑе Ñлементы разделÑÑŽÑ‚ÑÑ.\n"
+"ЕÑли вам нужен только один Ñлемент из маÑÑива по определенному индекÑу, "
+"[метод get_slice] ÑвлÑетÑÑ Ð±Ð¾Ð»ÐµÐµ производительным вариантом.\n"
+"Пример:\n"
+"[codeblock].\n"
+"var some_string = \"One,Two,Three,Four\"\n"
+"var some_array = some_string.split(\",\", true, 1)\n"
+"print(some_array.size()) # Печатает 2\n"
+"print(some_array[0]) # Печатает \"Один\"\n"
+"print(some_array[1]) # Печатает \"Два, три, четыре\"\n"
+"[/codeblock].\n"
+"ЕÑли вам нужно разделить Ñтроки по более Ñложным правилам, иÑпользуйте клаÑÑ "
+"[RegEx]."
#: doc/classes/String.xml
msgid ""
@@ -62210,7 +63391,7 @@ msgstr ""
#: doc/classes/TabContainer.xml
msgid "Tabbed container."
-msgstr ""
+msgstr "Контейнер Ñ Ð²ÐºÐ»Ð°Ð´ÐºÐ°Ð¼Ð¸."
#: doc/classes/TabContainer.xml
msgid ""
@@ -62464,7 +63645,7 @@ msgstr ""
#: doc/classes/Tabs.xml
msgid "Tabs control."
-msgstr ""
+msgstr "Управление вкладками."
#: doc/classes/Tabs.xml
msgid ""
@@ -62671,7 +63852,7 @@ msgstr ""
#: doc/classes/TCP_Server.xml
msgid "Stops listening."
-msgstr ""
+msgstr "ПереÑтает Ñлушать."
#: doc/classes/TCP_Server.xml
msgid ""
@@ -65704,7 +66885,7 @@ msgstr ""
#: doc/classes/TouchScreenButton.xml
msgid "Always visible."
-msgstr ""
+msgstr "Ð’Ñегда видно."
#: doc/classes/TouchScreenButton.xml
msgid "Visible on touch screens only."
@@ -65972,7 +67153,7 @@ msgstr ""
#: doc/classes/Translation.xml
msgid "Language Translation."
-msgstr ""
+msgstr "Языковой перевод."
#: doc/classes/Translation.xml
msgid ""
@@ -67797,7 +68978,7 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "Inconsistent parameters."
-msgstr ""
+msgstr "ÐеÑоответÑтвующие параметры."
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
@@ -67859,39 +69040,39 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "Invalid gateway."
-msgstr ""
+msgstr "Ðеверный шлюз."
#: modules/upnp/doc_classes/UPNP.xml
msgid "Invalid port."
-msgstr ""
+msgstr "Ðеверный порт."
#: modules/upnp/doc_classes/UPNP.xml
msgid "Invalid protocol."
-msgstr ""
+msgstr "Ðеверный протокол."
#: modules/upnp/doc_classes/UPNP.xml
msgid "Invalid duration."
-msgstr ""
+msgstr "ÐÐµÐ²ÐµÑ€Ð½Ð°Ñ Ð¿Ñ€Ð¾Ð´Ð¾Ð»Ð¶Ð¸Ñ‚ÐµÐ»ÑŒÐ½Ð¾ÑÑ‚ÑŒ."
#: modules/upnp/doc_classes/UPNP.xml
msgid "Invalid arguments."
-msgstr ""
+msgstr "ÐедопуÑтимые аргументы."
#: modules/upnp/doc_classes/UPNP.xml
msgid "Invalid response."
-msgstr ""
+msgstr "Ðеверный ответ."
#: modules/upnp/doc_classes/UPNP.xml
msgid "Invalid parameter."
-msgstr ""
+msgstr "ÐедопуÑтимый параметр."
#: modules/upnp/doc_classes/UPNP.xml modules/upnp/doc_classes/UPNPDevice.xml
msgid "HTTP error."
-msgstr ""
+msgstr "Ошибка HTTP."
#: modules/upnp/doc_classes/UPNP.xml
msgid "Socket error."
-msgstr ""
+msgstr "Ошибка Ñокета."
#: modules/upnp/doc_classes/UPNP.xml
msgid "Error allocating memory."
@@ -67974,11 +69155,11 @@ msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Service type."
-msgstr ""
+msgstr "Тип уÑлуг."
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "OK."
-msgstr ""
+msgstr "OK."
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Empty HTTP response."
@@ -67994,15 +69175,15 @@ msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Disconnected."
-msgstr ""
+msgstr "Отключен."
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Unknown device."
-msgstr ""
+msgstr "ÐеизвеÑтное уÑтройÑтво."
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Invalid control."
-msgstr ""
+msgstr "Ðеверный контроль."
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Memory allocation error."
@@ -69302,10 +70483,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -69316,8 +70502,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -69472,7 +70658,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -70008,6 +71196,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -71197,11 +72401,11 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid "Unity: [code]1[/code]."
-msgstr ""
+msgstr "ЕдинÑтво: [code]1[/code]."
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid "Pi: [code]3.141593[/code]."
-msgstr ""
+msgstr "Пи: [code]3.141593[/code]."
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid "Pi divided by two: [code]1.570796[/code]."
@@ -71209,7 +72413,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid "Tau: [code]6.283185[/code]."
-msgstr ""
+msgstr "Тау: [code]6.283185[/code]."
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid ""
@@ -71223,7 +72427,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid "Infinity: [code]inf[/code]."
-msgstr ""
+msgstr "БеÑконечноÑÑ‚ÑŒ: [code]inf[/code]."
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid "Not a number: [code]nan[/code]."
@@ -71525,7 +72729,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptSceneNode.xml
msgid "Node reference."
-msgstr ""
+msgstr "СÑылка на узел."
#: modules/visual_script/doc_classes/VisualScriptSceneNode.xml
msgid ""
@@ -71686,7 +72890,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptWhile.xml
msgid "Conditional loop."
-msgstr ""
+msgstr "УÑловный цикл."
#: modules/visual_script/doc_classes/VisualScriptWhile.xml
msgid ""
@@ -72329,7 +73533,7 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Synchronizes threads."
-msgstr ""
+msgstr "Синхронизирует потоки."
#: doc/classes/VisualServer.xml
msgid "Tries to free an object in the VisualServer."
@@ -73807,6 +75011,24 @@ msgid ""
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
+"Копирует видовой Ñкран в облаÑÑ‚ÑŒ Ñкрана, указанную [code]rect[/code]. ЕÑли "
+"[член Viewport.render_direct_to_screen] равен [code]true[/code], то вьюпорт "
+"не иÑпользует фреймбуфер и Ñодержимое вьюпорта выводитÑÑ Ð½ÐµÐ¿Ð¾ÑредÑтвенно на "
+"Ñкран. Однако обратите внимание, что корневой видовой Ñкран риÑуетÑÑ "
+"поÑледним, поÑтому он будет риÑоватьÑÑ Ð¿Ð¾Ð²ÐµÑ€Ñ… Ñкрана. СоответÑтвенно, вы "
+"должны уÑтановить корневой видовой Ñкран на облаÑÑ‚ÑŒ, ÐºÐ¾Ñ‚Ð¾Ñ€Ð°Ñ Ð½Ðµ покрывает "
+"облаÑÑ‚ÑŒ, к которой вы прикрепили Ñтот видовой Ñкран.\n"
+"Ðапример, вы можете уÑтановить корневой видовой Ñкран так, чтобы он вообще "
+"не отриÑовывалÑÑ, иÑÐ¿Ð¾Ð»ÑŒÐ·ÑƒÑ Ñледующий код:\n"
+"[codeblock].\n"
+"func _ready():\n"
+" get_viewport().set_attach_to_screen_rect(Rect2())\n"
+" $Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))\n"
+"[/codeblock].\n"
+"ИÑпользование Ñтого метода может привеÑти к значительной оптимизации, "
+"оÑобенно на уÑтройÑтвах низкого клаÑÑа. Однако за Ñто приходитÑÑ "
+"раÑплачиватьÑÑ Ð½ÐµÐ¾Ð±Ñ…Ð¾Ð´Ð¸Ð¼Ð¾Ñтью управлÑÑ‚ÑŒ видовыми Ñкранами вручную. Ð”Ð»Ñ "
+"дальнейшей оптимизации Ñмотрите [метод viewport_set_render_direct_to_screen]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -73914,6 +75136,19 @@ msgid ""
"will be drawn, no automatic scaling is possible, even if your game scene is "
"significantly larger than the window size."
msgstr ""
+"ЕÑли [code]true[/code], выведите Ñодержимое видового Ñкрана непоÑредÑтвенно "
+"на Ñкран. Это позволÑет выполнить низкоуровневую оптимизацию, при которой "
+"можно пропуÑтить отриÑовку видового Ñкрана в корневой видовой Ñкран. Ð¥Ð¾Ñ‚Ñ "
+"Ñта Ð¾Ð¿Ñ‚Ð¸Ð¼Ð¸Ð·Ð°Ñ†Ð¸Ñ Ð¼Ð¾Ð¶ÐµÑ‚ привеÑти к значительному увеличению ÑкороÑти (оÑобенно "
+"на Ñтарых уÑтройÑтвах), она обходитÑÑ Ð½ÐµÐ´ÐµÑˆÐµÐ²Ð¾. Когда Ñта Ñ„ÑƒÐ½ÐºÑ†Ð¸Ñ Ð²ÐºÐ»ÑŽÑ‡ÐµÐ½Ð°, "
+"вы не можете читать из облаÑти проÑмотра или из [code]SCREEN_TEXTURE[/code]. "
+"Ð’Ñ‹ также терÑете преимущеÑтва некоторых наÑтроек окна, таких как различные "
+"режимы раÑÑ‚ÑжениÑ. Еще одно поÑледÑтвие, о котором Ñледует знать, Ñто то, "
+"что в 2D рендеринг проиÑходит в координатах окна, поÑтому еÑли у Ð²Ð°Ñ ÐµÑÑ‚ÑŒ "
+"облаÑÑ‚ÑŒ проÑмотра, ÐºÐ¾Ñ‚Ð¾Ñ€Ð°Ñ Ð² два раза больше окна, и вы уÑтановите Ñто, то "
+"будет отриÑована только та чаÑÑ‚ÑŒ, ÐºÐ¾Ñ‚Ð¾Ñ€Ð°Ñ Ð¿Ð¾Ð¼ÐµÑ‰Ð°ÐµÑ‚ÑÑ Ð² окно, автоматичеÑкое "
+"маÑштабирование невозможно, даже еÑли ваша Ð¸Ð³Ñ€Ð¾Ð²Ð°Ñ Ñцена значительно больше, "
+"чем размер окна."
#: doc/classes/VisualServer.xml
msgid ""
@@ -76384,7 +77619,7 @@ msgstr "Возвращает значение, противоположное п
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns [code]1/vector[/code]."
-msgstr ""
+msgstr "Возвращает [code]1/вектор[/code]."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Converts RGB vector to HSV equivalent."
@@ -76719,7 +77954,7 @@ msgstr ""
#: doc/classes/VSlider.xml
msgid "Vertical slider."
-msgstr ""
+msgstr "Вертикальный Ñлайдер."
#: doc/classes/VSlider.xml
msgid ""
diff --git a/doc/translations/sk.po b/doc/translations/sk.po
index e5562df057..3a58e3f2a9 100644
--- a/doc/translations/sk.po
+++ b/doc/translations/sk.po
@@ -476,7 +476,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -491,7 +492,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -864,12 +869,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3480,6 +3489,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4164,8 +4193,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -7082,7 +7110,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7267,6 +7298,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7286,9 +7320,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -9926,10 +9964,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10461,14 +10498,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10478,22 +10515,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -19273,6 +19310,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22105,7 +22150,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -32820,7 +32868,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -36118,7 +36168,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36366,7 +36419,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37076,6 +37132,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -39882,7 +39941,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40393,11 +40454,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40431,11 +40492,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40457,11 +40518,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42308,6 +42369,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -49900,15 +49971,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51504,17 +51582,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51523,8 +51612,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54239,7 +54334,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56076,7 +56175,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -57454,7 +57555,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57470,7 +57574,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -66707,10 +66813,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66721,8 +66832,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66874,7 +66985,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67406,6 +67519,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/doc/translations/sr_Cyrl.po b/doc/translations/sr_Cyrl.po
index e202b72696..2846de07bb 100644
--- a/doc/translations/sr_Cyrl.po
+++ b/doc/translations/sr_Cyrl.po
@@ -487,7 +487,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -502,7 +503,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -875,12 +880,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3491,6 +3500,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4175,8 +4204,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -7093,7 +7121,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7278,6 +7309,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7297,9 +7331,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -9937,10 +9975,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10472,14 +10509,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10489,22 +10526,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -19284,6 +19321,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22116,7 +22161,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -32831,7 +32879,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -36129,7 +36179,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36377,7 +36430,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37087,6 +37143,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -39893,7 +39952,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40404,11 +40465,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40442,11 +40503,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40468,11 +40529,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42319,6 +42380,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -49911,15 +49982,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51515,17 +51593,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51534,8 +51623,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54250,7 +54345,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56087,7 +56186,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -57465,7 +57566,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57481,7 +57585,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -66718,10 +66824,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66732,8 +66843,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66885,7 +66996,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67417,6 +67530,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/doc/translations/sv.po b/doc/translations/sv.po
index 1bd56a7518..65cad9bf8a 100644
--- a/doc/translations/sv.po
+++ b/doc/translations/sv.po
@@ -477,7 +477,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -492,7 +493,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -865,12 +870,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3481,6 +3490,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4165,8 +4194,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -7083,7 +7111,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7268,6 +7299,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7287,9 +7321,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -9927,10 +9965,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10462,14 +10499,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10479,22 +10516,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -19274,6 +19311,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22106,7 +22151,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -32818,7 +32866,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -36116,7 +36166,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36364,7 +36417,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37074,6 +37130,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -39880,7 +39939,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40391,11 +40452,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40429,11 +40490,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40455,11 +40516,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42306,6 +42367,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -49898,15 +49969,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51502,17 +51580,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51521,8 +51610,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54237,7 +54332,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56074,7 +56173,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -57452,7 +57553,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57468,7 +57572,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -66705,10 +66811,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66719,8 +66830,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66872,7 +66983,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67404,6 +67517,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/doc/translations/th.po b/doc/translations/th.po
index 6253763623..54fbdbfe27 100644
--- a/doc/translations/th.po
+++ b/doc/translations/th.po
@@ -554,7 +554,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -569,7 +570,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -949,12 +954,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3574,6 +3583,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4265,8 +4294,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -7187,7 +7215,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7372,6 +7403,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7391,9 +7425,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -10032,10 +10070,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10567,14 +10604,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10584,22 +10621,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -19383,6 +19420,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22215,7 +22260,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -32990,7 +33038,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -36306,7 +36356,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36555,7 +36608,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37266,6 +37322,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -40125,7 +40184,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40638,11 +40699,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40676,11 +40737,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40702,11 +40763,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42556,6 +42617,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -50159,15 +50230,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51765,17 +51843,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51784,8 +51873,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54501,7 +54596,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56338,7 +56437,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -57716,7 +57817,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57732,7 +57836,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -66999,10 +67105,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -67013,8 +67124,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -67166,7 +67277,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67698,6 +67811,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/doc/translations/tl.po b/doc/translations/tl.po
index 0dae96a014..a9b6a9e2a9 100644
--- a/doc/translations/tl.po
+++ b/doc/translations/tl.po
@@ -548,7 +548,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -563,7 +564,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -940,12 +945,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3556,6 +3565,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4240,8 +4269,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -7158,7 +7186,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7343,6 +7374,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7362,9 +7396,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -10006,10 +10044,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10541,14 +10578,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10558,22 +10595,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -19356,6 +19393,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22191,7 +22236,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -32915,7 +32963,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -36231,7 +36281,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36479,7 +36532,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37189,6 +37245,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -39995,7 +40054,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40506,11 +40567,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40544,11 +40605,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40570,11 +40631,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42424,6 +42485,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -50016,15 +50087,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51620,17 +51698,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51639,8 +51728,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54355,7 +54450,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56192,7 +56291,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -57570,7 +57671,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57586,7 +57690,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -66859,10 +66965,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66873,8 +66984,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -67026,7 +67137,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67558,6 +67671,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/doc/translations/tr.po b/doc/translations/tr.po
index 4e6f4096d5..5d8f2afe29 100644
--- a/doc/translations/tr.po
+++ b/doc/translations/tr.po
@@ -701,8 +701,10 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -717,7 +719,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
"işlev yığınını temsil eden sözlük dizisi döndürür.\n"
"[codeblock]\n"
@@ -1338,19 +1344,17 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
-"Kod içindeki istiflenme konumunu yazdırır ve yanlızca hata ayıklayıcı "
-"(debugger) açıkken çalışır.\n"
-"Konsoldaki çıktı aşağıdaki gibi bir şey olacaktır.\n"
-"[codeblock]\n"
-"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -4262,6 +4266,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4946,8 +4970,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -7866,7 +7889,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -8051,6 +8077,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -8070,9 +8099,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -10711,10 +10744,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -11246,14 +11278,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -11263,22 +11295,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -20083,6 +20115,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22920,7 +22960,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -33670,7 +33713,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -37004,7 +37049,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -37254,7 +37302,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37975,6 +38026,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -40785,7 +40839,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -41301,11 +41357,11 @@ msgstr "Verilen bir değerin ark-sinüsünü döndürür."
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -41339,11 +41395,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -41365,11 +41421,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -43240,6 +43296,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -50843,15 +50909,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -52455,17 +52528,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -52474,8 +52558,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -55191,7 +55281,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -57028,7 +57122,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -58408,7 +58504,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -58424,7 +58523,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -67701,10 +67802,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -67715,8 +67821,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -67872,7 +67978,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -68404,6 +68512,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/doc/translations/uk.po b/doc/translations/uk.po
index 613cc32ed3..3714c11d88 100644
--- a/doc/translations/uk.po
+++ b/doc/translations/uk.po
@@ -15,12 +15,13 @@
# Гліб Соколов <ramithes@i.ua>, 2022.
# Yan Chen <cyan97087@gmail.com>, 2022.
# Богдан Матвіїв <bomtvv@gmail.com>, 2022.
+# Лев ДворÑкий <ne3r0n@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: 2022-08-23 03:39+0000\n"
-"Last-Translator: Богдан Матвіїв <bomtvv@gmail.com>\n"
+"PO-Revision-Date: 2022-11-25 12:13+0000\n"
+"Last-Translator: Лев ДворÑкий <ne3r0n@gmail.com>\n"
"Language-Team: Ukrainian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/uk/>\n"
"Language: uk\n"
@@ -29,7 +30,7 @@ msgstr ""
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && "
"n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n"
-"X-Generator: Weblate 4.14-dev\n"
+"X-Generator: Weblate 4.15-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -85,7 +86,6 @@ msgid "Inherited By:"
msgstr "УÑпадковано:"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "(overrides %s)"
msgstr "(перевизначає %s)"
@@ -94,17 +94,14 @@ msgid "Default"
msgstr "Типовий"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "Setter"
msgstr "Ð’Ñтановлювач"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "value"
msgstr "значеннÑ"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "Getter"
msgstr "Отримувач"
@@ -609,7 +606,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -624,7 +622,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1001,12 +1003,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3624,6 +3630,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4308,8 +4334,7 @@ msgstr "ÐÐ½Ñ–Ð¼Ð°Ñ†Ñ–Ñ 2D Ñпрайтів"
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -7234,7 +7259,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7419,6 +7447,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7438,9 +7469,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -10079,10 +10114,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10614,14 +10648,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10631,22 +10665,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -19445,6 +19479,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22279,7 +22321,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -33015,7 +33060,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -36345,7 +36392,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36595,7 +36645,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37312,6 +37365,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -40122,7 +40178,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40638,11 +40696,11 @@ msgstr "Повертає кут до заданого вектора у раді
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40676,11 +40734,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40702,11 +40760,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42571,6 +42629,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -50172,15 +50240,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51777,17 +51852,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51796,8 +51882,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54513,7 +54605,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56351,7 +56447,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -57729,7 +57827,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57745,7 +57846,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -67031,10 +67134,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -67045,8 +67153,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -67198,7 +67306,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67730,6 +67840,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/doc/translations/vi.po b/doc/translations/vi.po
index 3e74e52436..962440bfab 100644
--- a/doc/translations/vi.po
+++ b/doc/translations/vi.po
@@ -689,8 +689,10 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -705,7 +707,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
"Trả vỠmột mảng từ điển đại diện cho chồng đệ quy hiện tại.\n"
"[codeblock]\n"
@@ -1219,12 +1225,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3908,6 +3918,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4601,8 +4631,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -7539,7 +7568,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7724,6 +7756,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7743,9 +7778,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -10384,10 +10423,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10919,14 +10957,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10936,22 +10974,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -19754,6 +19792,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22589,7 +22635,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -33325,7 +33374,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -36655,7 +36706,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36906,7 +36960,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37626,6 +37683,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -40436,7 +40496,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40952,11 +41014,11 @@ msgstr "Trả vỠsin nghịch đảo của tham số."
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40990,11 +41052,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -41016,11 +41078,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42888,6 +42950,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -50497,15 +50569,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -52107,17 +52186,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -52126,8 +52216,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54843,7 +54939,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56682,7 +56782,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -58062,7 +58164,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -58078,7 +58183,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -67357,10 +67464,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -67371,8 +67483,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -67527,7 +67639,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -68063,6 +68177,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po
index cf0267429a..966ec9b0f9 100644
--- a/doc/translations/zh_CN.po
+++ b/doc/translations/zh_CN.po
@@ -59,11 +59,12 @@
# ErrorDreemurr <diandaokui@qq.com>, 2021.
# 烧风 <hk-shao@foxmail.com>, 2022.
# Yan Chen <cyan97087@gmail.com>, 2022.
+# Caten <catenhu@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: 2022-09-26 05:24+0000\n"
+"PO-Revision-Date: 2022-12-12 06:48+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"
@@ -72,7 +73,7 @@ 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 4.14.1\n"
+"X-Generator: Weblate 4.15-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -685,7 +686,8 @@ msgid ""
" 1.5 0.0 0.0\n"
"[/codeblock]"
msgstr ""
-"返回 [code]a/b[/code] 的浮点模数,对正负数进行一致的循环。\n"
+",对正负数进行一致的循环返回 [code]a/b[/code] 的浮点模数,对正负数进行一致的"
+"循环。\n"
"[codeblock]\n"
"for i in 7:\n"
" var x = 0.5 * i - 1.5\n"
@@ -696,10 +698,10 @@ msgstr ""
"-1.5 -0.0 0.0\n"
"-1.0 -1.0 0.5\n"
"-0.5 -0.5 1.0\n"
-" 0.0 0.0 0.0\n"
-" 0.5 0.5 0.5\n"
-" 1.0 1.0 1.0\n"
-" 1.5 0.0 0.0\n"
+" 0.0 0.0 0.0\n"
+" 0.5 0.5 0.5\n"
+" 1.0 1.0 1.0\n"
+" 1.5 0.0 0.0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -717,8 +719,8 @@ msgid ""
"[/codeblock]"
msgstr ""
"返回对 [code]instance[/code] 节点中指定函数 [code]funcname[/code] 的引用。由"
-"于函数在GDScript中ä¸æ˜¯ä¸€çº§å¯¹è±¡ï¼Œå› æ­¤è¯·ä½¿ç”¨ [code]funcref[/code] å°† [FuncRef] "
-"存储在å˜é‡ä¸­ï¼Œç„¶åŽå†è°ƒç”¨å®ƒã€‚\n"
+"于函数在 GDScript 中ä¸æ˜¯ä¸€çº§å¯¹è±¡ï¼Œå› æ­¤è¯·ä½¿ç”¨ [code]funcref[/code] å°† "
+"[FuncRef] 存储在å˜é‡ä¸­ï¼Œç„¶åŽå†è¿›è¡Œè°ƒç”¨ã€‚\n"
"[codeblock]\n"
"func foo():\n"
" return(\"bar\")\n"
@@ -728,8 +730,10 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -744,7 +748,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
"返回一个表示当å‰è°ƒç”¨å †æ ˆçš„字典数组。\n"
"[codeblock]\n"
@@ -1262,10 +1270,10 @@ msgstr ""
"-3 0 0\n"
"-2 -2 1\n"
"-1 -1 2\n"
-" 0 0 0\n"
-" 1 1 1\n"
-" 2 2 2\n"
-" 3 0 0\n"
+" 0 0 0\n"
+" 1 1 1\n"
+" 2 2 2\n"
+" 3 0 0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1348,18 +1356,17 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
-"在代ç ä½ç½®æ‰“å°å †æ ˆè½¨è¿¹ï¼Œä»…在打开调试器的情况下è¿è¡Œã€‚\n"
-"控制å°ä¸­çš„输出如下所示:\n"
-"[codeblock]\n"
-"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -4382,6 +4389,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr "æ示一个图片使用了无æŸåŽ‹ç¼©è¿›è¡ŒåŽ‹ç¼©ã€‚"
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr "将属性åºåˆ—化并ä¿å­˜åˆ°åœºæ™¯æ–‡ä»¶ä¸­ï¼ˆé»˜è®¤ï¼‰ã€‚"
@@ -4979,8 +5006,8 @@ msgstr ""
"confirmed] ä¿¡å·æ—¶æ‰§è¡Œç±»ä¼¼è¾“入验è¯çš„æ“作,则å¯ä»¥å°†å…¶è®¾ç½®ä¸º [code]false[/"
"code],然åŽåœ¨è‡ªå·±çš„逻辑中处ç†å¯¹è¯æ¡†çš„éšè—。\n"
"[b]注æ„:[/b]从此类派生的æŸäº›èŠ‚点å¯ä»¥å…·æœ‰ä¸åŒçš„默认值,并且å¯èƒ½æœ‰è‡ªå·±çš„内置逻"
-"辑会覆盖此设置。例如,[FileDialog] 默认其为 [code]false[/code],并在按下确定"
-"时实现了自己的输入验è¯ä»£ç ï¼Œå¦‚果输入有效,最终将éšè—对è¯æ¡†ã€‚因此,ä¸èƒ½åœ¨ "
+"辑会覆盖此设置。例如 [FileDialog] 默认其为 [code]false[/code],并在按下确定时"
+"实现了自己的输入验è¯ä»£ç ï¼Œå¦‚果输入有效,最终将éšè—对è¯æ¡†ã€‚因此,ä¸èƒ½åœ¨ "
"[FileDialog] 中使用此属性æ¥ç¦æ­¢åœ¨æŒ‰ç¡®å®šæ—¶éšè—对è¯æ¡†ã€‚"
#: doc/classes/AcceptDialog.xml
@@ -5169,8 +5196,7 @@ msgstr "2D ç²¾çµåŠ¨ç”»"
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr "2D Dodge The Creeps 演示"
@@ -5577,16 +5603,16 @@ msgid ""
"Returns the in handle of the key identified by [code]key_idx[/code]. The "
"[code]track_idx[/code] must be the index of a Bezier Track."
msgstr ""
-"返回由 [code]key_idx[/code] 识别的键的输入å¥æŸ„,[code]track_idx[/code] 必须是"
-"è´å¡žå°”轨é“的索引。"
+"返回由 [code]key_idx[/code] 识别的键的入点手柄,[code]track_idx[/code] 必须是"
+"è´èµ›å°”曲线轨é“的索引。"
#: doc/classes/Animation.xml
msgid ""
"Returns the out handle of the key identified by [code]key_idx[/code]. The "
"[code]track_idx[/code] must be the index of a Bezier Track."
msgstr ""
-"返回由 [code]key_idx[/code] 识别的键的输出å¥æŸ„,[code]track_idx[/code] 必须是"
-"è´å¡žå°”轨é“的索引。"
+"返回由 [code]key_idx[/code] 识别的键的出点手柄,[code]track_idx[/code] 必须是"
+"è´èµ›å°”曲线轨é“的索引。"
#: doc/classes/Animation.xml
msgid ""
@@ -7910,6 +7936,12 @@ msgid ""
"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
+"3D 区域å¯ä»¥æ£€æµ‹åˆ° [CollisionObject] 节点间的é‡å ã€è¿›å…¥åŠé€€å‡ºã€‚也å¯ä»¥ä¿®æ”¹æˆ–覆"
+"盖局部的物ç†å‚数(é‡åŠ›ã€é˜»å°¼ï¼‰ã€å°†éŸ³é¢‘导æµè‡³è‡ªå®šä¹‰çš„音频总线。\n"
+"è¦ä¸ºåŒºåŸŸè®¾ç½®å½¢çŠ¶ï¼Œè¯·å°†ä¸€ä¸ª [CollisionShape] 或 [CollisionPolygon] 节点添加为"
+"该区域的[i]直接[/i]å­èŠ‚点(或者添加多个这ç§èŠ‚点作为直接å­èŠ‚点)。\n"
+"[b]警告:[/b]使用凹多边形(也å«â€œä¸‰è§’形网格â€ï¼‰ä½œä¸ºåŒºåŸŸçš„形状时,å¯èƒ½äº§ç”Ÿå‡ºä¹Žé¢„"
+"æ–™çš„è¡Œä¸ºï¼Œè§ [ConcavePolygonShape]。"
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
#: doc/classes/ViewportTexture.xml
@@ -7999,8 +8031,8 @@ msgid ""
"multiplies the gravity vector. This is useful to alter the force of gravity "
"without altering its direction."
msgstr ""
-"该区域内的é‡åŠ›å¼ºåº¦ï¼ˆå•ä½ï¼šm/s^2)。这个值是é‡åŠ›å‘é‡çš„å€æ•°ã€‚这个é‡åœ¨æ”¹å˜å¼•åŠ›å¤§"
-"å°è€Œä¸æ”¹å˜å…¶æ–¹å‘很有用。"
+"该区域内的é‡åŠ›å¼ºåº¦ï¼ˆå•ä½ä¸ºç±³æ¯ç§’的平方)。这个值是é‡åŠ›å‘é‡çš„å€æ•°ã€‚这个é‡åœ¨æ”¹"
+"å˜å¼•åŠ›å¤§å°è€Œä¸æ”¹å˜å…¶æ–¹å‘很有用。"
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid ""
@@ -8233,6 +8265,12 @@ msgid ""
"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
"unexpected behavior when using that shape for an area."
msgstr ""
+"2D 区域å¯ä»¥æ£€æµ‹åˆ° [CollisionObject2D] 节点间的é‡å ã€è¿›å…¥åŠé€€å‡ºã€‚也å¯ä»¥ä¿®æ”¹æˆ–"
+"覆盖局部的物ç†å‚数(é‡åŠ›ã€é˜»å°¼ï¼‰ã€å°†éŸ³é¢‘导æµè‡³è‡ªå®šä¹‰çš„音频总线。\n"
+"è¦ä¸ºåŒºåŸŸè®¾ç½®å½¢çŠ¶ï¼Œè¯·å°†ä¸€ä¸ª [CollisionShape2D] 或 [CollisionPolygon2D] 节点添"
+"加为该区域的[i]直接[/i]å­èŠ‚点(或者添加多个这ç§èŠ‚点作为直接å­èŠ‚点)。\n"
+"[b]警告:[/b]使用凹多边形(也å«â€œä¸‰è§’形网格â€ï¼‰ä½œä¸ºåŒºåŸŸçš„形状时,å¯èƒ½äº§ç”Ÿå‡ºä¹Žé¢„"
+"æ–™çš„è¡Œä¸ºï¼Œè§ [ConcavePolygonShape2D]。"
#: doc/classes/Area2D.xml
msgid "Using Area2D"
@@ -8323,7 +8361,7 @@ msgid ""
"multiplies the gravity vector. This is useful to alter the force of gravity "
"without altering its direction."
msgstr ""
-"该区域的é‡åŠ›å¼ºåº¦ï¼ˆä»¥åƒç´ /秒的平方为å•ä½ï¼‰ã€‚这个值是é‡åŠ›å‘é‡çš„å€æ•°ã€‚这对改å˜å¼•"
+"该区域的é‡åŠ›å¼ºåº¦ï¼ˆå•ä½ä¸ºåƒç´ æ¯ç§’的平方)。这个值是é‡åŠ›å‘é‡çš„å€æ•°ã€‚这对改å˜å¼•"
"力大å°è€Œä¸æ”¹å˜å…¶æ–¹å‘很有用。"
#: doc/classes/Area2D.xml
@@ -8770,6 +8808,7 @@ msgstr ""
"较慢。这是因为所有放置在删除元素之åŽçš„元素都必须é‡æ–°ç´¢å¼•ã€‚"
#: doc/classes/Array.xml
+#, fuzzy
msgid ""
"Assigns the given value to all elements in the array. This can typically be "
"used together with [method resize] to create an array with a given size and "
@@ -8778,7 +8817,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
"将该数组中的所有元素都设置为给定的值。通常与 [method resize] 一起使用,用于创"
"建给定大å°æ•°ç»„并对其元素进行åˆå§‹åŒ–:\n"
@@ -9034,8 +9076,12 @@ msgstr ""
"索引之间的å˜åŒ–。"
#: doc/classes/Array.xml
+#, fuzzy
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -9055,6 +9101,7 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Array.xml
+#, fuzzy
msgid ""
"Sorts the array using a custom method. The arguments are an object that "
"holds the method and the name of such method. The custom method receives two "
@@ -9063,9 +9110,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -9161,7 +9212,6 @@ msgstr ""
"加曲é¢ä¹‹å‰è°ƒç”¨ã€‚"
#: doc/classes/ArrayMesh.xml
-#, fuzzy
msgid ""
"Creates a new surface.\n"
"Surfaces are created to be rendered using a [code]primitive[/code], which "
@@ -9195,7 +9245,14 @@ msgstr ""
"ArrayType]。例如,[code]arrays[0][/code] 是顶点的数组。总是需è¦ç¬¬ä¸€ä¸ªé¡¶ç‚¹å­æ•°"
"组,其他的å¯é€‰ã€‚添加一个索引数组使这个函数进入“索引模å¼â€ï¼Œé¡¶ç‚¹å’Œå…¶ä»–数组作为"
"æ•°æ®æ¥æºï¼Œç´¢å¼•æ•°ç»„定义其顶点顺åºã€‚所有的å­æ•°ç»„必须与顶点数组具有相åŒçš„长度,"
-"或者为空,如果使用了 [constant ARRAY_INDEX] 时除外。"
+"或者为空,如果使用了 [constant ARRAY_INDEX] 时除外。\n"
+"[code]compress_flags[/code] 是由 [enum Mesh.ArrayFormat] 枚举值组æˆçš„ä½åŸŸï¼Œé»˜"
+"认为 [constant Mesh.ARRAY_COMPRESS_DEFAULT]。\n"
+"[b]注æ„:[/b][code]compress_flags[/code] 默认会å¯ç”¨ [constant Mesh."
+"ARRAY_COMPRESS_COLOR],所以顶点颜色会作为 8 ä½æ— ç¬¦å·æ•´æ•°å­˜å‚¨ã€‚这会导致过亮颜"
+"色被钳制到 [code]Color(1, 1, 1, 1)[/code],é™ä½Žé¢œè‰²çš„精度。è¦å­˜å‚¨ HDR 顶点颜"
+"色,请将 [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ Mesh.ARRAY_COMPRESS_COLOR[/"
+"code] 传入 [code]compress_flags[/code],移除顶点颜色压缩标志。"
#: doc/classes/ArrayMesh.xml
msgid "Removes all blend shapes from this [ArrayMesh]."
@@ -9731,10 +9788,10 @@ msgid ""
msgstr ""
"调用这个æ¥åˆå§‹åŒ–这个接å£ã€‚第一个被åˆå§‹åŒ–的接å£ç¡®å®šä¸ºä¸»æŽ¥å£ï¼Œç”¨äºŽæ¸²æŸ“输出。\n"
"在åˆå§‹åŒ–了接å£ä¹‹åŽï¼Œéœ€è¦å¯ç”¨è§†çª—çš„ AR/VR 模å¼ï¼Œå°†å¼€å§‹æ¸²æŸ“。\n"
-"[b]注æ„:[/b]对于任何使用 Godot 主输出的设备,如移动 VR,你必须在主视窗上å¯"
+"[b]注æ„:[/b]对于任何使用 Godot 主输出的设备,如移动 VR,你必须在主视å£ä¸Šå¯"
"用 AR/VR 模å¼ã€‚\n"
"如果你为一个处ç†è‡ªå·±è¾“出的平å°è¿™æ ·åšï¼ˆå¦‚ OpenVR),Godot 就会在å±å¹•ä¸Šåªæ˜¾ç¤ºä¸€"
-"åªçœ¼ç›è€Œä¸å¤±çœŸã€‚å¦å¤–,你å¯ä»¥åœ¨åœºæ™¯ä¸­æ·»åŠ ä¸€ä¸ªå•ç‹¬çš„视窗节点,在该视窗上å¯ç”¨ "
+"åªçœ¼ç›è€Œä¸å¤±çœŸã€‚å¦å¤–,你å¯ä»¥åœ¨åœºæ™¯ä¸­æ·»åŠ ä¸€ä¸ªå•ç‹¬çš„视å£èŠ‚点,在该视å£ä¸Šå¯ç”¨ "
"AR/VR。它将被用æ¥è¾“出到 HMD,让你在主窗å£ä¸­åšä½ å–œæ¬¢çš„事情,比如用一个å•ç‹¬çš„相"
"机作为æ—观者相机,或者渲染一些完全ä¸åŒçš„东西。\n"
"虽然目å‰æ²¡æœ‰ä½¿ç”¨ï¼Œä½†ä½ å¯ä»¥æ¿€æ´»å…¶ä»–接å£ã€‚如果你想跟踪其他平å°çš„控制器,å¯èƒ½å¸Œ"
@@ -12345,15 +12402,14 @@ msgid "Clears the audio sample data buffer."
msgstr "清除音频样本数æ®ç¼“冲区。"
#: doc/classes/AudioStreamGeneratorPlayback.xml
+#, fuzzy
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
-"返回è¦æ’­æ”¾çš„音频数æ®å¸§æ•°ã€‚如果返回的数字达到 [code]0[/code],音频将åœæ­¢æ’­æ”¾ï¼Œ"
-"直到å†æ¬¡æ·»åŠ å¸§ã€‚因此,请确ä¿ä½ çš„脚本始终能够以足够快的速度生æˆå’ŒæŽ¨é€æ–°çš„音频"
-"帧,以é¿å…音频破裂。"
+"如果å¯ä»¥å°†å¤§å°ä¸º [code]amount[/code] 的缓冲区推é€åˆ°éŸ³é¢‘采样数æ®ç¼“冲区而ä¸ä½¿å…¶"
+"溢出,则返回 [code]true[/code],å¦åˆ™è¿”回 [code]false[/code]。"
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
@@ -12877,8 +12933,8 @@ msgid ""
"PCM8 to signed PCM8, subtract 128 from each byte."
msgstr ""
"包å«ä»¥å­—节为å•ä½çš„音频数æ®ã€‚\n"
-"[b]注æ„:[/b]此属性需è¦æœ‰ç¬¦å·çš„ PCM8æ•°æ®ã€‚è¦å°†æ— ç¬¦å·çš„ PCM8转æ¢ä¸ºæœ‰ç¬¦å·çš„ "
-"PCM8,需è¦ä»Žæ¯ä¸ªå­—节中å‡åŽ»128。"
+"[b]注æ„:[/b]此属性需è¦æœ‰ç¬¦å·çš„ PCM8 æ•°æ®ã€‚è¦å°†æ— ç¬¦å·çš„ PCM8 转æ¢ä¸ºæœ‰ç¬¦å·çš„ "
+"PCM8,需è¦ä»Žæ¯ä¸ªå­—节中å‡åŽ» 128。"
#: doc/classes/AudioStreamSample.xml
msgid "Audio format. See [enum Format] constants for values."
@@ -12986,16 +13042,17 @@ msgstr ""
"[code]texture(SCREEN_TEXTURE, ...)[/code] 函数在ç€è‰²å™¨è„šæœ¬ä¸­å¯¹å…¶è¿›è¡Œè®¿é—®ã€‚"
#: doc/classes/BackBufferCopy.xml
+#, fuzzy
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
"用于对当å‰å±å¹•æ˜¾ç¤ºè¿›è¡ŒåŽå°ç¼“冲的节点。BackBufferCopy 节点中定义的区域与其覆盖"
@@ -13011,26 +13068,30 @@ msgid "Buffer mode. See [enum CopyMode] constants."
msgstr "缓冲区模å¼ã€‚è§ [enum CopyMode] 常é‡ã€‚"
#: doc/classes/BackBufferCopy.xml
+#, fuzzy
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
"BackBufferCopy 覆盖的区域。åªæœ‰å½“ [member copy_mode] 是 [constant "
"COPY_MODE_RECT] æ—¶æ‰ä½¿ç”¨ã€‚"
#: doc/classes/BackBufferCopy.xml
+#, fuzzy
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
"ç¦ç”¨ç¼“冲模å¼ã€‚è¿™æ„å‘³ç€ BackBufferCopy 节点将直接使用它所覆盖的å±å¹•éƒ¨åˆ†ã€‚"
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+#, fuzzy
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr "BackBufferCopy 缓冲一个矩形区域。"
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+#, fuzzy
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr "BackBufferCopy 缓冲整个å±å¹•ã€‚"
#: doc/classes/BakedLightmap.xml
@@ -13419,7 +13480,7 @@ msgid ""
"group]."
msgstr ""
"改å˜æŒ‰é’®çš„ [member pressed] 状æ€ï¼Œä¸è§¦å‘ [signal toggled]。当你åªæƒ³æ”¹å˜æŒ‰é’®çš„"
-"状æ€è€Œä¸å‘é€æŒ‰ä¸‹äº‹ä»¶æ—¶ä½¿ç”¨ï¼ˆä¾‹å¦‚,在åˆå§‹åŒ–场景时)。åªæœ‰å½“ [member "
+"状æ€è€Œä¸å‘é€æŒ‰ä¸‹äº‹ä»¶æ—¶ä½¿ç”¨ï¼ˆä¾‹å¦‚在åˆå§‹åŒ–场景时)。åªæœ‰å½“ [member "
"toggle_mode] 是 [code]true[/code] æ—¶æ‰æœ‰æ•ˆã€‚\n"
"[b]注æ„:[/b]这个方法ä¸ä¼šé‡Šæ”¾å…¶æŒ‰é’® [member group] 中的其他按钮。"
@@ -14028,7 +14089,7 @@ msgstr ""
#: doc/classes/Bone2D.xml
msgid ""
"Length of the bone's representation drawn in the editor's viewport in pixels."
-msgstr "在编辑器的视窗中绘制的骨骼的长度,å•ä½ä¸ºåƒç´ ã€‚"
+msgstr "在编辑器的视å£ä¸­ç»˜åˆ¶çš„骨骼的长度,å•ä½ä¸ºåƒç´ ã€‚"
#: doc/classes/Bone2D.xml
msgid ""
@@ -14735,10 +14796,10 @@ msgstr ""
"相机的视野角度,以度为å•ä½ã€‚仅适用于é€è§†æ¨¡å¼ã€‚由于 [member keep_aspect] é”定"
"一个轴,因此 [code]fov[/code] 设置å¦ä¸€ä¸ªè½´çš„视角。\n"
"作为å‚考,默认的垂直视野值([code]70.0[/code])相当于以下水平 FOV:\n"
-"- 在 4:3 视窗中约86.07 度\n"
-"- 在 16:10 视窗中约 96.50 度\n"
-"- 在 16:9 视窗中约102.45 度\n"
-"- 在 21:9 视窗中约117.06 度"
+"- 在 4:3 视å£ä¸­çº¦86.07 度\n"
+"- 在 16:10 视å£ä¸­çº¦ 96.50 度\n"
+"- 在 16:9 视å£ä¸­çº¦102.45 度\n"
+"- 在 21:9 视å£ä¸­çº¦117.06 度"
#: doc/classes/Camera.xml
msgid ""
@@ -15169,9 +15230,9 @@ msgid ""
"example, use [code]Vector2(0.5, 0.5)[/code] for a 2× zoom-in, and "
"[code]Vector2(4, 4)[/code] for a 4× zoom-out."
msgstr ""
-"相机相对于视窗的缩放比例。大于 [code]Vector2(1, 1)[/code] 的值会缩å°å†…容,而"
-"较å°çš„值会起到放大镜的作用。例如,将 [code]Vector2(0.5, 0.5)[/code] 放大 2 "
-"å€ï¼Œç„¶åŽå°† [code]Vector2(4, 4)[/code] 用于 4 å€ç¼©å°ã€‚"
+"相机相对于视å£çš„缩放比例。大于 [code]Vector2(1, 1)[/code] 的值会缩å°å†…容,而"
+"较å°çš„值会起到放大的作用。例如,将 [code]Vector2(0.5, 0.5)[/code] 放大 2 å€ï¼Œ"
+"然åŽå°† [code]Vector2(4, 4)[/code] 用于 4 å€ç¼©å°ã€‚"
#: doc/classes/Camera2D.xml
msgid ""
@@ -15308,11 +15369,11 @@ msgstr "ç§»é™¤æŒ‡å®šçš„ç›¸æœºæº [code]feed[/code]。"
#: doc/classes/CameraServer.xml
msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)."
-msgstr "当添加 [CameraFeed] 时触å‘(例如,æ’入网络摄åƒå¤´ï¼‰ã€‚"
+msgstr "当添加 [CameraFeed] 时触å‘(例如æ’入网络摄åƒå¤´æ—¶ï¼‰ã€‚"
#: doc/classes/CameraServer.xml
msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)."
-msgstr "当移除 [CameraFeed] 时触å‘(例如,拔掉网络摄åƒå¤´ï¼‰ã€‚"
+msgstr "当移除 [CameraFeed] 时触å‘(例如拔掉网络摄åƒå¤´æ—¶ï¼‰ã€‚"
#: doc/classes/CameraServer.xml
msgid "The RGBA camera image."
@@ -16592,7 +16653,7 @@ msgstr ""
"外观ä¸åŒã€‚为了éµå¾ªç”¨æˆ·ä½“验,建议在切æ¢å®ƒå¯¹æŸäº›ä¸œè¥¿æœ‰[b]直接[/b]å½±å“时使用"
"CheckButton。例如,如果切æ¢å®ƒå¯ä»¥å¯ç”¨æˆ–ç¦ç”¨è®¾ç½®è€Œä¸éœ€è¦ç”¨æˆ·æŒ‰ä¸‹ç¡®è®¤æŒ‰é’®æ—¶ï¼Œä½¿"
"用它。\n"
-"å‚阅[BaseButton],它包å«äº†ä¸Žè¯¥èŠ‚点相关的常规属性和方法。"
+"å¦è¯·å‚阅 [BaseButton],它包å«äº†ä¸Žè¯¥èŠ‚点相关的常规属性和方法。"
#: doc/classes/CheckButton.xml
msgid "The [CheckButton] text's font color."
@@ -17030,7 +17091,6 @@ msgid "Removes the given shape owner."
msgstr "移除给定形状的所有者。"
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#, fuzzy
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
"code] in the [member collision_layer].\n"
@@ -17039,11 +17099,10 @@ msgid ""
msgstr ""
"如果 [code]value[/code] 为 [code]true[/code],则设置 [member "
"collision_layer] 中指定的 [code]bit[/code] ä½ã€‚\n"
-"如果 [code]value[/code] 为 [code]false[/code],清除 [member collision_layer] "
-"中指定的 [code]bit[/code] ä½ã€‚"
+"如果 [code]value[/code] 为 [code]false[/code],则清除 [member "
+"collision_layer] 中指定的 [code]bit[/code] ä½ã€‚"
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#, fuzzy
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
"code] in the [member collision_mask].\n"
@@ -17052,8 +17111,8 @@ msgid ""
msgstr ""
"如果 [code]value[/code] 为 [code]true[/code],则设置 [member collision_mask] "
"中指定的 [code]bit[/code] ä½ã€‚\n"
-"如果 [code]value[/code] 为 [code]false[/code],清除 [member collision_mask] "
-"中指定的 [code]bit[/code] ä½ã€‚"
+"如果 [code]value[/code] 为 [code]false[/code],则清除 [member "
+"collision_mask] 中指定的 [code]bit[/code] ä½ã€‚"
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "Returns the [code]owner_id[/code] of the given shape."
@@ -17427,7 +17486,6 @@ msgid "Node that represents collision shape data in 3D space."
msgstr "表示 3D 空间中的碰撞形状数æ®çš„节点。"
#: doc/classes/CollisionShape.xml
-#, fuzzy
msgid ""
"Editor facility for creating and editing collision shapes in 3D space. Set "
"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
@@ -17437,10 +17495,11 @@ msgid ""
"example, add this to an [Area] to give it a detection shape, or add it to a "
"[PhysicsBody] to create a solid object."
msgstr ""
-"用于在 3D 空间中创建和编辑碰撞形状的编辑工具。您å¯ä»¥ä½¿ç”¨æ­¤èŠ‚点表示å„ç§ç¢°æ’žå½¢"
-"状,例如,将其添加到 [Area] 以使其具有检测形状,或将其添加到物ç†ä½“ "
-"[PhysicsBody] 以创建实体对象。[b]é‡è¦[/b]:这是一个编辑器专用的创建形状的助"
-"手,使用 [method CollisionObject.shape_owner_get_shape] 获å–实际形状。"
+"用于在 3D 空间中创建和编辑碰撞形状的编辑工具。请使用 [member shape] 属性é…ç½®"
+"形状。[b]é‡è¦[/b]:这是专为编辑器æ供的形状创建工具,è¦èŽ·å–实际形状,请使用 "
+"[method CollisionObject.shape_owner_get_shape]。\n"
+"ä½ å¯ä»¥ä½¿ç”¨è¿™ä¸ªèŠ‚点表示å„ç§ç¢°æ’žå½¢çŠ¶ï¼Œä¾‹å¦‚,将其添加到 [Area] 以使其具有检测形"
+"状,或将其添加到物ç†ä½“ [PhysicsBody] 以创建实体对象。"
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
#: doc/classes/Physics2DDirectBodyState.xml
@@ -17475,7 +17534,6 @@ msgid "Node that represents collision shape data in 2D space."
msgstr "表示2D空间中的碰撞形状数æ®çš„节点。"
#: doc/classes/CollisionShape2D.xml
-#, fuzzy
msgid ""
"Editor facility for creating and editing collision shapes in 2D space. Set "
"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
@@ -17485,10 +17543,11 @@ msgid ""
"example, add this to an [Area2D] to give it a detection shape, or add it to "
"a [PhysicsBody2D] to create a solid object."
msgstr ""
-"编辑器功能,用于在2D空间中创建和编辑碰撞形状。您å¯ä»¥ä½¿ç”¨æ­¤èŠ‚点表示å„ç§ç¢°æ’žå½¢"
-"状,例如,将其添加到 [Area2D] 以æ供检测形状,或将其添加到 [PhysicsBody2D] 以"
-"创建实体。[b]é‡è¦äº‹é¡¹[/b]:这是创建形状的仅编辑器助手,请使用 [method "
-"CollisionObject2D.shape_owner_get_shape] 获å–实际形状。"
+"用于在 2D 空间中创建和编辑碰撞形状的编辑工具。请使用 [member shape] 属性é…ç½®"
+"形状。[b]é‡è¦[/b]:这是专为编辑器æ供的形状创建工具,è¦èŽ·å–实际形状,请使用 "
+"[method CollisionObject2D.shape_owner_get_shape]。\n"
+"ä½ å¯ä»¥ä½¿ç”¨è¿™ä¸ªèŠ‚点表示å„ç§ç¢°æ’žå½¢çŠ¶ï¼Œä¾‹å¦‚,将其添加到 [Area2D] 以使其具有检测"
+"形状,或将其添加到物ç†ä½“ [PhysicsBody2D] 以创建实体对象。"
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
#: doc/classes/RectangleShape2D.xml doc/classes/TileMap.xml
@@ -18827,6 +18886,17 @@ msgid ""
"Physics the area will not detect any collisions with the concave shape at "
"all (this is a known bug)."
msgstr ""
+"凹多边形形状资æºï¼Œå¯ä»¥æ”¾åˆ° [PhysicsBody] 和区域之中。这ç§å½¢çŠ¶æ˜¯é€šè¿‡è¾“入一组三"
+"角形æ¥åˆ›å»ºçš„。\n"
+"[b]注æ„:[/b]用于碰撞时,[ConcavePolygonShape] 应与 [StaticBody] ç­‰é™æ€ "
+"[PhysicsBody] 节点一起使用,与 [KinematicBody] å’Œéž Static 模å¼çš„ "
+"[RigidBody] 一起使用是无法正常工作的。\n"
+"[b]警告:[/b]将这ç§å½¢çŠ¶ç”¨äºŽ [Area](通过 [CollisionShape] 节点,例如选中 "
+"[MeshInstance] 节点åŽï¼Œé€šè¿‡å‡ºçŽ°çš„[i]网格[/i]èœå•ä¸­çš„[i]创建三角网格碰撞åŒçº§[/"
+"i]æ¥åˆ›å»ºï¼‰å¯èƒ½å¾—到出乎预料的结果:使用 Godot Physics 时,区域åªä¼šæ£€æµ‹ä¸Ž "
+"[ConcavePolygonShape] 的三角形é¢äº§ç”Ÿçš„碰撞(ä¸ä¼šæ£€æµ‹è¯¥å½¢çŠ¶çš„“内部â€ï¼Œè¿™é‡Œåªæ˜¯"
+"举个例å­ï¼‰ï¼Œä½¿ç”¨ Bullet Physics 时根本ä¸ä¼šæ£€æµ‹åˆ°ä»»ä½•ä¸Žå‡¹å½¢çŠ¶çš„碰撞(这是已知"
+"的问题)。"
#: doc/classes/ConcavePolygonShape.xml
msgid "Returns the faces (an array of triangles)."
@@ -18841,7 +18911,6 @@ msgid "Concave polygon 2D shape resource for physics."
msgstr "凹é¢å¤šè¾¹å½¢2D形状资æºç”¨äºŽç‰©ç†ã€‚"
#: doc/classes/ConcavePolygonShape2D.xml
-#, fuzzy
msgid ""
"Concave polygon 2D shape resource for physics. It is made out of segments "
"and is optimal for complex polygonal concave collisions. However, it is not "
@@ -18858,12 +18927,16 @@ msgid ""
"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
"the shape, for example)."
msgstr ""
-"凹é¢å¤šè¾¹å½¢2D形状资æºç”¨äºŽç‰©ç†ã€‚它是由线段组æˆçš„,是å¤æ‚的多边形凹é¢ç¢°æ’žçš„最佳"
-"选择。但是,建议ä¸è¦å°†å…¶ç”¨äºŽ[RigidBody2D]节点。建议使用凸分解模å¼ï¼ˆå®žä½“)或多"
-"个凸对象的CollisionPolygon2D代替。å¦åˆ™ï¼Œå‡¹å¤šè¾¹å½¢2D形状更适åˆé™æ€ç¢°æ’žã€‚\n"
-"[ConvexPolygonShape2D]å’Œ[ConcavePolygonShape2D]之间的主è¦åŒºåˆ«åœ¨äºŽï¼Œå‡¹é¢å¤šè¾¹å½¢"
-"å‡å®šå…¶ä¸ºå‡¹é¢ï¼Œå¹¶ä½¿ç”¨æ›´å¤æ‚的碰撞检测方法,而凸é¢å¤šè¾¹å½¢åˆ™å°†è‡ªèº«å¼ºåˆ¶å˜ä¸ºå‡¸é¢ï¼Œ"
-"以加快碰撞检测的速度。"
+"用于物ç†çš„凹多边形 2D 形状资æºã€‚它是由线段组æˆçš„,是å¤æ‚的多边形凹é¢ç¢°æ’žçš„最"
+"佳选择。但是建议ä¸è¦å°†å…¶ç”¨äºŽ [RigidBody2D] 节点。建议使用凸分解模å¼ï¼ˆå®žä½“)或"
+"多个凸对象的 CollisionPolygon2D 代替。å¦åˆ™ï¼Œå‡¹å¤šè¾¹å½¢ 2D 形状更适åˆé™æ€ç¢°"
+"撞。\n"
+"[ConvexPolygonShape2D] å’Œ [ConcavePolygonShape2D] 之间的主è¦åŒºåˆ«åœ¨äºŽï¼Œå‡¹å¤šè¾¹"
+"å½¢å‡å®šå…¶ä¸ºå‡¹é¢ï¼Œå¹¶ä½¿ç”¨æ›´å¤æ‚的碰撞检测方法,而凸多边形则将自身强制å˜ä¸ºå‡¸é¢ï¼Œ"
+"以加快碰撞检测的速度。\n"
+"[b]警告:[/b]将这ç§å½¢çŠ¶ç”¨äºŽ [Area2D](通过 [CollisionShape2D] 节点)å¯èƒ½å¾—到"
+"出乎预料的结果:区域åªä¼šæ£€æµ‹ä¸Ž [ConcavePolygonShape2D] 的线段产生的碰撞(ä¸ä¼š"
+"检测该形状的“内部â€ï¼Œè¿™é‡Œåªæ˜¯ä¸¾ä¸ªä¾‹å­ï¼‰ã€‚"
#: doc/classes/ConcavePolygonShape2D.xml
msgid ""
@@ -19599,7 +19672,7 @@ msgstr ""
"时,本地覆盖项始终优先。\n"
"[b]注æ„:[/b]为覆盖项设 [code]null[/code] 值å¯å°†å…¶åˆ é™¤ã€‚该行为已废弃,将在 "
"4.0 中移除,请æ¢æˆ [method remove_stylebox_override]。\n"
-"å‚阅 [method get_stylebox]。\n"
+"å¦è¯·å‚阅 [method get_stylebox]。\n"
"[b]通过å¤åˆ¶æ¥ä¿®æ”¹ StyleBox 中的属性的示例:[/b]\n"
"[codeblock]\n"
"# 下é¢çš„代ç ç‰‡æ®µå‡è®¾å­èŠ‚点 MyButton 分é…了一个 StyleBoxFlat。\n"
@@ -19672,7 +19745,7 @@ msgstr "找到下一个å¯ä»¥æŽ¥å—焦点的 [Control],在树的下方。"
#: doc/classes/Control.xml
msgid ""
"Finds the previous (above in the tree) [Control] that can receive the focus."
-msgstr "找到å¯ä»¥æŽ¥æ”¶ç„¦ç‚¹çš„上一个 [Control],在树的上方。"
+msgstr "找到上一个å¯ä»¥æŽ¥å—焦点的 [Control],在树的上方。"
#: doc/classes/Control.xml
msgid ""
@@ -19735,11 +19808,11 @@ msgstr ""
"code],则使用当å‰æŽ§ä»¶çš„ç±»å作为类型,如果定义了 [member "
"theme_type_variation] 则也会使用。如果类型是类å,则还会按继承顺åºæ£€æŸ¥å…¶çˆ¶"
"类。\n"
-"对于当å‰æŽ§ä»¶ï¼Œé¦–先考虑其本地覆盖项,å‚阅 [method add_color_override],然åŽæ˜¯"
-"其分é…çš„ [member theme]。在当å‰æŽ§ä»¶ä¹‹åŽï¼Œè€ƒè™‘æ¯ä¸ªçˆ¶æŽ§ä»¶åŠå…¶åˆ†é…çš„ [member "
-"theme];未分é…[member theme]的控件将被跳过。如果在树中找ä¸åˆ°åŒ¹é…çš„ [Theme],"
-"则使用自定义项目 [Theme]和默认的 [Theme],å‚阅 [member ProjectSettings.gui/"
-"theme/custom]。\n"
+"对于当å‰æŽ§ä»¶ï¼Œä¼šé¦–å…ˆè€ƒè™‘å…¶æœ¬åœ°è¦†ç›–é¡¹ï¼ˆè§ [method add_color_override]),然åŽ"
+"å†æ˜¯ä¸ºå…¶åˆ†é…çš„ [member theme]。在当å‰æŽ§ä»¶ä¹‹åŽï¼Œè€ƒè™‘æ¯ä¸ªçˆ¶æŽ§ä»¶åŠå…¶åˆ†é…çš„ "
+"[member theme]ï¼›æœªåˆ†é… [member theme] 的控件将被跳过。如果在树中找ä¸åˆ°åŒ¹é…çš„ "
+"[Theme],则使用自定义项目 [Theme]ï¼ˆè§ [member ProjectSettings.gui/theme/"
+"custom])和默认的 [Theme]。\n"
"[codeblock]\n"
"func _ready():\n"
" # 获å–为当å‰æŽ§ä»¶ç±»å®šä¹‰çš„字体颜色(如果存在)。\n"
@@ -19925,12 +19998,11 @@ msgid ""
"be clicked instead\n"
"[/codeblock]"
msgstr ""
-"创建一个[InputEventMouseButton],å°è¯•ç‚¹å‡»æŽ§ä»¶ã€‚如果接收到该事件,控件就会获得"
-"焦点。\n"
+"创建å°è¯•ç‚¹å‡»è¯¥æŽ§ä»¶çš„ [InputEventMouseButton]。如果接收到该事件,该控件就会获"
+"得焦点。\n"
"[codeblock]\n"
"func _process(delta):\n"
-" grab_click_focus() #when clicking another Control node, this node will "
-"be clicked instead\n"
+" grab_click_focus() # 点击其它 Control 节点时,实际会点到这个节点\n"
"[/codeblock]"
#: doc/classes/Control.xml
@@ -19991,7 +20063,7 @@ msgid ""
"Returns [code]true[/code] if this is the current focused control. See "
"[member focus_mode]."
msgstr ""
-"如果这是当å‰çš„焦点控件,则返回 [code]true[/code]。å‚阅[member focus_mode]。"
+"如果这是当å‰çš„焦点控件,则返回 [code]true[/code]ã€‚è§ [member focus_mode]。"
#: doc/classes/Control.xml
msgid ""
@@ -20057,7 +20129,7 @@ msgid ""
msgstr ""
"如果此 [Control] 节点中具有指定 [code]name[/code] 的主题ç€è‰²å™¨å­˜åœ¨æœ¬åœ°è¦†ç›–"
"项,则返回 [code]true[/code]。\n"
-"å‚阅[method add_shader_override]。"
+"è§ [method add_shader_override]。"
#: doc/classes/Control.xml
msgid ""
@@ -20078,7 +20150,7 @@ msgid ""
msgstr ""
"如果在此 [Control] 节点中具有指定 [code]name[/code] 的主题 [StyleBox] 的本地"
"覆盖项,则返回 [code]true[/code]。\n"
-"å‚阅 [method add_stylebox_override]。"
+"è§ [method add_stylebox_override]。"
#: doc/classes/Control.xml
msgid ""
@@ -20148,15 +20220,15 @@ msgid ""
"[code]push_opposite_anchor[/code] was [code]false[/code], the left anchor "
"would get value 0.5."
msgstr ""
-"将由[enum Margin]枚举的[code]margin[/code]常é‡æ ‡è¯†çš„锚设置为值[code]anchor[/"
-"code]。用于[member anchor_bottom],[member anchor_left],[member "
-"anchor_right]和[member anchor_top]的setter方法。\n"
-"如果[code]keep_margin[/code]为 [code]true[/code],则在执行此æ“作åŽä¸ä¼šæ›´æ–°è¾¹"
-"è·ã€‚\n"
-"如果[code]push_opposite_anchor[/code]为 [code]true[/code],并且相对的锚点与该"
-"锚点é‡å ï¼Œåˆ™ç›¸å¯¹çš„锚点将覆盖其值。例如,当将左锚点设置为1且å³é”šç‚¹çš„值为0.5"
-"时,å³é”šç‚¹çš„值也将为1。如果[code]push_opposite_anchor[/code]为 [code]false[/"
-"code],则左锚点将得到值0.5。"
+"将由 [code]margin[/code] 常é‡æ ‡è¯†çš„锚点设置为值 [code]anchor[/code],å–值为 "
+"[enum Margin] 枚举。这是 [member anchor_bottom]ã€[member anchor_left]ã€"
+"[member anchor_right]ã€[member anchor_top] çš„ setter 方法。\n"
+"如果 [code]keep_margin[/code] 为 [code]true[/code],则在执行此æ“作åŽä¸ä¼šæ›´æ–°"
+"è¾¹è·ã€‚\n"
+"如果 [code]push_opposite_anchor[/code] 为 [code]true[/code],并且相对的锚点与"
+"该锚点é‡å ï¼Œåˆ™ç›¸å¯¹çš„锚点将覆盖其值。例如,当将左锚点设置为 1 且å³é”šç‚¹çš„值为 "
+"0.5 时,å³é”šç‚¹çš„值也将为 1。如果 [code]push_opposite_anchor[/code] 为 "
+"[code]false[/code],则左锚点将得到值 0.5。"
#: doc/classes/Control.xml
msgid ""
@@ -20165,15 +20237,14 @@ msgid ""
"offset yourself (see [method set_margin])."
msgstr ""
"与 [method set_anchor] 的工作原ç†ç›¸åŒï¼Œä½†æ˜¯å®ƒä»£æ›¿ [code]keep_margin[/code] å‚"
-"数和边è·çš„自动更新,它å…许您自己设置边è·å移é‡ï¼ˆè¯·å‚阅 [method "
-"set_margin])。"
+"数和边è·çš„自动更新,它å…许您自己设置边è·å移é‡ï¼ˆè§ [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 ""
-"设置锚点预设和边è·é¢„设。请å‚阅 [method set_anchors_preset] å’Œ [method "
+"设置锚点预设和边è·é¢„è®¾ã€‚è§ [method set_anchors_preset] å’Œ [method "
"set_margins_preset]。"
#: doc/classes/Control.xml
@@ -20193,7 +20264,7 @@ msgid ""
"Sets [member margin_left] and [member margin_top] at the same time. "
"Equivalent of changing [member rect_position]."
msgstr ""
-"åŒæ—¶è®¾ç½®[member margin_left]å’Œ[member margin_top]。等效于更改[member "
+"åŒæ—¶è®¾ç½® [member margin_left] å’Œ [member margin_top]。等效于更改 [member "
"rect_position]。"
#: doc/classes/Control.xml
@@ -20285,7 +20356,7 @@ msgstr ""
#: doc/classes/Control.xml
msgid "Sets [member margin_right] and [member margin_bottom] at the same time."
-msgstr "åŒæ—¶è®¾ç½®[member margin_right]å’Œ[member margin_bottom]。"
+msgstr "åŒæ—¶è®¾ç½® [member margin_right] å’Œ [member margin_bottom]。"
#: doc/classes/Control.xml
msgid ""
@@ -20305,9 +20376,9 @@ msgid ""
"If [code]keep_margins[/code] is [code]true[/code], control's anchors will be "
"updated instead of margins."
msgstr ""
-"将[member rect_global_position]设置为给定的[code]position[/code]。\n"
-"如果[code]keep_margins[/code]为 [code]true[/code],则控件的锚点将被更新,而ä¸"
-"是边è·ã€‚"
+"将 [member rect_global_position] 设置为给定的 [code]position[/code]。\n"
+"如果 [code]keep_margins[/code] 为 [code]true[/code],则更新的是控件的锚点,而"
+"ä¸æ˜¯è¾¹è·ã€‚"
#: doc/classes/Control.xml
msgid ""
@@ -20345,9 +20416,9 @@ msgid ""
"If [code]keep_margins[/code] is [code]true[/code], control's anchors will be "
"updated instead of margins."
msgstr ""
-"将[member rect_position]设置为给定的[code]position[/code]。\n"
-"如果[code]keep_margins[/code]为 [code]true[/code],则控件的锚点将被更新,而ä¸"
-"是边è·ã€‚"
+"将 [member rect_position] 设置为给定的 [code]position[/code]。\n"
+"如果 [code]keep_margins[/code] 为 [code]true[/code],则更新的是控件的锚点,而"
+"ä¸æ˜¯è¾¹è·ã€‚"
#: doc/classes/Control.xml
msgid "Sets the rotation (in radians)."
@@ -20431,8 +20502,8 @@ 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 ""
-"控件的焦点访问模å¼ï¼ˆâ€œæ— â€ï¼Œâ€œå•å‡»â€æˆ–“全部â€ï¼‰ã€‚åªèƒ½åŒæ—¶é›†ä¸­ä¸€ä¸ªæŽ§ä»¶ï¼Œå®ƒå°†æŽ¥æ”¶é”®"
-"盘信å·ã€‚"
+"控件的焦点访问模å¼ï¼ˆâ€œæ— â€â€œå•å‡»â€æˆ–“全部â€ï¼‰ã€‚åªèƒ½åŒæ—¶èšç„¦ä¸€ä¸ªæŽ§ä»¶ï¼Œè¯¥æŽ§ä»¶ä¼šæ”¶åˆ°"
+"键盘信å·ã€‚"
#: doc/classes/Control.xml
msgid ""
@@ -20740,7 +20811,7 @@ msgstr ""
msgid ""
"The size of the node's bounding rectangle, in pixels. [Container] nodes "
"update this property automatically."
-msgstr "节点边界矩形的大å°ï¼Œä»¥åƒç´ ä¸ºå•ä½ã€‚[Container]节点会自动更新此属性。"
+msgstr "节点边界矩形的大å°ï¼Œä»¥åƒç´ ä¸ºå•ä½ã€‚[Container] 节点会自动更新此属性。"
#: doc/classes/Control.xml
msgid ""
@@ -20907,11 +20978,11 @@ msgstr "当节点更改大å°æ—¶å‘é€ã€‚使用 [member rect_size] 获å–新大å
#: doc/classes/Control.xml
msgid "Sent when the mouse pointer enters the node."
-msgstr "当鼠标指针进入节点时å‘é€ã€‚"
+msgstr "当鼠标指针进入该节点时å‘é€ã€‚"
#: doc/classes/Control.xml
msgid "Sent when the mouse pointer exits the node."
-msgstr "当鼠标指针退出节点时å‘é€ã€‚"
+msgstr "当鼠标指针退出该节点时å‘é€ã€‚"
#: doc/classes/Control.xml
msgid "Sent when the node grabs focus."
@@ -20927,8 +20998,8 @@ msgid ""
"control. Happens when you call one of the [code]add_*_override[/code] "
"methods."
msgstr ""
-"当节点的 [member theme] 改å˜æ—¶ï¼Œå°±åœ¨Godoté‡ç»˜æŽ§ä»¶ä¹‹å‰å‘é€ã€‚当你调用"
-"[code]add_*_override[/code]方法之一时å‘生。"
+"当节点的 [member theme] 改å˜æ—¶ï¼Œå°±åœ¨ Godot é‡ç»˜æŽ§ä»¶ä¹‹å‰å‘é€ã€‚当你调用 "
+"[code]add_*_override[/code] 方法之一时å‘生。"
#: doc/classes/Control.xml
msgid "Sent when an open modal dialog closes. See [method show_modal]."
@@ -20960,8 +21031,8 @@ msgid ""
"beam pointer has a shape similar to \"I\". It tells the user they can "
"highlight or insert text."
msgstr ""
-"当用户将节点悬åœæ—¶ï¼Œæ˜¾ç¤ºç³»ç»Ÿçš„Iåž‹å…‰æŸé¼ æ ‡å…‰æ ‡ã€‚工字æ¢æŒ‡é’ˆçš„形状类似于“Iâ€ã€‚它"
-"告诉用户他们å¯ä»¥çªå‡ºæ˜¾ç¤ºæˆ–æ’入文本。"
+"当用户将节点悬åœæ—¶ï¼Œæ˜¾ç¤ºç³»ç»Ÿçš„ I åž‹å…‰æŸé¼ æ ‡å…‰æ ‡ã€‚工字æ¢æŒ‡é’ˆçš„形状类似于“Iâ€ã€‚"
+"它告诉用户他们å¯ä»¥çªå‡ºæ˜¾ç¤ºæˆ–æ’入文本。"
#: doc/classes/Control.xml
msgid ""
@@ -21000,7 +21071,7 @@ msgid ""
"grabbing, like a node in the Scene dock."
msgstr ""
"当用户悬åœèŠ‚点时,显示系统的è½åœ°é¼ æ ‡å…‰æ ‡ã€‚它å¯ä»¥æ˜¯ä¸€ä¸ªå¼ å¼€çš„手。它告诉用户å¯"
-"以放下一个他们当å‰æ­£åœ¨æŠ“å–的物å“,比如场景dock中的一个节点。"
+"以放下一个他们当å‰æ­£åœ¨æŠ“å–的物å“,比如场景é¢æ¿ä¸­çš„一个节点。"
#: doc/classes/Control.xml
msgid ""
@@ -21053,8 +21124,8 @@ msgid ""
"2 double-headed arrows at a 90 degree angle. It tells the user they can move "
"a UI element freely."
msgstr ""
-"当用户将节点悬åœæ—¶ï¼Œæ˜¾ç¤ºç³»ç»Ÿçš„移动鼠标光标。它以90度角显示2个åŒå‘箭头。它告诉"
-"用户他们å¯ä»¥è‡ªç”±ç§»åŠ¨ UI 元素。"
+"当用户将节点悬åœæ—¶ï¼Œæ˜¾ç¤ºç³»ç»Ÿçš„移动鼠标光标。它以 90 度角显示 2 个åŒå‘箭头。它"
+"告诉用户他们å¯ä»¥è‡ªç”±ç§»åŠ¨ UI 元素。"
#: doc/classes/Control.xml
msgid ""
@@ -21240,8 +21311,8 @@ msgid ""
"the available space without pushing any other node. Use with [member "
"size_flags_horizontal] and [member size_flags_vertical]."
msgstr ""
-"告诉父[Container]扩展此节点的边界,以在ä¸æŽ¨å…¶ä»–节点的情况下填充所有å¯ç”¨ç©ºé—´ã€‚"
-"使用[member size_flags_horizontal]和[member size_flags_vertical]。"
+"告诉父 [Container] 扩展此节点的边界,以在ä¸æŽ¨å…¶ä»–节点的情况下填充所有å¯ç”¨ç©º"
+"间。用于 [member size_flags_horizontal] 和 [member size_flags_vertical]。"
#: doc/classes/Control.xml
msgid ""
@@ -21251,17 +21322,17 @@ msgid ""
"size_flags_stretch_ratio]. Use with [member size_flags_horizontal] and "
"[member size_flags_vertical]."
msgstr ""
-"告诉父级[Container]让该节点å ç”¨æ‚¨æ ‡è®°çš„轴上的所有å¯ç”¨ç©ºé—´ã€‚如果将多个相邻节点"
-"设置为扩展,它们将根æ®å…¶æ‹‰ä¼¸æ¯”共享空间。å‚阅[member "
-"size_flags_stretch_ratio]。与[member size_flags_horizontal]和[member "
-"size_flags_vertical]一起使用。"
+"告诉父级 [Container] 让该节点å ç”¨æ‚¨æ ‡è®°çš„轴上的所有å¯ç”¨ç©ºé—´ã€‚如果将多个相邻节"
+"点设置为扩展,它们将根æ®å…¶æ‹‰ä¼¸æ¯”å…±äº«ç©ºé—´ã€‚è§ [member "
+"size_flags_stretch_ratio]。用于 [member size_flags_horizontal] 和 [member "
+"size_flags_vertical]。"
#: doc/classes/Control.xml
msgid ""
"Sets the node's size flags to both fill and expand. See the 2 constants "
"above for more information."
msgstr ""
-"将节点的大å°æ ‡å¿—设置为åŒæ—¶å¡«å……和扩展。有关更多信æ¯ï¼Œè¯·å‚阅上é¢çš„2个常é‡ã€‚"
+"将节点的大å°æ ‡å¿—设置为åŒæ—¶å¡«å……和扩展。有关更多信æ¯ï¼Œè¯·å‚阅上é¢çš„ 2 个常é‡ã€‚"
#: doc/classes/Control.xml
msgid ""
@@ -21271,8 +21342,8 @@ msgid ""
"size_flags_vertical]."
msgstr ""
"告诉父级 [Container] 使节点本身居中。它基于控件的包围框居中,因此它ä¸é€‚用于 "
-"fill 或 expand 尺寸标志。与 [member size_flags_horizontal] 和 [member "
-"size_flags_vertical] 一起使用。"
+"fill 或 expand 尺寸标志。用于 [member size_flags_horizontal] 和 [member "
+"size_flags_vertical]。"
#: doc/classes/Control.xml
msgid ""
@@ -21282,8 +21353,8 @@ msgid ""
"size_flags_vertical]."
msgstr ""
"告诉父级 [Container] 将节点与其末端(底部或å³ä¾§ï¼‰å¯¹é½ã€‚它ä¸é€‚用于 fill 或 "
-"expand size 标志。与 [member size_flags_horizontal] 和 [member "
-"size_flags_vertical] 一起使用。"
+"expand size 标志。用于 [member size_flags_horizontal] 和 [member "
+"size_flags_vertical]。"
#: doc/classes/Control.xml
msgid ""
@@ -21440,7 +21511,8 @@ msgid ""
"and doesn't need to be configured by the user."
msgstr ""
"基于 CPU çš„ 3D ç²’å­èŠ‚点,用于创建å„ç§ç²’å­ç³»ç»Ÿå’Œæ•ˆæžœã€‚\n"
-"å‚阅 [Particles],它是以硬件加速æ供相åŒçš„功能,但å¯èƒ½æ— æ³•åœ¨æ—§è®¾å¤‡ä¸Šè¿è¡Œã€‚\n"
+"å¦è¯·å‚阅 [Particles],它是以硬件加速æ供相åŒçš„功能,但å¯èƒ½æ— æ³•åœ¨æ—§è®¾å¤‡ä¸Šè¿"
+"行。\n"
"[b]注æ„:[/b]与 [Particles] ä¸åŒï¼Œå…¶å¯è§æ€§çŸ©å½¢æ˜¯å³æ—¶ç”Ÿæˆçš„,ä¸éœ€è¦ç”¨æˆ·é…置。"
#: doc/classes/CPUParticles.xml
@@ -21703,7 +21775,7 @@ msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "Align Y axis of particle with the direction of its velocity."
-msgstr "将粒å­çš„Y轴与其速度方å‘对é½ã€‚"
+msgstr "将粒å­çš„ Y 轴与其速度方å‘对é½ã€‚"
#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
msgid "If [code]true[/code], particles will not move on the z axis."
@@ -24007,6 +24079,14 @@ msgid "Cylinder shape for collisions."
msgstr "碰撞用的圆柱体形状。"
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr "圆柱体的高度。"
@@ -25459,7 +25539,7 @@ msgstr "AssetLib 选项å¡ã€‚如果ç¦ç”¨æ­¤åŠŸèƒ½ï¼Œåˆ™ä¸ä¼šæ˜¾ç¤º AssetLib é€
msgid ""
"Scene tree editing. If this feature is disabled, the Scene tree dock will "
"still be visible but will be read-only."
-msgstr "场景树编辑。如果ç¦ç”¨æ­¤åŠŸèƒ½ï¼Œåœºæ™¯æ ‘åœé ç‚¹ä»å°†å¯è§ï¼Œä½†å°†æ˜¯åªè¯»çš„。"
+msgstr "场景树编辑。如果ç¦ç”¨æ­¤åŠŸèƒ½ï¼Œåœºæ™¯æ ‘é¢æ¿ä»å°†å¯è§ï¼Œä½†å°†æ˜¯åªè¯»çš„。"
#: doc/classes/EditorFeatureProfile.xml
msgid ""
@@ -26049,7 +26129,7 @@ msgstr ""
#: doc/classes/EditorInspector.xml
msgid "A control used to edit properties of an object."
-msgstr "用于编辑所选节点属性的控件。"
+msgstr "用于编辑对象属性的控件。"
#: doc/classes/EditorInspector.xml
msgid ""
@@ -26654,9 +26734,9 @@ 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 ""
-"注册一个新的空间辅助器æ’件 [EditorSpatialGizmoPlugin]。Gizmoæ’件用于为 "
-"[Spatial] 的 3D预览视窗添加自定义的 gizmos。\n"
-"å‚è§ [method add_inspector_plugin] 以了解如何注册一个æ’件的例å­ã€‚"
+"注册一个新的 [EditorSpatialGizmoPlugin]。å°å·¥å…·æ’件å¯ä»¥åœ¨ 3D 预览视区中为 "
+"[Spatial] 添加自定义的å°å·¥å…·ã€‚\n"
+"注册æ’ä»¶çš„ç¤ºä¾‹è§ [method add_inspector_plugin]。"
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -27143,7 +27223,7 @@ msgstr "删除由 [method add_scene_import_plugin] 注册的场景导入器。"
#: doc/classes/EditorPlugin.xml
msgid "Removes a gizmo plugin registered by [method add_spatial_gizmo_plugin]."
-msgstr "删除由 [method add_spatial_gizmo_plugin] 注册的控制器æ’件。"
+msgstr "删除由 [method add_spatial_gizmo_plugin] 注册的å°å·¥å…·æ’件。"
#: doc/classes/EditorPlugin.xml
msgid "Removes a menu [code]name[/code] from [b]Project > Tools[/b]."
@@ -27810,6 +27890,7 @@ msgid "Base script that can be used to add extension functions to the editor."
msgstr "å¯ç”¨äºŽä¸ºç¼–辑器添加扩展功能的基础脚本。"
#: doc/classes/EditorScript.xml
+#, fuzzy
msgid ""
"Scripts extending this class and implementing its [method _run] method can "
"be executed from the Script Editor's [b]File > Run[/b] menu option (or by "
@@ -27827,7 +27908,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
"扩展该类并实现其 [method _run] 方法的脚本å¯ä»¥åœ¨ç¼–辑器è¿è¡Œæ—¶é€šè¿‡è„šæœ¬ç¼–辑器的"
"[b]文件 > è¿è¡Œ[/b]èœå•é€‰é¡¹ï¼ˆæˆ–按 [code]Ctrl+Shift+X[/code]ï¼‰æ‰§è¡Œã€‚è¿™å¯¹äºŽå‘ "
@@ -28165,7 +28249,7 @@ msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid "Custom gizmo for editing Spatial objects."
-msgstr "用于编辑空间对象的自定义å°å·¥å…·ã€‚"
+msgstr "用于编辑 Spatial 对象的自定义å°å·¥å…·ã€‚"
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -28181,7 +28265,7 @@ msgid ""
"Adds the specified [code]segments[/code] to the gizmo's collision shape for "
"picking. Call this function during [method redraw]."
msgstr ""
-"将指定的 [code]segments[/code] 添加到 gizmo 的碰撞形状中,以便挑选。在 "
+"将指定的线段 [code]segments[/code] 添加到å°å·¥å…·çš„碰撞形状中,用于点选。请在 "
"[method redraw] 时调用此函数。"
#: doc/classes/EditorSpatialGizmo.xml
@@ -28190,8 +28274,8 @@ msgid ""
"generated from a regular [Mesh] too. Call this function during [method "
"redraw]."
msgstr ""
-"将碰撞三角形添加到å°å·¥å…·ä¸­ï¼Œä¾›æŒ‘选。也å¯ä»¥ä»Žæ™®é€šçš„ [Mesh] ç”Ÿæˆ "
-"[TriangleMesh]。在 [method redraw] 时调用此函数。"
+"将碰撞三角形添加到å°å·¥å…·ä¸­ï¼Œç”¨äºŽç‚¹é€‰ã€‚也å¯ä»¥ä»Žæ™®é€šçš„ [Mesh] ç”Ÿæˆ "
+"[TriangleMesh]。请在 [method redraw] 时调用此函数。"
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -28200,8 +28284,8 @@ msgid ""
"There are virtual functions which will be called upon editing of these "
"handles. Call this function during [method redraw]."
msgstr ""
-"添加一个å¥æŸ„(点)列表,å¯ä»¥ç”¨æ¥å¯¹ç¼–辑的对象进行å˜å½¢ã€‚\n"
-"有一些虚函数将在编辑这些å¥æŸ„时被调用。在 [method redraw]时调用这个函数。"
+"添加列表中的手柄(点),å¯ä»¥ç”¨æ¥å¯¹ç¼–辑的对象进行å˜å½¢ã€‚\n"
+"编辑这些手柄时会调用一些虚函数。请在 [method redraw] 时调用这个函数。"
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -28209,8 +28293,8 @@ msgid ""
"lines are used for visualizing the gizmo. Call this function during [method "
"redraw]."
msgstr ""
-"用给定的æ质在å°å·¥å…·ä¸Šæ·»åŠ çº¿æ¡åˆ° gizmo(作为 2 个点的集åˆï¼‰ã€‚线æ¡ç”¨äºŽå¯è§†åŒ– "
-"gizmo。在 [method redraw] 时调用此函数。"
+"在å°å·¥å…·ä¸Šæ·»åŠ ä½¿ç”¨ç»™å®šæ质的线æ¡ï¼ˆå½¢å¼ä¸º 2 个点的集åˆï¼‰ã€‚线æ¡å°†ç”¨äºŽæ˜¾ç¤ºå°å·¥"
+"具。请在 [method redraw] 时调用此函数。"
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -28219,10 +28303,10 @@ msgid ""
"is [code]true[/code], the mesh will rotate to always face the camera. Call "
"this function during [method redraw]."
msgstr ""
-"以指定的 [code]billboard[/code] 状æ€ã€[code]skeleton[/code] å’Œ "
-"[code]materia[/code] 添加网格到å°å·¥å…·ã€‚如果 [code]billboard[/code] 为 "
-"[code]true[/code],则网格将旋转为始终é¢å‘相机。在 [method redraw] 时调用此函"
-"数。"
+"在å°å·¥å…·ä¸Šæ·»åŠ æŒ‡å®šçš„网格,网格使用的是指定的 [code]billboard[/code] 状æ€ã€"
+"[code]skeleton[/code] 和 [code]materia[/code]。如果 [code]billboard[/code] "
+"为 [code]true[/code],则网格将旋转为始终é¢å‘相机。请在 [method redraw] 时调用"
+"此函数。"
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -28233,7 +28317,7 @@ msgstr "添加一个未缩放的广告牌以实现å¯è§†åŒ–。在 [method redraw
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Removes everything in the gizmo including meshes, collisions and handles."
-msgstr "移除å°å·¥å…·ä¸­çš„一切,包括网格ã€ç¢°æ’žå’Œå¥æŸ„。"
+msgstr "移除å°å·¥å…·ä¸­çš„一切,包括网格ã€ç¢°æ’žå’Œæ‰‹æŸ„。"
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -28242,9 +28326,9 @@ msgid ""
"If the [code]cancel[/code] parameter is [code]true[/code], an option to "
"restore the edited value to the original is provided."
msgstr ""
-"æ交一个正在编辑的å¥æŸ„(å¥æŸ„必须是之å‰é€šè¿‡[method add_handles]添加的)。\n"
-"如果[code]cancel[/code]å‚数是[code]true[/code],则æ供了一个将编辑åŽçš„值æ¢å¤"
-"到原始值的选项。"
+"æ交正在编辑的手柄(手柄必须是之å‰é€šè¿‡ [method add_handles] 添加的)。\n"
+"如果 [code]cancel[/code] å‚数为 [code]true[/code],则会æ供一个将编辑åŽçš„值æ¢"
+"å¤åˆ°åŽŸå§‹å€¼çš„选项。"
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -28252,16 +28336,16 @@ msgid ""
"by [method add_handles]).\n"
"Handles can be named for reference to the user when editing."
msgstr ""
-"获å–已编辑的å¥æŸ„çš„å称(å¥æŸ„必须是之å‰é€šè¿‡[method add_handles]添加的)。\n"
-"å¥æŸ„çš„å称å¯ä»¥åœ¨ç¼–辑时被命å作为用户å‚考。"
+"获å–编辑的手柄的å称(手柄必须是之å‰é€šè¿‡ [method add_handles] 添加的)。\n"
+"手柄的å称å¯ä»¥åœ¨ç¼–辑时被命å作为用户å‚考。"
#: 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 ""
-"获å–一个å¥æŸ„的实际值,这个值å¯ä»¥æ˜¯ä»»ä½•ä¸œè¥¿ï¼Œç”¨äºŽåœ¨è°ƒç”¨[method commit_handle]"
-"时最终撤销动作。这个值å¯ä»¥æ˜¯ä»»ä½•ä¸œè¥¿ï¼Œç”¨äºŽåœ¨è°ƒç”¨[method commit_handle]时最终"
+"获å–手柄的实际值。这个值å¯ä»¥æ˜¯ä»»ä½•ä¸œè¥¿ï¼Œç”¨äºŽåœ¨è°ƒç”¨ [method commit_handle] æ—¶"
+"最终撤销动作。这个值å¯ä»¥æ˜¯ä»»ä½•ä¸œè¥¿ï¼Œç”¨äºŽåœ¨è°ƒç”¨ [method commit_handle] 时最终"
"撤销动作。"
#: doc/classes/EditorSpatialGizmo.xml
@@ -28281,15 +28365,16 @@ msgid ""
"Returns [code]true[/code] if the handle at index [code]index[/code] is "
"highlighted by being hovered with the mouse."
msgstr ""
-"如果鼠标悬åœç´¢å¼•ä¸º [code]index[/code] çš„å¥æŸ„高亮,则返回 [code]true[/code]。"
+"如果鼠标悬åœåœ¨ç´¢å¼•ä¸º [code]index[/code] 的手柄上使之高亮,则返回 [code]true[/"
+"code]。"
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"This function is called when the [Spatial] this gizmo refers to changes (the "
"[method Spatial.update_gizmo] is called)."
msgstr ""
-"当这个工具所指 [Spatial] çš„å˜åŒ–时([method Spatial.update_gizmo] 函数被调"
-"用)。"
+"这个å°å·¥å…·æ‰€å¼•ç”¨çš„ [Spatial] å‘生å˜åŒ–时([method Spatial.update_gizmo] 函数被"
+"调用)会调用这个函数。"
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -28298,8 +28383,8 @@ msgid ""
"The [Camera] is also provided so screen coordinates can be converted to "
"raycasts."
msgstr ""
-"当用户在å±å¹•å标中拖动一个 gizmo 工具手柄时(之å‰ç”¨ [method add_handles] 添加"
-"的),就会使用这个函数。\n"
+"当用户在å±å¹•å标中拖动å°å·¥å…·æ‰‹æŸ„时(之å‰ç”¨ [method add_handles] 添加),就会"
+"使用这个函数。\n"
"还æ供了相机 [Camera],以便将å±å¹•å标转æ¢ä¸ºå°„线投影。"
#: doc/classes/EditorSpatialGizmo.xml
@@ -28307,18 +28392,19 @@ msgid ""
"Sets the gizmo's hidden state. If [code]true[/code], the gizmo will be "
"hidden. If [code]false[/code], it will be shown."
msgstr ""
-"设置工具的éšè—状æ€ã€‚如果为 [code]true[/code],则å°æŽ§ä»¶å°†è¢«éšè—。如果为 "
-"[code]false[/code],将显示它。"
+"设置该å°å·¥å…·çš„éšè—状æ€ã€‚如果为 [code]true[/code],则该å°å·¥å…·å°†è¢«éšè—。如果为 "
+"[code]false[/code] 则会显示。"
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Sets the reference [Spatial] node for the gizmo. [code]node[/code] must "
"inherit from [Spatial]."
-msgstr "设置工具的å‚考 [Spatial] 节点。[code]node[/code]必须继承自 [Spatial]。"
+msgstr ""
+"设置该å°å·¥å…·æ‰€å¼•ç”¨çš„ [Spatial] 节点。[code]node[/code]必须继承自 [Spatial]。"
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid "Used by the editor to define Spatial gizmo types."
-msgstr "由编辑部用于定义空间å°å·¥å…·çš„类型。"
+msgstr "由编辑部用于定义 Spatial å°å·¥å…·çš„类型。"
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
@@ -28329,8 +28415,8 @@ msgid ""
"To use [EditorSpatialGizmoPlugin], register it using the [method "
"EditorPlugin.add_spatial_gizmo_plugin] method first."
msgstr ""
-"[EditorSpatialGizmoPlugin] å¯ç”¨äºŽå®šä¹‰æ–°çš„控制器类型。这样åšçš„主è¦æ–¹æ³•æœ‰ä¸¤ç§ï¼š"
-"比较简å•çš„控制器å¯ä»¥æ‰©å±• [EditorSpatialGizmoPlugin],或者å¯ä»¥åˆ›å»ºæ–°çš„ "
+"[EditorSpatialGizmoPlugin] å¯ç”¨äºŽå®šä¹‰æ–°çš„å°å·¥å…·ç±»åž‹ã€‚这样åšçš„主è¦æ–¹æ³•æœ‰ä¸¤ç§ï¼š"
+"比较简å•çš„å°å·¥å…·å¯ä»¥æ‰©å±• [EditorSpatialGizmoPlugin],或者å¯ä»¥åˆ›å»ºæ–°çš„ "
"[EditorSpatialGizmo] 类型。有关更多信æ¯ï¼Œè¯·å‚阅文档中的教程。\n"
"è¦ä½¿ç”¨ [EditorSpatialGizmoPlugin],请先用 [method EditorPlugin."
"add_spatial_gizmo_plugin] 注册。"
@@ -28348,13 +28434,13 @@ msgid ""
"Override this method to define whether the gizmo can be hidden or not. "
"Returns [code]true[/code] if not overridden."
msgstr ""
-"é‡å†™æ­¤æ–¹æ³•ä»¥å®šä¹‰æ˜¯å¦å¯ä»¥éšè— Gizmo。如果未覆盖,则返回 [code]true[/code]。"
+"é‡å†™æ­¤æ–¹æ³•ä»¥å®šä¹‰æ˜¯å¦å¯ä»¥éšè—该å°å·¥å…·ã€‚如果未覆盖,则返回 [code]true[/code]。"
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Override this method to commit gizmo handles. Called for this plugin's "
"active gizmos."
-msgstr "é‡å†™æ­¤æ–¹æ³•ä»¥æ交 Gizmo å¥æŸ„。调用此æ’件的活动辅助工具。"
+msgstr "é‡å†™æ­¤æ–¹æ³•ä»¥æ交å°å·¥å…·æ‰‹æŸ„。会为这个æ’件的活动å°å·¥å…·è¿›è¡Œè°ƒç”¨ã€‚"
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
@@ -28405,13 +28491,13 @@ msgstr ""
msgid ""
"Override this method to provide gizmo's handle names. Called for this "
"plugin's active gizmos."
-msgstr "é‡å†™æ­¤æ–¹æ³•ä»¥æä¾› Gizmo çš„å¥æŸ„å称。调用此æ’件的活动工具。"
+msgstr "é‡å†™æ­¤æ–¹æ³•ä»¥æä¾›å°å·¥å…·çš„手柄å称。会为这个æ’件的活动å°å·¥å…·è¿›è¡Œè°ƒç”¨ã€‚"
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Gets actual value of a handle from gizmo. Called for this plugin's active "
"gizmos."
-msgstr "从 Gizmo 获å–å¥æŸ„的实际值。调用此æ’件的活动工具。"
+msgstr "从å°å·¥å…·èŽ·å–手柄的实际值。会为这个æ’件的活动å°å·¥å…·è¿›è¡Œè°ƒç”¨ã€‚"
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
@@ -28426,7 +28512,7 @@ msgstr ""
msgid ""
"Override this method to provide the name that will appear in the gizmo "
"visibility menu."
-msgstr "é‡å†™æ­¤æ–¹æ³•ä»¥æ供将出现在工具å¯è§æ€§èœå•ä¸­çš„å称。"
+msgstr "é‡å†™æ­¤æ–¹æ³•ä»¥æ供将出现在å°å·¥å…·å¯è§æ€§èœå•ä¸­çš„å称。"
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
@@ -28437,10 +28523,10 @@ msgid ""
"overridden, this method will return [code]0[/code], which means custom "
"gizmos will automatically override built-in gizmos."
msgstr ""
-"é‡å†™æ­¤æ–¹æ³•å¯ä»¥è®¾ç½®å·¥å…·çš„优先级。值越高,优先级越高。如果具有较高优先级的工具"
-"与å¦ä¸€ä¸ªå·¥å…·å‘生冲çªï¼Œåˆ™ä»…使用具有较高优先级的工具。\n"
-"所有内置编辑器å°æŽ§ä»¶å‡è¿”回 [code]-1[/code]优先级。如果未é‡å†™ï¼Œåˆ™æ­¤æ–¹æ³•å°†è¿”回 "
-"[code]0[/code],这æ„味ç€è‡ªå®šä¹‰æŽ§ä»¶å°†è‡ªåŠ¨è¦†ç›–内置控件。"
+"é‡å†™æ­¤æ–¹æ³•å¯ä»¥è®¾ç½®å°å·¥å…·çš„优先级。值越高,优先级越高。如果具有较高优先级的å°"
+"工具与å¦ä¸€ä¸ªå°å·¥å…·å‘生冲çªï¼Œåˆ™ä»…使用具有较高优先级的å°å·¥å…·ã€‚\n"
+"所有内置编辑器å°å·¥å…·å‡è¿”回 [code]-1[/code] 优先级。如果未é‡å†™ï¼Œåˆ™æ­¤æ–¹æ³•å°†è¿”"
+"回 [code]0[/code],这æ„味ç€è‡ªå®šä¹‰æŽ§ä»¶å°†è‡ªåŠ¨è¦†ç›–内置å°å·¥å…·ã€‚"
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
@@ -28449,34 +28535,36 @@ msgid ""
"if it returns [code]true[/code] the node gets a generic [EditorSpatialGizmo] "
"assigned and is added to this plugin's list of active gizmos."
msgstr ""
-"覆盖这个方法æ¥å®šä¹‰å“ªäº›ç©ºé—´èŠ‚点有这个æ’件的 gizmo。æ¯å½“一个 [Spatial] 节点被添"
-"加到一个场景中时,这个方法就会被调用,如果它返回 [code]true[/code],该节点就"
-"会被分é…一个通用的 [EditorSpatialGizmo],并被添加到这个æ’件的激活 Gizmos列表"
-"中。"
+"覆盖这个方法æ¥å®šä¹‰å“ªäº› Spatial 节点有这个æ’件的å°å·¥å…·ã€‚æ¯å½“一个 [Spatial] 节"
+"点被添加到一个场景中时,这个方法就会被调用,如果它返回 [code]true[/code],该"
+"节点就会被分é…一个通用的 [EditorSpatialGizmo],并被添加到这个æ’件的激活å°å·¥å…·"
+"列表中。"
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Gets whether a handle is highlighted or not. Called for this plugin's active "
"gizmos."
-msgstr "获å–å¥æŸ„是å¦é«˜äº®æ˜¾ç¤ºã€‚调用此æ’件的活动工具。"
+msgstr "获å–手柄是å¦é«˜äº®æ˜¾ç¤ºã€‚会为这个æ’件的活动å°å·¥å…·è¿›è¡Œè°ƒç”¨ã€‚"
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Override this method to define whether a Spatial with this gizmo should be "
"selectable even when the gizmo is hidden."
-msgstr "覆盖此方法,以定义具有此工具的空间是å¦åº”该在工具被éšè—时也å¯ä»¥è¢«é€‰æ‹©ã€‚"
+msgstr ""
+"覆盖此方法,以定义具有此å°å·¥å…·çš„ Spatial 是å¦åº”该在å°å·¥å…·è¢«éšè—时也å¯ä»¥è¢«é€‰"
+"择。"
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Callback to redraw the provided gizmo. Called for this plugin's active "
"gizmos."
-msgstr "回调以é‡æ–°ç»˜åˆ¶æ供的工具。调用此æ’件的活动工具。"
+msgstr "用以é‡ç»˜ç»™å®šçš„å°å·¥å…·çš„回调。会为这个æ’件的活动å°å·¥å…·è¿›è¡Œè°ƒç”¨ã€‚"
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Update the value of a handle after it has been updated. Called for this "
"plugin's active gizmos."
-msgstr "æ›´æ–°å¥æŸ„åŽæ›´æ–°å…¶å€¼ã€‚调用此æ’件的活动工具。"
+msgstr "更新手柄åŽæ›´æ–°å…¶å€¼ã€‚会为这个æ’件的活动å°å·¥å…·è¿›è¡Œè°ƒç”¨ã€‚"
#: doc/classes/EditorSpinSlider.xml
msgid "Godot editor's control for editing numeric values."
@@ -28902,8 +28990,8 @@ msgid ""
"here.\n"
"[/codeblock]"
msgstr ""
-"返回自引擎åˆå§‹åŒ–以æ¥çš„总帧数,在æ¯ä¸ª[b]空闲帧[/b]都会进行,无论渲染循环是å¦è¢«"
-"å¯ç”¨ã€‚å‚阅 [method get_frames_drawn] å’Œ [method get_physics_frames]。\n"
+"返回自引擎åˆå§‹åŒ–以æ¥çš„总帧数,无论是å¦å¯ç”¨æ¸²æŸ“循环,æ¯ä¸ª[b]空闲帧[/b]都会增"
+"长。å¦è¯·å‚阅 [method get_frames_drawn] å’Œ [method get_physics_frames]。\n"
"[method get_idle_frames] å¯ä»¥ç”¨æ¥å‡å°‘è¿è¡Œé«˜æ¶ˆè€—逻辑的次数,而ä¸éœ€è¦ä¾é  "
"[Timer]。\n"
"[codeblock]\n"
@@ -29143,14 +29231,14 @@ msgstr ""
"ä¿¡æ¯å¯èƒ½ä¼šè¢«éšè—,å³ä½¿å®ƒä»¬æ˜¯ç”±å…¶ä»–脚本触å‘。如果在 [code]tool[/code] 脚本中把"
"这个设置为 [code]false[/code],这也会影å“到编辑器本身。在确ä¿é”™è¯¯ä¿¡æ¯è¢«å¯ç”¨ä¹‹"
"å‰ï¼Œ[i]请勿[/i]报告错误(因为默认情况下是会的)。\n"
-"[b]注æ„:[/b]当从编辑器è¿è¡Œä¸€ä¸ªé¡¹ç›®æ—¶ï¼Œè¿™ä¸ªå±žæ€§ä¸å½±å“编辑器的错误选项å¡ã€‚"
+"[b]注æ„:[/b]从编辑器è¿è¡Œé¡¹ç›®æ—¶ï¼Œè¿™ä¸ªå±žæ€§ä¸å½±å“编辑器的错误选项å¡ã€‚"
#: doc/classes/Engine.xml
msgid ""
"The desired frames per second. If the hardware cannot keep up, this setting "
"may not be respected. A value of 0 means no limit."
msgstr ""
-"所需的æ¯ç§’帧数。如果硬件无法跟上,则å¯èƒ½ä¸éµå®ˆæ­¤è®¾ç½®ã€‚值为0表示没有é™åˆ¶ã€‚"
+"所需的æ¯ç§’帧数。如果硬件无法跟上,则å¯èƒ½ä¸éµå®ˆæ­¤è®¾ç½®ã€‚值为 0 表示没有é™åˆ¶ã€‚"
#: doc/classes/Engine.xml
msgid ""
@@ -29863,7 +29951,7 @@ msgid ""
msgstr ""
"使用自定义的é€æ˜Žé¢œè‰²æ¸…除背景,并å…许定义天空的阴影和å射。这ç§æ¨¡å¼æ¯” "
"[constant BG_SKY] ç¨å¿«ï¼Œåº”是在å¯ä»¥çœ‹åˆ°å射,但天空本身ä¸å¯è§çš„场景中的首选"
-"(例如,自上而下的相机)。"
+"(例如俯视角相机)。"
#: doc/classes/Environment.xml
msgid "Displays a [CanvasLayer] in the background."
@@ -30830,7 +30918,7 @@ msgid ""
"will change the window title to \"Open a File\")."
msgstr ""
"如果为 [code]true[/code],更改 [code]Mode[/code] 属性将相应地设置窗å£æ ‡é¢˜ï¼ˆä¾‹"
-"如,将模å¼è®¾ç½®ä¸º [constant MODE_OPEN_FILE] 会将窗å£æ ‡é¢˜æ›´æ”¹ä¸ºâ€œæ‰“开文件â€ï¼‰ã€‚"
+"如将模å¼è®¾ç½®ä¸º [constant MODE_OPEN_FILE] 会将窗å£æ ‡é¢˜æ›´æ”¹ä¸ºâ€œæ‰“开文件â€ï¼‰ã€‚"
#: doc/classes/FileDialog.xml
msgid "If [code]true[/code], the dialog will show hidden files."
@@ -36983,7 +37071,7 @@ msgstr "原始纹ç†ï¼ˆåœ¨åŽ‹ç¼©å‰ï¼‰ä½¿ç”¨ sRGB 空间。"
msgid ""
"Source texture (before compression) is a normal texture (e.g. it can be "
"compressed into two channels)."
-msgstr "原始纹ç†ï¼ˆåœ¨åŽ‹ç¼©å‰ï¼‰æ˜¯æ³•çº¿çº¹ç†ï¼ˆä¾‹å¦‚,å¯ä»¥åŽ‹ç¼©ä¸ºä¸¤ä¸ªé€šé“)。"
+msgstr "原始纹ç†ï¼ˆåœ¨åŽ‹ç¼©å‰ï¼‰æ˜¯æ³•çº¿çº¹ç†ï¼ˆä¾‹å¦‚å¯ä»¥åŽ‹ç¼©ä¸ºä¸¤ä¸ªé€šé“)。"
#: doc/classes/Image.xml
msgid "Source texture (before compression) is a [TextureLayered]."
@@ -41441,11 +41529,14 @@ msgstr ""
"如果为 [code]true[/code],则光线的效果会逆转,使区域å˜æš—并投射明亮的阴影。"
#: doc/classes/Light.xml
+#, fuzzy
msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
"ç¯å…‰çš„大å°ï¼Œä½¿ç”¨ Godot çš„å•ä½ã€‚åªåœ¨çƒ˜ç„™çš„光照贴图中考虑,并且åªåœ¨ [member "
"light_bake_mode] 被设置为 [constant BAKE_ALL] 时考虑。增加这个值会使阴影看起"
@@ -43128,8 +43219,8 @@ msgstr ""
"点击åŽä¼šå¼¹å‡º [PopupMenu] 的特殊按钮。\n"
"å¯ä»¥ä½¿ç”¨ [code]get_popup().add_item(\"èœå•é¡¹ç›®å称\")[/code] 在这个 "
"[PopupMenu] 中创建新项目。你也å¯ä»¥ç›´æŽ¥ä»Žç¼–辑器中创建它们。è¦åšåˆ°è¿™ç‚¹ï¼Œé€‰æ‹© "
-"[MenuButton] 节点,然åŽåœ¨ 2D 编辑器顶部的工具æ ä¸­ï¼Œç‚¹å‡»[b]项目[/b],然åŽç‚¹å‡»"
-"弹出窗å£ä¸­çš„[b]添加[/b]。你将能够赋予æ¯ä¸ªé¡¹ç›®æ–°çš„属性。\n"
+"[MenuButton] 节点,然åŽåœ¨ 2D 编辑器顶部的工具æ ä¸­ï¼Œç‚¹å‡»[b]列表项[/b],然åŽç‚¹"
+"击弹出窗å£ä¸­çš„[b]添加[/b]。你将能够赋予æ¯ä¸ªé¡¹ç›®æ–°çš„属性。\n"
"与该节点相关的常用属性和方法请å‚阅 [BaseButton]。"
#: doc/classes/MenuButton.xml doc/classes/OptionButton.xml
@@ -43286,23 +43377,23 @@ msgstr ""
msgid ""
"Returns all the vertices that make up the faces of the mesh. Each three "
"vertices represent one triangle."
-msgstr "返回所有在这个网格中,构æˆé¢çš„顶点。æ¯ä¸‰ä¸ªé¡¶ç‚¹ä»£è¡¨ä¸€ä¸ªä¸‰è§’形。"
+msgstr "返回网格中所有构æˆé¢çš„顶点。æ¯ä¸‰ä¸ªé¡¶ç‚¹ä»£è¡¨ä¸€ä¸ªä¸‰è§’形。"
#: doc/classes/Mesh.xml
msgid "Returns the amount of surfaces that the [Mesh] holds."
-msgstr "返回该网格的é¢æ•°ã€‚"
+msgstr "返回该 [Mesh] 中表é¢çš„个数。"
#: doc/classes/Mesh.xml
msgid ""
"Returns the arrays for the vertices, normals, uvs, etc. that make up the "
"requested surface (see [method ArrayMesh.add_surface_from_arrays])."
msgstr ""
-"返回所有组æˆé¢æ‰€éœ€çš„东西构æˆçš„数组的数组,例如顶点,法å‘,UV等。(å‚阅"
-"[method ArrayMesh.add_surface_from_arrays])。"
+"返回构æˆè¯·æ±‚表é¢çš„顶点ã€æ³•çº¿ã€UV ç­‰æ•°ç»„ã€‚ï¼ˆè§ [method ArrayMesh."
+"add_surface_from_arrays])。"
#: doc/classes/Mesh.xml
msgid "Returns the blend shape arrays for the requested surface."
-msgstr "返回所需é¢çš„æ··åˆå½¢çŠ¶æ•°ç»„。"
+msgstr "返回请求表é¢çš„æ··åˆå½¢çŠ¶æ•°ç»„。"
#: doc/classes/Mesh.xml
msgid ""
@@ -43326,31 +43417,31 @@ msgstr ""
#: doc/classes/Mesh.xml
msgid "Render array as points (one vertex equals one point)."
-msgstr "将顶点数组渲染为点阵(一个顶点对应一个点阵中的点)。"
+msgstr "将数组渲染为点(一个顶点对应一个点)。"
#: doc/classes/Mesh.xml
msgid "Render array as lines (every two vertices a line is created)."
-msgstr "将顶点组渲染为线æ¡ï¼ˆæ¯ä¸¤ä¸ªé¡¶ç‚¹ä¹‹é—´åˆ›å»ºä¸€æ¡è¿žçº¿ï¼‰ã€‚"
+msgstr "将数组渲染为线(æ¯ä¸¤ä¸ªé¡¶ç‚¹åˆ›å»ºä¸€æ¡è¿žçº¿ï¼‰ã€‚"
#: doc/classes/Mesh.xml
msgid "Render array as line strip."
-msgstr "将顶点组渲染为线æ¡ã€‚"
+msgstr "将数组渲染为线æ¡ã€‚"
#: doc/classes/Mesh.xml
msgid "Render array as line loop (like line strip, but closed)."
-msgstr "将数组渲染æˆçº¿çŠ¶çŽ¯ï¼ˆåƒçº¿æ¡ï¼Œä½†æ˜¯å°é—­çš„)。"
+msgstr "将数组渲染为线环(类似线æ¡ï¼Œä½†æ˜¯å°é—­çš„)。"
#: doc/classes/Mesh.xml
msgid "Render array as triangles (every three vertices a triangle is created)."
-msgstr "将顶点组渲染为三角形(æ¯ä¸‰ä¸ªç›¸é‚»é¡¶ç‚¹åˆ›å»ºä¸€ä¸ªä¸‰è§’形)。"
+msgstr "将数组渲染为三角形(æ¯ä¸‰ä¸ªé¡¶ç‚¹åˆ›å»ºä¸€ä¸ªä¸‰è§’形)。"
#: doc/classes/Mesh.xml
msgid "Render array as triangle strips."
-msgstr "将顶点组渲染为三角形线框。"
+msgstr "将数组渲染为三角形æ¡ã€‚"
#: doc/classes/Mesh.xml
msgid "Render array as triangle fans."
-msgstr "将数组渲染æˆä¸‰è§’形扇形。"
+msgstr "将数组渲染为三角形扇。"
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Blend shapes are normalized."
@@ -43358,46 +43449,45 @@ msgstr "æ··åˆå½¢çŠ¶æ˜¯è¢«å½’一化了的。"
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Blend shapes are relative to base weight."
-msgstr "æ··åˆå½¢çŠ¶ç›¸å¯¹äºŽåŸºç¡€çš„æƒé‡ã€‚"
+msgstr "æ··åˆå½¢çŠ¶æ˜¯ç›¸å¯¹äºŽåŸºç¡€çš„æƒé‡ã€‚"
#: doc/classes/Mesh.xml
msgid ""
"Mesh array contains vertices. All meshes require a vertex array so this "
"should always be present."
-msgstr ""
-"网格组包å«è®¸å¤šé¡¶ç‚¹ã€‚æ¯ä¸€ä¸ªç½‘格都需è¦ä¸€ä¸ªé¡¶ç‚¹æ•°ç»„,所以这应该æŒä¹…化储存。"
+msgstr "网格数组包å«é¡¶ç‚¹ã€‚所有网格都需è¦æœ‰é¡¶ç‚¹æ•°ç»„,所以这应该始终存在。"
#: doc/classes/Mesh.xml
msgid "Mesh array contains normals."
-msgstr "网格组包å«æ³•çº¿ã€‚"
+msgstr "网格数组包å«æ³•çº¿ã€‚"
#: doc/classes/Mesh.xml
msgid "Mesh array contains tangents."
-msgstr "网格组包å«åˆ‡å‘。"
+msgstr "网格数组包å«åˆ‡çº¿ã€‚"
#: doc/classes/Mesh.xml
msgid "Mesh array contains colors."
-msgstr "网格组包å«é¢œè‰²ã€‚"
+msgstr "网格数组包å«é¢œè‰²ã€‚"
#: doc/classes/Mesh.xml
msgid "Mesh array contains UVs."
-msgstr "ç½‘æ ¼ç»„åŒ…å« UV。"
+msgstr "ç½‘æ ¼æ•°ç»„åŒ…å« UV。"
#: doc/classes/Mesh.xml
msgid "Mesh array contains second UV."
-msgstr "网格组包å«ç¬¬äºŒå¥— UV。"
+msgstr "网格数组包å«ç¬¬äºŒå¥— UV。"
#: doc/classes/Mesh.xml
msgid "Mesh array contains bones."
-msgstr "网格组包å«éª¨éª¼ã€‚"
+msgstr "网格数组包å«éª¨éª¼ã€‚"
#: doc/classes/Mesh.xml
msgid "Mesh array contains bone weights."
-msgstr "网格组包å«éª¨éª¼æƒé‡ã€‚"
+msgstr "网格数组包å«éª¨éª¼æƒé‡ã€‚"
#: doc/classes/Mesh.xml
msgid "Mesh array uses indices."
-msgstr "网格组使用索引。"
+msgstr "网格数组使用索引。"
#: doc/classes/Mesh.xml
msgid ""
@@ -43411,11 +43501,11 @@ msgstr "用于标记压缩(åŠç²¾åº¦æµ®ç‚¹ï¼‰é¡¶ç‚¹æ•°ç»„的标志。"
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed (half float) normal array."
-msgstr "曾ç»ç”¨äºŽæ ‡è®°åŽ‹ç¼©ï¼ˆåŠç²¾åº¦æµ®ç‚¹ï¼‰æ³•å‘数组的标志。"
+msgstr "用于标记压缩(åŠç²¾åº¦æµ®ç‚¹ï¼‰æ³•å‘数组的标志。"
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed (half float) tangent array."
-msgstr "曾ç»ç”¨äºŽæ ‡è®°åŽ‹ç¼©ï¼ˆåŠç²¾åº¦æµ®ç‚¹ï¼‰åˆ‡å‘数组的标志。"
+msgstr "用于标记压缩(åŠç²¾åº¦æµ®ç‚¹ï¼‰åˆ‡çº¿æ•°ç»„的标志。"
#: doc/classes/Mesh.xml
msgid ""
@@ -43424,16 +43514,19 @@ msgid ""
"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
"1)[/code] and reduce colors' precision."
msgstr ""
+"用于标记压缩(åŠç²¾åº¦æµ®ç‚¹ï¼‰é¢œè‰²æ•°ç»„的标志。\n"
+"[b]注æ„:[/b]如果å¯ç”¨è¿™ä¸ªæ ‡å¿—,顶点颜色会作为 8 ä½æ— ç¬¦å·æ•´æ•°å­˜å‚¨ã€‚这会导致过"
+"亮颜色被钳制到 [code]Color(1, 1, 1, 1)[/code],é™ä½Žé¢œè‰²çš„精度。"
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed (half float) UV coordinates array."
-msgstr "曾用于标记压缩(åŠç²¾åº¦æµ®ç‚¹ï¼‰UV å标数组的标志。"
+msgstr "用于标记压缩(åŠç²¾åº¦æµ®ç‚¹ï¼‰UV å标数组的标志。"
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid ""
"Flag used to mark a compressed (half float) UV coordinates array for the "
"second UV coordinates."
-msgstr "曾用于标记第二套 UV å标的压缩(åŠç²¾åº¦æµ®ç‚¹ï¼‰UV å标数组的标志。"
+msgstr "用于标记第二套 UV å标的压缩(åŠç²¾åº¦æµ®ç‚¹ï¼‰UV å标数组的标志。"
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed bone array."
@@ -43445,11 +43538,11 @@ msgstr "用于标记压缩(åŠç²¾åº¦æµ®ç‚¹ï¼‰æƒé‡æ•°ç»„的标志。"
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed index array."
-msgstr "曾用于标记压缩索引数组的标志。"
+msgstr "用于标记压缩索引数组的标志。"
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark that the array contains 2D vertices."
-msgstr "æ›¾ç”¨äºŽæ ‡è®°åŒ…å« 2D 顶点的数组的标志。"
+msgstr "ç”¨äºŽæ ‡è®°åŒ…å« 2D 顶点的数组的标志。"
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark that the array uses 16-bit bones instead of 8-bit."
@@ -43462,7 +43555,6 @@ msgid ""
msgstr "标志用于标记数组使用法线和切线å‘é‡çš„å…«é¢è¡¨ç¤ºæ³•ï¼Œè€Œä¸æ˜¯ç¬›å¡å°”å¼ã€‚"
#: doc/classes/Mesh.xml
-#, fuzzy
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_VERTEX], [constant "
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
@@ -43477,7 +43569,10 @@ msgstr ""
"ARRAY_COMPRESS_NORMAL]ã€[constant ARRAY_COMPRESS_TANGENT]ã€[constant "
"ARRAY_COMPRESS_COLOR]ã€[constant ARRAY_COMPRESS_TEX_UV]ã€[constant "
"ARRAY_COMPRESS_TEX_UV2]ã€[constant ARRAY_COMPRESS_WEIGHTS]ã€[constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] 。"
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] 。\n"
+"[b]注æ„:[/b]因为这个标志会å¯ç”¨ [constant ARRAY_COMPRESS_COLOR],所以顶点颜色"
+"会作为 8 ä½æ— ç¬¦å·æ•´æ•°å­˜å‚¨ã€‚这会导致过亮颜色被钳制到 [code]Color(1, 1, 1, 1)[/"
+"code],é™ä½Žé¢œè‰²çš„精度。"
#: doc/classes/Mesh.xml
msgid "Array of vertices."
@@ -43489,7 +43584,7 @@ msgstr "法线数组。"
#: doc/classes/Mesh.xml
msgid "Array of tangents as an array of floats, 4 floats per tangent."
-msgstr "切å‘数组。æ¯ä¸€ä¸ªåˆ‡å‘æ•°æ®ç”±å››ä¸ª float å˜é‡æ述。"
+msgstr "åˆ‡çº¿æ•°ç»„ï¼Œæ˜¯æµ®ç‚¹æ•°æ•°ç»„ï¼Œæ¯ 4 个浮点数表示一æ¡åˆ‡çº¿ã€‚"
#: doc/classes/Mesh.xml
msgid "Array of colors."
@@ -43505,7 +43600,7 @@ msgstr "第二套 UV å标数组。"
#: doc/classes/Mesh.xml
msgid "Array of bone data."
-msgstr "骨骼数æ®çš„数组。"
+msgstr "骨骼数æ®æ•°ç»„。"
#: doc/classes/Mesh.xml
msgid "Array of weights."
@@ -43517,7 +43612,7 @@ msgstr "索引数组。"
#: doc/classes/MeshDataTool.xml
msgid "Helper tool to access and edit [Mesh] data."
-msgstr "用于帮助编辑和使用 [Mesh] 网格数æ®çš„工具。"
+msgstr "用于访问和编辑 [Mesh] æ•°æ®çš„辅助工具。"
#: doc/classes/MeshDataTool.xml
msgid ""
@@ -43587,7 +43682,7 @@ msgstr "å°†å½“å‰ MeshDataTool 中所有的数æ®å…¨éƒ¨æ¸…除。"
#: doc/classes/MeshDataTool.xml
msgid "Adds a new surface to specified [Mesh] with edited data."
-msgstr "使用编辑åŽçš„æ•°æ®ï¼Œå‘特定的[Mesh]中添加一个新的é¢ã€‚"
+msgstr "使用编辑åŽçš„æ•°æ®ï¼Œå‘指定的 [Mesh] 中添加一个新的表é¢ã€‚"
#: doc/classes/MeshDataTool.xml
msgid ""
@@ -43595,11 +43690,11 @@ msgid ""
"Requires [Mesh] with primitive type [constant Mesh.PRIMITIVE_TRIANGLES]."
msgstr ""
"使用给定 [Mesh] 的指定表é¢æ¥å¡«å…… MeshDataTool çš„æ•°æ®ã€‚\n"
-"è¦æ±‚ [Mesh] 具有基本类型 [constant Mesh.PRIMITIVE_TRIANGLES]。"
+"è¦æ±‚ [Mesh] 的图元类型为 [constant Mesh.PRIMITIVE_TRIANGLES]。"
#: doc/classes/MeshDataTool.xml
msgid "Returns the number of edges in this [Mesh]."
-msgstr "返回这个[Mesh]的边数。"
+msgstr "返回这个 [Mesh] 的边数。"
#: doc/classes/MeshDataTool.xml
msgid "Returns array of faces that touch given edge."
@@ -43656,15 +43751,15 @@ msgid ""
"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n"
"See [enum ArrayMesh.ArrayFormat] for a list of format flags."
msgstr ""
-"返回 [Mesh] çš„æ ¼å¼ï¼Œè¯¥æ ¼å¼æ˜¯ç”± [Mesh] æ ¼å¼æ ‡è¯†ç»„åˆè€Œæˆçš„整数。例如,一个åŒæ—¶"
-"包å«é¡¶ç‚¹å’Œæ³•çº¿çš„网格将返回 [code]3[/code]æ ¼å¼ï¼Œå› ä¸º [constant ArrayMesh."
-"ARRAY_FORMAT_VERTEX] = [code]1[/code],[constant ArrayMesh."
-"ARRAY_FORMAT_NORMAL] = [code]2[/code]。\n"
-"å‚阅 [enum ArrayMesh.ArrayFormat] çš„æ ¼å¼æ ‡è¯†åˆ—表。"
+"返回该 [Mesh] çš„æ ¼å¼ï¼Œè¯¥æ ¼å¼æ˜¯ç”± [Mesh] æ ¼å¼æ ‡è¯†ç»„åˆè€Œæˆçš„整数。例如,一个åŒ"
+"时包å«é¡¶ç‚¹å’Œæ³•çº¿çš„网格返回的格å¼æ˜¯ [code]3[/code],因为 [constant ArrayMesh."
+"ARRAY_FORMAT_VERTEX] 是 [code]1[/code] 而 [constant ArrayMesh."
+"ARRAY_FORMAT_NORMAL] 是 [code]2[/code]。\n"
+"æ ¼å¼æ ‡å¿—åˆ—è¡¨è§ [enum ArrayMesh.ArrayFormat]。"
#: doc/classes/MeshDataTool.xml
msgid "Returns the material assigned to the [Mesh]."
-msgstr "返回分é…ç»™ [Mesh] çš„æ质。"
+msgstr "返回分é…给该 [Mesh] çš„æ质。"
#: doc/classes/MeshDataTool.xml
msgid "Returns the vertex at given index."
@@ -43672,7 +43767,7 @@ msgstr "返回给定索引处的顶点。"
#: doc/classes/MeshDataTool.xml
msgid "Returns the bones of the given vertex."
-msgstr "返回给定顶点的骨架。"
+msgstr "返回给定顶点的骨骼。"
#: doc/classes/MeshDataTool.xml
msgid "Returns the color of the given vertex."
@@ -43700,7 +43795,7 @@ msgstr "返回给定顶点的法线。"
#: doc/classes/MeshDataTool.xml
msgid "Returns the tangent of the given vertex."
-msgstr "返回给定顶点的正切值。"
+msgstr "返回给定顶点的切线。"
#: doc/classes/MeshDataTool.xml
msgid "Returns the UV of the given vertex."
@@ -43732,7 +43827,7 @@ msgstr "设置给定顶点的ä½ç½®ã€‚"
#: doc/classes/MeshDataTool.xml
msgid "Sets the bones of the given vertex."
-msgstr "设置给定顶点的骨架。"
+msgstr "设置给定顶点的骨骼。"
#: doc/classes/MeshDataTool.xml
msgid "Sets the color of the given vertex."
@@ -43805,7 +43900,7 @@ msgid ""
"calculated from the mesh geometry. It's mainly used for testing."
msgstr ""
"这个辅助工具创建 [MeshInstance] å­èŠ‚点,在æ¯ä¸ªé¡¶ç‚¹éƒ½æœ‰æ ¹æ®ç½‘格几何形状计算的"
-"辅助线框。其主è¦ç”¨äºŽæµ‹è¯•ã€‚"
+"å°å·¥å…·ã€‚其主è¦ç”¨äºŽæµ‹è¯•ã€‚"
#: doc/classes/MeshInstance.xml
msgid ""
@@ -43954,7 +44049,7 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid "The [Mesh] that will be drawn by the [MeshInstance2D]."
-msgstr "[Mesh] 将由 [MeshInstance2D] 绘制。"
+msgstr "该 [MeshInstance2D] 绘制的 [Mesh]。"
#: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml
msgid ""
@@ -44009,15 +44104,15 @@ msgstr ""
#: doc/classes/MeshLibrary.xml
msgid "Returns the first item with the given name."
-msgstr "返回第一个指定å称的 item。"
+msgstr "返回第一个具有指定å称的项。"
#: doc/classes/MeshLibrary.xml
msgid "Returns the list of item IDs in use."
-msgstr "返回正在使用的 item id 列表。"
+msgstr "返回正在使用的项目 ID 列表。"
#: doc/classes/MeshLibrary.xml
msgid "Returns the item's mesh."
-msgstr "返回该 item 的网格模型。"
+msgstr "返回该项目的网格。"
#: doc/classes/MeshLibrary.xml
msgid "Returns the transform applied to the item's mesh."
@@ -44025,7 +44120,7 @@ msgstr "返回应用到项目网格的å˜æ¢ã€‚"
#: doc/classes/MeshLibrary.xml
msgid "Returns the item's name."
-msgstr "返回项的å称。"
+msgstr "返回该项的å称。"
#: doc/classes/MeshLibrary.xml
msgid "Returns the item's navigation mesh."
@@ -44082,7 +44177,7 @@ msgstr ""
#: doc/classes/MeshLibrary.xml
msgid "Sets the item's navigation mesh."
-msgstr "设置此项的导航网格。"
+msgstr "设置该项的导航网格。"
#: doc/classes/MeshLibrary.xml
msgid "Sets the transform to apply to the item's navigation mesh."
@@ -44117,7 +44212,7 @@ msgstr ""
#: doc/classes/MeshTexture.xml
msgid "Sets the base texture that the Mesh will use to draw."
-msgstr "设置网格用æ¥ç»˜åˆ¶çš„基础纹ç†ã€‚"
+msgstr "设置该 Mesh 用æ¥ç»˜åˆ¶çš„基础纹ç†ã€‚"
#: doc/classes/MeshTexture.xml
msgid "Sets the size of the image, needed for reference."
@@ -44211,7 +44306,7 @@ msgstr "显示器与设备内部镜片之间的è·ç¦»ï¼Œå•ä½ä¸ºåŽ˜ç±³ã€‚"
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "The width of the display in centimeters."
-msgstr "显示器的宽度,以厘米为å•ä½ã€‚"
+msgstr "显示器的宽度,å•ä½ä¸ºåŽ˜ç±³ã€‚"
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid ""
@@ -44244,7 +44339,7 @@ msgid ""
"performance."
msgstr ""
"过采样设置。由于镜头失真,我们必须以比å±å¹•è‡ªç„¶åˆ†è¾¨çŽ‡æ›´é«˜çš„è´¨é‡æ¸²æŸ“我们的缓冲"
-"区。介于1.5å’Œ2.0之间的值通常å¯ä»¥æ供良好的结果,但会牺牲性能。"
+"区。介于 1.5 å’Œ 2.0 之间的值通常å¯ä»¥æ供良好的结果,但会牺牲性能。"
#: doc/classes/MultiMesh.xml
msgid "Provides high-performance mesh instancing."
@@ -44281,7 +44376,7 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Gets a specific instance's color."
-msgstr "获å–一个特定实例的颜色。"
+msgstr "获å–特定实例的颜色。"
#: doc/classes/MultiMesh.xml
msgid "Returns the custom data that has been set for a specific instance."
@@ -44289,7 +44384,7 @@ msgstr "返回已ç»ä¸ºç‰¹å®šå®žä¾‹è®¾ç½®çš„自定义数æ®ã€‚"
#: doc/classes/MultiMesh.xml
msgid "Returns the [Transform] of a specific instance."
-msgstr "返回一个特定实例的 [Transform]。"
+msgstr "返回特定实例的 [Transform]。"
#: doc/classes/MultiMesh.xml
msgid "Returns the [Transform2D] of a specific instance."
@@ -44423,7 +44518,7 @@ msgid ""
"Limits the number of instances drawn, -1 draws all instances. Changing this "
"does not change the sizes of the buffers."
msgstr ""
-"é™åˆ¶ç»˜åˆ¶çš„实例数é‡ï¼Œ-1会绘制所有的实例。改å˜è¿™ä¸€ç‚¹å¹¶ä¸æ”¹å˜ç¼“冲区的大å°ã€‚"
+"é™åˆ¶ç»˜åˆ¶çš„实例数é‡ï¼Œ-1 会绘制所有的实例。改å˜è¿™ä¸€ç‚¹å¹¶ä¸æ”¹å˜ç¼“冲区的大å°ã€‚"
#: doc/classes/MultiMesh.xml
msgid "Use this when using 2D transforms."
@@ -44501,7 +44596,7 @@ msgid ""
msgstr ""
"[MultiMeshInstance] 是特有的节点,用于基于 [MultiMesh] 资æºçš„ "
"[GeometryInstance] 的实例。\n"
-"这对于优化给定网格的大é‡å®žä¾‹çš„渲染是éžå¸¸æœ‰ç”¨çš„(例如,森林中的树木或è‰ä¸›ï¼‰ã€‚"
+"这对于优化给定网格的大é‡å®žä¾‹çš„渲染是éžå¸¸æœ‰ç”¨çš„(例如森林中的树木或è‰ä¸›ï¼‰ã€‚"
#: doc/classes/MultiMeshInstance.xml
msgid ""
@@ -45452,6 +45547,7 @@ msgid "3D agent used in navigation for collision avoidance."
msgstr "在导航中用于防撞的 3D 代ç†ã€‚"
#: doc/classes/NavigationAgent.xml
+#, fuzzy
msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
@@ -45465,7 +45561,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
"导航中使用的 3D 代ç†ï¼Œå¯ä»¥åœ¨å‰å¾€æŸä¸ªä½ç½®æ—¶èº²é¿é™æ€å’ŒåŠ¨æ€éšœç¢ç‰©ã€‚躲é¿åŠ¨æ€éšœç¢"
"物使用的是 RVO(Reciprocal Velocity Obstacles,相对速度障ç¢ç‰©ï¼‰é˜²æ’žç®—法。代ç†"
@@ -45768,6 +45867,7 @@ msgid "2D agent used in navigation for collision avoidance."
msgstr "在导航中用于防撞的 2D 代ç†ã€‚"
#: doc/classes/NavigationAgent2D.xml
+#, fuzzy
msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
@@ -45781,7 +45881,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
"导航中使用的 2D 代ç†ï¼Œå¯ä»¥åœ¨å‰å¾€æŸä¸ªä½ç½®æ—¶èº²é¿é™æ€å’ŒåŠ¨æ€éšœç¢ç‰©ã€‚躲é¿åŠ¨æ€éšœç¢"
"物使用的是 RVO(Reciprocal Velocity Obstacles,相对速度障ç¢ç‰©ï¼‰é˜²æ’žç®—法。代ç†"
@@ -46660,6 +46763,7 @@ msgid "Server interface for low-level 3D navigation access."
msgstr "访问底层 3D 导航的æœåŠ¡å™¨æŽ¥å£ã€‚"
#: doc/classes/NavigationServer.xml
+#, fuzzy
msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
@@ -46680,6 +46784,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -46899,19 +47006,19 @@ msgid ""
"code] is specified, the client will also listen to the given port; this is "
"useful for some NAT traversal techniques."
msgstr ""
-"创建客户端,使用指定的[code]端å£[/code]连接到[code]地å€[/code]çš„æœåŠ¡å™¨ä¸Šã€‚ç»™"
-"定的地å€éœ€è¦æ˜¯ä¸€ä¸ªå®Œå…¨åˆæ ¼çš„域å(例如,[code]\"www.example.com\"[/code])或"
-"一个IPv4或IPv6æ ¼å¼çš„IP地å€ï¼ˆä¾‹å¦‚,[code]\"192.168.1.1\"[/code])。"
-"[code]port[/code]是æœåŠ¡å™¨æ‰€ç›‘å¬çš„端å£ã€‚[code]in_bandwidth[/code]å’Œ"
-"[code]out_bandwidth[/code]å‚æ•°å¯ç”¨äºŽå°†ä¼ å…¥å’Œä¼ å‡ºçš„带宽é™åˆ¶åœ¨ç»™å®šçš„字节数/秒。"
-"默认的0æ„味ç€æ— é™çš„带宽。请注æ„,ENet会在对等体之间连接的特定一侧战略性地丢弃"
-"æ•°æ®åŒ…,以确ä¿å¯¹ç­‰ä½“的带宽ä¸è¢«æ·¹æ²¡ã€‚带宽å‚数也决定了连接的窗å£å¤§å°ï¼Œå®ƒé™åˆ¶äº†"
-"在任何给定时间内å¯èƒ½æ­£åœ¨ä¼ è¾“çš„å¯é æ•°æ®åŒ…çš„æ•°é‡ã€‚如果创建了一个客户端,返回"
-"[constant OK];如果这个NetworkedMultiplayerENet实例已ç»æœ‰ä¸€ä¸ªå¼€æ”¾çš„连接(在这"
-"ç§æƒ…况下,你需è¦å…ˆè°ƒç”¨[method close_connection]),返回[constant "
-"ERR_CANT_CREATE];如果ä¸èƒ½åˆ›å»ºå®¢æˆ·ç«¯ï¼Œè¿”回[constant ERR_CANT_CREATE]。如果指"
-"定了[code]client_port[/code],客户端也将监å¬ç»™å®šçš„端å£ï¼›è¿™å¯¹ä¸€äº›NAT穿越技术很"
-"有用。"
+"创建客户端,使用指定的 [code]port[/code]连接到[code]address[/code]çš„æœåŠ¡å™¨"
+"上。给定的地å€éœ€è¦æ˜¯ä¸€ä¸ªå®Œå…¨åˆæ ¼çš„域å(例如 [code]\"www.example.com\"[/"
+"code])或一个 IPv4 或 IPv6 æ ¼å¼çš„ IP 地å€ï¼ˆä¾‹å¦‚ [code]\"192.168.1.1\"[/"
+"code])。[code]port[/code] 是æœåŠ¡å™¨æ‰€ç›‘å¬çš„端å£ã€‚[code]in_bandwidth[/code] "
+"å’Œ [code]out_bandwidth[/code] å‚æ•°å¯ç”¨äºŽå°†ä¼ å…¥å’Œä¼ å‡ºçš„带宽é™åˆ¶åœ¨ç»™å®šçš„字节数/"
+"秒。默认的 0 æ„味ç€æ— é™çš„带宽。请注æ„,ENet 会在对等体之间连接的特定一侧战略"
+"性地丢弃数æ®åŒ…,以确ä¿å¯¹ç­‰ä½“的带宽ä¸è¢«æ·¹æ²¡ã€‚带宽å‚数也决定了连接的窗å£å¤§å°ï¼Œ"
+"它é™åˆ¶äº†åœ¨ä»»ä½•ç»™å®šæ—¶é—´å†…å¯èƒ½æ­£åœ¨ä¼ è¾“çš„å¯é æ•°æ®åŒ…çš„æ•°é‡ã€‚如果创建了一个客户"
+"端,返回 [constant OK];如果这个 NetworkedMultiplayerENet 实例已ç»æœ‰ä¸€ä¸ªå¼€æ”¾"
+"的连接(在这ç§æƒ…况下,你需è¦å…ˆè°ƒç”¨ [method close_connection]),返回 "
+"[constant ERR_CANT_CREATE];如果ä¸èƒ½åˆ›å»ºå®¢æˆ·ç«¯ï¼Œåˆ™è¿”回 [constant "
+"ERR_CANT_CREATE]。如果指定了 [code]client_port[/code],客户端也将监å¬ç»™å®šçš„端"
+"å£ï¼›è¿™å¯¹ä¸€äº› NAT 穿越技术很有用。"
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -46930,16 +47037,16 @@ msgid ""
"case you need to call [method close_connection] first) or [constant "
"ERR_CANT_CREATE] if the server could not be created."
msgstr ""
-"创建æœåŠ¡å™¨ï¼Œé€šè¿‡[code]port[/code]监å¬è¿žæŽ¥ã€‚该端å£éœ€è¦æ˜¯ä¸€ä¸ªå¯ç”¨çš„ã€æœªä½¿ç”¨çš„端"
-"å£ï¼Œåœ¨0到65535之间。注æ„,低于1024的端å£æ˜¯ç‰¹æƒç«¯å£ï¼Œæ ¹æ®å¹³å°çš„ä¸åŒå¯èƒ½éœ€è¦æ"
-"高æƒé™ã€‚è¦æ”¹å˜æœåŠ¡å™¨ç›‘å¬çš„接å£ï¼Œè¯·ä½¿ç”¨[method set_bind_ip]。默认IP是通é…符"
-"[code]\"*\"[/code],它监å¬æ‰€æœ‰å¯ç”¨çš„接å£ã€‚[code]max_clients[/code]是å…许åŒæ—¶"
-"进行的最大客户数,å¯ä»¥ä½¿ç”¨ä»»ä½•æ•°å­—,最高å¯è¾¾4095,尽管å¯å®žçŽ°çš„åŒæ—¶è¿›è¡Œçš„客户"
-"æ•°å¯èƒ½è¦ä½Žå¾—多,并且å–决于应用。关于带宽å‚数的其他细节,è§[method "
-"create_client]。如果æœåŠ¡å™¨è¢«åˆ›å»ºï¼Œè¿”回[constant OK];如果这个"
-"NetworkedMultiplayerENet实例已ç»æœ‰ä¸€ä¸ªå¼€æ”¾çš„连接(在这ç§æƒ…况下,你需è¦å…ˆè°ƒç”¨"
-"[method close_connection]),返回[constant ERR_CANT_CREATE];如果æœåŠ¡å™¨ä¸èƒ½è¢«"
-"创建,返回[constant ERR_CANT_CREATE]。"
+"创建æœåŠ¡å™¨ï¼Œé€šè¿‡ [code]port[/code] 监å¬è¿žæŽ¥ã€‚该端å£éœ€è¦æ˜¯ä¸€ä¸ªå¯ç”¨çš„ã€æœªä½¿ç”¨çš„"
+"端å£ï¼Œåœ¨ 0 到 65535 之间。注æ„,低于 1024 的端å£æ˜¯ç‰¹æƒç«¯å£ï¼Œæ ¹æ®å¹³å°çš„ä¸åŒå¯"
+"能需è¦æ高æƒé™ã€‚è¦æ”¹å˜æœåŠ¡å™¨ç›‘å¬çš„接å£ï¼Œè¯·ä½¿ç”¨ [method set_bind_ip]。默认 IP "
+"是通é…符 [code]\"*\"[/code],会监å¬æ‰€æœ‰å¯ç”¨çš„接å£ã€‚[code]max_clients[/code] "
+"是å…许åŒæ—¶è¿›è¡Œçš„最大客户数,å¯ä»¥ä½¿ç”¨ä»»ä½•æ•°å­—,最高å¯è¾¾ 4095,尽管å¯å®žçŽ°çš„åŒæ—¶"
+"进行的客户数å¯èƒ½è¦ä½Žå¾—多,并且å–决于应用。关于带宽å‚æ•°çš„å…¶ä»–ç»†èŠ‚ï¼Œè§ [method "
+"create_client]。如果æœåŠ¡å™¨è¢«åˆ›å»ºï¼Œåˆ™è¿”回 [constant OK];如果这个 "
+"NetworkedMultiplayerENet 实例已ç»æœ‰ä¸€ä¸ªå¼€æ”¾çš„连接(在这ç§æƒ…况下,你需è¦å…ˆè°ƒ"
+"用 [method close_connection]),则返回 [constant ERR_CANT_CREATE];如果æœåŠ¡å™¨"
+"ä¸èƒ½è¢«åˆ›å»ºï¼Œåˆ™è¿”回 [constant ERR_CANT_CREATE]。"
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -50429,7 +50536,7 @@ msgstr ""
"[OccluderShape] 是 [Occluder] 节点所使用的资æºï¼Œç”¨äºŽå‡ ä½•é®æŒ¡å‰”除。\n"
"该多边形必须是凸多边形。多边形顶点的创建与删除å¯ä»¥åœ¨ç¼–辑器的检查器中进行,也"
"å¯ä»¥é€šè¿‡è°ƒç”¨ [code]set_polygon_points[/code] 实现。æ¯ä¸€æ¡è¾¹çš„顶点都å¯ä»¥é€šè¿‡åœ¨"
-"编辑器视窗中拖拽å¥æŸ„设置。\n"
+"编辑器视窗中拖拽手柄设置。\n"
"å¦å¤–,æ¯ä¸€ä¸ªå¤šè¾¹å½¢é®æŒ¡å™¨éƒ½å¯ä»¥æ”¯æŒå•ä¸ªç©ºæ´žã€‚如果你在编辑器的检查器中为空洞添"
"加至少三个顶点,就å¯ä»¥åœ¨ç¼–辑器视窗中拖拽空洞边缘顶点的å¥æŸ„。\n"
"一般而言,多边形以åŠç©ºæ´žçš„边数越少,è¿è¡Œæ—¶ç³»ç»Ÿçš„处ç†é€Ÿåº¦å°±è¶Šå¿«ï¼Œæ‰€ä»¥åœ¨å¤§å¤šæ•°"
@@ -50525,11 +50632,14 @@ msgstr ""
"光的衰å‡ï¼ˆä¸‹é™ï¼‰æ›²çº¿ã€‚在[b]检查器[/b]中,通过å³é”®ç‚¹å‡»æ›²çº¿ï¼Œå¯ä»¥èŽ·å¾—许多预设。"
#: doc/classes/OmniLight.xml
+#, fuzzy
msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
"光的åŠå¾„。请注æ„,有效的照明区域å¯èƒ½çœ‹èµ·æ¥æ›´å°ï¼Œè¿™å–决于使用的 [member "
"omni_attenuation]ã€‚æ— è®ºä½¿ç”¨ä½•ç§ [member omni_attenuation],光线都ä¸ä¼šåˆ°è¾¾è¿™ä¸ª"
@@ -51187,13 +51297,14 @@ msgid "Returns the audio driver name for the given index."
msgstr "返回给定索引的音频驱动程åºå称。"
#: doc/classes/OS.xml
+#, fuzzy
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -51251,13 +51362,14 @@ msgstr ""
"[/codeblock]"
#: doc/classes/OS.xml
+#, fuzzy
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -51286,13 +51398,14 @@ msgid ""
msgstr "返回当å‰ä½¿ç”¨çš„视频驱动程åºï¼Œä½¿ç”¨[enum VideoDriver]中的一个值。"
#: doc/classes/OS.xml
+#, fuzzy
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -53747,6 +53860,17 @@ msgid "Particle systems (2D)"
msgstr "ç²’å­ç³»ç»Ÿï¼ˆ2D)"
#: doc/classes/Particles2D.xml
+#, fuzzy
+msgid "2D Particles Demo"
+msgstr "2D å¹³å°è·³è·ƒæ¼”示"
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr "返回一个包å«æ‰€æœ‰çŽ°å­˜ç²’å­ä½ç½®çš„矩形。"
@@ -58864,7 +58988,7 @@ msgid ""
"visual size by using the gizmo in the 2D editor while the node is selected."
msgstr ""
"用于编辑的通用 2D ä½ç½®æ示。它就åƒä¸€ä¸ªæ™®é€šçš„ [Node2D],但它在 2D 编辑器中始终"
-"显示为一个å字。选择节点时,å¯ä»¥ä½¿ç”¨ 2D 编辑器中的å°æŽ§ä»¶æ¥è®¾ç½®å字的视觉大"
+"显示为一个å字。选中节点时,å¯ä»¥ä½¿ç”¨ 2D 编辑器中的å°å·¥å…·æ¥è®¾ç½®å字的视觉大"
"å°ã€‚"
#: doc/classes/Position3D.xml
@@ -61824,7 +61948,7 @@ msgid ""
"Physics2DServer.AREA_PARAM_GRAVITY, 98)\n"
"[/codeblock]"
msgstr ""
-"2D 中默认的é‡åŠ›å¼ºåº¦ï¼ˆå•ä½ï¼šæ¯ç§’平方åƒç´ ï¼‰ã€‚\n"
+"2D 中默认的é‡åŠ›å¼ºåº¦ï¼ˆå•ä½ä¸ºåƒç´ æ¯ç§’的平方)。\n"
"[b]注æ„:[/b]这个属性åªåœ¨é¡¹ç›®å¯åŠ¨æ—¶è¢«è¯»å–。è¦åœ¨è¿è¡Œæ—¶æ”¹å˜é»˜è®¤çš„é‡åŠ›ï¼Œè¯·ä½¿ç”¨ä»¥"
"下代ç ç¤ºä¾‹ï¼š\n"
"[codeblock]\n"
@@ -61980,7 +62104,7 @@ msgid ""
"PhysicsServer.AREA_PARAM_GRAVITY, 9.8)\n"
"[/codeblock]"
msgstr ""
-"3D 中的默认é‡åŠ›å¼ºåº¦ï¼Œå•ä½ï¼šç±³/秒平方。\n"
+"3D 中的默认é‡åŠ›å¼ºåº¦ï¼ˆå•ä½ä¸ºç±³æ¯ç§’的平方)。\n"
"[b]注æ„:[/b]该属性仅在项目å¯åŠ¨æ—¶è¯»å–。è¦åœ¨è¿è¡Œæ—¶æ›´æ”¹é»˜è®¤é‡åŠ›ï¼Œè¯·ä½¿ç”¨ä»¥ä¸‹ä»£ç "
"示例:\n"
"[codeblock]\n"
@@ -63080,17 +63204,25 @@ msgstr ""
"的值通常会给出最好的结果。å¦è§ [member rendering/quality/filters/use_fxaa]。"
#: doc/classes/ProjectSettings.xml
+#, fuzzy
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
"如果为 [code]true[/code],则使用快速åŽå¤„ç†è¿‡æ»¤å™¨ä½¿æ¡å¸¦æ˜Žæ˜¾ä¸é‚£ä¹ˆæ˜Žæ˜¾ã€‚在æŸäº›"
"情况下,去带å¯èƒ½ä¼šå¼•å…¥ç¨å¾®æ˜Žæ˜¾çš„抖动模å¼ã€‚建议仅在实际需è¦æ—¶å¯ç”¨åŽ»æ¡å¸¦ï¼Œå› ä¸º"
@@ -65231,33 +65363,45 @@ msgstr "返回此对象是å¦åˆ†é…了有效的æœç´¢æ¨¡å¼ã€‚"
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
-"在文本中æœç´¢ç¼–译åŽçš„模å¼ã€‚如果找到,返回第一个匹é…结果的 [RegExMatch] 容器,"
-"å¦åˆ™è¿”回 [code]null[/code]。å¯ä»¥æŒ‡å®šè¦æœç´¢çš„区域,而ä¸éœ€è¦ä¿®æ”¹å¼€å§‹å’Œç»“æŸé”šç‚¹"
-"çš„ä½ç½®ã€‚"
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
-"在文本中æœç´¢ç¼–译过的模å¼ã€‚为æ¯ä¸ªä¸é‡å çš„结果返回一个 [RegExMatch] 容器数组。"
-"如果没有å‘现任何结果,则返回一个空数组。å¯ä»¥æŒ‡å®šè¦æœç´¢çš„区域,而ä¸éœ€è¦ä¿®æ”¹å¼€"
-"始和结æŸé”šç‚¹çš„ä½ç½®ã€‚"
#: modules/regex/doc_classes/RegEx.xml
+#, fuzzy
msgid ""
"Searches the text for the compiled pattern and replaces it with the "
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
"æœç´¢æ–‡æœ¬ä¸­çš„编译模å¼ï¼Œå¹¶å°†å…¶æ›¿æ¢ä¸ºæŒ‡å®šçš„字符串。诸如 [code]$1[/code] å’Œ "
"[code]$name[/code] 等转义和åå‘引用会被展开和解决。默认情况下,åªæœ‰ç¬¬ä¸€ä¸ªå®žä¾‹"
@@ -67799,7 +67943,6 @@ msgstr ""
"以é¿å…混淆。有关 portal 模å¼çš„完整说明,请å‚阅 [CullInstance]。"
#: doc/classes/RoomManager.xml
-#, fuzzy
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
@@ -67814,11 +67957,13 @@ msgid ""
"[VisualInstance] are expected to show when the system is active."
msgstr ""
"打开和关闭入å£å‰”除系统。\n"
-"需è¦æ³¨æ„的是,当入å£å‰”除处于活动状æ€æ—¶ï¼Œå®ƒè´Ÿè´£[b]所有[/b] 3d 剔除。æŸäº›ç¼–辑器"
-"功能å¯èƒ½æ›´éš¾ä½¿ç”¨ï¼Œå› æ­¤åˆ‡æ¢æ´»åŠ¨æ ‡å¿—旨在确ä¿æ‚¨çš„ [Room] / [Portal] 布局在编辑器"
-"中工作。\n"
+"需è¦æ³¨æ„的是,当入å£å‰”除处于活动状æ€æ—¶ï¼Œå®ƒè´Ÿè´£è¿›è¡Œ[b]所有[/b] 3d 剔除。活动状"
+"æ€ä¸‹ï¼Œå¯èƒ½æ— æ³•ä½¿ç”¨ç¼–辑器中的部分å¯è§†åŒ–调试工具,因此活动标志的开关的目的åªæ˜¯"
+"ç¡®ä¿æ‚¨çš„ [Room] / [Portal] 布局在编辑器中能够正常工作。\n"
"当 [code]room graph[/code] 被å¸è½½ï¼ˆç©ºé—´å°šæœªè½¬æ¢ï¼‰æ—¶ï¼Œåˆ‡æ¢åˆ° [code]active[/"
-"code] å°†ä¸èµ·ä½œç”¨ã€‚"
+"code] å°†ä¸èµ·ä½œç”¨ã€‚\n"
+"[b]注æ„:[/b]出于效率的考虑,入å£ç³»ç»Ÿåœ¨è®¾è®¡æ—¶åªè€ƒè™‘了核心å¯è§†å¯¹è±¡ç±»åž‹ã€‚具体æ¥"
+"说,就是åªæœ‰ç»§æ‰¿è‡ª [VisualInstance] 的节点æ‰ä¼šåœ¨è¯¥ç³»ç»Ÿå¯ç”¨æ—¶æ˜¾ç¤ºã€‚"
#: doc/classes/RoomManager.xml
msgid ""
@@ -67999,7 +68144,7 @@ msgstr ""
#: doc/classes/RoomManager.xml
msgid "Shows the [Portal] margins when the portal gizmo is used in the editor."
-msgstr "当在编辑器中使用入å£å·¥å…·æ—¶ï¼Œæ˜¾ç¤º [Portal] 的边界。"
+msgstr "当在编辑器中使用入å£å°å·¥å…·æ—¶ï¼Œæ˜¾ç¤º [Portal] 的边界。"
#: doc/classes/RoomManager.xml
msgid ""
@@ -68834,8 +68979,12 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr "对组进行调用时,立å³æ‰§è¡Œï¼ˆæ­£å¸¸æƒ…况下是在空闲时调用的)。"
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
-msgstr "对组进行调用时,å³ä¾¿æ‰§è¡Œäº†å¤šæ¬¡è°ƒç”¨ä¹Ÿåªè°ƒç”¨ä¸€æ¬¡ã€‚"
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
+msgstr ""
#: doc/classes/SceneTree.xml
msgid "No stretching."
@@ -68928,7 +69077,6 @@ msgid ""
msgstr "通过脚本进行通用动画的轻é‡çº§å¯¹è±¡ï¼Œä½¿ç”¨ [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"
@@ -69065,6 +69213,16 @@ msgstr ""
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"上é¢çš„示例中,该节点的所有å­èŠ‚点都会ä¾æ¬¡è¢«ç§»åŠ¨åˆ° (0, 0)。\n"
+"你应该é¿å…在对象的åŒä¸€ä¸ªå±žæ€§ä¸Šä½¿ç”¨å¤šä¸ª [SceneTreeTween]。如果对æŸä¸ªå±žæ€§åŒæ—¶è¿›"
+"行两个或者更多的补间动画,会优先使用最åŽåˆ›å»ºçš„那个设置最终的值。如果你想è¦ä¸­"
+"断并é‡å¯åŠ¨ç”»ï¼Œè¯·è€ƒè™‘将该 [SceneTreeTween] 赋给å˜é‡ï¼š\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # 终止之å‰çš„补间动画。\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"一些 [Tweener] 会用到过渡和缓动。å‰è€…æŽ¥å— [enum Tween.TransitionType] 常é‡ï¼Œ"
"指的是如何处ç†è¯¥åŠ¨ç”»çš„æ—¶é—´ï¼ˆç¤ºä¾‹è§ [url=https://easings.net/]easings.net[/"
"url])。第二个接å—的是 [enum Tween.EaseType] 常é‡ï¼ŒæŽ§åˆ¶ [code]trans_type[/"
@@ -69074,7 +69232,10 @@ msgstr ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]补间缓动与过渡类型速查表[/url]\n"
"[b]注æ„:[/b]所有 [SceneTreeTween] 都默认会自动å¯åŠ¨ã€‚如果è¦é˜»æ­¢æŸä¸ª "
-"[SceneTreeTween] 自动å¯åŠ¨ï¼Œä½ å¯ä»¥åœ¨åˆ›å»ºåŽç«‹å³è°ƒç”¨ [method stop]。"
+"[SceneTreeTween] 自动å¯åŠ¨ï¼Œä½ å¯ä»¥åœ¨åˆ›å»ºåŽç«‹å³è°ƒç”¨ [method stop]。\n"
+"[b]注æ„:[/b][SceneTreeTween] 的处ç†æ—¶æœºåœ¨å½“å‰å¸§çš„所有节点之åŽï¼Œå³åœ¨ [method "
+"Node._process] 或 [method Node._physics_process] 之åŽï¼ˆå–决于 [enum Tween."
+"TweenProcessMode])。"
#: doc/classes/SceneTreeTween.xml
msgid ""
@@ -70806,9 +70967,9 @@ msgid ""
"the optional [code]attachment_path[/code] can define a [Spatial] the pinned "
"vertex will be attached to."
msgstr ""
-"设置表é¢é¡¶ç‚¹çš„固定状æ€ã€‚当设置为 [code]true[/code] 时,å¯é€‰çš„"
-"[code]attachment_path[/code]å¯ä»¥å®šä¹‰ä¸€ä¸ªç©ºé—´[Spatial],被固定的顶点将连接到这"
-"个空间。"
+"设置表é¢é¡¶ç‚¹çš„固定状æ€ã€‚当设置为 [code]true[/code] 时,å¯é€‰çš„ "
+"[code]attachment_path[/code] å¯ä»¥å®šä¹‰ä¸€ä¸ª [Spatial],被固定的顶点将连接到这个"
+"节点。"
#: doc/classes/SoftBody.xml
msgid ""
@@ -71114,7 +71275,7 @@ msgid ""
"editor context and it has a valid gizmo."
msgstr ""
"设置节点是å¦é€šçŸ¥å…¶å…¨å±€å’Œå±€éƒ¨å˜æ¢çš„å˜åŒ–。[Spatial] 默认情况下ä¸ä¼šä¼ æ’­ï¼Œé™¤éžæ˜¯"
-"在编辑器上下文中,并且它有一个有效的控制器。"
+"在编辑器上下文中,并且它有一个有效的å°å·¥å…·ã€‚"
#: doc/classes/Spatial.xml
msgid ""
@@ -71219,12 +71380,15 @@ msgid ""
msgstr "旋转部分局部å˜æ¢ä¸ºåº¦ï¼ŒæŒ‰ YXZ-Euler 角格å¼æŒ‡å®šï¼ˆX 角ã€Y 角ã€Z 角)。"
#: doc/classes/Spatial.xml
+#, fuzzy
msgid ""
"Scale part of the local transformation.\n"
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
"局部å˜æ¢çš„缩放部分。\n"
"[b]注æ„:[/b]3D 中,å˜æ¢çŸ©é˜µæ˜¯æ— æ³•åˆ†è§£å‡ºæ­£è´Ÿæ··åˆçš„缩放的。由于 Godot 中使用å˜"
@@ -71273,39 +71437,41 @@ msgid ""
"need to ask for it, with [method set_notify_transform]. The notification is "
"also sent if the node is in the editor context and it has a valid gizmo."
msgstr ""
-"当空间节点的全局å˜æ¢å‘生å˜åŒ–时,空间节点会收到这个通知。这æ„味ç€å½“å‰èŠ‚点或父"
-"节点改å˜äº†å®ƒçš„å˜æ¢ã€‚\n"
+"当 Spatial 节点的全局å˜æ¢å‘生å˜åŒ–时会收到这个通知。这æ„味ç€å½“å‰èŠ‚点或父节点改"
+"å˜äº†å®ƒçš„å˜æ¢ã€‚\n"
"为了使 [constant NOTIFICATION_TRANSFORM_CHANGED] 生效,用户首先需è¦ç”¨ "
"[method set_notify_transform] å‘é€è¯·æ±‚。如果节点是在编辑器的上下文中,并且它"
-"有一个有效的控制器(Gizmo),那么该通知也会被å‘é€ã€‚"
+"有一个有效的å°å·¥å…·ï¼Œé‚£ä¹ˆè¯¥é€šçŸ¥ä¹Ÿä¼šè¢«å‘é€ã€‚"
#: doc/classes/Spatial.xml
msgid ""
"Spatial nodes receives this notification when they are registered to new "
"[World] resource."
-msgstr "空间节点在注册到新的 [World] 资æºæ—¶ä¼šæ”¶åˆ°æ­¤é€šçŸ¥ã€‚"
+msgstr "Spatial 节点在注册到新的 [World] 资æºæ—¶ä¼šæ”¶åˆ°æ­¤é€šçŸ¥ã€‚"
#: doc/classes/Spatial.xml
msgid ""
"Spatial nodes receives this notification when they are unregistered from "
"current [World] resource."
-msgstr "当空间节点从当å‰çš„ [World] 资æºä¸­å–消注册时,它们会收到此通知。"
+msgstr "当 Spatial 节点从当å‰çš„ [World] 资æºä¸­å–消注册时,它们会收到此通知。"
#: doc/classes/Spatial.xml
msgid "Spatial nodes receives this notification when their visibility changes."
-msgstr "空间节点在其å¯è§æ€§å‘生å˜åŒ–时会收到此通知。"
+msgstr "Spatial 节点在其å¯è§æ€§å‘生å˜åŒ–时会收到此通知。"
#: doc/classes/Spatial.xml
msgid ""
"Spatial nodes receives this notification if the portal system gameplay "
"monitor detects they have entered the gameplay area."
-msgstr "如果入å£ç³»ç»Ÿæ¸¸æˆç›‘视器检测到它们已进入游æˆåŒºåŸŸï¼Œç©ºé—´èŠ‚点会收到此通知。"
+msgstr ""
+"如果入å£ç³»ç»Ÿæ¸¸æˆç›‘视器检测到它们已进入游æˆåŒºåŸŸï¼ŒSpatial 节点会收到此通知。"
#: doc/classes/Spatial.xml
msgid ""
"Spatial nodes receives this notification if the portal system gameplay "
"monitor detects they have exited the gameplay area."
-msgstr "如果入å£ç³»ç»Ÿæ¸¸æˆç›‘视器检测到它们已退出游æˆåŒºåŸŸï¼Œç©ºé—´èŠ‚点会收到此通知。"
+msgstr ""
+"如果入å£ç³»ç»Ÿæ¸¸æˆç›‘视器检测到它们已退出游æˆåŒºåŸŸï¼ŒSpatial 节点会收到此通知。"
#: doc/classes/SpatialMaterial.xml
msgid "Default 3D rendering material."
@@ -72867,8 +73033,11 @@ msgstr ""
"max_lights_per_object],以ç€è‰²å™¨ç¼–译时间为代价。"
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
-msgstr "èšå…‰ç¯çš„角度,å•ä½æ˜¯åº¦ã€‚"
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
+msgstr ""
#: doc/classes/SpotLight.xml
msgid "The spotlight's angular attenuation curve."
@@ -72879,11 +73048,14 @@ msgid "The spotlight's light energy attenuation curve."
msgstr "èšå…‰ç¯çš„å…‰é‡è¡°å‡æ›²çº¿ã€‚"
#: doc/classes/SpotLight.xml
+#, fuzzy
msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
"èšå…‰ç¯å¯ä»¥è¾¾åˆ°çš„最大范围。请注æ„,根æ®ä½¿ç”¨çš„ [member spot_attenuation],有效"
"照明区域å¯èƒ½çœ‹èµ·æ¥æ›´å°ã€‚无论使用[member spot_attenuation],光都ä¸ä¼šåˆ°è¾¾æ­¤èŒƒå›´"
@@ -77961,55 +78133,49 @@ msgid "Clears all values on the theme."
msgstr "清除主题上的所有值。"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
-"å¦‚æžœä¸»é¢˜åŒ…å« [code]node_type[/code],则清除å为 [code]name[/code] çš„ [Color]"
+"å¦‚æžœä¸»é¢˜åŒ…å« [code]theme_type[/code],则清除å为 [code]name[/code] çš„ [Color]"
"颜色。"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
-"å¦‚æžœä¸»é¢˜åŒ…å« [code]node_type[/code],则清除å为 [code]name[/code] 的常é‡ã€‚"
+"å¦‚æžœä¸»é¢˜åŒ…å« [code]theme_type[/code],则清除å为 [code]name[/code] 的常é‡ã€‚"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
-"å¦‚æžœä¸»é¢˜åŒ…å« [code]node_type[/code],则清除å为 [code]name[/code] çš„ [Font]å­—"
-"体。"
+"å¦‚æžœä¸»é¢˜åŒ…å« [code]theme_type[/code],则清除å为 [code]name[/code] çš„ [Font]"
+"字体。"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
-"å¦‚æžœä¸»é¢˜åŒ…å« [code]node_type[/code],则清除å为 [code]name[/code] 的图标。"
+"å¦‚æžœä¸»é¢˜åŒ…å« [code]theme_type[/code],则清除å为 [code]name[/code] 的图标。"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
-"å¦‚æžœä¸»é¢˜åŒ…å« [code]node_type[/code],则清除å为 [code]name[/code] çš„ "
+"å¦‚æžœä¸»é¢˜åŒ…å« [code]theme_type[/code],则清除å为 [code]name[/code] çš„ "
"[StyleBox]æ ·å¼ç›’。"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
"theme has [code]theme_type[/code]."
msgstr ""
-"如果主题具有 [code]node_type[/code],则清除 [code]name[/code] 处的 "
+"如果主题具有 [code]theme_type[/code],则清除 [code]name[/code] 处的 "
"[code]data_type[/code] 主题项。"
#: doc/classes/Theme.xml
@@ -78029,21 +78195,20 @@ msgid "Sets the theme's values to a copy of a given theme."
msgstr "将主题的å–值设置为指定主题的副本。"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr "如果主题有[code]node_type[/code],返回 [code]name[/code]处的[Color]。"
+msgstr ""
+"如果主题有 [code]theme_type[/code],返回 [code]name[/code] 处的 [Color]。"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
"name, for use in [method get_color], if the theme has [code]theme_type[/"
"code]."
msgstr ""
-"如果主题有[code]node_type[/code],将所有的[Color]作为[PoolStringArray]返回,"
-"并填充æ¯ä¸ª[Color]çš„å称,用于[method get_color]使用。"
+"如果主题有 [code]theme_type[/code],将所有的 [Color] 作为 [PoolStringArray] "
+"返回,并填充æ¯ä¸ª [Color] çš„å称,用于 [method get_color] 使用。"
#: doc/classes/Theme.xml
msgid ""
@@ -78054,20 +78219,18 @@ msgstr ""
"[method get_color] 和/或 [method get_color_list] 使用。"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr "如果主题有 [code]node_type[/code],返回 [code]name[/code] 处的常é‡ã€‚"
+msgstr "如果主题有 [code]theme_type[/code],返回 [code]name[/code] 处的常é‡ã€‚"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
-"如果主题有 [code]node_type[/code],将所有常é‡ä½œä¸º [PoolStringArray] 返回,并"
+"如果主题有 [code]theme_type[/code],将所有常é‡ä½œä¸º [PoolStringArray] 返回,并"
"å¡«å……æ¯ä¸ªå¸¸é‡çš„å称,以供 [method get_constant] 使用。"
#: doc/classes/Theme.xml
@@ -78080,23 +78243,21 @@ msgstr ""
"get_constant]和/或[method get_constant_list]使用。"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
-"如果主题有 [code]node_type[/code],则返回å为 [code]name[/code] çš„ [Font]。如"
-"æžœä¸å­˜åœ¨è¿™æ ·çš„项目,而该主题设置了 [member default_font],则会返回该默认字"
+"如果主题有 [code]theme_type[/code],则返回å为 [code]name[/code] çš„ [Font]。"
+"如果ä¸å­˜åœ¨è¿™æ ·çš„项目,而该主题设置了 [member default_font],则会返回该默认字"
"体。"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
-"如果主题有 [code]node_type[/code],将所有的 [Font] 作为 [PoolStringArray] 返"
+"如果主题有 [code]theme_type[/code],将所有的 [Font] 作为 [PoolStringArray] 返"
"回,并填入æ¯ä¸ª [Font] çš„å称,以供 [method get_font] 使用。"
#: doc/classes/Theme.xml
@@ -78108,21 +78269,20 @@ msgstr ""
"get_font]和/或[method get_font_list]使用。"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
"[code]theme_type[/code]."
msgstr ""
-"如果主题有[code]node_type[/code],返回 [code]name[/code]处的图标[Texture]。"
+"如果主题有 [code]theme_type[/code],返回 [code]name[/code] 处的图标 "
+"[Texture]。"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
-"如果主题有[code]node_type[/code],则返回所有的图标为一个[PoolStringArray],并"
-"å¡«å…¥æ¯ä¸ª[Texture]çš„å称,以供[method get_icon]使用。"
+"如果主题有 [code]theme_type[/code],则返回所有的图标为一个 "
+"[PoolStringArray],并填入æ¯ä¸ª [Texture] çš„å称,以供 [method get_icon] 使用。"
#: doc/classes/Theme.xml
msgid ""
@@ -78133,7 +78293,6 @@ msgstr ""
"get_icon]和/或[method get_icon_list]使用。"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
"[code]theme_type[/code].\n"
@@ -78141,12 +78300,12 @@ msgid ""
"Valid [code]theme_type[/code]s may be found using [method "
"get_stylebox_types]."
msgstr ""
-"如果主题有[code]node_type[/code],返回 [code]name[/code]处的[StyleBox]。\n"
-"å¯ä»¥ä½¿ç”¨[method get_stylebox_list]找到有效的[code]name[/code]。å¯ä»¥é€šè¿‡"
-"[method get_stylebox_types]æ¥æ‰¾åˆ°æœ‰æ•ˆçš„[code]node_type[/code]。"
+"如果主题有 [code]theme_type[/code],返回 [code]name[/code] 处的 "
+"[StyleBox]。\n"
+"å¯ä»¥ä½¿ç”¨ [method get_stylebox_list] 找到有效的 [code]name[/code]。å¯ä»¥é€šè¿‡ "
+"[method get_stylebox_types] æ¥æ‰¾åˆ°æœ‰æ•ˆçš„ [code]theme_type[/code]。"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
@@ -78154,9 +78313,10 @@ msgid ""
"Valid [code]theme_type[/code]s may be found using [method "
"get_stylebox_types]."
msgstr ""
-"如果主题有[code]node_type[/code],则返回所有[StyleBox]的[PoolStringArray],并"
-"å¡«å…¥æ¯ä¸ª[StyleBox]çš„å称,以供[method get_stylebox]使用。\n"
-"å¯ä»¥ä½¿ç”¨[method get_stylebox_types]找到有效的[code]node_type[/code]。"
+"如果主题有 [code]theme_type[/code],则返回所有 [StyleBox] 的 "
+"[PoolStringArray],并填入æ¯ä¸ª [StyleBox] çš„å称,以供 [method get_stylebox] "
+"使用。\n"
+"å¯ä»¥ä½¿ç”¨ [method get_stylebox_types] 找到有效的 [code]theme_type[/code]。"
#: doc/classes/Theme.xml
msgid ""
@@ -78168,7 +78328,6 @@ msgstr ""
"[method get_stylebox]和/或[method get_stylebox_list]使用。"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
"theme has [code]theme_type[/code].\n"
@@ -78176,14 +78335,13 @@ msgid ""
"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
-"如果主题有 [code]node_type[/code],则以 [code]name[/code] 返回 "
+"如果主题有 [code]theme_type[/code],则以 [code]name[/code] 返回 "
"[code]data_type[/code] 的主题项目。\n"
"使用 [method get_theme_item_list] 或数æ®ç±»åž‹ç‰¹å®šæ–¹æ³•ï¼Œå¯èƒ½ä¼šæ‰¾åˆ°æœ‰æ•ˆçš„ "
"[code]name[/code]。å¯ä»¥ä½¿ç”¨ [method get_theme_item_types] 或数æ®ç±»åž‹ç‰¹å®šæ–¹"
-"法,找到有效的 [code]node_type[/code]。"
+"法,找到有效的 [code]theme_type[/code]。"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
@@ -78191,11 +78349,11 @@ msgid ""
"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
-"返回所有[code]data_type[/code]的主题项目,以[PoolStringArray]çš„å½¢å¼å¡«å…¥æ¯ä¸ªä¸»"
-"题项目的å称,如果主题有[code]node_type[/code],å¯ä»¥åœ¨[method get_theme_item]"
-"或特定数æ®ç±»åž‹æ–¹æ³•ä¸­ä½¿ç”¨ã€‚\n"
-"å¯ä»¥é€šè¿‡[method get_theme_item_types]或特定数æ®ç±»åž‹çš„方法找到有效的"
-"[code]node_type[/code]。"
+"返回所有 [code]data_type[/code] 的主题项目,以 [PoolStringArray] çš„å½¢å¼å¡«å…¥æ¯"
+"个主题项目的å称,如果主题有 [code]theme_type[/code],å¯ä»¥åœ¨ [method "
+"get_theme_item] 或特定数æ®ç±»åž‹æ–¹æ³•ä¸­ä½¿ç”¨ã€‚\n"
+"å¯ä»¥é€šè¿‡ [method get_theme_item_types] 或特定数æ®ç±»åž‹çš„方法找到有效的 "
+"[code]theme_type[/code]。"
#: doc/classes/Theme.xml
msgid ""
@@ -78208,16 +78366,15 @@ msgstr ""
"或数æ®ç±»åž‹ç‰¹å®šæ–¹æ³•ä½¿ç”¨ã€‚"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
-"将所有的主题类型作为一个[PoolStringArray]返回,其中填入了唯一的类型å称,以供"
-"这个主题的其他[code]get_*[/code]函数使用。\n"
-"[b]注æ„:[/b][code]node_type[/code]没有生效,在未æ¥çš„版本中会被删除。"
+"将所有的主题类型作为一个 [PoolStringArray] 返回,其中填入了唯一的类型å称,以"
+"供这个主题的其他 [code]get_*[/code] 函数使用。\n"
+"[b]注æ„:[/b][code]theme_type[/code] 没有生效,在未æ¥çš„版本中会被删除。"
#: doc/classes/Theme.xml
msgid ""
@@ -78233,28 +78390,26 @@ msgid ""
msgstr "返回给定的基础类型 [code]base_type[/code] 的所有类型å˜ç§ã€‚"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]theme_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
"code]."
msgstr ""
-"如果带有[code]name[/code]的[Color]在[code]node_type[/code]中,则返回 "
+"如果 [code]theme_type[/code] 中存在å为 [code]name[/code] çš„ [Color],则返回 "
"[code]true[/code]。\n"
-"如果主题没有[code]node_type[/code],则返回 [code]false[/code]。"
+"如果主题没有 [code]theme_type[/code],则返回 [code]false[/code]。"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
"[code]theme_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
"code]."
msgstr ""
-"如果带有[code]name[/code]的常é‡åœ¨[code]node_type[/code]中,则返回 "
+"如果 [code]theme_type[/code] 中存在å为 [code]name[/code] 的常é‡ï¼Œåˆ™è¿”回 "
"[code]true[/code]。\n"
-"如果主题没有[code]node_type[/code],则返回 [code]false[/code]。"
+"如果主题没有[code]theme_type[/code],则返回 [code]false[/code]。"
#: doc/classes/Theme.xml
msgid ""
@@ -78264,52 +78419,48 @@ msgstr ""
"如果这个主题有一个有效的[member default_font]值,返回 [code]true[/code]。"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
"[code]theme_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
"code]."
msgstr ""
-"如果带有[code]name[/code]的[Font]在[code]node_type[/code]中,则返回 "
+"如果 [code]theme_type[/code] 中存在å为 [code]name[/code] çš„ [Font],则返回 "
"[code]true[/code]。\n"
-"如果主题没有[code]node_type[/code],则返回 [code]false[/code]。"
+"如果主题没有[code]theme_type[/code],则返回 [code]false[/code]。"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
"[code]theme_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
"code]."
msgstr ""
-"如果带有[code]name[/code]的图标[Texture]在[code]node_type[/code]中,则返回 "
-"[code]true[/code]。\n"
-"如果主题没有[code]node_type[/code],则返回 [code]false[/code]。"
+"如果 [code]theme_type[/code] 中存在å为 [code]name[/code] 的图标 [Texture],"
+"则返回 [code]true[/code]。\n"
+"如果主题没有[code]theme_type[/code],则返回 [code]false[/code]。"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
"[code]theme_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
"code]."
msgstr ""
-"如果带有[code]name[/code]的[StyleBox]在[code]node_type[/code]中,返回 "
-"[code]true[/code]。\n"
-"如果主题没有[code]node_type[/code],则返回 [code]false[/code]。"
+"如果 [code]theme_type[/code] 中存在å为 [code]name[/code] çš„ [StyleBox],则返"
+"回 [code]true[/code]。\n"
+"如果主题没有[code]theme_type[/code],则返回 [code]false[/code]。"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
"[code]name[/code] is in [code]theme_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
"code]."
msgstr ""
-"如果一个 [code]data_type[/code] 的主题项目与 [code]name[/code] 在 "
-"[code]node_type[/code] 中,则返回 [code]true[/code]。\n"
-"如果该主题没有 [code]node_type[/code],则返回 [code]false[/code]。"
+"如果 [code]theme_type[/code] 中存在å为 [code]name[/code] çš„ "
+"[code]data_type[/code] 类型的主题项目,则返回 [code]true[/code]。\n"
+"如果该主题没有 [code]theme_type[/code],则返回 [code]false[/code]。"
#: doc/classes/Theme.xml
msgid ""
@@ -78341,123 +78492,111 @@ msgstr ""
"被消除。如果该类型为类型å˜ç§çš„基础类型,则那些å˜ç§ä¼šå¤±åŽ»å…¶åŸºç¡€ç±»åž‹ã€‚"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
-"如果主题有 [code]node_type[/code],则将 [code]old_name[/code] çš„ [Color] é‡å‘½"
-"å为 [code]name[/code]。如果 [code]name[/code] å·²ç»è¢«å ç”¨ï¼Œåˆ™æ­¤æ–¹æ³•å°†å¤±è´¥ã€‚"
+"如果主题有 [code]theme_type[/code],则将 [code]old_name[/code] çš„ [Color] é‡"
+"命å为 [code]name[/code]。如果 [code]name[/code] å·²ç»è¢«å ç”¨ï¼Œåˆ™æ­¤æ–¹æ³•å°†å¤±è´¥ã€‚"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
-"如果主题有 [code]node_type[/code],则将 [code]old_name[/code] 的常é‡é‡å‘½å为 "
-"[code]name[/code]。如果 [code]name[/code] å·²ç»è¢«å ç”¨ï¼Œåˆ™æ­¤æ–¹æ³•å¤±è´¥ã€‚"
+"如果主题有 [code]theme_type[/code],则将 [code]old_name[/code] 的常é‡é‡å‘½å"
+"为 [code]name[/code]。如果 [code]name[/code] å·²ç»è¢«å ç”¨ï¼Œåˆ™æ­¤æ–¹æ³•å¤±è´¥ã€‚"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
-"如果主题有 [code]node_type[/code],则将 [code]old_name[/code] çš„ [Font] é‡å‘½"
+"如果主题有 [code]theme_type[/code],则将 [code]old_name[/code] çš„ [Font] é‡å‘½"
"å为 [code]name[/code]。如果 [code]name[/code] å·²ç»è¢«å ç”¨ï¼Œåˆ™æ­¤æ–¹æ³•å¤±è´¥ã€‚"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
-"如果主题有 [code]node_type[/code],则将 [code]old_name[/code] 的图标é‡å‘½å为 "
-"[code]name[/code]。如果 [code]name[/code] å·²ç»è¢«å ç”¨ï¼Œåˆ™æ­¤æ–¹æ³•å¤±è´¥ã€‚"
+"如果主题有 [code]theme_type[/code],则将 [code]old_name[/code] 的图标é‡å‘½å"
+"为 [code]name[/code]。如果 [code]name[/code] å·²ç»è¢«å ç”¨ï¼Œåˆ™æ­¤æ–¹æ³•å¤±è´¥ã€‚"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
-"如果主题有 [code]node_type[/code],则将 [StyleBox] 在 [code]old_name[/code] "
+"如果主题有 [code]theme_type[/code],则将 [StyleBox] 在 [code]old_name[/code] "
"é‡å‘½å为 [code]name[/code]。如果 [code]name[/code] å·²ç»è¢«å ç”¨ï¼Œæ­¤æ–¹æ³•ä¼šå¤±è´¥ã€‚"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
-"如果主题具有 [code]node_type[/code],则将 [code]old_name[/code] 处的 "
+"如果主题具有 [code]theme_type[/code],则将 [code]old_name[/code] 处的 "
"[code]data_type[/code] 的主题项é‡å‘½å为 [code]name[/code]。如果 [code]name[/"
"code] å·²ç»è¢«å ç”¨ï¼Œåˆ™æ­¤æ–¹æ³•å¤±è´¥ã€‚"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
"[code]theme_type[/code].\n"
"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
-"在 [code]node_type[/code] 中的 [code]name[/code] 处,设置主题的[Color]为"
-"[code]color[/code]。\n"
-"如果主题没有[code]node_type[/code],则创建该节点。"
+"在主题的 [code]theme_type[/code] 中,将å为 [code]name[/code] çš„ [Color] 设置"
+"为 [code]color[/code]。\n"
+"如果该主题没有 [code]theme_type[/code],会创建该主题类型。"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
"[code]theme_type[/code].\n"
"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
-"在 [code]node_type[/code] 中的 [code]name[/code] 处,将主题的常é‡è®¾ç½®ä¸º"
+"在主题的 [code]theme_type[/code] 中,将å为 [code]name[/code] 的常é‡è®¾ç½®ä¸º "
"[code]constant[/code]。\n"
-"如果主题没有,则创建[code]node_type[/code]。"
+"如果该主题没有 [code]theme_type[/code],会创建该主题类型。"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
"[code]theme_type[/code].\n"
"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
-"在 [code]node_type[/code] 中的 [code]name[/code] 处将主题的 [Font] 设置为"
-"[code]font[/code]。\n"
-"如果主题没有[code]node_type[/code],则创建该节点。"
+"在主题的 [code]theme_type[/code] 中,将å为 [code]name[/code] çš„ [Font] 设置"
+"为 [code]font[/code]。\n"
+"如果该主题没有 [code]theme_type[/code],会创建该主题类型。"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
"in [code]theme_type[/code].\n"
"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
-"在 [code]node_type[/code] 中的 [code]name[/code] 处设置主题的图标[Texture]为"
-"[code]texture[/code]。\n"
-"如果主题没有[code]node_type[/code],则创建该节点。"
+"在主题的 [code]theme_type[/code] 中,将å为 [code]name[/code] 的图标 "
+"[Texture] 设置为 [code]texture[/code]。\n"
+"如果该主题没有 [code]theme_type[/code],会创建该主题类型。"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
"[code]theme_type[/code].\n"
"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
-"将主题的[StyleBox]设置为[code]stylebox[/code],在[code]node_type[/code]的"
-"[code]name[/code]处。\n"
-"如果主题没有[code]node_type[/code],则创建该节点。"
+"在主题的 [code]theme_type[/code] 中,将å为 [code]name[/code] çš„ [StyleBox] "
+"设置为 [code]stylebox[/code]。\n"
+"如果该主题没有 [code]theme_type[/code],会创建该主题类型。"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
"[code]name[/code] in [code]theme_type[/code].\n"
@@ -78465,10 +78604,11 @@ msgid ""
"code].\n"
"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
-"将[code]data_type[/code]的主题项目设置为[code]value[/code],在"
-"[code]node_type[/code]中的[code]name[/code]。\n"
-"如果[code]value[/code]类型与[code]data_type[/code]ä¸åŒ¹é…,则ä¸åšä»»ä½•å¤„ç†ã€‚\n"
-"如果主题没有[code]node_type[/code],则创建该类型。"
+"在主题的 [code]theme_type[/code] 中,将å为 [code]name[/code] çš„ "
+"[code]data_type[/code] 类型的主题项目设置为 [code]value[/code]。\n"
+"如果 [code]value[/code]类型与 [code]data_type[/code]ä¸åŒ¹é…,则ä¸åšä»»ä½•å¤„"
+"ç†ã€‚\n"
+"如果该主题没有 [code]theme_type[/code],会创建该主题类型。"
#: doc/classes/Theme.xml
msgid ""
@@ -78743,7 +78883,7 @@ msgid ""
"Optionally, the tilemap's half offset can be ignored."
msgstr ""
"返回与指定的图å—地图(基于网格)å标相对应的å•å…ƒæ ¼å·¦ä¸Šè§’的局部å标。\n"
-"è¦èŽ·å¾—全局å标,请使用[method Node2D.to_global]。\n"
+"è¦èŽ·å¾—全局ä½ç½®ï¼Œè¯·ä½¿ç”¨ [method Node2D.to_global]:\n"
"[codeblock]\n"
"var local_position = my_tilemap.map_to_world(map_position)\n"
"var global_position = my_tilemap.to_global(local_position)\n"
@@ -78807,17 +78947,18 @@ msgstr ""
#: doc/classes/TileMap.xml
msgid "Sets the given collision layer bit."
-msgstr "设置指定碰撞层bitä½ã€‚"
+msgstr "设置指定碰撞层比特ä½ã€‚"
#: doc/classes/TileMap.xml
msgid "Sets the given collision mask bit."
-msgstr "设置指定碰撞é®ç½©bitä½ã€‚"
+msgstr "设置指定碰撞é®ç½©æ¯”特ä½ã€‚"
#: doc/classes/TileMap.xml
msgid ""
"Applies autotiling rules to the cell (and its adjacent cells) referenced by "
"its grid-based X and Y coordinates."
-msgstr "对基于网格的Xå’ŒYå标所引用的å•å…ƒæ ¼ï¼ŒåŠå…¶ç›¸é‚»å•å…ƒæ ¼ï¼Œåº”用自动平移规则。"
+msgstr ""
+"对基于网格的 X å’Œ Y å标所引用的å•å…ƒæ ¼ï¼ˆåŠå…¶ç›¸é‚»å•å…ƒæ ¼ï¼‰åº”用自动平移规则。"
#: doc/classes/TileMap.xml
msgid ""
@@ -78826,8 +78967,8 @@ msgid ""
"Calling with invalid (or missing) parameters applies autotiling rules for "
"the entire tilemap."
msgstr ""
-"对指定区域内的å•å…ƒæ ¼åº”用自动平移规则,由基于网格的Xå’ŒYå标指定。\n"
-"用无效的或缺失的å‚数调用时,自动平铺规则应用于整个图å—地图。"
+"对指定区域内的å•å…ƒæ ¼åº”用自动平移规则(由基于网格的 X å’Œ Y å标指定)。\n"
+"用无效(或缺失)的å‚数调用时,自动平铺规则应用于整个图å—地图。"
#: doc/classes/TileMap.xml
msgid ""
@@ -78875,15 +79016,15 @@ msgstr "ä¾æ¬¡æŽ’列的图å—çš„å移é‡ã€‚å¯èƒ½çš„å–å€¼è§ [enum HalfOffset]
msgid ""
"The TileMap's quadrant size. Optimizes drawing by batching, using chunks of "
"this size."
-msgstr "图å—地图的象é™å¤§å°ã€‚使用这个尺寸的图å—,通过批处ç†ä¼˜åŒ–绘制。"
+msgstr "该 TileMap 的象é™å¤§å°ã€‚会使用这个大å°çš„区å—对绘制进行批处ç†ä¼˜åŒ–。"
#: doc/classes/TileMap.xml
msgid "The TileMap's cell size."
-msgstr "图å—地图的å•å…ƒå¤§å°ã€‚"
+msgstr "该 TileMap çš„å•å…ƒæ ¼å¤§å°ã€‚"
#: doc/classes/TileMap.xml
msgid "Position for tile origin. See [enum TileOrigin] for possible values."
-msgstr "图å—原点的å标。å¯èƒ½çš„å–å€¼è§ [enum TileOrigin]。"
+msgstr "图å—原点的ä½ç½®ã€‚å¯èƒ½çš„å–å€¼è§ [enum TileOrigin]。"
#: doc/classes/TileMap.xml
msgid ""
@@ -83220,9 +83361,9 @@ msgid ""
"result at position [code]weight[/code]. [code]weight[/code] is on the range "
"of 0.0 to 1.0, representing the amount of interpolation."
msgstr ""
-"用[code]pre_a[/code]å’Œ[code]post_b[/code]作为å¥æŸ„,在这个å‘é‡å’Œ[code]b[/code]"
-"之间进行三次æ’值,并在[code]weight[/code]ä½ç½®è¿”回结果。[code]weight[/code]çš„"
-"范围是0.0 到 1.0,表示æ’值的é‡ã€‚"
+"用 [code]pre_a[/code] å’Œ [code]post_b[/code] 作为控制柄,在这个å‘é‡å’Œ "
+"[code]b[/code] 之间进行三次æ’值,并在 [code]weight[/code] ä½ç½®è¿”回结果。"
+"[code]weight[/code] 的范围是 0.0 到 1.0,表示æ’值的é‡ã€‚"
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
@@ -83501,9 +83642,9 @@ msgid ""
"result at position [code]weight[/code]. [code]weight[/code] is on the range "
"of 0.0 to 1.0, representing the amount of interpolation."
msgstr ""
-"用 [code]pre_a[/code] å’Œ [code]post_b[/code] 作为å¥æŸ„,在这个å‘é‡å’Œ [code]b[/"
-"code] 之间进行三次æ’值,并在 [code]weight[/code] ä½ç½®è¿”回结果。[code]weight[/"
-"code] 的范围是 0.0 到 1.0,表示æ’值的é‡ã€‚"
+"用 [code]pre_a[/code] å’Œ [code]post_b[/code] 作为控制柄,在这个å‘é‡å’Œ "
+"[code]b[/code] 之间进行三次æ’值,并在 [code]weight[/code] ä½ç½®è¿”回结果。"
+"[code]weight[/code] 的范围是 0.0 到 1.0,表示æ’值的é‡ã€‚"
#: doc/classes/Vector3.xml
msgid "Returns the distance between this vector and [code]b[/code]."
@@ -83524,11 +83665,11 @@ msgid ""
"[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]."
msgstr ""
"返回此å‘é‡ä¸Ž [code]b[/code] 的点积。这å¯ä»¥ç”¨æ¥æ¯”较两个å‘é‡ä¹‹é—´çš„角度。例如,"
-"è¿™å¯ä»¥ç”¨æ¥ç¡®å®šä¸€ä¸ªæ•Œäººæ˜¯å¦æ­£é¢å¯¹çŽ©å®¶ã€‚\n"
-"对于直角 90 度,点积将是 [code]0[/code],对于窄于 90 度的角度,点积大于 0,对"
-"于宽于 90 度的角度,点积å°äºŽ 0。\n"
-"当使用归一化å•ä½å‘é‡ï¼Œå‘é‡æœå‘相åæ–¹å‘时,结果总是在 [code]-1.0[/code](180 "
-"度角)和 [code]1.0[/code](0 度角)之间,当å‘é‡å¯¹é½ã€‚\n"
+"è¿™å¯ä»¥ç”¨æ¥ç¡®å®šæ•Œäººæ˜¯å¦é¢å¯¹çŽ©å®¶ã€‚\n"
+"直角(90 度)的点积是 [code]0[/code],夹角å°äºŽ 90 度点积大于 0,夹角大于 90 "
+"度点积å°äºŽ 0。\n"
+"使用å•ä½ï¼ˆå½’一化)å‘é‡æ—¶ï¼Œç»“果总是在表示方å‘相åçš„ [code]-1.0[/code](180 度"
+"角)和表示方å‘相åŒçš„ [code]1.0[/code](0 度角)之间。\n"
"[b]注æ„:[/b][code]a.dot(b)[/code] 与 [code]b.dot(a)[/code] 等价。"
#: doc/classes/Vector3.xml
@@ -83554,8 +83695,8 @@ msgid ""
"constants. If all components are equal, this method returns [constant "
"AXIS_X]."
msgstr ""
-"返回å‘é‡çš„最大值的轴。å‚阅 [code]AXIS_*[/code] 常é‡ã€‚如果所有分é‡éƒ½ç›¸ç­‰ï¼Œè¯¥æ–¹"
-"法返回 [constant AXIS_X]。"
+"返回该å‘é‡ä¸­å€¼æœ€å¤§çš„è½´ã€‚è§ [code]AXIS_*[/code] 常é‡ã€‚如果所有分é‡éƒ½ç›¸ç­‰ï¼Œåˆ™è¯¥"
+"方法返回 [constant AXIS_X]。"
#: doc/classes/Vector3.xml
msgid ""
@@ -83563,8 +83704,8 @@ msgid ""
"constants. If all components are equal, this method returns [constant "
"AXIS_Z]."
msgstr ""
-"返回矢é‡çš„最å°å€¼çš„轴。å‚阅 [code]AXIS_*[/code] 常é‡ã€‚如果所有分é‡éƒ½ç›¸ç­‰ï¼Œæœ¬æ–¹"
-"法返回 [constant AXIS_Z]。"
+"返回该å‘é‡ä¸­å€¼æœ€å°çš„è½´ã€‚è§ [code]AXIS_*[/code] 常é‡ã€‚如果所有分é‡éƒ½ç›¸ç­‰ï¼Œåˆ™è¯¥"
+"方法返回 [constant AXIS_Z]。"
#: doc/classes/Vector3.xml
msgid "Returns the outer product with [code]b[/code]."
@@ -83589,8 +83730,8 @@ msgid ""
"clockwise direction when viewed from the side specified by the [code]axis[/"
"code]."
msgstr ""
-"返回给定å‘é‡çš„带符å·çš„角度,å•ä½æ˜¯å¼§åº¦ã€‚当从[code]axis[/code]指定的一侧看,该"
-"角度的符å·åœ¨é€†æ—¶é’ˆæ–¹å‘是正的,在顺时针方å‘是负的。"
+"返回给定å‘é‡çš„带符å·çš„角度,å•ä½æ˜¯å¼§åº¦ã€‚当从 [code]axis[/code] 指定的一侧看,"
+"该角度的符å·åœ¨é€†æ—¶é’ˆæ–¹å‘是正的,在顺时针方å‘是负的。"
#: doc/classes/Vector3.xml
msgid ""
@@ -83701,8 +83842,8 @@ msgid ""
"value in the 25 - 30 range for hard braking."
msgstr ""
"通过施加一个制动力使车辆å‡é€Ÿã€‚åªæœ‰å½“车轮接触到表é¢æ—¶ï¼Œè½¦è¾†æ‰ä¼šå‡é€Ÿã€‚你需è¦æ–½"
-"加多少力æ¥ä½¿ä½ çš„车辆充分å‡é€Ÿï¼Œå–决于车辆的[member RigidBody.mass]。对于一个质"
-"é‡è®¾ç½®ä¸º1000的车辆,å°è¯•åœ¨25-30的范围内进行硬制动。"
+"加多少力æ¥ä½¿ä½ çš„车辆充分å‡é€Ÿï¼Œå–决于车辆的 [member RigidBody.mass]。对于一个"
+"è´¨é‡è®¾ç½®ä¸º 1000 的车辆,å°è¯•åœ¨ 25 到 30 的范围内进行硬制动。"
#: doc/classes/VehicleBody.xml
msgid ""
@@ -83718,8 +83859,8 @@ msgid ""
msgstr ""
"通过施加一个引擎力æ¥åŠ é€Ÿè½¦è¾†ã€‚åªæœ‰å½“ [member VehicleWheel.use_as_traction] 设"
"置为 [code]true[/code] 并与表é¢æŽ¥è§¦çš„车轮æ‰ä¼šåŠ é€Ÿã€‚车辆的 [member RigidBody."
-"mass] 对车辆的加速度有影å“。对于一个质é‡è®¾ç½®ä¸º 1000 的车辆,å¯ä»¥å°è¯•åœ¨ 25-50 "
-"的范围内选择加速度的值。\n"
+"mass] 对车辆的加速度有影å“。对于一个质é‡è®¾ç½®ä¸º 1000 的车辆,å¯ä»¥å°è¯•åœ¨ 25 到 "
+"50 的范围内选择加速度的值。\n"
"[b]注æ„:[/b]模拟ä¸è€ƒè™‘齿轮的影å“,如果你想模拟齿轮,将需è¦ä¸ºå…¶æ·»åŠ é€»è¾‘。\n"
"负值将导致车辆倒车。"
@@ -83730,8 +83871,8 @@ msgid ""
"VehicleWheel.use_as_steering] set to [code]true[/code] will automatically be "
"rotated."
msgstr ""
-"车辆的转å‘角。将此设置为éžé›¶å€¼å°†å¯¼è‡´è½¦è¾†åœ¨ç§»åŠ¨æ—¶è½¬å‘。将[member VehicleWheel."
-"use_as_steering]设置为 [code]true[/code]的车轮会自动旋转。"
+"车辆的转å‘角。将此设置为éžé›¶å€¼å°†å¯¼è‡´è½¦è¾†åœ¨ç§»åŠ¨æ—¶è½¬å‘。将 [member "
+"VehicleWheel.use_as_steering] 设置为 [code]true[/code] 的车轮会自动旋转。"
#: doc/classes/VehicleWheel.xml
msgid "Physics object that simulates the behavior of a wheel."
@@ -83802,9 +83943,9 @@ msgid ""
"car will keep bouncing as the spring keeps its energy. A good value for this "
"is around 0.3 for a normal car, 0.5 for a race car."
msgstr ""
-"当弹簧被压缩时,应用在弹簧上的阻尼。这个值应该在0.0(无阻尼)和1.0之间。0.0的"
-"值æ„味ç€æ±½è½¦å°†æŒç»­å¼¹è·³ï¼Œå› ä¸ºå¼¹ç°§å°†ä¿æŒå…¶èƒ½é‡ã€‚一个好的值是,普通汽车0.3å·¦å³ï¼Œ"
-"赛车0.5å·¦å³ã€‚"
+"当弹簧被压缩时,应用在弹簧上的阻尼。这个值应该在 0.0(无阻尼)和 1.0 之间。"
+"0.0 的值æ„味ç€æ±½è½¦å°†æŒç»­å¼¹è·³ï¼Œå› ä¸ºå¼¹ç°§å°†ä¿æŒå…¶èƒ½é‡ã€‚普通汽车 0.3 å·¦å³ï¼Œèµ›è½¦ "
+"0.5 å·¦å³æ¯”较好。"
#: doc/classes/VehicleWheel.xml
msgid ""
@@ -83813,9 +83954,9 @@ msgid ""
"higher than the [member damping_compression] property. For a [member "
"damping_compression] value of 0.3, try a relaxation value of 0.5."
msgstr ""
-"放æ¾æ—¶æ–½åŠ åœ¨å¼¹ç°§ä¸Šçš„阻尼。这个值应该在0.0(无阻尼)和1.0之间。这个值应该总是"
-"比 [member damping_compression] 属性ç¨é«˜ã€‚对于 [member damping_compression] "
-"值0.3,å°è¯•æ”¾æ¾å€¼ä¸º0.5。"
+"放æ¾æ—¶æ–½åŠ åœ¨å¼¹ç°§ä¸Šçš„阻尼。这个值应该在 0.0(无阻尼)和 1.0 之间。这个值应该总"
+"是比 [member damping_compression] 属性ç¨é«˜ã€‚对于 [member "
+"damping_compression] 值 0.3,å°è¯•æ”¾æ¾å€¼ä¸º 0.5。"
#: doc/classes/VehicleWheel.xml
msgid ""
@@ -83846,9 +83987,9 @@ msgid ""
"will not carry the weight of the vehicle. Good results are often obtained by "
"a value that is about 3× to 4× this number."
msgstr ""
-"弹簧所能抵抗的最大力。此值应该高于[VehicleBody]的[member RigidBody.mass]的四"
-"分之一,å¦åˆ™å¼¹ç°§å°†æ— æ³•æ‰¿è½½è½¦è¾†çš„é‡é‡ã€‚通常由大约3×到4×这个数字的值,以获得良"
-"好的效果。"
+"弹簧所能抵抗的最大力。此值应该高于 [VehicleBody] 的 [member RigidBody.mass] "
+"的四分之一,å¦åˆ™å¼¹ç°§å°†æ— æ³•æ‰¿è½½è½¦è¾†çš„é‡é‡ã€‚通常由大约 3× 到 4× 这个数字的值,"
+"以获得良好的效果。"
#: doc/classes/VehicleWheel.xml
msgid ""
@@ -83856,8 +83997,8 @@ msgid ""
"50 for an off-road car, a value between 50 and 100 for a race car and try "
"something around 200 for something like a Formula 1 car."
msgstr ""
-"这个值定义了悬架的刚度。越野车使用低于50的值,赛车使用50至100的值,åƒä¸€çº§æ–¹ç¨‹"
-"å¼èµ›è½¦åˆ™å°è¯•200å·¦å³çš„值。"
+"这个值定义了悬架的刚度。越野车使用低于 50 的值,赛车使用 50 至 100 的值,åƒä¸€"
+"级方程å¼èµ›è½¦åˆ™å°è¯• 200 å·¦å³çš„值。"
#: doc/classes/VehicleWheel.xml
msgid ""
@@ -83898,10 +84039,10 @@ msgid ""
"simulate tire wear.\n"
"It's best to set this to 1.0 when starting out."
msgstr ""
-"这决定了这个轮å­çš„抓地力有多大。它与车轮所接触的表é¢çš„摩擦力设置相结åˆã€‚0.0æ„"
-"味ç€æ²¡æœ‰æŠ“地力,1.0是正常抓地力。对于漂移车的设置,å°è¯•å°†åŽè½®çš„抓地力设置得比"
-"å‰è½®ç•¥ä½Žï¼Œæˆ–者使用较低的数值æ¥æ¨¡æ‹Ÿè½®èƒŽçš„磨æŸã€‚\n"
-"在开始时最好将其设置为1.0。"
+"这决定了这个轮å­çš„抓地力有多大。它与车轮所接触的表é¢çš„摩擦力设置相结åˆã€‚0.0 "
+"æ„味ç€æ²¡æœ‰æŠ“地力,1.0 是正常抓地力。对于漂移车的设置,å°è¯•å°†åŽè½®çš„抓地力设置"
+"得比å‰è½®ç•¥ä½Žï¼Œæˆ–者使用较低的数值æ¥æ¨¡æ‹Ÿè½®èƒŽçš„磨æŸã€‚\n"
+"在开始时最好将其设置为 1.0。"
#: doc/classes/VehicleWheel.xml
msgid "The radius of the wheel in meters."
@@ -83915,9 +84056,9 @@ msgid ""
"will take when bottoming out, then use the rest length to move the wheel "
"down to the position it should be in when the car is in rest."
msgstr ""
-"这是轮å­ä»ŽåŽŸç‚¹ä¸‹é™çš„è·ç¦»ï¼Œä»¥ç±³ä¸ºå•ä½ã€‚ä¸è¦æŠŠè¿™ä¸ªè®¾ç½®ä¸º0.0,然åŽæŠŠè½¦è½®ç§»åˆ°ä½ç½®"
-"上,而是把车轮的原点(Godot中的Gizmo)移到车轮触底时的ä½ç½®ï¼Œç„¶åŽä½¿ç”¨å‰©ä½™é•¿åº¦"
-"将轮å­å‘下移动到汽车é™æ­¢æ—¶å®ƒåº”该所处ä½ç½®ã€‚"
+"这是轮å­ä»ŽåŽŸç‚¹ä¸‹é™çš„è·ç¦»ï¼Œä»¥ç±³ä¸ºå•ä½ã€‚ä¸è¦æŠŠè¿™ä¸ªè®¾ç½®ä¸º 0.0,然åŽæŠŠè½¦è½®ç§»åˆ°ä½"
+"置上,而是把车轮的原点(Godot 中的å°å·¥å…·ï¼‰ç§»åˆ°è½¦è½®è§¦åº•æ—¶çš„ä½ç½®ï¼Œç„¶åŽä½¿ç”¨å‰©ä½™"
+"长度将轮å­å‘下移动到汽车é™æ­¢æ—¶å®ƒåº”该所处ä½ç½®ã€‚"
#: doc/classes/VehicleWheel.xml
msgid ""
@@ -83925,8 +84066,8 @@ msgid ""
"your vehicle will be prone to rolling over, while a value of 0.0 will resist "
"body roll."
msgstr ""
-"这个值会影å“车辆的滚动。如果所有车轮都设置为1.0,车辆将容易翻车,而0.0的值将"
-"阻止车身侧倾。"
+"这个值会影å“车辆的滚动。如果所有车轮都设置为 1.0,车辆将容易翻车,而 0.0 的值"
+"将阻止车身侧倾。"
#: doc/classes/VFlowContainer.xml
msgid "Vertical flow container."
@@ -83970,21 +84111,21 @@ msgstr ""
#: doc/classes/VideoPlayer.xml
msgid "Returns the current frame as a [Texture]."
-msgstr "将当å‰å¸§ä½œä¸º[Texture]返回。"
+msgstr "将当å‰å¸§ä½œä¸º [Texture] 返回。"
#: doc/classes/VideoPlayer.xml
msgid ""
"Returns [code]true[/code] if the video is playing.\n"
"[b]Note:[/b] The video is still considered playing if paused during playback."
msgstr ""
-"如果视频正在播放,返回 [code]true[/code] 。\n"
+"如果视频正在播放,返回 [code]true[/code]。\n"
"[b]注æ„:[/b]如果在播放过程中暂åœï¼Œè§†é¢‘ä»è¢«è®¤ä¸ºåœ¨æ’­æ”¾ã€‚"
#: doc/classes/VideoPlayer.xml
msgid ""
"Starts the video playback from the beginning. If the video is paused, this "
"will not unpause the video."
-msgstr "从头开始播放视频。如果视频暂åœï¼Œè¿™ä¸ä¼šå–消暂åœã€‚"
+msgstr "从头开始播放视频。如果视频处于暂åœçŠ¶æ€ï¼Œä¸ä¼šå–消暂åœã€‚"
#: doc/classes/VideoPlayer.xml
msgid ""
@@ -83992,8 +84133,8 @@ msgid ""
"[b]Note:[/b] Although the stream position will be set to 0, the first frame "
"of the video stream won't become the current frame."
msgstr ""
-"åœæ­¢è§†é¢‘播放并将视频æµä½ç½®è®¾ç½®ä¸º0。\n"
-"[b]注æ„:[/b]虽然视频æµä½ç½®å°†è¢«è®¾ç½®ä¸º0,但视频æµçš„第一帧ä¸ä¼šæˆä¸ºå½“å‰å¸§ã€‚"
+"åœæ­¢è§†é¢‘播放并将视频æµä½ç½®è®¾ç½®ä¸º 0。\n"
+"[b]注æ„:[/b]虽然视频æµä½ç½®å°†è¢«è®¾ç½®ä¸º 0,但视频æµçš„第一帧ä¸ä¼šæˆä¸ºå½“å‰å¸§ã€‚"
#: doc/classes/VideoPlayer.xml
msgid "The embedded audio track to play."
@@ -84044,7 +84185,7 @@ msgstr "音频音é‡ä¸ºçº¿æ€§å€¼ã€‚"
#: doc/classes/VideoPlayer.xml
msgid "Audio volume in dB."
-msgstr "音频音é‡ï¼Œå•ä½æ˜¯dB。"
+msgstr "音频音é‡ï¼Œå•ä½æ˜¯ dB。"
#: doc/classes/VideoPlayer.xml
msgid "Emitted when playback is finished."
@@ -84060,8 +84201,8 @@ msgid ""
"[VideoStream] can all be used as resource types to play back videos in "
"[VideoPlayer]."
msgstr ""
-"所有视频æµçš„资æºç±»åž‹åŸºç±»ã€‚派生自[VideoStream]的类都å¯ä»¥ä½œä¸ºèµ„æºç±»åž‹ï¼Œåœ¨"
-"[VideoPlayer]中播放视频。"
+"所有视频æµçš„资æºç±»åž‹åŸºç±»ã€‚派生自 [VideoStream] 的类都å¯ä»¥ä½œä¸ºèµ„æºç±»åž‹ï¼Œåœ¨ "
+"[VideoPlayer] 中播放视频。"
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid "[VideoStream] resource for video formats implemented via GDNative."
@@ -84081,7 +84222,7 @@ msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid "Returns the video file handled by this [VideoStreamGDNative]."
-msgstr "返回由这个[VideoStreamGDNative]处ç†çš„视频文件。"
+msgstr "返回由这个 [VideoStreamGDNative] 处ç†çš„视频文件。"
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
@@ -84089,12 +84230,12 @@ msgid ""
"supported extensions depend on the GDNative plugins used to expose video "
"formats."
msgstr ""
-"设置此[VideoStreamGDNative]资æºå¤„ç†çš„视频文件。支æŒçš„扩展å–决于,用于公开视频"
-"æ ¼å¼çš„GDNativeæ’件。"
+"设置此 [VideoStreamGDNative] 资æºå¤„ç†çš„视频文件。支æŒçš„扩展å–决于,用于公开视"
+"频格å¼çš„ GDNative æ’件。"
#: modules/theora/doc_classes/VideoStreamTheora.xml
msgid "[VideoStream] resource for Ogg Theora videos."
-msgstr "[VideoStream] Ogg Theora视频的资æºã€‚"
+msgstr "[VideoStream] Ogg Theora 视频的资æºã€‚"
#: modules/theora/doc_classes/VideoStreamTheora.xml
msgid ""
@@ -84227,7 +84368,7 @@ msgid ""
"Returns the first valid [World] for this viewport, searching the [member "
"world] property of itself and any Viewport ancestor."
msgstr ""
-"返回该视窗的首个有效 [World],在它自身åŠä»»ä½• Viewport 祖先节点的 [member "
+"返回该视å£çš„首个有效 [World],在它自身åŠä»»ä½• Viewport 祖先节点的 [member "
"world] 属性中查找。"
#: doc/classes/Viewport.xml
@@ -84235,7 +84376,7 @@ msgid ""
"Returns the first valid [World2D] for this viewport, searching the [member "
"world_2d] property of itself and any Viewport ancestor."
msgstr ""
-"返回该视窗的首个有效 [World2D],在它自身åŠä»»ä½• Viewport 祖先节点的 [member "
+"返回该视å£çš„首个有效 [World2D],在它自身åŠä»»ä½• Viewport 祖先节点的 [member "
"world_2d] 属性中查找。"
#: doc/classes/Viewport.xml
@@ -84290,7 +84431,7 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid "Returns the viewport's RID from the [VisualServer]."
-msgstr "从 [VisualServer] 返回该视窗的 RID。"
+msgstr "从 [VisualServer] 返回该视å£çš„ RID。"
#: doc/classes/Viewport.xml
msgid "Returns the visible rectangle in global screen coordinates."
@@ -84327,8 +84468,7 @@ msgid ""
"Returns [code]true[/code] if the size override is enabled. See [method "
"set_size_override]."
msgstr ""
-"如果å¯ç”¨äº†å°ºå¯¸è¦†ç›–,则返回 [code]true[/code]。请å‚阅 [method "
-"set_size_override]。"
+"如果å¯ç”¨äº†å°ºå¯¸è¦†ç›–,则返回 [code]true[/code]ã€‚è§ [method set_size_override]。"
#: doc/classes/Viewport.xml
msgid ""
@@ -84363,7 +84503,7 @@ msgid ""
"size. If the size parameter is [code](-1, -1)[/code], it won't update the "
"size."
msgstr ""
-"设置该视窗的尺寸覆盖。如果 [code]enable[/code] å‚数是 [code]true[/code],就会"
+"设置该视å£çš„尺寸覆盖。如果 [code]enable[/code] å‚数是 [code]true[/code],就会"
"使用覆盖,å¦åˆ™å°±ä½¿ç”¨é»˜è®¤å°ºå¯¸ã€‚如果尺寸å‚数是 [code](-1, -1)[/code],它将ä¸ä¼š"
"更新尺寸。"
@@ -84380,15 +84520,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the viewport will be used in AR/VR process."
-msgstr "如果为 [code]true[/code],该视窗将用于AR/VR进程。"
+msgstr "如果为 [code]true[/code],该视å£å°†ç”¨äºŽAR/VR进程。"
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the viewport will process 2D audio streams."
-msgstr "如果为 [code]true[/code]ï¼Œè¯¥è§†çª—å°†å¤„ç† 2D 音频æµã€‚"
+msgstr "如果为 [code]true[/code],该视å£å°†å¤„ç† 2D 音频æµã€‚"
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the viewport will process 3D audio streams."
-msgstr "如果为 [code]true[/code]ï¼Œè¯¥è§†çª—å°†å¤„ç† 3D 音频æµã€‚"
+msgstr "如果为 [code]true[/code],该视å£å°†å¤„ç† 3D 音频æµã€‚"
#: doc/classes/Viewport.xml
msgid ""
@@ -84396,16 +84536,22 @@ msgid ""
"positions of all child [CanvasItem]s. This is relative to the global canvas "
"transform of the viewport."
msgstr ""
-"该视窗的画布å˜æ¢ï¼Œå¯¹æ”¹å˜æ‰€æœ‰å­ [CanvasItem] çš„å±å¹•ä½ç½®å¾ˆæœ‰ç”¨ã€‚相对于该视窗的"
+"该视å£çš„画布å˜æ¢ï¼Œå¯¹æ”¹å˜æ‰€æœ‰å­ [CanvasItem] çš„å±å¹•ä½ç½®å¾ˆæœ‰ç”¨ã€‚相对于该视å£çš„"
"全局画布å˜æ¢ã€‚"
#: doc/classes/Viewport.xml
+#, fuzzy
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -84420,11 +84566,12 @@ msgid "The overlay mode for test rendered geometry in debug purposes."
msgstr "在调试时,用于测试渲染的几何图形的å åŠ æ¨¡å¼ã€‚"
#: doc/classes/Viewport.xml
+#, fuzzy
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
-"如果为 [code]true[/code],该视窗将ç¦ç”¨ 3D 渲染。对于实际ç¦ç”¨ï¼Œä½¿ç”¨ "
+"如果为 [code]true[/code],该视å£å°†ç¦ç”¨ 3D 渲染。对于实际ç¦ç”¨ï¼Œä½¿ç”¨ "
"[code]usage[/code]。"
#: doc/classes/Viewport.xml
@@ -84438,24 +84585,24 @@ msgid ""
msgstr ""
"å¯ç”¨å¿«é€Ÿè¿‘似抗锯齿。FXAA 是一ç§æµè¡Œçš„å±å¹•ç©ºé—´æŠ—锯齿方法,它的速度很快,但会使"
"图åƒçœ‹èµ·æ¥å¾ˆæ¨¡ç³Šï¼Œç‰¹åˆ«æ˜¯åœ¨è¾ƒä½Žçš„分辨率。在 1440p å’Œ 4K 这样的大分辨率下,它ä»"
-"然å¯ä»¥è¾ƒå¥½å·¥ä½œã€‚一些æŸå¤±çš„é”度å¯ä»¥é€šè¿‡å¯ç”¨å¯¹æ¯”度适应性é”化æ¥æ¢å¤ï¼Œå‚阅 "
-"[member sharpen_intensity]。"
+"然å¯ä»¥è¾ƒå¥½å·¥ä½œã€‚一些æŸå¤±çš„é”度å¯ä»¥é€šè¿‡å¯ç”¨å¯¹æ¯”度适应性é”化æ¥æ¢å¤ï¼ˆè§ [member "
+"sharpen_intensity])。"
#: doc/classes/Viewport.xml
msgid ""
"The global canvas transform of the viewport. The canvas transform is "
"relative to this."
-msgstr "该视窗的全局画布å˜æ¢ã€‚画布å˜æ¢æ˜¯ç›¸å¯¹äºŽè¿™ä¸ªçš„。"
+msgstr "该视å£çš„全局画布å˜æ¢ã€‚画布å˜æ¢æ˜¯ç›¸å¯¹äºŽè¿™ä¸ªçš„。"
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the viewport will not receive input events."
-msgstr "如果为 [code]true[/code],该视窗将ä¸æŽ¥æ”¶è¾“入事件。"
+msgstr "如果为 [code]true[/code],该视å£å°†ä¸æŽ¥æ”¶è¾“入事件。"
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the GUI controls on the viewport will lay pixel "
"perfectly."
-msgstr "如果为 [code]true[/code],该视窗上的 GUI 控件将完美地放置åƒç´ ã€‚"
+msgstr "如果为 [code]true[/code],该视å£ä¸Šçš„ GUI 控件将完美地放置åƒç´ ã€‚"
#: doc/classes/Viewport.xml
msgid ""
@@ -84468,7 +84615,7 @@ msgid ""
"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
-"如果为 [code]true[/code],视窗的渲染将获益于高动æ€èŒƒå›´ç®—法。高动æ€èŒƒå›´å…许视"
+"如果为 [code]true[/code],视å£çš„渲染将获益于高动æ€èŒƒå›´ç®—法。高动æ€èŒƒå›´å…许视"
"窗接收 0-1 范围以外的数值。在 Godot 中 HDR 默认使用åŠç²¾åº¦æµ®ç‚¹æ•°ï¼ˆ16 ä½ï¼‰ã€‚è¦"
"使用全精度浮点数(32 ä½ï¼‰ï¼Œè¯·å¯ç”¨ [member use_32_bpc_depth]。\n"
"[b]注æ„:[/b]需è¦å°† [member usage] 设置为 [constant USAGE_3D] 或 [constant "
@@ -84488,11 +84635,11 @@ msgid ""
"require input in linear color space!"
msgstr ""
"如果为 [code]true[/code],3D 渲染åŽçš„结果将ä¸ä¼šåº”用线性到 sRGB 的颜色转æ¢ã€‚当"
-"视窗被用作渲染目标时,这点很é‡è¦ï¼Œå› ä¸ºæ¸²æŸ“结果会被用作å¦ä¸€ä¸ªè§†çª—中渲染的 3D "
-"物体的纹ç†ã€‚如果视窗被用æ¥åˆ›å»ºä¸åŸºäºŽé¢œè‰²çš„æ•°æ®ï¼Œå™ªå£°ã€é«˜åº¦å›¾ã€é‡‡å›¾ç­‰ï¼Œè¿™ä¹Ÿå¾ˆ"
-"é‡è¦ã€‚当视窗被用作 2D 对象的纹ç†æ—¶ï¼Œæˆ–者视窗是你的最终输出时,请ä¸è¦å¯ç”¨è¿™ä¸ª"
+"视å£è¢«ç”¨ä½œæ¸²æŸ“目标时,这点很é‡è¦ï¼Œå› ä¸ºæ¸²æŸ“结果会被用作å¦ä¸€ä¸ªè§†çª—中渲染的 3D "
+"物体的纹ç†ã€‚如果视å£è¢«ç”¨æ¥åˆ›å»ºä¸åŸºäºŽé¢œè‰²çš„æ•°æ®ï¼Œå™ªå£°ã€é«˜åº¦å›¾ã€é‡‡å›¾ç­‰ï¼Œè¿™ä¹Ÿå¾ˆ"
+"é‡è¦ã€‚当视å£è¢«ç”¨ä½œ 2D 对象的纹ç†æ—¶ï¼Œæˆ–者视å£æ˜¯ä½ çš„最终输出时,请ä¸è¦å¯ç”¨è¿™ä¸ª"
"功能。对于 GLES2 驱动æ¥è¯´ï¼Œè¿™å°†æŠŠ sRGB 输出转æ¢ä¸ºçº¿æ€§è¾“出,这应该åªç”¨äºŽéœ€è¦çº¿"
-"性色彩空间输入的VRæ’件!"
+"性色彩空间输入的 VR æ’件!"
#: doc/classes/Viewport.xml
msgid ""
@@ -84500,22 +84647,22 @@ msgid ""
"edges at the cost of significantly worse performance. A value of 4 is best "
"unless targeting very high-end systems."
msgstr ""
-"多é‡é‡‡æ ·æŠ—锯齿模å¼ã€‚一个较高的数字会使边缘更平滑,但代价是性能明显下é™ã€‚除éž"
-"是针对éžå¸¸é«˜ç«¯çš„系统,å¦åˆ™æ•°å€¼ä¸º4是最好的。"
+"多é‡é‡‡æ ·æŠ—锯齿模å¼ã€‚数字越高边缘越平滑,但代价是性能明显下é™ã€‚除éžæ˜¯é’ˆå¯¹éžå¸¸"
+"高端的系统,å¦åˆ™æ•°å€¼ä¸º 4 是最好的。"
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
-"如果为 [code]true[/code],该视窗将使用 [member world] 中定义的 [World] 的唯一"
+"如果为 [code]true[/code],该视å£å°†ä½¿ç”¨ [member world] 中定义的 [World] 的唯一"
"副本。"
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the objects rendered by viewport become subjects of "
"mouse picking process."
-msgstr "如果为 [code]true[/code],该视窗渲染的对象将æˆä¸ºé¼ æ ‡æ‹¾å–过程的对象。"
+msgstr "如果为 [code]true[/code],该视å£æ¸²æŸ“的对象将æˆä¸ºé¼ æ ‡æ‹¾å–过程的对象。"
#: doc/classes/Viewport.xml
msgid ""
@@ -84526,7 +84673,7 @@ msgid ""
"information see [method VisualServer.viewport_set_render_direct_to_screen]."
msgstr ""
"如果为 [code]true[/code],会直接将该 Viewport 渲染到å±å¹•ä¸Šï¼Œè€Œä¸æ˜¯æ¸²æŸ“到根视"
-"窗上。åªåœ¨ GLES2 中å¯ç”¨ã€‚这是一个低级别的优化,在大多数情况下ä¸åº”该使用。如果"
+"å£ä¸Šã€‚åªåœ¨ GLES2 中å¯ç”¨ã€‚这是一个低级别的优化,在大多数情况下ä¸åº”该使用。如果"
"使用,从该 Viewport 或从 [code]SCREEN_TEXTURE[/code] 读å–å°†å˜å¾—ä¸å¯ç”¨ã€‚更多信"
"æ¯å‚阅 [method VisualServer.viewport_set_render_direct_to_screen]。"
@@ -84535,12 +84682,12 @@ msgid ""
"The clear mode when viewport used as a render target.\n"
"[b]Note:[/b] This property is intended for 2D usage."
msgstr ""
-"视窗用作渲染目标时的清除模å¼ã€‚\n"
+"视å£ç”¨ä½œæ¸²æŸ“目标时的清除模å¼ã€‚\n"
"[b]注æ„:[/b]此属性适用于 2D 使用。"
#: doc/classes/Viewport.xml
msgid "The update mode when viewport used as a render target."
-msgstr "视窗用作渲染目标时的更新模å¼ã€‚"
+msgstr "视å£ç”¨ä½œæ¸²æŸ“目标时的更新模å¼ã€‚"
#: doc/classes/Viewport.xml
msgid ""
@@ -84598,7 +84745,7 @@ msgid ""
"The width and height of viewport. Must be set to a value greater than or "
"equal to 2 pixels on both dimensions. Otherwise, nothing will be displayed."
msgstr ""
-"视窗的宽度和高度。必须在两个维度上设置为大于或等于 2 åƒç´ çš„值。å¦åˆ™ï¼Œå°†ä¸ä¼šæ˜¾"
+"视å£çš„宽度和高度。必须在两个维度上设置为大于或等于 2 åƒç´ çš„值。å¦åˆ™ï¼Œå°†ä¸ä¼šæ˜¾"
"示任何东西。"
#: doc/classes/Viewport.xml
@@ -84609,11 +84756,14 @@ msgstr "如果为 [code]true[/code],尺寸é‡å†™ä¹Ÿä¼šå½±å“拉伸。"
msgid ""
"If [code]true[/code], the viewport should render its background as "
"transparent."
-msgstr "如果为 [code]true[/code],该视区应使其背景渲染为é€æ˜Žã€‚"
+msgstr "如果为 [code]true[/code],该视å£åº”使其背景渲染为é€æ˜Žã€‚"
#: doc/classes/Viewport.xml
+#, fuzzy
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -84657,7 +84807,7 @@ msgid ""
"Emitted when the size of the viewport is changed, whether by [method "
"set_size_override], resize of window, or some other means."
msgstr ""
-"当视窗的大å°è¢«æ”¹å˜æ—¶ï¼Œæ— è®ºæ˜¯é€šè¿‡ [method set_size_override]ã€è°ƒæ•´çª—å£çš„大å°ï¼Œ"
+"当视å£çš„大å°è¢«æ”¹å˜æ—¶ï¼Œæ— è®ºæ˜¯é€šè¿‡ [method set_size_override]ã€è°ƒæ•´çª—å£çš„大å°ï¼Œ"
"还是其他方å¼ï¼Œéƒ½ä¼šè§¦å‘。"
#: doc/classes/Viewport.xml
@@ -84877,10 +85027,10 @@ msgid ""
"[b]Note:[/b] [member stretch] must be [code]true[/code] for this property to "
"work."
msgstr ""
-"将视窗的有效分辨率除以这个值,åŒæ—¶ä¿ç•™å…¶æ¯”例。这å¯ä»¥ç”¨æ¥åŠ å¿«æ¸²æŸ“速度。\n"
-"例如,一个1280×720的视窗,如果[member stretch_shrink]设置为[code]2[/code],将"
-"以640×360的尺寸进行渲染,åŒæ—¶åœ¨å®¹å™¨ä¸­å æ®åŒæ ·çš„尺寸。\n"
-"[b]注æ„:[/b][member stretch]拉伸必须是[code]true[/code],这个属性æ‰èƒ½å‘挥作"
+"将视å£çš„有效分辨率除以这个值,åŒæ—¶ä¿ç•™å…¶æ¯”例。这å¯ä»¥ç”¨æ¥åŠ å¿«æ¸²æŸ“速度。\n"
+"例如,将 1280×720 的视å£çš„ [member stretch_shrink] 设置为 [code]2[/code],将"
+"以 640×360 的尺寸进行渲染,åŒæ—¶åœ¨å®¹å™¨ä¸­å æ®åŒæ ·çš„尺寸。\n"
+"[b]注æ„:[/b][member stretch] 必须是 [code]true[/code],这个属性æ‰èƒ½å‘挥作"
"用。"
#: doc/classes/ViewportTexture.xml
@@ -84945,27 +85095,27 @@ msgstr "返回由给定的 [enum Enabler] 常é‡æ ‡è¯†çš„å¯ç”¨ç¨‹åºæ˜¯å¦å¤„äº
#: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
msgid ""
"Sets active state of the enabler identified by given [enum Enabler] constant."
-msgstr "设置由给定的[enum Enabler]常é‡è¯†åˆ«çš„å¯ç”¨ç¨‹åºçš„活动状æ€ã€‚"
+msgstr "设置由给定的 [enum Enabler] 常é‡è¯†åˆ«çš„å¯ç”¨ç¨‹åºçš„活动状æ€ã€‚"
#: doc/classes/VisibilityEnabler.xml
msgid "If [code]true[/code], [RigidBody] nodes will be paused."
-msgstr "如果为 [code]true[/code],[RigidBody]节点将被暂åœã€‚"
+msgstr "如果为 [code]true[/code],[RigidBody] 节点将被暂åœã€‚"
#: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
msgid "If [code]true[/code], [AnimationPlayer] nodes will be paused."
-msgstr "如果为 [code]true[/code],[AnimationPlayer]节点将被暂åœã€‚"
+msgstr "如果为 [code]true[/code],[AnimationPlayer] 节点将被暂åœã€‚"
#: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
msgid "This enabler will pause [AnimationPlayer] nodes."
-msgstr "这个å¯ç”¨ç¨‹åºå°†æš‚åœ[AnimationPlayer]节点。"
+msgstr "这个å¯ç”¨ç¨‹åºå°†æš‚åœ [AnimationPlayer] 节点。"
#: doc/classes/VisibilityEnabler.xml
msgid "This enabler will freeze [RigidBody] nodes."
-msgstr "这个å¯ç”¨ç¨‹åºå°†å†»ç»“[RigidBody]节点。"
+msgstr "这个å¯ç”¨ç¨‹åºå°†å†»ç»“ [RigidBody] 节点。"
#: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
msgid "Represents the size of the [enum Enabler] enum."
-msgstr "表示[enum Enabler]枚举的大å°ã€‚"
+msgstr "表示 [enum Enabler] 枚举的大å°ã€‚"
#: doc/classes/VisibilityEnabler2D.xml
msgid ""
@@ -84981,38 +85131,39 @@ msgid ""
"[b]Note:[/b] VisibilityEnabler2D will not affect nodes added after scene "
"initialization."
msgstr ""
-"VisibilityEnabler2D会在[RigidBody2D]ã€[AnimationPlayer]和其他节点ä¸å¯è§æ—¶ç¦ç”¨"
-"它们。它åªä¼šå½±å“与VisibilityEnabler2D的根节点相åŒçš„节点,以åŠæ ¹èŠ‚点本身。\n"
-"如果你åªæƒ³æŽ¥æ”¶é€šçŸ¥ï¼Œè¯·ä½¿ç”¨[VisibilityNotifier2D]代替。\n"
-"[b]注æ„:[/b]由于性能原因,VisibilityEnabler2D使用一个近似的å¯å‘å¼æ–¹æ³•ï¼Œå…¶ç²¾"
+"VisibilityEnabler2D 会在 [RigidBody2D]ã€[AnimationPlayer] 和其他节点ä¸å¯è§æ—¶"
+"ç¦ç”¨å®ƒä»¬ã€‚它åªä¼šå½±å“与 VisibilityEnabler2D 的根节点相åŒçš„节点,以åŠæ ¹èŠ‚点本"
+"身。\n"
+"如果你åªæƒ³æŽ¥æ”¶é€šçŸ¥ï¼Œè¯·ä½¿ç”¨ [VisibilityNotifier2D] 代替。\n"
+"[b]注æ„:[/b]由于性能原因,VisibilityEnabler2D 使用一个近似的å¯å‘å¼æ–¹æ³•ï¼Œå…¶ç²¾"
"度由 [member ProjectSettings.world/2d/cell_size] 决定。如果你需è¦ç²¾ç¡®çš„å¯è§æ€§"
-"检查,请使用å¦ä¸€ç§æ–¹æ³•ï¼Œä¾‹å¦‚添加一个[Area2D]节点作为[Camera2D]节点的å­èŠ‚"
+"检查,请使用å¦ä¸€ç§æ–¹æ³•ï¼Œä¾‹å¦‚添加一个 [Area2D] 节点作为 [Camera2D] 节点的å­èŠ‚"
"点。\n"
-"[b]注æ„:[/b]VisibilityEnabler2Dä¸ä¼šå½±å“场景åˆå§‹åŒ–åŽæ·»åŠ çš„节点。"
+"[b]注æ„:[/b]VisibilityEnabler2D ä¸ä¼šå½±å“场景åˆå§‹åŒ–åŽæ·»åŠ çš„节点。"
#: doc/classes/VisibilityEnabler2D.xml
msgid "If [code]true[/code], [RigidBody2D] nodes will be paused."
-msgstr "如果为 [code]true[/code],[RigidBody2D]节点将被暂åœã€‚"
+msgstr "如果为 [code]true[/code],[RigidBody2D] 节点将被暂åœã€‚"
#: doc/classes/VisibilityEnabler2D.xml
msgid "If [code]true[/code], [AnimatedSprite] nodes will be paused."
-msgstr "如果为 [code]true[/code],[AnimatedSprite]节点将被暂åœã€‚"
+msgstr "如果为 [code]true[/code],[AnimatedSprite] 节点将被暂åœã€‚"
#: doc/classes/VisibilityEnabler2D.xml
msgid "If [code]true[/code], [Particles2D] nodes will be paused."
-msgstr "如果为 [code]true[/code],[Particles2D]节点将被暂åœã€‚"
+msgstr "如果为 [code]true[/code],[Particles2D] 节点将被暂åœã€‚"
#: doc/classes/VisibilityEnabler2D.xml
msgid ""
"If [code]true[/code], the parent's [method Node._physics_process] will be "
"stopped."
msgstr ""
-"如果为 [code]true[/code],父级的[method Node._physics_process]将被åœæ­¢ã€‚"
+"如果为 [code]true[/code],父级的 [method Node._physics_process] 将被åœæ­¢ã€‚"
#: doc/classes/VisibilityEnabler2D.xml
msgid ""
"If [code]true[/code], the parent's [method Node._process] will be stopped."
-msgstr "如果为 [code]true[/code],父级的[method Node._process]将被åœæ­¢ã€‚"
+msgstr "如果为 [code]true[/code],父级的 [method Node._process] 将被åœæ­¢ã€‚"
#: doc/classes/VisibilityEnabler2D.xml
msgid "This enabler will freeze [RigidBody2D] nodes."
@@ -85075,7 +85226,7 @@ msgstr ""
#: doc/classes/VisibilityNotifier.xml
msgid "The VisibilityNotifier's bounding box."
-msgstr "VisibilityNotifier的边界框。"
+msgstr "VisibilityNotifier 的边界框。"
#: doc/classes/VisibilityNotifier.xml
msgid ""
@@ -85093,19 +85244,19 @@ msgstr ""
#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
-msgstr "当VisibilityNotifier进入[Camera]的视图时触å‘。"
+msgstr "当 VisibilityNotifier 进入 [Camera] 的视图时触å‘。"
#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier exits a [Camera]'s view."
-msgstr "当VisibilityNotifier退出[Camera]的视图时触å‘。"
+msgstr "当 VisibilityNotifier 退出 [Camera] 的视图时触å‘。"
#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters the screen."
-msgstr "当VisibilityNotifier进入å±å¹•æ—¶è§¦å‘。"
+msgstr "当 VisibilityNotifier 进入å±å¹•æ—¶è§¦å‘。"
#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier exits the screen."
-msgstr "当VisibilityNotifier退出å±å¹•æ—¶è§¦å‘。"
+msgstr "当 VisibilityNotifier 退出å±å¹•æ—¶è§¦å‘。"
#: doc/classes/VisibilityNotifier2D.xml
msgid ""
@@ -85119,12 +85270,13 @@ msgid ""
"world/2d/cell_size]. If you need precise visibility checking, use another "
"method such as adding an [Area2D] node as a child of a [Camera2D] node."
msgstr ""
-"VisibilityNotifier2D检测它在å±å¹•ä¸Šæ˜¯å¦å¯è§ã€‚当它的边界矩形进入或退出å±å¹•æˆ–视"
-"窗时,它也会å‘出通知。\n"
-"如果你想让节点在退出å±å¹•æ—¶è‡ªåŠ¨ç¦ç”¨ï¼Œè¯·ä½¿ç”¨[VisibilityEnabler2D]代替。\n"
-"[b]注æ„:[/b]由于性能原因,VisibilityNotifier2D使用一个近似的å¯å‘å¼æ–¹æ³•ï¼Œå…¶ç²¾"
-"度由 [member ProjectSettings.world/2d/cell_size] 决定。如果你需è¦ç²¾ç¡®çš„å¯è§æ€§"
-"检查,请使用å¦ä¸€ç§æ–¹æ³•ï¼Œå¦‚添加一个[Area2D]节点作为[Camera2D]节点的å­èŠ‚点。"
+"VisibilityNotifier2D 检测它在å±å¹•ä¸Šæ˜¯å¦å¯è§ã€‚当它的边界矩形进入或退出å±å¹•æˆ–视"
+"å£æ—¶ï¼Œå®ƒä¹Ÿä¼šå‘出通知。\n"
+"如果你想让节点在退出å±å¹•æ—¶è‡ªåŠ¨ç¦ç”¨ï¼Œè¯·ä½¿ç”¨ [VisibilityEnabler2D] 代替。\n"
+"[b]注æ„:[/b]由于性能原因,VisibilityNotifier2D 使用一个近似的å¯å‘å¼æ–¹æ³•ï¼Œå…¶"
+"精度由 [member ProjectSettings.world/2d/cell_size] 决定。如果你需è¦ç²¾ç¡®çš„å¯è§"
+"性检查,请使用å¦ä¸€ç§æ–¹æ³•ï¼Œå¦‚添加一个 [Area2D] 节点作为 [Camera2D] 节点的å­èŠ‚"
+"点。"
#: doc/classes/VisibilityNotifier2D.xml
msgid ""
@@ -85140,27 +85292,27 @@ msgstr ""
#: doc/classes/VisibilityNotifier2D.xml
msgid "The VisibilityNotifier2D's bounding rectangle."
-msgstr "VisibilityNotifier2D的边界矩形。"
+msgstr "VisibilityNotifier2D 的边界矩形。"
#: doc/classes/VisibilityNotifier2D.xml
msgid "Emitted when the VisibilityNotifier2D enters the screen."
-msgstr "当VisibilityNotifier2D进入å±å¹•æ—¶è§¦å‘。"
+msgstr "当 VisibilityNotifier2D 进入å±å¹•æ—¶è§¦å‘。"
#: doc/classes/VisibilityNotifier2D.xml
msgid "Emitted when the VisibilityNotifier2D exits the screen."
-msgstr "当VisibilityNotifier2D退出å±å¹•æ—¶è§¦å‘。"
+msgstr "当 VisibilityNotifier2D 退出å±å¹•æ—¶è§¦å‘。"
#: doc/classes/VisibilityNotifier2D.xml
msgid "Emitted when the VisibilityNotifier2D enters a [Viewport]'s view."
-msgstr "当VisibilityNotifier2D进入[Viewport]的视图时触å‘。"
+msgstr "当 VisibilityNotifier2D 进入 [Viewport] 的视图时触å‘。"
#: doc/classes/VisibilityNotifier2D.xml
msgid "Emitted when the VisibilityNotifier2D exits a [Viewport]'s view."
-msgstr "当VisibilityNotifier2D退出[Viewport]的视图时触å‘。"
+msgstr "当 VisibilityNotifier2D 退出 [Viewport] 的视图时触å‘。"
#: doc/classes/VisualInstance.xml
msgid "Parent of all visual 3D nodes."
-msgstr "所有å¯è§†3D节点的父节点。"
+msgstr "所有å¯è§† 3D 节点的父节点。"
#: doc/classes/VisualInstance.xml
msgid ""
@@ -85181,7 +85333,7 @@ msgid ""
"Returns the [AABB] (also known as the bounding box) for this "
"[VisualInstance]. See also [method get_transformed_aabb]."
msgstr ""
-"返回此[VisualInstance]çš„[AABB],也称为边界框。å‚阅[method "
+"返回此 [VisualInstance] çš„ [AABB],也称为边界框。å¦è¯·å‚阅 [method "
"get_transformed_aabb]。"
#: doc/classes/VisualInstance.xml
@@ -85190,8 +85342,8 @@ msgid ""
"example, if the Node is a [MeshInstance], this will return the RID of the "
"associated [Mesh]."
msgstr ""
-"返回与此[VisualInstance]相关的资æºçš„RID。例如,如果该节点是一个"
-"[MeshInstance],这将返回相关的[Mesh]的RID。"
+"返回与此 [VisualInstance] 相关的资æºçš„ RID。例如,如果该节点是一个 "
+"[MeshInstance],这将返回相关的 [Mesh] 的 RID。"
#: doc/classes/VisualInstance.xml
msgid ""
@@ -85199,9 +85351,9 @@ msgid ""
"by [method VisualServer.instance_create]. This RID is needed if you want to "
"call [VisualServer] functions directly on this [VisualInstance]."
msgstr ""
-"返回这个实例的RID。这个RID与[method VisualServer.instance_create]所返回的RID"
-"相åŒã€‚如果你想在这个[VisualInstance]上直接调用[VisualServer]函数,就需è¦è¿™ä¸ª"
-"RID。"
+"返回这个实例的 RID。这个 RID 与 [method VisualServer.instance_create] 所返回"
+"çš„ RID 相åŒã€‚如果你想在这个 [VisualInstance] 上直接调用 [VisualServer] 函数,"
+"就需è¦è¿™ä¸ª RID。"
#: doc/classes/VisualInstance.xml
msgid ""
@@ -85218,9 +85370,9 @@ msgid ""
"Transformed in this case means the [AABB] plus the position, rotation, and "
"scale of the [Spatial]'s [Transform]. See also [method get_aabb]."
msgstr ""
-"返回此[VisualInstance]çš„å˜æ¢åŽçš„[AABB],也称为边界框。\n"
-"这里的å˜æ¢æ˜¯æŒ‡[AABB]加上[Spatial]çš„[Transform]çš„ä½ç½®ã€æ—‹è½¬å’Œç¼©æ”¾ã€‚å‚阅"
-"[method get_aabb]。"
+"返回此 [VisualInstance] çš„å˜æ¢åŽçš„ [AABB],也称为边界框。\n"
+"这里的å˜æ¢æ˜¯æŒ‡ [AABB] 加上 [Spatial] çš„ [Transform] çš„ä½ç½®ã€æ—‹è½¬å’Œç¼©æ”¾ã€‚å¦è¯·"
+"å‚阅 [method get_aabb]。"
#: doc/classes/VisualInstance.xml
msgid ""
@@ -85242,7 +85394,23 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
"绘制此 [VisualInstance] 的渲染层。\n"
-"此对象仅对[Camera]å¯è§ï¼Œå…¶å‰”除é®ç½©åŒ…括此[VisualInstance]设置的渲染对象。"
+"此对象仅对 [Camera]å¯è§ï¼Œå…¶å‰”除é®ç½©åŒ…括此 [VisualInstance] 设置的渲染对象。"
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
@@ -85320,13 +85488,13 @@ msgid ""
"[code]from_port[/code] would be fed into [code]to_node[/code]'s "
"[code]to_port[/code]."
msgstr ""
-"连接两个数æ®ç«¯å£ã€‚[code]from_node[/code]çš„[code]from_port[/code]的值将被输入"
-"[code]to_node[/code]的[code]to_port[/code]。"
+"连接两个数æ®ç«¯å£ã€‚[code]from_node[/code] çš„ [code]from_port[/code] 的值将被输"
+"入 [code]to_node[/code] 的 [code]to_port[/code]。"
#: modules/visual_script/doc_classes/VisualScript.xml
msgid ""
"Disconnect two data ports previously connected with [method data_connect]."
-msgstr "断开之å‰ç”¨[method data_connect]连接的两个数æ®ç«¯å£ã€‚"
+msgstr "断开之å‰ç”¨ [method data_connect] 连接的两个数æ®ç«¯å£ã€‚"
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns the id of a function's entry point node."
@@ -85346,7 +85514,7 @@ msgstr "返回节点的å标,å•ä½æ˜¯åƒç´ ã€‚"
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns the default (initial) value of a variable."
-msgstr "返回å˜é‡çš„åˆå§‹é»˜è®¤å€¼ã€‚"
+msgstr "返回å˜é‡çš„默认(åˆå§‹ï¼‰å€¼ã€‚"
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns whether a variable is exported."
@@ -85418,10 +85586,10 @@ msgid ""
"Unlike [method data_connect], there isn't a [code]to_port[/code], since the "
"target node can have only one sequence port."
msgstr ""
-"连接两个åºåˆ—端å£ã€‚执行将从[code]from_node[/code]çš„[code]from_output[/code]输"
-"入[code]to_node[/code]。\n"
-"与[method data_connect]ä¸åŒï¼Œæ²¡æœ‰[code]to_port[/code],因为目标节点åªèƒ½æœ‰ä¸€ä¸ª"
-"åºåˆ—端å£ã€‚"
+"连接两个åºåˆ—端å£ã€‚执行将从 [code]from_node[/code] çš„ [code]from_output[/"
+"code] 输入 [code]to_node[/code]。\n"
+"与 [method data_connect] ä¸åŒï¼Œæ²¡æœ‰ [code]to_port[/code],因为目标节点åªèƒ½æœ‰"
+"一个åºåˆ—端å£ã€‚"
#: modules/visual_script/doc_classes/VisualScript.xml
msgid ""
@@ -94604,8 +94772,8 @@ msgid ""
"scenario, a navigation map and a sound space. Spatial nodes register their "
"resources into the current world."
msgstr ""
-"拥有与世界相关的一切的类。物ç†ç©ºé—´ã€è§†è§‰åœºæ™¯ã€å¯¼èˆªåœ°å›¾å’Œå£°éŸ³ç©ºé—´ã€‚空间节点将"
-"其资æºæ³¨å†Œåˆ°å½“å‰ä¸–界中。"
+"拥有与世界相关的一切的类。物ç†ç©ºé—´ã€è§†è§‰åœºæ™¯ã€å¯¼èˆªåœ°å›¾å’Œå£°éŸ³ç©ºé—´ã€‚Spatial 节"
+"点将其资æºæ³¨å†Œåˆ°å½“å‰ä¸–界中。"
#: doc/classes/World.xml
msgid ""
diff --git a/doc/translations/zh_TW.po b/doc/translations/zh_TW.po
index fb62e692a7..a64bd25054 100644
--- a/doc/translations/zh_TW.po
+++ b/doc/translations/zh_TW.po
@@ -4,7 +4,7 @@
# This file is distributed under the same license as the Godot source code.
#
# binotaliu <binota@protonmail.ch>, 2020.
-# BinotaLIU <me@binota.org>, 2020.
+# BinotaLIU <me@binota.org>, 2020, 2022.
# Eric K <eric900601@gmail.com>, 2020.
# Pierre Stempin <pierre.stempin@gmail.com>, 2020.
# Lihan Zhu <lihan@proctorio.com>, 2021.
@@ -19,8 +19,8 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-08-25 13:04+0000\n"
-"Last-Translator: Hugel <qihu@nfschina.com>\n"
+"PO-Revision-Date: 2022-10-12 06:50+0000\n"
+"Last-Translator: BinotaLIU <me@binota.org>\n"
"Language-Team: Chinese (Traditional) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/zh_Hant/>\n"
"Language: zh_TW\n"
@@ -28,7 +28,7 @@ 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 4.14-dev\n"
+"X-Generator: Weblate 4.15-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -88,7 +88,7 @@ msgstr ""
#: doc/tools/make_rst.py
msgid "Default"
-msgstr "默èª"
+msgstr "é è¨­"
#: doc/tools/make_rst.py
msgid "Setter"
@@ -120,7 +120,7 @@ msgstr ""
#: doc/tools/make_rst.py
msgid "This method is used to construct a type."
-msgstr "此方法用於構造類型。"
+msgstr "此方法用於建構型別。"
#: doc/tools/make_rst.py
msgid ""
@@ -570,7 +570,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -585,7 +586,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -965,12 +970,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3589,6 +3598,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4273,8 +4302,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -7196,7 +7224,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7381,6 +7412,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7400,9 +7434,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -10041,10 +10079,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10576,14 +10613,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10593,22 +10630,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -19407,6 +19444,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22241,7 +22286,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -32980,7 +33028,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -36309,7 +36359,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36559,7 +36612,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37276,6 +37332,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -40086,7 +40145,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40602,11 +40663,11 @@ msgstr "回傳åƒæ•¸çš„正切值。"
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40640,11 +40701,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40666,11 +40727,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42532,6 +42593,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -50133,15 +50204,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51738,17 +51816,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51757,8 +51846,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54474,7 +54569,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56312,7 +56411,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -57690,7 +57791,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57706,7 +57810,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -66994,10 +67100,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -67008,8 +67119,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -67161,7 +67272,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67693,6 +67806,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
diff --git a/drivers/gles3/effects/copy_effects.cpp b/drivers/gles3/effects/copy_effects.cpp
index b552b52cd5..58cdc90a7c 100644
--- a/drivers/gles3/effects/copy_effects.cpp
+++ b/drivers/gles3/effects/copy_effects.cpp
@@ -148,8 +148,8 @@ void CopyEffects::bilinear_blur(GLuint p_source_texture, int p_mipmap_count, con
dest_region.size.y = MAX(1, dest_region.size.y >> 1);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffers[i % 2]);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_source_texture, i);
- glBlitFramebuffer(source_region.position.x, source_region.position.y, source_region.size.x, source_region.size.y,
- dest_region.position.x, dest_region.position.y, dest_region.size.x, dest_region.size.y, GL_COLOR_BUFFER_BIT, GL_LINEAR);
+ glBlitFramebuffer(source_region.position.x, source_region.position.y, source_region.position.x + source_region.size.x, source_region.position.y + source_region.size.y,
+ dest_region.position.x, dest_region.position.y, dest_region.position.x + dest_region.size.x, dest_region.position.y + dest_region.size.y, GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffers[i % 2]);
source_region = dest_region;
}
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index c7e7227916..7b39641029 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -588,10 +588,12 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
material = default_clip_children_material;
}
} else {
- if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_ONLY) {
- material = default_clip_children_material;
- } else {
- material = default_canvas_group_material;
+ if (material.is_null()) {
+ if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_ONLY) {
+ material = default_clip_children_material;
+ } else {
+ material = default_canvas_group_material;
+ }
}
}
}
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index b75fdf5f71..ae5515e249 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -1068,10 +1068,6 @@ void RasterizerSceneGLES3::environment_glow_set_use_bicubic_upscale(bool p_enabl
glow_bicubic_upscale = p_enable;
}
-void RasterizerSceneGLES3::environment_glow_set_use_high_quality(bool p_enable) {
- glow_high_quality = p_enable;
-}
-
void RasterizerSceneGLES3::environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
}
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index 255e62fc33..65cc8606b8 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -497,7 +497,6 @@ protected:
float ssao_fadeout_to = 300.0;
bool glow_bicubic_upscale = false;
- bool glow_high_quality = false;
RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGHNESS_QUALITY_LOW;
/* Sky */
@@ -610,7 +609,6 @@ public:
/* ENVIRONMENT API */
void environment_glow_set_use_bicubic_upscale(bool p_enable) override;
- void environment_glow_set_use_high_quality(bool p_enable) override;
void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override;
diff --git a/editor/animation_track_editor_plugins.cpp b/editor/animation_track_editor_plugins.cpp
index a5f6f449a6..704935e163 100644
--- a/editor/animation_track_editor_plugins.cpp
+++ b/editor/animation_track_editor_plugins.cpp
@@ -857,18 +857,14 @@ void AnimationTrackEditTypeAudio::draw_key(int p_index, float p_pixels_sec, int
float start_ofs = get_animation()->audio_track_get_key_start_offset(get_track(), p_index);
float end_ofs = get_animation()->audio_track_get_key_end_offset(get_track(), p_index);
+ int px_offset = 0;
if (len_resizing && p_index == len_resizing_index) {
- float ofs_local = -len_resizing_rel / get_timeline()->get_zoom_scale();
+ float ofs_local = len_resizing_rel / get_timeline()->get_zoom_scale();
if (len_resizing_start) {
start_ofs += ofs_local;
- if (start_ofs < 0) {
- start_ofs = 0;
- }
+ px_offset = ofs_local * p_pixels_sec;
} else {
- end_ofs += ofs_local;
- if (end_ofs < 0) {
- end_ofs = 0;
- }
+ end_ofs -= ofs_local;
}
}
@@ -897,8 +893,8 @@ void AnimationTrackEditTypeAudio::draw_key(int p_index, float p_pixels_sec, int
int pixel_len = len * p_pixels_sec;
- int pixel_begin = p_x;
- int pixel_end = p_x + pixel_len;
+ int pixel_begin = px_offset + p_x;
+ int pixel_end = px_offset + p_x + pixel_len;
if (pixel_end < p_clip_left) {
return;
@@ -1061,9 +1057,6 @@ void AnimationTrackEditTypeAudio::gui_input(const Ref<InputEvent> &p_event) {
len -= end_ofs;
len -= start_ofs;
- if (len <= 0.001) {
- len = 0.001;
- }
if (get_animation()->track_get_key_count(get_track()) > i + 1) {
len = MIN(len, get_animation()->track_get_key_time(get_track(), i + 1) - get_animation()->track_get_key_time(get_track(), i));
@@ -1078,6 +1071,13 @@ void AnimationTrackEditTypeAudio::gui_input(const Ref<InputEvent> &p_event) {
int end = ofs + len * get_timeline()->get_zoom_scale();
if (end >= get_timeline()->get_name_limit() && end <= get_size().width - get_timeline()->get_buttons_width() && ABS(mm->get_position().x - end) < 5 * EDSCALE) {
+ len_resizing_start = false;
+ use_hsize_cursor = true;
+ len_resizing_index = i;
+ }
+
+ if (ofs >= get_timeline()->get_name_limit() && ofs <= get_size().width - get_timeline()->get_buttons_width() && ABS(mm->get_position().x - ofs) < 5 * EDSCALE) {
+ len_resizing_start = true;
use_hsize_cursor = true;
len_resizing_index = i;
}
@@ -1086,8 +1086,25 @@ void AnimationTrackEditTypeAudio::gui_input(const Ref<InputEvent> &p_event) {
}
if (len_resizing && mm.is_valid()) {
+ // Rezising index is some.
len_resizing_rel += mm->get_relative().x;
- len_resizing_start = mm->is_shift_pressed();
+ float ofs_local = len_resizing_rel / get_timeline()->get_zoom_scale();
+ float prev_ofs_start = get_animation()->audio_track_get_key_start_offset(get_track(), len_resizing_index);
+ float prev_ofs_end = get_animation()->audio_track_get_key_end_offset(get_track(), len_resizing_index);
+ Ref<AudioStream> stream = get_animation()->audio_track_get_key_stream(get_track(), len_resizing_index);
+ float len = stream->get_length();
+ if (len == 0) {
+ Ref<AudioStreamPreview> preview = AudioStreamPreviewGenerator::get_singleton()->generate_preview(stream);
+ float preview_len = preview->get_length();
+ len = preview_len;
+ }
+
+ if (len_resizing_start) {
+ len_resizing_rel = CLAMP(ofs_local, -prev_ofs_start, len - prev_ofs_end - prev_ofs_start) * get_timeline()->get_zoom_scale();
+ } else {
+ len_resizing_rel = CLAMP(ofs_local, -(len - prev_ofs_end - prev_ofs_start), prev_ofs_end) * get_timeline()->get_zoom_scale();
+ }
+
queue_redraw();
accept_event();
return;
@@ -1096,7 +1113,11 @@ void AnimationTrackEditTypeAudio::gui_input(const Ref<InputEvent> &p_event) {
Ref<InputEventMouseButton> mb = p_event;
if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == MouseButton::LEFT && over_drag_position) {
len_resizing = true;
- len_resizing_start = mb->is_shift_pressed();
+ // In case if resizing index is not set yet reset the flag.
+ if (len_resizing_index < 0) {
+ len_resizing = false;
+ return;
+ }
len_resizing_from_px = mb->get_position().x;
len_resizing_rel = 0;
queue_redraw();
@@ -1106,23 +1127,42 @@ void AnimationTrackEditTypeAudio::gui_input(const Ref<InputEvent> &p_event) {
Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
if (len_resizing && mb.is_valid() && !mb->is_pressed() && mb->get_button_index() == MouseButton::LEFT) {
- float ofs_local = -len_resizing_rel / get_timeline()->get_zoom_scale();
+ if (len_resizing_rel == 0 || len_resizing_index < 0) {
+ len_resizing = false;
+ return;
+ }
+
if (len_resizing_start) {
+ float ofs_local = len_resizing_rel / get_timeline()->get_zoom_scale();
float prev_ofs = get_animation()->audio_track_get_key_start_offset(get_track(), len_resizing_index);
- undo_redo->create_action(TTR("Change Audio Track Clip Start Offset"));
- undo_redo->add_do_method(get_animation().ptr(), "audio_track_set_key_start_offset", get_track(), len_resizing_index, prev_ofs + ofs_local);
- undo_redo->add_undo_method(get_animation().ptr(), "audio_track_set_key_start_offset", get_track(), len_resizing_index, prev_ofs);
- undo_redo->commit_action();
+ float prev_time = get_animation()->track_get_key_time(get_track(), len_resizing_index);
+ float new_ofs = prev_ofs + ofs_local;
+ float new_time = prev_time + ofs_local;
+ if (prev_time != new_time) {
+ undo_redo->create_action(TTR("Change Audio Track Clip Start Offset"));
+
+ undo_redo->add_do_method(get_animation().ptr(), "track_set_key_time", get_track(), len_resizing_index, new_time);
+ undo_redo->add_undo_method(get_animation().ptr(), "track_set_key_time", get_track(), len_resizing_index, prev_time);
+
+ undo_redo->add_do_method(get_animation().ptr(), "audio_track_set_key_start_offset", get_track(), len_resizing_index, new_ofs);
+ undo_redo->add_undo_method(get_animation().ptr(), "audio_track_set_key_start_offset", get_track(), len_resizing_index, prev_ofs);
+ undo_redo->commit_action();
+ }
} else {
+ float ofs_local = -len_resizing_rel / get_timeline()->get_zoom_scale();
float prev_ofs = get_animation()->audio_track_get_key_end_offset(get_track(), len_resizing_index);
- undo_redo->create_action(TTR("Change Audio Track Clip End Offset"));
- undo_redo->add_do_method(get_animation().ptr(), "audio_track_set_key_end_offset", get_track(), len_resizing_index, prev_ofs + ofs_local);
- undo_redo->add_undo_method(get_animation().ptr(), "audio_track_set_key_end_offset", get_track(), len_resizing_index, prev_ofs);
- undo_redo->commit_action();
+ float new_ofs = prev_ofs + ofs_local;
+ if (prev_ofs != new_ofs) {
+ undo_redo->create_action(TTR("Change Audio Track Clip End Offset"));
+ undo_redo->add_do_method(get_animation().ptr(), "audio_track_set_key_end_offset", get_track(), len_resizing_index, new_ofs);
+ undo_redo->add_undo_method(get_animation().ptr(), "audio_track_set_key_end_offset", get_track(), len_resizing_index, prev_ofs);
+ undo_redo->commit_action();
+ }
}
len_resizing_index = -1;
+ len_resizing = false;
queue_redraw();
accept_event();
return;
diff --git a/editor/debugger/editor_debugger_node.cpp b/editor/debugger/editor_debugger_node.cpp
index 610f467faa..0a0f0cf90a 100644
--- a/editor/debugger/editor_debugger_node.cpp
+++ b/editor/debugger/editor_debugger_node.cpp
@@ -36,6 +36,7 @@
#include "editor/editor_log.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
+#include "editor/editor_undo_redo_manager.h"
#include "editor/inspector_dock.h"
#include "editor/plugins/editor_debugger_plugin.h"
#include "editor/plugins/script_editor_plugin.h"
@@ -274,6 +275,7 @@ void EditorDebuggerNode::stop(bool p_force) {
});
_break_state_changed();
breakpoints.clear();
+ EditorNode::get_undo_redo()->clear_history(false, EditorUndoRedoManager::REMOTE_HISTORY);
set_process(false);
}
diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp
index 463e8f6bdc..4c3c9973cb 100644
--- a/editor/editor_node.cpp
+++ b/editor/editor_node.cpp
@@ -437,8 +437,6 @@ void EditorNode::_update_from_settings() {
bool glow_bicubic = int(GLOBAL_GET("rendering/environment/glow/upscale_mode")) > 0;
RS::get_singleton()->environment_set_ssil_quality(RS::EnvironmentSSILQuality(int(GLOBAL_GET("rendering/environment/ssil/quality"))), GLOBAL_GET("rendering/environment/ssil/half_size"), GLOBAL_GET("rendering/environment/ssil/adaptive_target"), GLOBAL_GET("rendering/environment/ssil/blur_passes"), GLOBAL_GET("rendering/environment/ssil/fadeout_from"), GLOBAL_GET("rendering/environment/ssil/fadeout_to"));
RS::get_singleton()->environment_glow_set_use_bicubic_upscale(glow_bicubic);
- bool glow_high_quality = GLOBAL_GET("rendering/environment/glow/use_high_quality");
- RS::get_singleton()->environment_glow_set_use_high_quality(glow_high_quality);
RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::EnvironmentSSRRoughnessQuality(int(GLOBAL_GET("rendering/environment/screen_space_reflection/roughness_quality")));
RS::get_singleton()->environment_set_ssr_roughness_quality(ssr_roughness_quality);
RS::SubSurfaceScatteringQuality sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_quality")));
diff --git a/editor/editor_settings.cpp b/editor/editor_settings.cpp
index c44fe04442..79b03febdc 100644
--- a/editor/editor_settings.cpp
+++ b/editor/editor_settings.cpp
@@ -734,6 +734,7 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) {
// TRANSLATORS: Project Manager here refers to the tool used to create/manage Godot projects.
EDITOR_SETTING(Variant::INT, PROPERTY_HINT_ENUM, "project_manager/sorting_order", 0, "Last Edited,Name,Path")
+ EDITOR_SETTING(Variant::STRING, PROPERTY_HINT_NONE, "project_manager/default_renderer", "forward_plus", "forward_plus,mobile,gl_compatibility")
if (p_extra_config.is_valid()) {
if (p_extra_config->has_section("init_projects") && p_extra_config->has_section_key("init_projects", "list")) {
diff --git a/editor/editor_undo_redo_manager.cpp b/editor/editor_undo_redo_manager.cpp
index 4bfa9b686c..ab33b2d051 100644
--- a/editor/editor_undo_redo_manager.cpp
+++ b/editor/editor_undo_redo_manager.cpp
@@ -33,6 +33,7 @@
#include "core/io/resource.h"
#include "core/os/os.h"
#include "core/templates/local_vector.h"
+#include "editor/debugger/editor_debugger_inspector.h"
#include "editor/debugger/editor_debugger_node.h"
#include "editor/editor_log.h"
#include "editor/editor_node.h"
@@ -59,6 +60,10 @@ UndoRedo *EditorUndoRedoManager::get_history_undo_redo(int p_idx) const {
int EditorUndoRedoManager::get_history_id_for_object(Object *p_object) const {
int history_id = INVALID_HISTORY;
+ if (Object::cast_to<EditorDebuggerRemoteObject>(p_object)) {
+ return REMOTE_HISTORY;
+ }
+
if (Node *node = Object::cast_to<Node>(p_object)) {
Node *edited_scene = EditorNode::get_singleton()->get_edited_scene();
@@ -278,6 +283,14 @@ bool EditorUndoRedoManager::undo() {
}
{
+ History &history = get_or_create_history(REMOTE_HISTORY);
+ if (!history.undo_stack.is_empty() && history.undo_stack.back()->get().timestamp > global_timestamp) {
+ selected_history = history.id;
+ global_timestamp = history.undo_stack.back()->get().timestamp;
+ }
+ }
+
+ {
History &history = get_or_create_history(EditorNode::get_editor_data().get_current_edited_scene_history_id());
if (!history.undo_stack.is_empty() && history.undo_stack.back()->get().timestamp > global_timestamp) {
selected_history = history.id;
@@ -323,6 +336,14 @@ bool EditorUndoRedoManager::redo() {
}
{
+ History &history = get_or_create_history(REMOTE_HISTORY);
+ if (!history.redo_stack.is_empty() && history.redo_stack.back()->get().timestamp < global_timestamp) {
+ selected_history = history.id;
+ global_timestamp = history.redo_stack.back()->get().timestamp;
+ }
+ }
+
+ {
History &history = get_or_create_history(EditorNode::get_editor_data().get_current_edited_scene_history_id());
if (!history.redo_stack.is_empty() && history.redo_stack.back()->get().timestamp < global_timestamp) {
selected_history = history.id;
@@ -367,7 +388,7 @@ bool EditorUndoRedoManager::is_history_unsaved(int p_id) {
bool EditorUndoRedoManager::has_undo() {
for (const KeyValue<int, History> &E : history_map) {
- if ((E.key == GLOBAL_HISTORY || E.key == EditorNode::get_editor_data().get_current_edited_scene_history_id()) && !E.value.undo_stack.is_empty()) {
+ if ((E.key == GLOBAL_HISTORY || E.key == REMOTE_HISTORY || E.key == EditorNode::get_editor_data().get_current_edited_scene_history_id()) && !E.value.undo_stack.is_empty()) {
return true;
}
}
@@ -376,7 +397,7 @@ bool EditorUndoRedoManager::has_undo() {
bool EditorUndoRedoManager::has_redo() {
for (const KeyValue<int, History> &E : history_map) {
- if ((E.key == GLOBAL_HISTORY || E.key == EditorNode::get_editor_data().get_current_edited_scene_history_id()) && !E.value.redo_stack.is_empty()) {
+ if ((E.key == GLOBAL_HISTORY || E.key == REMOTE_HISTORY || E.key == EditorNode::get_editor_data().get_current_edited_scene_history_id()) && !E.value.redo_stack.is_empty()) {
return true;
}
}
@@ -385,7 +406,11 @@ bool EditorUndoRedoManager::has_redo() {
void EditorUndoRedoManager::clear_history(bool p_increase_version, int p_idx) {
if (p_idx != INVALID_HISTORY) {
- get_or_create_history(p_idx).undo_redo->clear_history(p_increase_version);
+ History &history = get_or_create_history(p_idx);
+ history.undo_redo->clear_history(p_increase_version);
+ history.undo_stack.clear();
+ history.redo_stack.clear();
+
if (!p_increase_version) {
set_history_as_saved(p_idx);
}
@@ -415,6 +440,14 @@ String EditorUndoRedoManager::get_current_action_name() {
}
{
+ History &history = get_or_create_history(REMOTE_HISTORY);
+ if (!history.undo_stack.is_empty() && history.undo_stack.back()->get().timestamp > global_timestamp) {
+ selected_history = &history;
+ global_timestamp = history.undo_stack.back()->get().timestamp;
+ }
+ }
+
+ {
History &history = get_or_create_history(EditorNode::get_editor_data().get_current_edited_scene_history_id());
if (!history.undo_stack.is_empty() && history.undo_stack.back()->get().timestamp > global_timestamp) {
selected_history = &history;
@@ -477,6 +510,7 @@ void EditorUndoRedoManager::_bind_methods() {
ADD_SIGNAL(MethodInfo("version_changed"));
BIND_ENUM_CONSTANT(GLOBAL_HISTORY);
+ BIND_ENUM_CONSTANT(REMOTE_HISTORY);
BIND_ENUM_CONSTANT(INVALID_HISTORY);
}
diff --git a/editor/editor_undo_redo_manager.h b/editor/editor_undo_redo_manager.h
index 60bcd059df..08482b6e2d 100644
--- a/editor/editor_undo_redo_manager.h
+++ b/editor/editor_undo_redo_manager.h
@@ -41,6 +41,7 @@ class EditorUndoRedoManager : public RefCounted {
public:
enum SpecialHistory {
GLOBAL_HISTORY = 0,
+ REMOTE_HISTORY = -9,
INVALID_HISTORY = -99,
};
diff --git a/editor/import/dynamic_font_import_settings.cpp b/editor/import/dynamic_font_import_settings.cpp
index 75d0abbb0c..afcfacdf75 100644
--- a/editor/import/dynamic_font_import_settings.cpp
+++ b/editor/import/dynamic_font_import_settings.cpp
@@ -954,9 +954,18 @@ void DynamicFontImportSettings::_re_import() {
Dictionary preload_config;
preload_config["name"] = vars_item->get_text(0);
+ Size2i conf_size = Vector2i(16, 0);
for (const KeyValue<StringName, Variant> &E : import_variation_data->settings) {
- preload_config[E.key] = E.value;
+ if (E.key == "size") {
+ conf_size.x = E.value;
+ }
+ if (E.key == "outline_size") {
+ conf_size.y = E.value;
+ } else {
+ preload_config[E.key] = E.value;
+ }
}
+ preload_config["size"] = conf_size;
Array chars;
for (const char32_t &E : import_variation_data->selected_chars) {
diff --git a/editor/plugins/animation_blend_space_1d_editor.cpp b/editor/plugins/animation_blend_space_1d_editor.cpp
index e64b80abbd..7d64055cc3 100644
--- a/editor/plugins/animation_blend_space_1d_editor.cpp
+++ b/editor/plugins/animation_blend_space_1d_editor.cpp
@@ -46,6 +46,11 @@ StringName AnimationNodeBlendSpace1DEditor::get_blend_position_path() const {
}
void AnimationNodeBlendSpace1DEditor::_blend_space_gui_input(const Ref<InputEvent> &p_event) {
+ AnimationTree *tree = AnimationTreeEditor::get_singleton()->get_animation_tree();
+ if (!tree) {
+ return;
+ }
+
Ref<InputEventKey> k = p_event;
if (tool_select->is_pressed() && k.is_valid() && k->is_pressed() && k->get_keycode() == Key::KEY_DELETE && !k->is_echo()) {
@@ -71,11 +76,8 @@ void AnimationNodeBlendSpace1DEditor::_blend_space_gui_input(const Ref<InputEven
menu->add_submenu_item(TTR("Add Animation"), "animations");
- AnimationTree *gp = AnimationTreeEditor::get_singleton()->get_animation_tree();
- ERR_FAIL_COND(!gp);
-
- if (gp->has_node(gp->get_animation_player())) {
- AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(gp->get_node(gp->get_animation_player()));
+ if (tree->has_node(tree->get_animation_player())) {
+ AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(tree->get_node(tree->get_animation_player()));
if (ap) {
List<StringName> names;
@@ -180,7 +182,7 @@ void AnimationNodeBlendSpace1DEditor::_blend_space_gui_input(const Ref<InputEven
blend_pos *= blend_space->get_max_space() - blend_space->get_min_space();
blend_pos += blend_space->get_min_space();
- AnimationTreeEditor::get_singleton()->get_animation_tree()->set(get_blend_position_path(), blend_pos);
+ tree->set(get_blend_position_path(), blend_pos);
blend_space_draw->queue_redraw();
}
@@ -203,13 +205,18 @@ void AnimationNodeBlendSpace1DEditor::_blend_space_gui_input(const Ref<InputEven
blend_pos *= blend_space->get_max_space() - blend_space->get_min_space();
blend_pos += blend_space->get_min_space();
- AnimationTreeEditor::get_singleton()->get_animation_tree()->set(get_blend_position_path(), blend_pos);
+ tree->set(get_blend_position_path(), blend_pos);
blend_space_draw->queue_redraw();
}
}
void AnimationNodeBlendSpace1DEditor::_blend_space_draw() {
+ AnimationTree *tree = AnimationTreeEditor::get_singleton()->get_animation_tree();
+ if (!tree) {
+ return;
+ }
+
Color linecolor = get_theme_color(SNAME("font_color"), SNAME("Label"));
Color linecolor_soft = linecolor;
linecolor_soft.a *= 0.5;
@@ -301,7 +308,7 @@ void AnimationNodeBlendSpace1DEditor::_blend_space_draw() {
color.a *= 0.5;
}
- float point = AnimationTreeEditor::get_singleton()->get_animation_tree()->get(get_blend_position_path());
+ float point = tree->get(get_blend_position_path());
point = (point - blend_space->get_min_space()) / (blend_space->get_max_space() - blend_space->get_min_space());
point *= s.width;
@@ -575,12 +582,17 @@ void AnimationNodeBlendSpace1DEditor::_notification(int p_what) {
} break;
case NOTIFICATION_PROCESS: {
+ AnimationTree *tree = AnimationTreeEditor::get_singleton()->get_animation_tree();
+ if (!tree) {
+ return;
+ }
+
String error;
- if (!AnimationTreeEditor::get_singleton()->get_animation_tree()->is_active()) {
+ if (!tree->is_active()) {
error = TTR("AnimationTree is inactive.\nActivate to enable playback, check node warnings if activation fails.");
- } else if (AnimationTreeEditor::get_singleton()->get_animation_tree()->is_state_invalid()) {
- error = AnimationTreeEditor::get_singleton()->get_animation_tree()->get_invalid_state_reason();
+ } else if (tree->is_state_invalid()) {
+ error = tree->get_invalid_state_reason();
}
if (error != error_label->get_text()) {
diff --git a/editor/plugins/animation_blend_space_2d_editor.cpp b/editor/plugins/animation_blend_space_2d_editor.cpp
index 4d8e972883..526f69732b 100644
--- a/editor/plugins/animation_blend_space_2d_editor.cpp
+++ b/editor/plugins/animation_blend_space_2d_editor.cpp
@@ -95,6 +95,11 @@ StringName AnimationNodeBlendSpace2DEditor::get_blend_position_path() const {
}
void AnimationNodeBlendSpace2DEditor::_blend_space_gui_input(const Ref<InputEvent> &p_event) {
+ AnimationTree *tree = AnimationTreeEditor::get_singleton()->get_animation_tree();
+ if (!tree) {
+ return;
+ }
+
Ref<InputEventKey> k = p_event;
if (tool_select->is_pressed() && k.is_valid() && k->is_pressed() && k->get_keycode() == Key::KEY_DELETE && !k->is_echo()) {
if (selected_point != -1 || selected_triangle != -1) {
@@ -118,10 +123,8 @@ void AnimationNodeBlendSpace2DEditor::_blend_space_gui_input(const Ref<InputEven
ClassDB::get_inheriters_from_class("AnimationRootNode", &classes);
menu->add_submenu_item(TTR("Add Animation"), "animations");
- AnimationTree *gp = AnimationTreeEditor::get_singleton()->get_animation_tree();
- ERR_FAIL_COND(!gp);
- if (gp && gp->has_node(gp->get_animation_player())) {
- AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(gp->get_node(gp->get_animation_player()));
+ if (tree->has_node(tree->get_animation_player())) {
+ AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(tree->get_node(tree->get_animation_player()));
if (ap) {
List<StringName> names;
ap->get_animation_list(&names);
@@ -275,7 +278,7 @@ void AnimationNodeBlendSpace2DEditor::_blend_space_gui_input(const Ref<InputEven
blend_pos *= (blend_space->get_max_space() - blend_space->get_min_space());
blend_pos += blend_space->get_min_space();
- AnimationTreeEditor::get_singleton()->get_animation_tree()->set(get_blend_position_path(), blend_pos);
+ tree->set(get_blend_position_path(), blend_pos);
blend_space_draw->queue_redraw();
}
@@ -311,7 +314,7 @@ void AnimationNodeBlendSpace2DEditor::_blend_space_gui_input(const Ref<InputEven
blend_pos *= (blend_space->get_max_space() - blend_space->get_min_space());
blend_pos += blend_space->get_min_space();
- AnimationTreeEditor::get_singleton()->get_animation_tree()->set(get_blend_position_path(), blend_pos);
+ tree->set(get_blend_position_path(), blend_pos);
blend_space_draw->queue_redraw();
}
@@ -438,6 +441,11 @@ void AnimationNodeBlendSpace2DEditor::_tool_switch(int p_tool) {
}
void AnimationNodeBlendSpace2DEditor::_blend_space_draw() {
+ AnimationTree *tree = AnimationTreeEditor::get_singleton()->get_animation_tree();
+ if (!tree) {
+ return;
+ }
+
Color linecolor = get_theme_color(SNAME("font_color"), SNAME("Label"));
Color linecolor_soft = linecolor;
linecolor_soft.a *= 0.5;
@@ -596,7 +604,7 @@ void AnimationNodeBlendSpace2DEditor::_blend_space_draw() {
color.a *= 0.5;
}
- Vector2 blend_pos = AnimationTreeEditor::get_singleton()->get_animation_tree()->get(get_blend_position_path());
+ Vector2 blend_pos = tree->get(get_blend_position_path());
Vector2 point = blend_pos;
point = (point - blend_space->get_min_space()) / (blend_space->get_max_space() - blend_space->get_min_space());
@@ -806,14 +814,19 @@ void AnimationNodeBlendSpace2DEditor::_notification(int p_what) {
} break;
case NOTIFICATION_PROCESS: {
+ AnimationTree *tree = AnimationTreeEditor::get_singleton()->get_animation_tree();
+ if (!tree) {
+ return;
+ }
+
String error;
- if (!AnimationTreeEditor::get_singleton()->get_animation_tree()) {
+ if (!tree) {
error = TTR("BlendSpace2D does not belong to an AnimationTree node.");
- } else if (!AnimationTreeEditor::get_singleton()->get_animation_tree()->is_active()) {
+ } else if (!tree->is_active()) {
error = TTR("AnimationTree is inactive.\nActivate to enable playback, check node warnings if activation fails.");
- } else if (AnimationTreeEditor::get_singleton()->get_animation_tree()->is_state_invalid()) {
- error = AnimationTreeEditor::get_singleton()->get_animation_tree()->get_invalid_state_reason();
+ } else if (tree->is_state_invalid()) {
+ error = tree->get_invalid_state_reason();
} else if (blend_space->get_triangle_count() == 0) {
error = TTR("No triangles exist, so no blending can take place.");
}
diff --git a/editor/plugins/animation_blend_tree_editor_plugin.cpp b/editor/plugins/animation_blend_tree_editor_plugin.cpp
index dbd1b12a94..509caa78ef 100644
--- a/editor/plugins/animation_blend_tree_editor_plugin.cpp
+++ b/editor/plugins/animation_blend_tree_editor_plugin.cpp
@@ -99,6 +99,9 @@ Size2 AnimationNodeBlendTreeEditor::get_minimum_size() const {
void AnimationNodeBlendTreeEditor::_property_changed(const StringName &p_property, const Variant &p_value, const String &p_field, bool p_changing) {
AnimationTree *tree = AnimationTreeEditor::get_singleton()->get_animation_tree();
+ if (!tree) {
+ return;
+ }
updating = true;
Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
undo_redo->create_action(TTR("Parameter Changed:") + " " + String(p_property), UndoRedo::MERGE_ENDS);
@@ -115,6 +118,11 @@ void AnimationNodeBlendTreeEditor::update_graph() {
return;
}
+ AnimationTree *tree = AnimationTreeEditor::get_singleton()->get_animation_tree();
+ if (!tree) {
+ return;
+ }
+
visible_properties.clear();
graph->set_scroll_ofs(blend_tree->get_graph_offset() * EDSCALE);
@@ -177,10 +185,10 @@ void AnimationNodeBlendTreeEditor::update_graph() {
continue;
}
String base_path = AnimationTreeEditor::get_singleton()->get_base_path() + String(E) + "/" + F.name;
- EditorProperty *prop = EditorInspector::instantiate_property_editor(AnimationTreeEditor::get_singleton()->get_animation_tree(), F.type, base_path, F.hint, F.hint_string, F.usage);
+ EditorProperty *prop = EditorInspector::instantiate_property_editor(tree, F.type, base_path, F.hint, F.hint_string, F.usage);
if (prop) {
prop->set_read_only(read_only);
- prop->set_object_and_property(AnimationTreeEditor::get_singleton()->get_animation_tree(), base_path);
+ prop->set_object_and_property(tree, base_path);
prop->update_property();
prop->set_name_split_ratio(0);
prop->connect("property_changed", callable_mp(this, &AnimationNodeBlendTreeEditor::_property_changed));
@@ -228,9 +236,8 @@ void AnimationNodeBlendTreeEditor::update_graph() {
ProgressBar *pb = memnew(ProgressBar);
- AnimationTree *player = AnimationTreeEditor::get_singleton()->get_animation_tree();
- if (player->has_node(player->get_animation_player())) {
- AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(player->get_node(player->get_animation_player()));
+ if (tree->has_node(tree->get_animation_player())) {
+ AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(tree->get_node(tree->get_animation_player()));
if (ap) {
List<StringName> anims;
ap->get_animation_list(&anims);
@@ -601,14 +608,19 @@ bool AnimationNodeBlendTreeEditor::_update_filters(const Ref<AnimationNode> &ano
return false;
}
- NodePath player_path = AnimationTreeEditor::get_singleton()->get_animation_tree()->get_animation_player();
+ AnimationTree *tree = AnimationTreeEditor::get_singleton()->get_animation_tree();
+ if (!tree) {
+ return false;
+ }
+
+ NodePath player_path = tree->get_animation_player();
- if (!AnimationTreeEditor::get_singleton()->get_animation_tree()->has_node(player_path)) {
+ if (!tree->has_node(player_path)) {
EditorNode::get_singleton()->show_warning(TTR("No animation player set, so unable to retrieve track names."));
return false;
}
- AnimationPlayer *player = Object::cast_to<AnimationPlayer>(AnimationTreeEditor::get_singleton()->get_animation_tree()->get_node(player_path));
+ AnimationPlayer *player = Object::cast_to<AnimationPlayer>(tree->get_node(player_path));
if (!player) {
EditorNode::get_singleton()->show_warning(TTR("Player path set is invalid, so unable to retrieve track names."));
return false;
@@ -839,12 +851,17 @@ void AnimationNodeBlendTreeEditor::_notification(int p_what) {
} break;
case NOTIFICATION_PROCESS: {
+ AnimationTree *tree = AnimationTreeEditor::get_singleton()->get_animation_tree();
+ if (!tree) {
+ return; // Node has been changed.
+ }
+
String error;
- if (!AnimationTreeEditor::get_singleton()->get_animation_tree()->is_active()) {
+ if (!tree->is_active()) {
error = TTR("AnimationTree is inactive.\nActivate to enable playback, check node warnings if activation fails.");
- } else if (AnimationTreeEditor::get_singleton()->get_animation_tree()->is_state_invalid()) {
- error = AnimationTreeEditor::get_singleton()->get_animation_tree()->get_invalid_state_reason();
+ } else if (tree->is_state_invalid()) {
+ error = tree->get_invalid_state_reason();
}
if (error != error_label->get_text()) {
@@ -861,16 +878,15 @@ void AnimationNodeBlendTreeEditor::_notification(int p_what) {
for (const AnimationNodeBlendTree::NodeConnection &E : conns) {
float activity = 0;
StringName path = AnimationTreeEditor::get_singleton()->get_base_path() + E.input_node;
- if (AnimationTreeEditor::get_singleton()->get_animation_tree() && !AnimationTreeEditor::get_singleton()->get_animation_tree()->is_state_invalid()) {
- activity = AnimationTreeEditor::get_singleton()->get_animation_tree()->get_connection_activity(path, E.input_index);
+ if (!tree->is_state_invalid()) {
+ activity = tree->get_connection_activity(path, E.input_index);
}
graph->set_connection_activity(E.output_node, 0, E.input_node, E.input_index, activity);
}
- AnimationTree *graph_player = AnimationTreeEditor::get_singleton()->get_animation_tree();
AnimationPlayer *player = nullptr;
- if (graph_player->has_node(graph_player->get_animation_player())) {
- player = Object::cast_to<AnimationPlayer>(graph_player->get_node(graph_player->get_animation_player()));
+ if (tree->has_node(tree->get_animation_player())) {
+ player = Object::cast_to<AnimationPlayer>(tree->get_node(tree->get_animation_player()));
}
if (player) {
@@ -883,7 +899,7 @@ void AnimationNodeBlendTreeEditor::_notification(int p_what) {
E.value->set_max(anim->get_length());
//StringName path = AnimationTreeEditor::get_singleton()->get_base_path() + E.input_node;
StringName time_path = AnimationTreeEditor::get_singleton()->get_base_path() + String(E.key) + "/time";
- E.value->set_value(AnimationTreeEditor::get_singleton()->get_animation_tree()->get(time_path));
+ E.value->set_value(tree->get(time_path));
}
}
}
@@ -937,6 +953,11 @@ void AnimationNodeBlendTreeEditor::_node_renamed(const String &p_text, Ref<Anima
return;
}
+ AnimationTree *tree = AnimationTreeEditor::get_singleton()->get_animation_tree();
+ if (!tree) {
+ return;
+ }
+
String prev_name = blend_tree->get_node_name(p_node);
ERR_FAIL_COND(prev_name.is_empty());
GraphNode *gn = Object::cast_to<GraphNode>(graph->get_node(prev_name));
@@ -965,8 +986,8 @@ void AnimationNodeBlendTreeEditor::_node_renamed(const String &p_text, Ref<Anima
undo_redo->create_action(TTR("Node Renamed"));
undo_redo->add_do_method(blend_tree.ptr(), "rename_node", prev_name, name);
undo_redo->add_undo_method(blend_tree.ptr(), "rename_node", name, prev_name);
- undo_redo->add_do_method(AnimationTreeEditor::get_singleton()->get_animation_tree(), "rename_parameter", base_path + prev_name, base_path + name);
- undo_redo->add_undo_method(AnimationTreeEditor::get_singleton()->get_animation_tree(), "rename_parameter", base_path + name, base_path + prev_name);
+ undo_redo->add_do_method(tree, "rename_parameter", base_path + prev_name, base_path + name);
+ undo_redo->add_undo_method(tree, "rename_parameter", base_path + name, base_path + prev_name);
undo_redo->add_do_method(this, "update_graph");
undo_redo->add_undo_method(this, "update_graph");
undo_redo->commit_action();
diff --git a/editor/plugins/animation_state_machine_editor.cpp b/editor/plugins/animation_state_machine_editor.cpp
index ef9477abea..66a0c746d9 100644
--- a/editor/plugins/animation_state_machine_editor.cpp
+++ b/editor/plugins/animation_state_machine_editor.cpp
@@ -79,7 +79,12 @@ void AnimationNodeStateMachineEditor::edit(const Ref<AnimationNode> &p_node) {
}
void AnimationNodeStateMachineEditor::_state_machine_gui_input(const Ref<InputEvent> &p_event) {
- Ref<AnimationNodeStateMachinePlayback> playback = AnimationTreeEditor::get_singleton()->get_animation_tree()->get(AnimationTreeEditor::get_singleton()->get_base_path() + "playback");
+ AnimationTree *tree = AnimationTreeEditor::get_singleton()->get_animation_tree();
+ if (!tree) {
+ return;
+ }
+
+ Ref<AnimationNodeStateMachinePlayback> playback = tree->get(AnimationTreeEditor::get_singleton()->get_base_path() + "playback");
if (playback.is_null()) {
return;
}
@@ -736,6 +741,11 @@ void AnimationNodeStateMachineEditor::_ungroup_selected_nodes() {
}
void AnimationNodeStateMachineEditor::_open_menu(const Vector2 &p_position) {
+ AnimationTree *tree = AnimationTreeEditor::get_singleton()->get_animation_tree();
+ if (!tree) {
+ return;
+ }
+
menu->clear();
animations_menu->clear();
animations_to_add.clear();
@@ -745,10 +755,8 @@ void AnimationNodeStateMachineEditor::_open_menu(const Vector2 &p_position) {
ClassDB::get_inheriters_from_class("AnimationRootNode", &classes);
menu->add_submenu_item(TTR("Add Animation"), "animations");
- AnimationTree *gp = AnimationTreeEditor::get_singleton()->get_animation_tree();
- ERR_FAIL_COND(!gp);
- if (gp && gp->has_node(gp->get_animation_player())) {
- AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(gp->get_node(gp->get_animation_player()));
+ if (tree->has_node(tree->get_animation_player())) {
+ AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(tree->get_node(tree->get_animation_player()));
if (ap) {
List<StringName> names;
ap->get_animation_list(&names);
@@ -1192,7 +1200,12 @@ void AnimationNodeStateMachineEditor::_clip_dst_line_to_rect(const Vector2 &p_fr
}
void AnimationNodeStateMachineEditor::_state_machine_draw() {
- Ref<AnimationNodeStateMachinePlayback> playback = AnimationTreeEditor::get_singleton()->get_animation_tree()->get(AnimationTreeEditor::get_singleton()->get_base_path() + "playback");
+ AnimationTree *tree = AnimationTreeEditor::get_singleton()->get_animation_tree();
+ if (!tree) {
+ return;
+ }
+
+ Ref<AnimationNodeStateMachinePlayback> playback = tree->get(AnimationTreeEditor::get_singleton()->get_base_path() + "playback");
Ref<StyleBoxFlat> style = get_theme_stylebox(SNAME("state_machine_frame"), SNAME("GraphNode"));
Ref<StyleBoxFlat> style_selected = get_theme_stylebox(SNAME("state_machine_selected_frame"), SNAME("GraphNode"));
@@ -1380,7 +1393,7 @@ void AnimationNodeStateMachineEditor::_state_machine_draw() {
}
StringName fullpath = AnimationTreeEditor::get_singleton()->get_base_path() + String(tl.advance_condition_name);
- if (tl.advance_condition_name != StringName() && bool(AnimationTreeEditor::get_singleton()->get_animation_tree()->get(fullpath))) {
+ if (tl.advance_condition_name != StringName() && bool(tree->get(fullpath))) {
tl.advance_condition_state = true;
tl.auto_advance = true;
}
@@ -1495,7 +1508,12 @@ void AnimationNodeStateMachineEditor::_state_machine_draw() {
}
void AnimationNodeStateMachineEditor::_state_machine_pos_draw() {
- Ref<AnimationNodeStateMachinePlayback> playback = AnimationTreeEditor::get_singleton()->get_animation_tree()->get(AnimationTreeEditor::get_singleton()->get_base_path() + "playback");
+ AnimationTree *tree = AnimationTreeEditor::get_singleton()->get_animation_tree();
+ if (!tree) {
+ return;
+ }
+
+ Ref<AnimationNodeStateMachinePlayback> playback = tree->get(AnimationTreeEditor::get_singleton()->get_base_path() + "playback");
if (!playback.is_valid() || !playback->is_playing()) {
return;
@@ -1587,17 +1605,22 @@ void AnimationNodeStateMachineEditor::_notification(int p_what) {
} break;
case NOTIFICATION_PROCESS: {
+ AnimationTree *tree = AnimationTreeEditor::get_singleton()->get_animation_tree();
+ if (!tree) {
+ return;
+ }
+
String error;
- Ref<AnimationNodeStateMachinePlayback> playback = AnimationTreeEditor::get_singleton()->get_animation_tree()->get(AnimationTreeEditor::get_singleton()->get_base_path() + "playback");
+ Ref<AnimationNodeStateMachinePlayback> playback = tree->get(AnimationTreeEditor::get_singleton()->get_base_path() + "playback");
if (error_time > 0) {
error = error_text;
error_time -= get_process_delta_time();
- } else if (!AnimationTreeEditor::get_singleton()->get_animation_tree()->is_active()) {
+ } else if (!tree->is_active()) {
error = TTR("AnimationTree is inactive.\nActivate to enable playback, check node warnings if activation fails.");
- } else if (AnimationTreeEditor::get_singleton()->get_animation_tree()->is_state_invalid()) {
- error = AnimationTreeEditor::get_singleton()->get_animation_tree()->get_invalid_state_reason();
+ } else if (tree->is_state_invalid()) {
+ error = tree->get_invalid_state_reason();
/*} else if (state_machine->get_parent().is_valid() && state_machine->get_parent()->is_class("AnimationNodeStateMachine")) {
if (state_machine->get_start_node() == StringName() || state_machine->get_end_node() == StringName()) {
error = TTR("Start and end nodes are needed for a sub-transition.");
@@ -1649,7 +1672,7 @@ void AnimationNodeStateMachineEditor::_notification(int p_what) {
break;
}
- bool acstate = transition_lines[i].advance_condition_name != StringName() && bool(AnimationTreeEditor::get_singleton()->get_animation_tree()->get(AnimationTreeEditor::get_singleton()->get_base_path() + String(transition_lines[i].advance_condition_name)));
+ bool acstate = transition_lines[i].advance_condition_name != StringName() && bool(tree->get(AnimationTreeEditor::get_singleton()->get_base_path() + String(transition_lines[i].advance_condition_name)));
if (transition_lines[i].advance_condition_state != acstate) {
state_machine_draw->queue_redraw();
@@ -1704,7 +1727,7 @@ void AnimationNodeStateMachineEditor::_notification(int p_what) {
Ref<AnimationNodeStateMachinePlayback> current_node_playback;
while (anodesm.is_valid()) {
- current_node_playback = AnimationTreeEditor::get_singleton()->get_animation_tree()->get(AnimationTreeEditor::get_singleton()->get_base_path() + next + "/playback");
+ current_node_playback = tree->get(AnimationTreeEditor::get_singleton()->get_base_path() + next + "/playback");
next += "/" + current_node_playback->get_current_node();
anodesm = anodesm->get_node(current_node_playback->get_current_node());
}
diff --git a/editor/plugins/animation_tree_editor_plugin.cpp b/editor/plugins/animation_tree_editor_plugin.cpp
index 61aa861a3f..c31a2689ec 100644
--- a/editor/plugins/animation_tree_editor_plugin.cpp
+++ b/editor/plugins/animation_tree_editor_plugin.cpp
@@ -77,6 +77,7 @@ void AnimationTreeEditor::edit(AnimationTree *p_tree) {
void AnimationTreeEditor::_node_removed(Node *p_node) {
if (p_node == tree) {
tree = nullptr;
+ _clear_editors();
}
}
@@ -151,7 +152,6 @@ void AnimationTreeEditor::edit_path(const Vector<String> &p_path) {
} else {
current_root = ObjectID();
edited_path = button_path;
-
for (int i = 0; i < editors.size(); i++) {
editors[i]->edit(Ref<AnimationNode>());
editors[i]->hide();
@@ -161,6 +161,17 @@ void AnimationTreeEditor::edit_path(const Vector<String> &p_path) {
_update_path();
}
+void AnimationTreeEditor::_clear_editors() {
+ button_path.clear();
+ current_root = ObjectID();
+ edited_path = button_path;
+ for (int i = 0; i < editors.size(); i++) {
+ editors[i]->edit(Ref<AnimationNode>());
+ editors[i]->hide();
+ }
+ _update_path();
+}
+
Vector<String> AnimationTreeEditor::get_edited_path() const {
return button_path;
}
diff --git a/editor/plugins/animation_tree_editor_plugin.h b/editor/plugins/animation_tree_editor_plugin.h
index e1d9536f03..b933523057 100644
--- a/editor/plugins/animation_tree_editor_plugin.h
+++ b/editor/plugins/animation_tree_editor_plugin.h
@@ -60,6 +60,7 @@ class AnimationTreeEditor : public VBoxContainer {
Vector<AnimationTreeNodeEditorPlugin *> editors;
void _update_path();
+ void _clear_editors();
ObjectID current_root;
void _path_button_pressed(int p_path);
diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp
index f5dd893377..363ad273a8 100644
--- a/editor/plugins/node_3d_editor_plugin.cpp
+++ b/editor/plugins/node_3d_editor_plugin.cpp
@@ -463,6 +463,15 @@ void Node3DEditorViewport::_view_settings_confirmed(real_t p_interp_delta) {
_update_camera(p_interp_delta);
}
+void Node3DEditorViewport::_update_navigation_controls_visibility() {
+ bool show_viewport_rotation_gizmo = EDITOR_GET("editors/3d/navigation/show_viewport_rotation_gizmo") && (!previewing_cinema && !previewing_camera);
+ rotation_control->set_visible(show_viewport_rotation_gizmo);
+
+ bool show_viewport_navigation_gizmo = EDITOR_GET("editors/3d/navigation/show_viewport_navigation_gizmo") && (!previewing_cinema && !previewing_camera);
+ position_control->set_visible(show_viewport_navigation_gizmo);
+ look_control->set_visible(show_viewport_navigation_gizmo);
+}
+
void Node3DEditorViewport::_update_camera(real_t p_interp_delta) {
bool is_orthogonal = camera->get_projection() == Camera3D::PROJECTION_ORTHOGONAL;
@@ -2642,9 +2651,6 @@ void Node3DEditorViewport::_notification(int p_what) {
set_freelook_active(false);
}
call_deferred(SNAME("update_transform_gizmo_view"));
- rotation_control->set_visible(EDITOR_GET("editors/3d/navigation/show_viewport_rotation_gizmo"));
- position_control->set_visible(EDITOR_GET("editors/3d/navigation/show_viewport_navigation_gizmo"));
- look_control->set_visible(EDITOR_GET("editors/3d/navigation/show_viewport_navigation_gizmo"));
} break;
case NOTIFICATION_RESIZED: {
@@ -2662,6 +2668,7 @@ void Node3DEditorViewport::_notification(int p_what) {
}
}
+ _update_navigation_controls_visibility();
_update_freelook(delta);
Node *scene_root = SceneTreeDock::get_singleton()->get_editor_data()->get_edited_scene_root();
@@ -3566,9 +3573,8 @@ void Node3DEditorViewport::_toggle_camera_preview(bool p_activate) {
ERR_FAIL_COND(p_activate && !preview);
ERR_FAIL_COND(!p_activate && !previewing);
- rotation_control->set_visible(!p_activate);
- position_control->set_visible(!p_activate);
- look_control->set_visible(!p_activate);
+ previewing_camera = p_activate;
+ _update_navigation_controls_visibility();
if (!p_activate) {
previewing->disconnect("tree_exiting", callable_mp(this, &Node3DEditorViewport::_preview_exited_scene));
@@ -3589,9 +3595,7 @@ void Node3DEditorViewport::_toggle_camera_preview(bool p_activate) {
void Node3DEditorViewport::_toggle_cinema_preview(bool p_activate) {
previewing_cinema = p_activate;
- rotation_control->set_visible(!p_activate);
- position_control->set_visible(!p_activate);
- look_control->set_visible(!p_activate);
+ _update_navigation_controls_visibility();
if (!previewing_cinema) {
if (previewing != nullptr) {
@@ -8429,8 +8433,8 @@ Node3DEditor::Node3DEditor() {
EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::INT, "editors/3d/manipulator_gizmo_size", PROPERTY_HINT_RANGE, "16,160,1"));
EDITOR_DEF("editors/3d/manipulator_gizmo_opacity", 0.9);
EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::FLOAT, "editors/3d/manipulator_gizmo_opacity", PROPERTY_HINT_RANGE, "0,1,0.01"));
- EDITOR_DEF_RST("editors/3d/navigation/show_viewport_rotation_gizmo", true);
- EDITOR_DEF_RST("editors/3d/navigation/show_viewport_navigation_gizmo", DisplayServer::get_singleton()->is_touchscreen_available());
+ EDITOR_DEF("editors/3d/navigation/show_viewport_rotation_gizmo", true);
+ EDITOR_DEF("editors/3d/navigation/show_viewport_navigation_gizmo", DisplayServer::get_singleton()->is_touchscreen_available());
current_hover_gizmo_handle = -1;
current_hover_gizmo_handle_secondary = false;
diff --git a/editor/plugins/node_3d_editor_plugin.h b/editor/plugins/node_3d_editor_plugin.h
index fc252822c4..53e167ace6 100644
--- a/editor/plugins/node_3d_editor_plugin.h
+++ b/editor/plugins/node_3d_editor_plugin.h
@@ -384,6 +384,7 @@ private:
void _view_settings_confirmed(real_t p_interp_delta);
void _update_camera(real_t p_interp_delta);
+ void _update_navigation_controls_visibility();
Transform3D to_camera_transform(const Cursor &p_cursor) const;
void _draw();
@@ -399,6 +400,7 @@ private:
Camera3D *previewing = nullptr;
Camera3D *preview = nullptr;
+ bool previewing_camera;
bool previewing_cinema;
bool _is_node_locked(const Node *p_node);
void _preview_exited_scene();
diff --git a/editor/plugins/packed_scene_editor_plugin.cpp b/editor/plugins/packed_scene_editor_plugin.cpp
new file mode 100644
index 0000000000..0a1b96dccb
--- /dev/null
+++ b/editor/plugins/packed_scene_editor_plugin.cpp
@@ -0,0 +1,81 @@
+/*************************************************************************/
+/* packed_scene_editor_plugin.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "packed_scene_editor_plugin.h"
+
+#include "editor/editor_node.h"
+#include "scene/gui/button.h"
+#include "scene/resources/packed_scene.h"
+#include "scene/scene_string_names.h"
+
+void PackedSceneEditor::_on_open_scene_pressed() {
+ // Using deferred call because changing scene updates the Inspector and thus destroys this plugin.
+ callable_mp(EditorNode::get_singleton(), &EditorNode::open_request).call_deferred(packed_scene->get_path());
+}
+
+void PackedSceneEditor::_notification(int p_what) {
+ switch (p_what) {
+ case NOTIFICATION_ENTER_TREE:
+ case NOTIFICATION_THEME_CHANGED: {
+ open_scene_button->set_icon(get_theme_icon(SNAME("PackedScene"), SNAME("EditorIcons")));
+ } break;
+ }
+}
+
+PackedSceneEditor::PackedSceneEditor(Ref<PackedScene> &p_packed_scene) {
+ packed_scene = p_packed_scene;
+
+ open_scene_button = EditorInspector::create_inspector_action_button(TTR("Open Scene"));
+ open_scene_button->connect(SNAME("pressed"), callable_mp(this, &PackedSceneEditor::_on_open_scene_pressed));
+ open_scene_button->set_disabled(!packed_scene->get_path().get_file().is_valid_filename());
+ add_child(open_scene_button);
+
+ add_child(memnew(Control)); // Add padding before the regular properties.
+}
+
+///////////////////////
+
+bool EditorInspectorPluginPackedScene::can_handle(Object *p_object) {
+ return Object::cast_to<PackedScene>(p_object) != nullptr;
+}
+
+void EditorInspectorPluginPackedScene::parse_begin(Object *p_object) {
+ Ref<PackedScene> packed_scene(p_object);
+ PackedSceneEditor *editor = memnew(PackedSceneEditor(packed_scene));
+ add_custom_control(editor);
+}
+
+///////////////////////
+
+PackedSceneEditorPlugin::PackedSceneEditorPlugin() {
+ Ref<EditorInspectorPluginPackedScene> plugin;
+ plugin.instantiate();
+ add_inspector_plugin(plugin);
+}
diff --git a/editor/plugins/packed_scene_editor_plugin.h b/editor/plugins/packed_scene_editor_plugin.h
new file mode 100644
index 0000000000..0912030180
--- /dev/null
+++ b/editor/plugins/packed_scene_editor_plugin.h
@@ -0,0 +1,68 @@
+/*************************************************************************/
+/* packed_scene_editor_plugin.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef PACKED_SCENE_EDITOR_PLUGIN_H
+#define PACKED_SCENE_EDITOR_PLUGIN_H
+
+#include "editor/editor_inspector.h"
+#include "editor/editor_plugin.h"
+#include "scene/gui/box_container.h"
+
+class PackedSceneEditor : public VBoxContainer {
+ GDCLASS(PackedSceneEditor, VBoxContainer);
+
+ Ref<PackedScene> packed_scene;
+ Button *open_scene_button;
+
+ void _on_open_scene_pressed();
+
+protected:
+ void _notification(int p_what);
+
+public:
+ PackedSceneEditor(Ref<PackedScene> &p_packed_scene);
+};
+
+class EditorInspectorPluginPackedScene : public EditorInspectorPlugin {
+ GDCLASS(EditorInspectorPluginPackedScene, EditorInspectorPlugin);
+
+public:
+ virtual bool can_handle(Object *p_object) override;
+ virtual void parse_begin(Object *p_object) override;
+};
+
+class PackedSceneEditorPlugin : public EditorPlugin {
+ GDCLASS(PackedSceneEditorPlugin, EditorPlugin);
+
+public:
+ PackedSceneEditorPlugin();
+};
+
+#endif // PACKED_SCENE_EDITOR_PLUGIN_H
diff --git a/editor/plugins/path_3d_editor_plugin.cpp b/editor/plugins/path_3d_editor_plugin.cpp
index 63ca78d6c0..7a9e50e482 100644
--- a/editor/plugins/path_3d_editor_plugin.cpp
+++ b/editor/plugins/path_3d_editor_plugin.cpp
@@ -274,13 +274,10 @@ void Path3DGizmo::redraw() {
// Fish Bone.
v3p.push_back(p1);
- v3p.push_back(p1 + (side - forward) * 0.06);
+ v3p.push_back(p1 + (side - forward + up * 0.3) * 0.06);
v3p.push_back(p1);
- v3p.push_back(p1 + (-side - forward) * 0.06);
-
- v3p.push_back(p1);
- v3p.push_back(p1 + up * 0.03);
+ v3p.push_back(p1 + (-side - forward + up * 0.3) * 0.06);
}
add_lines(v3p, path_material);
diff --git a/editor/plugins/tiles/tile_map_editor.cpp b/editor/plugins/tiles/tile_map_editor.cpp
index 0331e3f69e..4131c06745 100644
--- a/editor/plugins/tiles/tile_map_editor.cpp
+++ b/editor/plugins/tiles/tile_map_editor.cpp
@@ -55,7 +55,7 @@ void TileMapEditorTilesPlugin::tile_set_changed() {
}
void TileMapEditorTilesPlugin::_on_random_tile_checkbox_toggled(bool p_pressed) {
- scatter_spinbox->set_editable(p_pressed);
+ scatter_controls_container->set_visible(p_pressed);
}
void TileMapEditorTilesPlugin::_on_scattering_spinbox_changed(double p_value) {
@@ -2124,10 +2124,12 @@ TileMapEditorTilesPlugin::TileMapEditorTilesPlugin() {
tools_settings->add_child(random_tile_toggle);
// Random tile scattering.
+ scatter_controls_container = memnew(HBoxContainer);
+
scatter_label = memnew(Label);
scatter_label->set_tooltip_text(TTR("Defines the probability of painting nothing instead of a randomly selected tile."));
scatter_label->set_text(TTR("Scattering:"));
- tools_settings->add_child(scatter_label);
+ scatter_controls_container->add_child(scatter_label);
scatter_spinbox = memnew(SpinBox);
scatter_spinbox->set_min(0.0);
@@ -2136,7 +2138,8 @@ TileMapEditorTilesPlugin::TileMapEditorTilesPlugin() {
scatter_spinbox->set_tooltip_text(TTR("Defines the probability of painting nothing instead of a randomly selected tile."));
scatter_spinbox->get_line_edit()->add_theme_constant_override("minimum_character_width", 4);
scatter_spinbox->connect("value_changed", callable_mp(this, &TileMapEditorTilesPlugin::_on_scattering_spinbox_changed));
- tools_settings->add_child(scatter_spinbox);
+ scatter_controls_container->add_child(scatter_spinbox);
+ tools_settings->add_child(scatter_controls_container);
_on_random_tile_checkbox_toggled(false);
diff --git a/editor/plugins/tiles/tile_map_editor.h b/editor/plugins/tiles/tile_map_editor.h
index ad27795437..9700e26e01 100644
--- a/editor/plugins/tiles/tile_map_editor.h
+++ b/editor/plugins/tiles/tile_map_editor.h
@@ -91,6 +91,8 @@ private:
VSeparator *tools_settings_vsep_2 = nullptr;
CheckBox *bucket_contiguous_checkbox = nullptr;
Button *random_tile_toggle = nullptr;
+
+ HBoxContainer *scatter_controls_container = nullptr;
float scattering = 0.0;
Label *scatter_label = nullptr;
SpinBox *scatter_spinbox = nullptr;
diff --git a/editor/plugins/tiles/tile_set_atlas_source_editor.cpp b/editor/plugins/tiles/tile_set_atlas_source_editor.cpp
index a6cb48cb5d..34bbfa2c7e 100644
--- a/editor/plugins/tiles/tile_set_atlas_source_editor.cpp
+++ b/editor/plugins/tiles/tile_set_atlas_source_editor.cpp
@@ -807,9 +807,7 @@ void TileSetAtlasSourceEditor::_update_tile_data_editors() {
} else {
tile_data_editor_dropdown_button->set_text(TTR("Select a property editor"));
}
- tile_data_editors_label->set_visible(is_visible);
- tile_data_editors_tree->set_visible(is_visible);
- tile_data_painting_editor_container->set_visible(is_visible);
+ tile_data_editors_scroll->set_visible(is_visible);
}
void TileSetAtlasSourceEditor::_update_current_tile_data_editor() {
@@ -2428,17 +2426,26 @@ TileSetAtlasSourceEditor::TileSetAtlasSourceEditor() {
middle_vbox_container->add_child(tile_inspector_no_tile_selected_label);
// Property values palette.
+ tile_data_editors_scroll = memnew(ScrollContainer);
+ tile_data_editors_scroll->set_horizontal_scroll_mode(ScrollContainer::SCROLL_MODE_DISABLED);
+ tile_data_editors_scroll->set_v_size_flags(SIZE_EXPAND_FILL);
+ middle_vbox_container->add_child(tile_data_editors_scroll);
+
+ VBoxContainer *tile_data_editors_vbox = memnew(VBoxContainer);
+ tile_data_editors_vbox->set_h_size_flags(SIZE_EXPAND_FILL);
+ tile_data_editors_scroll->add_child(tile_data_editors_vbox);
+
tile_data_editors_popup = memnew(Popup);
tile_data_editors_label = memnew(Label);
tile_data_editors_label->set_text(TTR("Paint Properties:"));
tile_data_editors_label->set_theme_type_variation("HeaderSmall");
- middle_vbox_container->add_child(tile_data_editors_label);
+ tile_data_editors_vbox->add_child(tile_data_editors_label);
tile_data_editor_dropdown_button = memnew(Button);
tile_data_editor_dropdown_button->connect("draw", callable_mp(this, &TileSetAtlasSourceEditor::_tile_data_editor_dropdown_button_draw));
tile_data_editor_dropdown_button->connect("pressed", callable_mp(this, &TileSetAtlasSourceEditor::_tile_data_editor_dropdown_button_pressed));
- middle_vbox_container->add_child(tile_data_editor_dropdown_button);
+ tile_data_editors_vbox->add_child(tile_data_editor_dropdown_button);
tile_data_editor_dropdown_button->add_child(tile_data_editors_popup);
tile_data_editors_tree = memnew(Tree);
@@ -2451,7 +2458,7 @@ TileSetAtlasSourceEditor::TileSetAtlasSourceEditor() {
tile_data_painting_editor_container = memnew(VBoxContainer);
tile_data_painting_editor_container->set_h_size_flags(SIZE_EXPAND_FILL);
- middle_vbox_container->add_child(tile_data_painting_editor_container);
+ tile_data_editors_vbox->add_child(tile_data_painting_editor_container);
// Atlas source inspector.
atlas_source_proxy_object = memnew(TileSetAtlasSourceProxyObject());
diff --git a/editor/plugins/tiles/tile_set_atlas_source_editor.h b/editor/plugins/tiles/tile_set_atlas_source_editor.h
index 2e25841248..eede2ec086 100644
--- a/editor/plugins/tiles/tile_set_atlas_source_editor.h
+++ b/editor/plugins/tiles/tile_set_atlas_source_editor.h
@@ -120,6 +120,7 @@ private:
bool tile_set_changed_needs_update = false;
// -- Properties painting --
+ ScrollContainer *tile_data_editors_scroll = nullptr;
VBoxContainer *tile_data_painting_editor_container = nullptr;
Label *tile_data_editors_label = nullptr;
Button *tile_data_editor_dropdown_button = nullptr;
diff --git a/editor/project_manager.cpp b/editor/project_manager.cpp
index 249504b6e8..a1b2aa3089 100644
--- a/editor/project_manager.cpp
+++ b/editor/project_manager.cpp
@@ -94,6 +94,7 @@ private:
Container *path_container;
Container *install_path_container;
Container *renderer_container;
+ Label *renderer_info;
HBoxContainer *default_files_container;
Ref<ButtonGroup> renderer_button_group;
Label *msg;
@@ -426,6 +427,35 @@ private:
ok_pressed();
}
+ void _renderer_selected() {
+ String renderer_type = renderer_button_group->get_pressed_button()->get_meta(SNAME("rendering_method"));
+
+ if (renderer_type == "forward_plus") {
+ renderer_info->set_text(
+ String::utf8("• ") + TTR("Supports desktop platforms only.") +
+ String::utf8("\n• ") + TTR("Advanced 3D graphics available.") +
+ String::utf8("\n• ") + TTR("Can scale to large complex scenes.") +
+ String::utf8("\n• ") + TTR("Uses RenderingDevice backend.") +
+ String::utf8("\n• ") + TTR("Slower rendering of simple scenes."));
+ } else if (renderer_type == "mobile") {
+ renderer_info->set_text(
+ String::utf8("• ") + TTR("Supports desktop + mobile platforms.") +
+ String::utf8("\n• ") + TTR("Less advanced 3D graphics.") +
+ String::utf8("\n• ") + TTR("Less scalable for complex scenes.") +
+ String::utf8("\n• ") + TTR("Uses RenderingDevice backend.") +
+ String::utf8("\n• ") + TTR("Fast rendering of simple scenes."));
+ } else if (renderer_type == "gl_compatibility") {
+ renderer_info->set_text(
+ String::utf8("• ") + TTR("Supports desktop, mobile, + web platforms.") +
+ String::utf8("\n• ") + TTR("Least advanced 3D graphics.") +
+ String::utf8("\n• ") + TTR("Intended for low-end/older devices.") +
+ String::utf8("\n• ") + TTR("Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2).") +
+ String::utf8("\n• ") + TTR("Fastest rendering of simple scenes."));
+ } else {
+ WARN_PRINT("Unknown renderer type. Please report this as a bug on GitHub.");
+ }
+ }
+
void ok_pressed() override {
String dir = project_path->get_text();
@@ -483,10 +513,15 @@ private:
String renderer_type = renderer_button_group->get_pressed_button()->get_meta(SNAME("rendering_method"));
initial_settings["rendering/renderer/rendering_method"] = renderer_type;
+ EditorSettings::get_singleton()->set("project_manager/default_renderer", renderer_type);
+ EditorSettings::get_singleton()->save();
+
if (renderer_type == "forward_plus") {
project_features.push_back("Forward Plus");
} else if (renderer_type == "mobile") {
project_features.push_back("Mobile");
+ } else if (renderer_type == "gl_compatibility") {
+ project_features.push_back("GL Compatibility");
} else {
WARN_PRINT("Unknown renderer type. Please report this as a bug on GitHub.");
}
@@ -860,42 +895,55 @@ public:
renderer_container->add_child(rshc);
renderer_button_group.instantiate();
+ // Left hand side, used for checkboxes to select renderer.
Container *rvb = memnew(VBoxContainer);
- rvb->set_h_size_flags(Control::SIZE_EXPAND_FILL);
rshc->add_child(rvb);
+
+ String default_renderer_type = "forward_plus";
+ if (EditorSettings::get_singleton()->has_setting("project_manager/default_renderer")) {
+ default_renderer_type = EditorSettings::get_singleton()->get_setting("project_manager/default_renderer");
+ }
+
Button *rs_button = memnew(CheckBox);
rs_button->set_button_group(renderer_button_group);
rs_button->set_text(TTR("Forward+"));
rs_button->set_meta(SNAME("rendering_method"), "forward_plus");
- rs_button->set_pressed(true);
+ rs_button->connect("pressed", callable_mp(this, &ProjectDialog::_renderer_selected));
rvb->add_child(rs_button);
- l = memnew(Label);
- l->set_text(
- String::utf8("• ") + TTR("Supports desktop platforms only.") +
- String::utf8("\n• ") + TTR("Advanced 3D graphics available.") +
- String::utf8("\n• ") + TTR("Can scale to large complex scenes.") +
- String::utf8("\n• ") + TTR("Slower rendering of simple scenes."));
- l->set_modulate(Color(1, 1, 1, 0.7));
- rvb->add_child(l);
-
- rshc->add_child(memnew(VSeparator));
+ if (default_renderer_type == "forward_plus") {
+ rs_button->set_pressed(true);
+ }
- rvb = memnew(VBoxContainer);
- rvb->set_h_size_flags(Control::SIZE_EXPAND_FILL);
- rshc->add_child(rvb);
rs_button = memnew(CheckBox);
rs_button->set_button_group(renderer_button_group);
rs_button->set_text(TTR("Mobile"));
rs_button->set_meta(SNAME("rendering_method"), "mobile");
+ rs_button->connect("pressed", callable_mp(this, &ProjectDialog::_renderer_selected));
rvb->add_child(rs_button);
- l = memnew(Label);
- l->set_text(
- String::utf8("• ") + TTR("Supports desktop + mobile platforms.") +
- String::utf8("\n• ") + TTR("Less advanced 3D graphics.") +
- String::utf8("\n• ") + TTR("Less scalable for complex scenes.") +
- String::utf8("\n• ") + TTR("Faster rendering of simple scenes."));
- l->set_modulate(Color(1, 1, 1, 0.7));
- rvb->add_child(l);
+ if (default_renderer_type == "mobile") {
+ rs_button->set_pressed(true);
+ }
+
+ rs_button = memnew(CheckBox);
+ rs_button->set_button_group(renderer_button_group);
+ rs_button->set_text(TTR("Compatibility"));
+ rs_button->set_meta(SNAME("rendering_method"), "gl_compatibility");
+ rs_button->connect("pressed", callable_mp(this, &ProjectDialog::_renderer_selected));
+ rvb->add_child(rs_button);
+ if (default_renderer_type == "gl_compatibility") {
+ rs_button->set_pressed(true);
+ }
+
+ rshc->add_child(memnew(VSeparator));
+
+ // Right hand side, used for text explaining each choice.
+ rvb = memnew(VBoxContainer);
+ rvb->set_h_size_flags(Control::SIZE_EXPAND_FILL);
+ rshc->add_child(rvb);
+ renderer_info = memnew(Label);
+ renderer_info->set_modulate(Color(1, 1, 1, 0.7));
+ rvb->add_child(renderer_info);
+ _renderer_selected();
l = memnew(Label);
l->set_text(TTR("The renderer can be changed later, but scenes may need to be adjusted."));
diff --git a/editor/register_editor_types.cpp b/editor/register_editor_types.cpp
index f301ff5c6b..247d5e1717 100644
--- a/editor/register_editor_types.cpp
+++ b/editor/register_editor_types.cpp
@@ -79,6 +79,7 @@
#include "editor/plugins/navigation_polygon_editor_plugin.h"
#include "editor/plugins/node_3d_editor_gizmos.h"
#include "editor/plugins/occluder_instance_3d_editor_plugin.h"
+#include "editor/plugins/packed_scene_editor_plugin.h"
#include "editor/plugins/path_2d_editor_plugin.h"
#include "editor/plugins/path_3d_editor_plugin.h"
#include "editor/plugins/physical_bone_3d_editor_plugin.h"
@@ -175,6 +176,7 @@ void register_editor_types() {
EditorPlugins::add_by_type<MeshLibraryEditorPlugin>();
EditorPlugins::add_by_type<MultiMeshEditorPlugin>();
EditorPlugins::add_by_type<OccluderInstance3DEditorPlugin>();
+ EditorPlugins::add_by_type<PackedSceneEditorPlugin>();
EditorPlugins::add_by_type<Path3DEditorPlugin>();
EditorPlugins::add_by_type<PhysicalBone3DEditorPlugin>();
EditorPlugins::add_by_type<Polygon3DEditorPlugin>();
diff --git a/editor/translations/af.po b/editor/translations/af.po
index 8ada9c3379..a705eb58fb 100644
--- a/editor/translations/af.po
+++ b/editor/translations/af.po
@@ -13115,9 +13115,10 @@ msgstr "EnkelHouer"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr ""
@@ -14517,13 +14518,13 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr ""
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "Kan nie '%s' oopmaak nie."
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -23582,6 +23583,15 @@ msgstr "Fout terwyl laai:"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Skep Vouer"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr ""
diff --git a/editor/translations/ar.po b/editor/translations/ar.po
index adaef249f8..204dd9a41b 100644
--- a/editor/translations/ar.po
+++ b/editor/translations/ar.po
@@ -69,13 +69,14 @@
# عبد الرحمن أبو سعدة ||Abd Alrahman abo saada <abdalrahmanabs2005@gmail.com>, 2022.
# xX-Void-Xx <arandomdude75@gmail.com>, 2022.
# أحمد النور <ahmed2699@gmail.com>, 2022.
+# Commander Gordon <gordoncommander@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: 2022-09-08 07:39+0000\n"
-"Last-Translator: أحمد النور <ahmed2699@gmail.com>\n"
+"PO-Revision-Date: 2022-10-29 23:55+0000\n"
+"Last-Translator: Commander Gordon <gordoncommander@gmail.com>\n"
"Language-Team: Arabic <https://hosted.weblate.org/projects/godot-engine/"
"godot/ar/>\n"
"Language: ar\n"
@@ -84,7 +85,7 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=6; plural=n==0 ? 0 : n==1 ? 1 : n==2 ? 2 : n%100>=3 "
"&& n%100<=10 ? 3 : n%100>=11 ? 4 : 5;\n"
-"X-Generator: Weblate 4.14.1-dev\n"
+"X-Generator: Weblate 4.14.2-dev\n"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Tablet Driver"
@@ -524,7 +525,7 @@ msgstr "السرعة"
#: core/os/input_event.cpp editor/project_settings_editor.cpp
#: scene/3d/sprite_3d.cpp
msgid "Axis"
-msgstr "محاور"
+msgstr "محور"
#: core/os/input_event.cpp
msgid "Axis Value"
@@ -714,9 +715,8 @@ msgid "Version Control Autoload On Startup"
msgstr "التحميل التلقائي للتحكم ÙÙŠ الإصدار عند بدء التشغيل"
#: core/project_settings.cpp
-#, fuzzy
msgid "Version Control Plugin Name"
-msgstr "إدارة الإصدارات (Version Control)"
+msgstr "اسم مدير اصدار الاضاÙØ©"
#: core/project_settings.cpp scene/2d/collision_object_2d.cpp
#: scene/3d/collision_object.cpp scene/gui/control.cpp
@@ -797,9 +797,8 @@ msgid "3D"
msgstr "ثلاثي الأبعاد 3D"
#: core/project_settings.cpp
-#, fuzzy
msgid "Smooth Trimesh Collision"
-msgstr "إنشاء متصادم تراميش قريب"
+msgstr "إنشاء متصادم ترام"
#: core/project_settings.cpp drivers/gles2/rasterizer_canvas_base_gles2.cpp
#: drivers/gles2/rasterizer_scene_gles2.cpp
@@ -1194,7 +1193,7 @@ msgstr "توطين"
#: scene/3d/remote_transform.cpp scene/3d/spatial.cpp scene/gui/control.cpp
#, fuzzy
msgid "Rotation"
-msgstr "خطوة الدوران:"
+msgstr "خطوة الدوران"
#: editor/animation_track_editor.cpp editor/script_editor_debugger.cpp
#: modules/visual_script/visual_script_nodes.cpp scene/gui/range.cpp
@@ -1204,7 +1203,7 @@ msgstr "قيمة"
#: editor/animation_track_editor.cpp
#, fuzzy
msgid "Arg Count"
-msgstr "الكمية:"
+msgstr "الكمية"
#: editor/animation_track_editor.cpp main/main.cpp
#: modules/mono/mono_gd/gd_mono.cpp
@@ -1238,12 +1237,12 @@ msgstr "المجرى (Stream)"
#: editor/animation_track_editor.cpp
#, fuzzy
msgid "Start Offset"
-msgstr "مقدار إزاحة الشبكة:"
+msgstr "مقدار إزاحة الشبكة"
#: editor/animation_track_editor.cpp
#, fuzzy
msgid "End Offset"
-msgstr "المÙعادل:"
+msgstr "المÙعادل"
#: editor/animation_track_editor.cpp editor/editor_settings.cpp
#: editor/import/resource_importer_scene.cpp
@@ -1373,7 +1372,7 @@ msgstr "الوقت(ثواني):"
#: editor/animation_track_editor.cpp
#, fuzzy
msgid "Position:"
-msgstr "مكان الرصيÙ"
+msgstr "مكان الرصيÙ:"
#: editor/animation_track_editor.cpp
#, fuzzy
@@ -1397,27 +1396,27 @@ msgstr "نوع:"
#: editor/animation_track_editor.cpp
#, fuzzy
msgid "(Invalid, expected type: %s)"
-msgstr "إدارة قوالب التصدير:"
+msgstr "إدارة قوالب التصدير"
#: editor/animation_track_editor.cpp
#, fuzzy
msgid "Easing:"
-msgstr "تسارع بعد بداية بطيئة"
+msgstr "تسارع بعد بداية بطيئة:"
#: editor/animation_track_editor.cpp
#, fuzzy
msgid "In-Handle:"
-msgstr "حدد المعامل"
+msgstr "حدد المعامل:"
#: editor/animation_track_editor.cpp
#, fuzzy
msgid "Out-Handle:"
-msgstr "حدد المعامل"
+msgstr "حدد المعامل:"
#: editor/animation_track_editor.cpp
#, fuzzy
msgid "Stream:"
-msgstr "عنصر Ø®Ùيار"
+msgstr "عنصر Ø®Ùيار:"
#: editor/animation_track_editor.cpp
#, fuzzy
@@ -2613,7 +2612,7 @@ msgstr "لا يوجد مل٠'%s'."
#: editor/editor_audio_buses.cpp
#, fuzzy
msgid "Layout:"
-msgstr "المخطط"
+msgstr "المخطط:"
#: editor/editor_audio_buses.cpp
msgid "Invalid file, not an audio bus layout."
@@ -2821,7 +2820,7 @@ msgstr "تصدير المشروع لمنصة:"
#: editor/editor_export.cpp
#, fuzzy
msgid "Completed with warnings."
-msgstr "نسخ مسار العÙقدة"
+msgstr "نسخ مسار العÙقدة."
#: editor/editor_export.cpp
#, fuzzy
@@ -2831,7 +2830,7 @@ msgstr "اكتمل بنجاح."
#: editor/editor_export.cpp
#, fuzzy
msgid "Failed."
-msgstr "Ùشل:"
+msgstr "Ùشل."
#: editor/editor_export.cpp
msgid "Storing File:"
@@ -2858,12 +2857,12 @@ msgstr "لا يمكن إنشاء المجلد."
#: editor/editor_export.cpp
#, fuzzy
msgid "Failed to export project files."
-msgstr "لم نتمكن من تصدير ملÙات المشروع"
+msgstr "لم نتمكن من تصدير ملÙات المشروع."
#: editor/editor_export.cpp
#, fuzzy
msgid "Can't open file to read from path \"%s\"."
-msgstr "لا يمكن Ùتح المل٠للكتابة:"
+msgstr "لا يمكن Ùتح المل٠للكتابة."
#: editor/editor_export.cpp
#, fuzzy
@@ -2998,17 +2997,17 @@ msgstr "إدارة القوالب"
#: editor/editor_export.cpp platform/osx/export/export.cpp
#, fuzzy
msgid "The given export path doesn't exist."
-msgstr "مسار التصدير المÙزود غير موجود:"
+msgstr "مسار التصدير المÙزود غير موجود."
#: editor/editor_export.cpp platform/javascript/export/export.cpp
#, fuzzy
msgid "Template file not found: \"%s\"."
-msgstr "مل٠النموذج غير موجود:"
+msgstr "مل٠النموذج غير موجود: ."
#: editor/editor_export.cpp
#, fuzzy
msgid "Failed to copy export template."
-msgstr "إدارة قوالب التصدير:"
+msgstr "إدارة قوالب التصدير."
#: editor/editor_export.cpp platform/windows/export/export.cpp
#: platform/x11/export/export.cpp
@@ -3304,7 +3303,7 @@ msgstr "الوصول (للملÙ)"
#: editor/editor_file_dialog.cpp editor/editor_settings.cpp
#, fuzzy
msgid "Display Mode"
-msgstr "وضع التشغيل:"
+msgstr "وضع التشغيل"
#: editor/editor_file_dialog.cpp
#: editor/import/resource_importer_layered_texture.cpp
@@ -3324,17 +3323,17 @@ msgstr "وضع السحب"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
#, fuzzy
msgid "Current Dir"
-msgstr "الحالي:"
+msgstr "الحالي"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
#, fuzzy
msgid "Current File"
-msgstr "المل٠(النسخة) الحالية:"
+msgstr "المل٠(النسخة) الحالية"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
#, fuzzy
msgid "Current Path"
-msgstr "الحالي:"
+msgstr "الحالي"
#: editor/editor_file_dialog.cpp editor/editor_settings.cpp
#: scene/gui/file_dialog.cpp
@@ -3661,7 +3660,7 @@ msgstr "عنصر Ù…ÙÙعل"
#: editor/editor_inspector.cpp
#, fuzzy
msgid "Draw Red"
-msgstr "استدعاءات الرسم:"
+msgstr "استدعاءات الرسم"
#: editor/editor_inspector.cpp
#, fuzzy
@@ -4429,7 +4428,7 @@ msgstr "Ù…ÙتÙحص"
#: editor/editor_node.cpp
#, fuzzy
msgid "Default Property Name Style"
-msgstr "مسار المشروع:"
+msgstr "مسار المشروع"
#: editor/editor_node.cpp
msgid "Default Float Step"
@@ -5278,7 +5277,7 @@ msgstr "Ùتح الكود البرمجي"
#: editor/editor_resource_picker.cpp
#, fuzzy
msgid "Script Owner"
-msgstr "اسم النص البرمجي:"
+msgstr "اسم النص البرمجي"
#: editor/editor_run_native.cpp
msgid ""
@@ -5454,12 +5453,12 @@ msgstr "الاتجاهات"
#: editor/editor_settings.cpp
#, fuzzy
msgid "Autoscan Project Path"
-msgstr "مسار المشروع:"
+msgstr "مسار المشروع"
#: editor/editor_settings.cpp
#, fuzzy
msgid "Default Project Path"
-msgstr "مسار المشروع:"
+msgstr "مسار المشروع"
#: editor/editor_settings.cpp
msgid "On Save"
@@ -5482,7 +5481,7 @@ msgstr "ناÙذة XForm"
#: editor/editor_settings.cpp
#, fuzzy
msgid "Thumbnail Size"
-msgstr "الصورة المصغرة..."
+msgstr "الصورة المصغرة"
#: editor/editor_settings.cpp
msgid "Docks"
@@ -5612,12 +5611,12 @@ msgstr "المظهر"
#: editor/editor_settings.cpp scene/gui/text_edit.cpp
msgid "Show Line Numbers"
-msgstr "اضهار رقم الخط"
+msgstr "اظهار رقم الخط"
#: editor/editor_settings.cpp
#, fuzzy
msgid "Line Numbers Zero Padded"
-msgstr "رقم الخط:"
+msgstr "رقم الخط"
#: editor/editor_settings.cpp
msgid "Show Bookmark Gutter"
@@ -5837,12 +5836,12 @@ msgstr "شكل"
#: editor/editor_settings.cpp
#, fuzzy
msgid "Primary Grid Steps"
-msgstr "خطوة الشبكة:"
+msgstr "خطوة الشبكة"
#: editor/editor_settings.cpp
#, fuzzy
msgid "Grid Size"
-msgstr "خطوة الشبكة:"
+msgstr "خطوة الشبكة"
#: editor/editor_settings.cpp
msgid "Grid Division Level Max"
@@ -6027,7 +6026,7 @@ msgstr "إعادة تسمية عنصر اللون"
#: editor/editor_settings.cpp
#, fuzzy
msgid "Bone Selected Color"
-msgstr "عدل على الحساب الحالي:"
+msgstr "عدل على الحساب الحالي"
#: editor/editor_settings.cpp
msgid "Bone IK Color"
@@ -6040,7 +6039,7 @@ msgstr "لون حدود العظام"
#: editor/editor_settings.cpp
#, fuzzy
msgid "Bone Outline Size"
-msgstr "حجم الخطوط:"
+msgstr "حجم الخطوط"
#: editor/editor_settings.cpp
msgid "Viewport Border Color"
@@ -6061,7 +6060,7 @@ msgstr "التمرير للتحريك"
#: editor/editor_settings.cpp
#, fuzzy
msgid "Pan Speed"
-msgstr "السرعة:"
+msgstr "السرعة"
#: editor/editor_settings.cpp editor/plugins/polygon_2d_editor_plugin.cpp
#, fuzzy
@@ -6136,7 +6135,7 @@ msgstr "الاقتطاع التلقائي"
#: editor/editor_settings.cpp
#, fuzzy
msgid "Save Before Running"
-msgstr "احÙظ المشهد قبل التشغيل..."
+msgstr "احÙظ المشهد قبل التشغيل"
#: editor/editor_settings.cpp
#, fuzzy
@@ -6182,7 +6181,7 @@ msgstr "مدير المشروع"
#: editor/editor_settings.cpp
#, fuzzy
msgid "Sorting Order"
-msgstr "إعادة تسمية مجلد:"
+msgstr "إعادة تسمية مجلد"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Symbol Color"
@@ -6216,19 +6215,19 @@ msgstr "لون التعليق"
#: editor/editor_settings.cpp
#, fuzzy
msgid "String Color"
-msgstr "تخزين الملÙ:"
+msgstr "تخزين الملÙ"
#: 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 "لون خلÙية غير صالح."
+msgstr "لون خلÙية غير صالح"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
#, fuzzy
msgid "Completion Background Color"
-msgstr "لون خلÙية غير صالح."
+msgstr "لون خلÙية غير صالح"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -6255,12 +6254,12 @@ msgstr "الطابق التالي"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
#, fuzzy
msgid "Line Number Color"
-msgstr "رقم الخط:"
+msgstr "رقم الخط"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
#, fuzzy
msgid "Safe Line Number Color"
-msgstr "رقم الخط:"
+msgstr "رقم الخط"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Caret Color"
@@ -6269,7 +6268,7 @@ msgstr "لون علامة الإقحام"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
#, fuzzy
msgid "Caret Background Color"
-msgstr "لون خلÙية غير صالح."
+msgstr "لون خلÙية غير صالح"
#: editor/editor_settings.cpp
#, fuzzy
@@ -7047,7 +7046,7 @@ msgstr "محدد"
#: editor/import/resource_importer_layered_texture.cpp
#, fuzzy
msgid "ColorCorrect"
-msgstr "الوظيÙØ© البرمجية للون."
+msgstr "الوظيÙØ© البرمجية للون"
#: editor/import/resource_importer_layered_texture.cpp
msgid "No BPTC If RGB"
@@ -7072,7 +7071,7 @@ msgstr "كرر"
#: scene/gui/control.cpp
#, fuzzy
msgid "Filter"
-msgstr "مرشحات:"
+msgstr "مرشحات"
#: editor/import/resource_importer_layered_texture.cpp
#: editor/import/resource_importer_texture.cpp
@@ -7101,7 +7100,7 @@ msgstr "الاقتطاع التلقائي"
#: scene/resources/style_box.cpp
#, fuzzy
msgid "Horizontal"
-msgstr "عَرضياً:"
+msgstr "عَرضياً"
#: editor/import/resource_importer_layered_texture.cpp
#: scene/gui/aspect_ratio_container.cpp scene/gui/control.cpp
@@ -7109,7 +7108,7 @@ msgstr "عَرضياً:"
#: scene/resources/style_box.cpp
#, fuzzy
msgid "Vertical"
-msgstr "شاقولياً:"
+msgstr "شاقولياً"
#: editor/import/resource_importer_obj.cpp
#, fuzzy
@@ -7124,7 +7123,7 @@ msgstr "وضع التحجيم"
#: editor/import/resource_importer_obj.cpp
#, fuzzy
msgid "Offset Mesh"
-msgstr "المÙعادل:"
+msgstr "المÙعادل"
#: editor/import/resource_importer_obj.cpp
#: editor/import/resource_importer_scene.cpp
@@ -7205,7 +7204,7 @@ msgstr "قص العÙقد"
#: editor/import/resource_importer_scene.cpp scene/resources/texture.cpp
#, fuzzy
msgid "Storage"
-msgstr "تخزين الملÙ:"
+msgstr "تخزين الملÙ"
#: editor/import/resource_importer_scene.cpp
msgid "Use Legacy Names"
@@ -7214,7 +7213,7 @@ msgstr "استخدم الأسماء القديمة"
#: editor/import/resource_importer_scene.cpp modules/gltf/gltf_state.cpp
#, fuzzy
msgid "Materials"
-msgstr "تغيرات المادة:"
+msgstr "تغيرات المادة"
#: editor/import/resource_importer_scene.cpp
#, fuzzy
@@ -7294,12 +7293,12 @@ msgstr "تÙعيل"
#: editor/import/resource_importer_scene.cpp
#, fuzzy
msgid "Max Linear Error"
-msgstr "أقصي أخطاء خطية:"
+msgstr "أقصي أخطاء خطية"
#: editor/import/resource_importer_scene.cpp
#, fuzzy
msgid "Max Angular Error"
-msgstr "أقصي أخطاء زواية:"
+msgstr "أقصي أخطاء زواية"
#: editor/import/resource_importer_scene.cpp
#, fuzzy
@@ -7321,7 +7320,7 @@ msgstr "مقاطع الرسوم المتحركة"
#: scene/3d/particles.cpp scene/resources/environment.cpp
#, fuzzy
msgid "Amount"
-msgstr "الكمية:"
+msgstr "الكمية"
#: editor/import/resource_importer_scene.cpp
#: editor/plugins/mesh_library_editor_plugin.cpp
@@ -7435,7 +7434,7 @@ msgstr "رأس"
#: editor/import/resource_importer_texture.cpp
#, fuzzy
msgid "Normal Map Invert Y"
-msgstr "حجم عشوائي:"
+msgstr "حجم عشوائي"
#: editor/import/resource_importer_texture.cpp
msgid "Size Limit"
@@ -7461,12 +7460,12 @@ msgstr ""
#: editor/import/resource_importer_texture_atlas.cpp
#, fuzzy
msgid "Atlas File"
-msgstr "حجم الخطوط:"
+msgstr "حجم الخطوط"
#: editor/import/resource_importer_texture_atlas.cpp
#, fuzzy
msgid "Import Mode"
-msgstr "وضع التصدير:"
+msgstr "وضع التصدير"
#: editor/import/resource_importer_texture_atlas.cpp
#, fuzzy
@@ -7603,7 +7602,7 @@ msgstr "Ùشل تحميل المورد."
#: editor/inspector_dock.cpp
#, fuzzy
msgid "Property Name Style"
-msgstr "اسم المشروع:"
+msgstr "اسم المشروع"
#: editor/inspector_dock.cpp scene/gui/color_picker.cpp
msgid "Raw"
@@ -8627,7 +8626,7 @@ msgstr "خطأ ÙÙŠ التحميل"
#: editor/plugins/asset_library_editor_plugin.cpp
#, fuzzy
msgid "Available URLs"
-msgstr "الملÙات المتواÙرة:"
+msgstr "الملÙات المتواÙرة"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Download for this asset is already in progress!"
@@ -8763,7 +8762,9 @@ msgstr "لا يمكن انشاء خرائط الضوء, تاكد من ان الÙ
#: editor/plugins/baked_lightmap_editor_plugin.cpp
msgid "Failed determining lightmap size. Maximum lightmap size too small?"
-msgstr "Ùشل تحديد حجم الخريطة الضوئية. الحجم الأقصى للخريطة المضيئة صغير جدًا؟"
+msgstr ""
+"Ùشل تحديد حجم الخريطة الضوئية (lightmap). هل الحجم الأقصى للخريطة الضوئية "
+"صغير جدًا؟"
#: editor/plugins/baked_lightmap_editor_plugin.cpp
msgid ""
@@ -9688,7 +9689,7 @@ msgstr "بطاقة تعريÙ"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
msgid "Separator"
-msgstr "التباعÙدات:"
+msgstr "التباعÙدات"
#: editor/plugins/item_list_editor_plugin.cpp
msgid "Item %d"
@@ -10839,7 +10840,7 @@ msgstr ""
#: editor/plugins/script_editor_plugin.cpp
#, fuzzy
msgid "Current Script Background Color"
-msgstr "لون خلÙية غير صالح."
+msgstr "لون خلÙية غير صالح"
#: editor/plugins/script_editor_plugin.cpp
#, fuzzy
@@ -10854,7 +10855,7 @@ msgstr "إنشاء نص برمجي"
#: editor/plugins/script_editor_plugin.cpp
#, fuzzy
msgid "List Script Names As"
-msgstr "اسم النص البرمجي:"
+msgstr "اسم النص البرمجي"
#: editor/plugins/script_editor_plugin.cpp
msgid "Exec Flags"
@@ -13036,12 +13037,13 @@ msgstr "إعدادت المحاذاة"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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 "المÙعادل:"
+msgstr "المÙعادل"
#: editor/plugins/tile_set_editor_plugin.cpp editor/rename_dialog.cpp
#: scene/gui/range.cpp scene/resources/animation.cpp
@@ -13054,7 +13056,7 @@ msgstr "الخطوة"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
msgid "Separation"
-msgstr "التباعÙدات:"
+msgstr "التباعÙدات"
#: editor/plugins/tile_set_editor_plugin.cpp
#, fuzzy
@@ -13075,14 +13077,14 @@ msgstr "نص"
#: editor/plugins/tile_set_editor_plugin.cpp
#, fuzzy
msgid "Tex Offset"
-msgstr "مقدار إزاحة الشبكة:"
+msgstr "مقدار إزاحة الشبكة"
#: 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 "تغيرات المادة:"
+msgstr "تغيرات المادة"
#: 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
@@ -13103,7 +13105,7 @@ msgstr "وضع قناع-البÙت"
#: editor/plugins/tile_set_editor_plugin.cpp
#, fuzzy
msgid "Subtile Size"
-msgstr "حجم الخطوط:"
+msgstr "حجم الخطوط"
#: editor/plugins/tile_set_editor_plugin.cpp
#, fuzzy
@@ -13123,7 +13125,7 @@ msgstr "وضع التنقل"
#: editor/plugins/tile_set_editor_plugin.cpp
#, fuzzy
msgid "Shape Offset"
-msgstr "المÙعادل:"
+msgstr "المÙعادل"
#: editor/plugins/tile_set_editor_plugin.cpp
#, fuzzy
@@ -13242,7 +13244,7 @@ msgstr "أختر مسار المÙتاح الخاص Ù„SSH"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "SSH Passphrase"
-msgstr "كلمة مرور SSH"
+msgstr "كلمة المرور ل(SSH)"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Detect new changes"
@@ -14395,12 +14397,12 @@ msgstr "تحريك إلي..."
#: editor/project_export.cpp
#, fuzzy
msgid "Export PCK/Zip..."
-msgstr "تصدير PCK/ مل٠مضغوط Zip"
+msgstr "تصدير PCK/ مل٠مضغوط Zip..."
#: editor/project_export.cpp
#, fuzzy
msgid "Export Project..."
-msgstr "تصدير المشروع"
+msgstr "تصدير المشروع..."
#: editor/project_export.cpp
msgid "Export All"
@@ -14409,12 +14411,12 @@ msgstr "تصدير الكÙÙ„"
#: editor/project_export.cpp
#, fuzzy
msgid "Choose an export mode:"
-msgstr "من Ùضلك اختر Ù…Ùجلداً Ùارغاً."
+msgstr "من Ùضلك اختر Ù…Ùجلداً Ùارغاً:"
#: editor/project_export.cpp
#, fuzzy
msgid "Export All..."
-msgstr "تصدير الكÙÙ„"
+msgstr "تصدير الكÙÙ„..."
#: editor/project_export.cpp editor/project_manager.cpp
msgid "ZIP File"
@@ -14497,15 +14499,16 @@ msgid "Invalid project path (changed anything?)."
msgstr "مسار مشروع غير صالح (أعدلت شيء؟)."
#: editor/project_manager.cpp
+#, fuzzy
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
"لم يتم تحميل project.godot من مسار المشروع (خطأ %d). قد يكون Ù…Ùقوداً أو تالÙاً."
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr "لا قدرة على تحرير project.godot ÙÙŠ مسار المشروع."
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "لا يمكن Ùتح المشروع ÙÙŠ '%s'."
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -15541,7 +15544,7 @@ msgstr "اجعله محلياً"
#: editor/scene_tree_dock.cpp
#, fuzzy
msgid "Enable Scene Unique Name(s)"
-msgstr "إسم العقدة:"
+msgstr "إسم العقدة"
#: editor/scene_tree_dock.cpp
#, fuzzy
@@ -15551,7 +15554,7 @@ msgstr "لقد تم استخدام هذا الاسم ÙÙŠ وظيÙØ© برمجيØ
#: editor/scene_tree_dock.cpp
#, fuzzy
msgid "Disable Scene Unique Name(s)"
-msgstr "إسم العقدة:"
+msgstr "إسم العقدة"
#: editor/scene_tree_dock.cpp
msgid "New Scene Root"
@@ -15752,7 +15755,7 @@ msgstr "مجموعة الأزرار"
#: editor/scene_tree_editor.cpp
#, fuzzy
msgid "Disable Scene Unique Name"
-msgstr "إسم العقدة:"
+msgstr "إسم العقدة"
#: editor/scene_tree_editor.cpp
msgid "(Connecting From)"
@@ -16634,7 +16637,7 @@ msgstr "الحجم الكامل"
#: main/main.cpp scene/resources/dynamic_font.cpp
#, fuzzy
msgid "Use Filter"
-msgstr "تصÙية:"
+msgstr "تصÙية"
#: main/main.cpp scene/resources/style_box.cpp
#, fuzzy
@@ -16683,7 +16686,7 @@ msgstr ""
#: main/main.cpp
#, fuzzy
msgid "Tooltip Position Offset"
-msgstr "مقدار إزاحة الدوران:"
+msgstr "مقدار إزاحة الدوران"
#: main/main.cpp modules/mono/mono_gd/gd_mono.cpp
#, fuzzy
@@ -16698,7 +16701,7 @@ msgstr "Ù…Ùنقح الأخطاء"
#: main/main.cpp modules/mono/mono_gd/gd_mono.cpp
#, fuzzy
msgid "Wait Timeout"
-msgstr "انتهت المهلة."
+msgstr "انتهت المهلة"
#: main/main.cpp
msgid "Runtime"
@@ -16808,12 +16811,12 @@ msgstr "اقلب الوجوه"
#: scene/resources/sphere_shape.cpp
#, fuzzy
msgid "Radius"
-msgstr "نص٠القطر:"
+msgstr "نص٠القطر"
#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp
#, fuzzy
msgid "Radial Segments"
-msgstr "معاملات المشهد الرئيس:"
+msgstr "معاملات المشهد الرئيس"
#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp
msgid "Rings"
@@ -16878,7 +16881,7 @@ msgstr ""
#: modules/csg/csg_shape.cpp
#, fuzzy
msgid "Path Rotation"
-msgstr "دوران عشوائي:"
+msgstr "دوران عشوائي"
#: modules/csg/csg_shape.cpp
#, fuzzy
@@ -16897,7 +16900,7 @@ msgstr "المسار المحلي"
#: modules/csg/csg_shape.cpp
#, fuzzy
msgid "Path Joined"
-msgstr "دوران عشوائي:"
+msgstr "دوران عشوائي"
#: modules/enet/networked_multiplayer_enet.cpp
msgid "Compression Mode"
@@ -17020,12 +17023,12 @@ msgstr "مكتبات:"
#: modules/gdnative/nativescript/nativescript.cpp
#, fuzzy
msgid "Class Name"
-msgstr "اسم الÙئة:"
+msgstr "اسم الÙئة"
#: modules/gdnative/nativescript/nativescript.cpp
#, fuzzy
msgid "Script Class"
-msgstr "اسم النص البرمجي:"
+msgstr "اسم النص البرمجي"
#: modules/gdnative/nativescript/nativescript.cpp
msgid "Icon Path"
@@ -17134,7 +17137,7 @@ msgstr "الواجهة View الخلÙية"
#: modules/gltf/gltf_accessor.cpp modules/gltf/gltf_buffer_view.cpp
#, fuzzy
msgid "Byte Offset"
-msgstr "مقدار إزاحة الشبكة:"
+msgstr "مقدار إزاحة الشبكة"
#: modules/gltf/gltf_accessor.cpp
msgid "Component Type"
@@ -17147,7 +17150,7 @@ msgstr ""
#: modules/gltf/gltf_accessor.cpp
#, fuzzy
msgid "Count"
-msgstr "الكمية:"
+msgstr "الكمية"
#: modules/gltf/gltf_accessor.cpp scene/resources/visual_shader_nodes.cpp
msgid "Min"
@@ -17173,7 +17176,7 @@ msgstr ""
#: modules/gltf/gltf_accessor.cpp
#, fuzzy
msgid "Sparse Indices Component Type"
-msgstr "توزيع الأشكال الهندسية..."
+msgstr "توزيع الأشكال الهندسية"
#: modules/gltf/gltf_accessor.cpp
msgid "Sparse Values Buffer View"
@@ -17252,7 +17255,7 @@ msgstr "طبخ (إعداد) خرائط الضوء"
#: modules/gltf/gltf_mesh.cpp
#, fuzzy
msgid "Instance Materials"
-msgstr "تغيرات المادة:"
+msgstr "تغيرات المادة"
#: modules/gltf/gltf_node.cpp scene/3d/skeleton.cpp
msgid "Parent"
@@ -17808,7 +17811,7 @@ msgstr "ضوضاء"
#: modules/opensimplex/noise_texture.cpp
#, fuzzy
msgid "Noise Offset"
-msgstr "مقدار إزاحة الشبكة:"
+msgstr "مقدار إزاحة الشبكة"
#: modules/opensimplex/open_simplex_noise.cpp
msgid "Octaves"
@@ -18363,7 +18366,7 @@ msgstr "اعادة التعيين للإÙتراضيات"
#: modules/visual_script/visual_script_func_nodes.cpp
#, fuzzy
msgid "Validate"
-msgstr "الأحر٠الصالحة:"
+msgstr "الأحر٠الصالحة"
#: modules/visual_script/visual_script_func_nodes.cpp
#, fuzzy
@@ -18457,7 +18460,7 @@ msgstr "تغيير حجم المصÙÙˆÙØ©"
#: scene/resources/visual_shader_nodes.cpp
#, fuzzy
msgid "Operator"
-msgstr "Ù…Ùشغل التراكم."
+msgstr "Ù…Ùشغل التراكم"
#: modules/visual_script/visual_script_nodes.cpp
msgid "Invalid argument of type:"
@@ -18703,7 +18706,7 @@ msgstr "إخلاء سلسلة IK"
#: modules/websocket/websocket_server.cpp
#, fuzzy
msgid "Handshake Timeout"
-msgstr "انتهت المهلة."
+msgstr "انتهت المهلة"
#: modules/webxr/webxr_interface.cpp
#, fuzzy
@@ -18713,12 +18716,12 @@ msgstr "وضع الأقليم"
#: modules/webxr/webxr_interface.cpp
#, fuzzy
msgid "Required Features"
-msgstr "المزايا الرئيسية:"
+msgstr "المزايا الرئيسية"
#: modules/webxr/webxr_interface.cpp
#, fuzzy
msgid "Optional Features"
-msgstr "المزايا الرئيسية:"
+msgstr "المزايا الرئيسية"
#: modules/webxr/webxr_interface.cpp
msgid "Requested Reference Space Types"
@@ -18825,7 +18828,7 @@ msgstr "مسار التصدير"
#: platform/android/export/export_plugin.cpp
#, fuzzy
msgid "Min SDK"
-msgstr "حجم الخطوط:"
+msgstr "حجم الخطوط"
#: platform/android/export/export_plugin.cpp
#, fuzzy
@@ -18883,7 +18886,7 @@ msgstr "يَحزم\"ينتج المل٠المضغوط\""
#: platform/android/export/export_plugin.cpp platform/uwp/export/export.cpp
#, fuzzy
msgid "Unique Name"
-msgstr "إسم العقدة:"
+msgstr "إسم العقدة"
#: platform/android/export/export_plugin.cpp
#, fuzzy
@@ -18893,7 +18896,7 @@ msgstr "الإشاراة"
#: platform/android/export/export_plugin.cpp
#, fuzzy
msgid "Classify As Game"
-msgstr "اسم الÙئة:"
+msgstr "اسم الÙئة"
#: platform/android/export/export_plugin.cpp
msgid "Retain Data On Uninstall"
@@ -18907,7 +18910,7 @@ msgstr "حذ٠العÙقد"
#: platform/android/export/export_plugin.cpp
#, fuzzy
msgid "Graphics"
-msgstr "مقدار إزاحة الشبكة:"
+msgstr "مقدار إزاحة الشبكة"
#: platform/android/export/export_plugin.cpp
#, fuzzy
@@ -18979,7 +18982,7 @@ msgstr "المجتمع"
#: platform/android/export/export_plugin.cpp platform/uwp/export/export.cpp
#, fuzzy
msgid "Extra Args"
-msgstr "وسائط إستدعاء إضاÙية :"
+msgstr "وسائط إستدعاء إضاÙية"
#: platform/android/export/export_plugin.cpp
#, fuzzy
@@ -19283,7 +19286,7 @@ msgstr ""
msgid ""
"Unable to overwrite res://android/build/res/*.xml files with project name."
msgstr ""
-"تعذرت كتابة overwrite ملÙات res://android/build/res/*.xml مع اسم المشروع"
+"تعذرت كتابة overwrite ملÙات res://android/build/res/*.xml مع اسم المشروع."
#: platform/android/export/export_plugin.cpp
msgid "Could not export project files to gradle project."
@@ -19318,7 +19321,7 @@ msgstr "تعذر نسخ وإعادة تسمية المل٠المصدر، تÙÙ‚
#: platform/android/export/export_plugin.cpp
#, fuzzy
msgid "Package not found: \"%s\"."
-msgstr "لم يتم إيجاد الرسم المتحرك: '%s'"
+msgstr "لم يتم إيجاد الرسم المتحرك: '%s'."
#: platform/android/export/export_plugin.cpp
#, fuzzy
@@ -19347,7 +19350,7 @@ msgstr "إضاÙØ© %s..."
#: platform/android/export/export_plugin.cpp
#, fuzzy
msgid "Could not export project files."
-msgstr "لم نتمكن من تصدير ملÙات المشروع"
+msgstr "لم نتمكن من تصدير ملÙات المشروع."
#: platform/android/export/export_plugin.cpp
msgid "Aligning APK..."
@@ -19445,7 +19448,7 @@ msgstr ""
#: platform/iphone/export/export.cpp
#, fuzzy
msgid "Export Method Release"
-msgstr "وضع التصدير:"
+msgstr "وضع التصدير"
#: platform/iphone/export/export.cpp
msgid "Targeted Device Family"
@@ -19458,7 +19461,7 @@ msgstr ""
#: platform/iphone/export/export.cpp platform/osx/export/export.cpp
#, fuzzy
msgid "Identifier"
-msgstr "Ù…Ùحدد غير صالح:"
+msgstr "Ù…Ùحدد غير صالح"
#: platform/iphone/export/export.cpp platform/osx/export/export.cpp
#, fuzzy
@@ -19488,7 +19491,7 @@ msgstr "الوصول للواي-Ùاي"
#: platform/iphone/export/export.cpp
#, fuzzy
msgid "Push Notifications"
-msgstr "دوران عشوائي:"
+msgstr "دوران عشوائي"
#: platform/iphone/export/export.cpp
#, fuzzy
@@ -19629,17 +19632,17 @@ msgstr "شغل مل٠HTML المÙصدر ÙÙŠ المتصÙØ­ الإÙتراضي
#: platform/javascript/export/export.cpp
#, fuzzy
msgid "Could not open template for export: \"%s\"."
-msgstr "لا يمكن Ùتح القالب من أجل التصدير:"
+msgstr "لا يمكن Ùتح القالب من أجل التصدير: ."
#: platform/javascript/export/export.cpp
#, fuzzy
msgid "Invalid export template: \"%s\"."
-msgstr "إدارة قوالب التصدير:"
+msgstr "إدارة قوالب التصدير: ."
#: platform/javascript/export/export.cpp
#, fuzzy
msgid "Could not write file: \"%s\"."
-msgstr "لا يمكن كتابة الملÙ:"
+msgstr "لا يمكن كتابة الملÙ: ."
#: platform/javascript/export/export.cpp platform/osx/export/export.cpp
#, fuzzy
@@ -19649,7 +19652,7 @@ msgstr "تحديد الهامش"
#: platform/javascript/export/export.cpp
#, fuzzy
msgid "Could not read file: \"%s\"."
-msgstr "لا يمكن كتابة الملÙ:"
+msgstr "لا يمكن كتابة الملÙ: ."
#: platform/javascript/export/export.cpp
msgid "PWA"
@@ -19658,7 +19661,7 @@ msgstr ""
#: platform/javascript/export/export.cpp
#, fuzzy
msgid "Variant"
-msgstr "التباعÙدات:"
+msgstr "التباعÙدات"
#: platform/javascript/export/export.cpp
#, fuzzy
@@ -19732,17 +19735,17 @@ msgstr ""
#: platform/javascript/export/export.cpp
#, fuzzy
msgid "Could not read HTML shell: \"%s\"."
-msgstr "لا يمكن قراءة مل٠HTML مخصص:"
+msgstr "لا يمكن قراءة مل٠HTML مخصص: ."
#: platform/javascript/export/export.cpp
#, fuzzy
msgid "Could not create HTTP server directory: %s."
-msgstr "لا يمكن إنشاء مجلد خادم ال HTTP:"
+msgstr "لا يمكن إنشاء مجلد خادم ال HTTP: ."
#: platform/javascript/export/export.cpp
#, fuzzy
msgid "Error starting HTTP server: %d."
-msgstr "خطأ ÙÙŠ بدء تشغيل خادم HTTP:"
+msgstr "خطأ ÙÙŠ بدء تشغيل خادم HTTP: ."
#: platform/javascript/export/export.cpp
msgid "Web"
@@ -19848,7 +19851,7 @@ msgstr ""
#: platform/osx/export/export.cpp
#, fuzzy
msgid "App Category"
-msgstr "الÙئة:"
+msgstr "الÙئة"
#: platform/osx/export/export.cpp
msgid "High Res"
@@ -20044,7 +20047,7 @@ msgstr ""
#: platform/osx/export/export.cpp
#, fuzzy
msgid "Could not open icon file \"%s\"."
-msgstr "لم نتمكن من تصدير ملÙات المشروع"
+msgstr "لم نتمكن من تصدير ملÙات المشروع."
#: platform/osx/export/export.cpp
msgid "Could not start xcrun executable."
@@ -20053,7 +20056,7 @@ msgstr "تعذر بدء تشغيل xcrun."
#: platform/osx/export/export.cpp
#, fuzzy
msgid "Notarization failed."
-msgstr "توطين"
+msgstr "توطين."
#: platform/osx/export/export.cpp
msgid "Notarization request UUID: \"%s\""
@@ -20108,7 +20111,7 @@ msgstr "لم توجد ايقونات."
#: platform/osx/export/export.cpp
#, fuzzy
msgid "Cannot sign file %s."
-msgstr "خطأ ÙÙŠ تحميل الملÙ: %s"
+msgstr "خطأ ÙÙŠ تحميل المل٠%s."
#: platform/osx/export/export.cpp
msgid "Relative symlinks are not supported, exported \"%s\" might be broken!"
@@ -20139,12 +20142,12 @@ msgstr "ينشئ الصورة المصغرة"
#: platform/osx/export/export.cpp
#, fuzzy
msgid "Could not find template app to export: \"%s\"."
-msgstr "لم يتم إيجاد قالب التطبيق (Template app) للتصدير:"
+msgstr "لم يتم إيجاد قالب التطبيق (Template app) للتصدير: ."
#: platform/osx/export/export.cpp
#, fuzzy
msgid "Invalid export format."
-msgstr "إدارة قوالب التصدير:"
+msgstr "إدارة قوالب التصدير."
#: platform/osx/export/export.cpp
msgid ""
@@ -20331,7 +20334,7 @@ msgstr "إظهار الكل"
#: platform/uwp/export/export.cpp
#, fuzzy
msgid "Short Name"
-msgstr "اسم النص البرمجي:"
+msgstr "اسم النص البرمجي"
#: platform/uwp/export/export.cpp
msgid "Publisher"
@@ -20340,12 +20343,12 @@ msgstr ""
#: platform/uwp/export/export.cpp
#, fuzzy
msgid "Publisher Display Name"
-msgstr "اسم الناشر المعروض للرÙزمة غير صالح."
+msgstr "اسم الناشر المعروض للرÙزمة غير صالح"
#: platform/uwp/export/export.cpp
#, fuzzy
msgid "Product GUID"
-msgstr "Ù…Ùعر٠GUID (المÙعرّ٠الÙريد العالمي) للمنتج غير صالح."
+msgstr "Ù…Ùعر٠GUID (المÙعرّ٠الÙريد العالمي) للمنتج غير صالح"
#: platform/uwp/export/export.cpp
#, fuzzy
@@ -20360,7 +20363,7 @@ msgstr "الإشاراة"
#: platform/uwp/export/export.cpp
#, fuzzy
msgid "Certificate"
-msgstr "القمم:"
+msgstr "القمم"
#: platform/uwp/export/export.cpp
#, fuzzy
@@ -20387,7 +20390,7 @@ msgstr "تحديد التعبير"
#: platform/uwp/export/export.cpp
msgid "Landscape"
-msgstr ""
+msgstr "بشكل اÙقي (Landscape)"
#: platform/uwp/export/export.cpp
#, fuzzy
@@ -20430,7 +20433,7 @@ msgstr ""
#: platform/uwp/export/export.cpp
#, fuzzy
msgid "Splash Screen"
-msgstr "استدعاءات الرسم:"
+msgstr "استدعاءات الرسم"
#: platform/uwp/export/export.cpp
#, fuzzy
@@ -20528,7 +20531,7 @@ msgstr "Ù…Ùنقح الأخطاء"
#: platform/windows/export/export.cpp
#, fuzzy
msgid "Failed to rename temporary file \"%s\"."
-msgstr "لا يمكن حذ٠مل٠مؤقت:"
+msgstr "لا يمكن حذ٠مل٠مؤقت."
#: platform/windows/export/export.cpp
msgid "Identity Type"
@@ -20556,17 +20559,17 @@ msgstr "الإصدار"
#: platform/windows/export/export.cpp
#, fuzzy
msgid "Product Version"
-msgstr "Ù…Ùعر٠GUID (المÙعرّ٠الÙريد العالمي) للمنتج غير صالح:"
+msgstr "Ù…Ùعر٠GUID (المÙعرّ٠الÙريد العالمي) للمنتج غير صالح"
#: platform/windows/export/export.cpp
#, fuzzy
msgid "Company Name"
-msgstr "إسم العقدة:"
+msgstr "إسم العقدة"
#: platform/windows/export/export.cpp
#, fuzzy
msgid "Product Name"
-msgstr "اسم المشروع:"
+msgstr "اسم المشروع"
#: platform/windows/export/export.cpp
#, fuzzy
@@ -20580,7 +20583,7 @@ msgstr ""
#: platform/windows/export/export.cpp
#, fuzzy
msgid "Resources Modification"
-msgstr "دوران عشوائي:"
+msgstr "دوران عشوائي"
#: platform/windows/export/export.cpp
#, fuzzy
@@ -20617,7 +20620,7 @@ msgstr "لا يمكن العثور على Ù…Ùتاح المتجر، لا يمكÙ
#: platform/windows/export/export.cpp
#, fuzzy
msgid "Invalid identity type."
-msgstr "Ù…Ùحدد غير صالح:"
+msgstr "Ù…Ùحدد غير صالح."
#: platform/windows/export/export.cpp
#, fuzzy
@@ -20639,7 +20642,7 @@ msgstr "صيغة غير صالحة."
#: platform/windows/export/export.cpp
#, fuzzy
msgid "Failed to remove temporary file \"%s\"."
-msgstr "لا يمكن حذ٠مل٠مؤقت:"
+msgstr "لا يمكن حذ٠مل٠مؤقت."
#: platform/windows/export/export.cpp
msgid ""
@@ -20690,8 +20693,9 @@ msgid "Osslsigncode"
msgstr ""
#: platform/windows/export/export.cpp
+#, fuzzy
msgid "Wine"
-msgstr ""
+msgstr "طبقة المعالجة Wine"
#: platform/x11/export/export.cpp
msgid "32-bit executables cannot have embedded data >= 4 GiB."
@@ -20828,7 +20832,7 @@ msgstr ""
#: scene/resources/material.cpp
#, fuzzy
msgid "Max Distance"
-msgstr "اختر المساÙØ©:"
+msgstr "اختر المساÙØ©"
#: scene/2d/audio_stream_player_2d.cpp scene/3d/light.cpp
#, fuzzy
@@ -20858,13 +20862,13 @@ msgstr "وضع الأيقونة"
#: scene/2d/camera_2d.cpp
#, fuzzy
msgid "Rotating"
-msgstr "خطوة الدوران:"
+msgstr "خطوة الدوران"
#: 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 "الحالي:"
+msgstr "الحالي"
#: scene/2d/camera_2d.cpp scene/gui/graph_edit.cpp
#, fuzzy
@@ -20948,12 +20952,12 @@ msgstr "تحديد الهامش"
#: scene/2d/camera_2d.cpp
#, fuzzy
msgid "Draw Screen"
-msgstr "استدعاءات الرسم:"
+msgstr "استدعاءات الرسم"
#: scene/2d/camera_2d.cpp
#, fuzzy
msgid "Draw Limits"
-msgstr "استدعاءات الرسم:"
+msgstr "استدعاءات الرسم"
#: scene/2d/camera_2d.cpp
#, fuzzy
@@ -21150,7 +21154,7 @@ msgstr ""
#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp
#, fuzzy
msgid "Emitting"
-msgstr "الإعدادات:"
+msgstr "الإعدادات"
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp
@@ -21178,7 +21182,7 @@ msgstr ""
#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp
#, fuzzy
msgid "Randomness"
-msgstr "إعادة تشغيل عشوائية (ثواني):"
+msgstr "إعادة تشغيل عشوائية (ثواني)"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
@@ -21351,7 +21355,7 @@ msgstr "إغلاق المنحنى"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#, fuzzy
msgid "Scale Amount"
-msgstr "الكمية:"
+msgstr "الكمية"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
msgid "Scale Amount Random"
@@ -21377,25 +21381,25 @@ msgstr ""
#: scene/resources/particles_material.cpp
#, fuzzy
msgid "Hue Variation"
-msgstr "التباعÙدات:"
+msgstr "التباعÙدات"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
#, fuzzy
msgid "Variation"
-msgstr "التباعÙدات:"
+msgstr "التباعÙدات"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
#, fuzzy
msgid "Variation Random"
-msgstr "التباعÙدات:"
+msgstr "التباعÙدات"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
#, fuzzy
msgid "Variation Curve"
-msgstr "التباعÙدات:"
+msgstr "التباعÙدات"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
@@ -21413,7 +21417,7 @@ msgstr "تقسيم المنحنى"
#: scene/resources/particles_material.cpp
#, fuzzy
msgid "Offset Random"
-msgstr "المÙعادل:"
+msgstr "المÙعادل"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
@@ -21612,12 +21616,12 @@ msgstr "وضع الأقليم"
#: scene/2d/line_2d.cpp
#, fuzzy
msgid "End Cap Mode"
-msgstr "وضع المحاذاة:"
+msgstr "وضع المحاذاة"
#: scene/2d/line_2d.cpp scene/2d/polygon_2d.cpp scene/resources/style_box.cpp
#, fuzzy
msgid "Border"
-msgstr "إعادة تسمية مجلد:"
+msgstr "إعادة تسمية مجلد"
#: scene/2d/line_2d.cpp
msgid "Sharp Limit"
@@ -21646,7 +21650,7 @@ msgstr ""
#: scene/2d/navigation_2d.cpp scene/3d/navigation.cpp
#, fuzzy
msgid "Edge Connection Margin"
-msgstr "تعديل الإتصال:"
+msgstr "تعديل الإتصال"
#: scene/2d/navigation_2d.cpp
msgid ""
@@ -21663,7 +21667,7 @@ msgstr "الربط"
#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp
#, fuzzy
msgid "Path Desired Distance"
-msgstr "اختر المساÙØ©:"
+msgstr "اختر المساÙØ©"
#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp
msgid "Target Desired Distance"
@@ -21672,7 +21676,7 @@ msgstr ""
#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp
#, fuzzy
msgid "Path Max Distance"
-msgstr "اختر المساÙØ©:"
+msgstr "اختر المساÙØ©"
#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp
#, fuzzy
@@ -21700,7 +21704,7 @@ msgstr "القلب Ø£Ùقياً"
#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp
#, fuzzy
msgid "Max Speed"
-msgstr "السرعة:"
+msgstr "السرعة"
#: scene/2d/navigation_agent_2d.cpp
msgid ""
@@ -21744,7 +21748,7 @@ msgstr "السÙر"
#: scene/main/canvas_layer.cpp
#, fuzzy
msgid "Rotation Degrees"
-msgstr "ÙŠÙدير %s من الدرجات."
+msgstr "ÙŠÙدير %s من الدرجات"
#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
@@ -21754,12 +21758,12 @@ msgstr "ثابت"
#: scene/2d/node_2d.cpp
#, fuzzy
msgid "Global Rotation Degrees"
-msgstr "ÙŠÙدير %s من الدرجات."
+msgstr "ÙŠÙدير %s من الدرجات"
#: scene/2d/node_2d.cpp
#, fuzzy
msgid "Global Scale"
-msgstr "حجم عشوائي:"
+msgstr "حجم عشوائي"
#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
@@ -21779,7 +21783,7 @@ msgstr ""
#: scene/2d/parallax_background.cpp
#, fuzzy
msgid "Base Offset"
-msgstr "المÙعادل:"
+msgstr "المÙعادل"
#: scene/2d/parallax_background.cpp
#, fuzzy
@@ -21878,17 +21882,17 @@ msgstr ""
#: scene/2d/path_2d.cpp scene/3d/path.cpp
#, fuzzy
msgid "Unit Offset"
-msgstr "مقدار إزاحة الشبكة:"
+msgstr "مقدار إزاحة الشبكة"
#: scene/2d/path_2d.cpp scene/3d/camera.cpp scene/3d/path.cpp
#, fuzzy
msgid "H Offset"
-msgstr "المÙعادل:"
+msgstr "المÙعادل"
#: scene/2d/path_2d.cpp scene/3d/camera.cpp scene/3d/path.cpp
#, fuzzy
msgid "V Offset"
-msgstr "المÙعادل:"
+msgstr "المÙعادل"
#: scene/2d/path_2d.cpp scene/3d/path.cpp
msgid "Cubic Interp"
@@ -21951,7 +21955,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp
#, fuzzy
msgid "Inertia"
-msgstr "شاقولياً:"
+msgstr "شاقولياً"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
#, fuzzy
@@ -21990,7 +21994,7 @@ msgstr "المحاذاة الذكية"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
#, fuzzy
msgid "Can Sleep"
-msgstr "السرعة:"
+msgstr "السرعة"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
msgid "Damp"
@@ -22037,7 +22041,7 @@ msgstr "البنية (اللاحقة)"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
#, fuzzy
msgid "Remainder"
-msgstr "Ù…Ùحرك الإخراج البصري:"
+msgstr "Ù…Ùحرك الإخراج البصري"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
#, fuzzy
@@ -22239,7 +22243,7 @@ msgstr "وضع الأولية"
#: scene/2d/tile_map.cpp
#, fuzzy
msgid "Centered Textures"
-msgstr "المزايا الرئيسية:"
+msgstr "المزايا الرئيسية"
#: scene/2d/tile_map.cpp
msgid "Cell Clip UV"
@@ -22371,7 +22375,7 @@ msgstr ""
#: scene/3d/arvr_nodes.cpp servers/arvr_server.cpp
#, fuzzy
msgid "World Scale"
-msgstr "حجم عشوائي:"
+msgstr "حجم عشوائي"
#: scene/3d/audio_stream_player_3d.cpp
#, fuzzy
@@ -22402,7 +22406,7 @@ msgstr "الوان الإنبعاث"
#: scene/3d/audio_stream_player_3d.cpp
#, fuzzy
msgid "Degrees"
-msgstr "ÙŠÙدير %s من الدرجات."
+msgstr "ÙŠÙدير %s من الدرجات"
#: scene/3d/audio_stream_player_3d.cpp
#, fuzzy
@@ -22489,7 +22493,7 @@ msgstr ""
#: scene/3d/baked_lightmap.cpp
#, fuzzy
msgid "Use Denoiser"
-msgstr "تصÙية:"
+msgstr "تصÙية"
#: scene/3d/baked_lightmap.cpp scene/resources/texture.cpp
msgid "Use HDR"
@@ -22518,7 +22522,7 @@ msgstr "عام"
#: scene/3d/baked_lightmap.cpp
#, fuzzy
msgid "Max Size"
-msgstr "الحجم:"
+msgstr "الحجم"
#: scene/3d/baked_lightmap.cpp
#, fuzzy
@@ -22528,7 +22532,7 @@ msgstr "قص العÙقد"
#: scene/3d/baked_lightmap.cpp
#, fuzzy
msgid "Custom Sky Rotation Degrees"
-msgstr "ÙŠÙدير %s من الدرجات."
+msgstr "ÙŠÙدير %s من الدرجات"
#: scene/3d/baked_lightmap.cpp scene/3d/ray_cast.cpp
#, fuzzy
@@ -22562,7 +22566,7 @@ msgstr "مع البيانات"
#: scene/3d/bone_attachment.cpp scene/3d/physics_body.cpp
#, fuzzy
msgid "Bone Name"
-msgstr "إسم العقدة:"
+msgstr "إسم العقدة"
#: scene/3d/camera.cpp
msgid "Keep Aspect"
@@ -22589,7 +22593,7 @@ msgstr ""
#: scene/3d/camera.cpp
#, fuzzy
msgid "Frustum Offset"
-msgstr "مقدار إزاحة الشبكة:"
+msgstr "مقدار إزاحة الشبكة"
#: scene/3d/camera.cpp
#, fuzzy
@@ -22853,7 +22857,7 @@ msgstr "الخطوط"
#: scene/3d/label_3d.cpp scene/resources/primitive_meshes.cpp
#, fuzzy
msgid "Horizontal Alignment"
-msgstr "عَرضياً:"
+msgstr "عَرضياً"
#: scene/3d/label_3d.cpp
#, fuzzy
@@ -22919,7 +22923,7 @@ msgstr "Ùصل المسار"
#: scene/3d/light.cpp
#, fuzzy
msgid "Blend Splits"
-msgstr "أوقات الدمج:"
+msgstr "أوقات الدمج"
#: scene/3d/light.cpp
#, fuzzy
@@ -22965,7 +22969,7 @@ msgstr ""
#: scene/3d/mesh_instance.cpp
#, fuzzy
msgid "Transform Normals"
-msgstr "أجهض التحول."
+msgstr "أجهض التحول"
#: scene/3d/navigation.cpp
msgid ""
@@ -23058,12 +23062,12 @@ msgstr "تشغيل/إطÙاء الوضوحية Visibility"
#: scene/3d/particles.cpp
#, fuzzy
msgid "Draw Passes"
-msgstr "استدعاءات الرسم:"
+msgstr "استدعاءات الرسم"
#: scene/3d/particles.cpp
#, fuzzy
msgid "Passes"
-msgstr "استدعاءات الرسم:"
+msgstr "استدعاءات الرسم"
#: scene/3d/path.cpp
msgid "PathFollow only works when set as a child of a Path node."
@@ -23161,7 +23165,7 @@ msgstr ""
#: scene/3d/vehicle_body.cpp
#, fuzzy
msgid "Relaxation"
-msgstr "التباعÙدات:"
+msgstr "التباعÙدات"
#: scene/3d/physics_body.cpp
#, fuzzy
@@ -23176,7 +23180,7 @@ msgstr "خطي"
#: scene/3d/physics_body.cpp
#, fuzzy
msgid "Angular Limit Lower"
-msgstr "أقصي أخطاء زواية:"
+msgstr "أقصي أخطاء زواية"
#: scene/3d/physics_body.cpp
#, fuzzy
@@ -23309,7 +23313,7 @@ msgstr ""
#: scene/3d/physics_body.cpp
#, fuzzy
msgid "Body Offset"
-msgstr "المÙعادل:"
+msgstr "المÙعادل"
#: scene/3d/physics_joint.cpp
msgid "Node A and Node B must be PhysicsBodies"
@@ -23342,7 +23346,7 @@ msgstr "استثناء العÙقد"
#: scene/3d/physics_joint.cpp
#, fuzzy
msgid "Params"
-msgstr "لقد تم تغيير المَعلم:"
+msgstr "لقد تم تغيير المَعلم"
#: scene/3d/physics_joint.cpp
msgid "Angular Limit"
@@ -23370,7 +23374,7 @@ msgstr "تحريك المسار لليمين"
#: scene/3d/physics_joint.cpp
#, fuzzy
msgid "Max Impulse"
-msgstr "السرعة:"
+msgstr "السرعة"
#: scene/3d/physics_joint.cpp
#, fuzzy
@@ -23380,12 +23384,12 @@ msgstr "خطي"
#: scene/3d/physics_joint.cpp
#, fuzzy
msgid "Upper Distance"
-msgstr "اختر المساÙØ©:"
+msgstr "اختر المساÙØ©"
#: scene/3d/physics_joint.cpp
#, fuzzy
msgid "Lower Distance"
-msgstr "اختر المساÙØ©:"
+msgstr "اختر المساÙØ©"
#: scene/3d/physics_joint.cpp
#, fuzzy
@@ -23418,7 +23422,7 @@ msgstr "رسوم متحركة"
#: scene/3d/physics_joint.cpp
#, fuzzy
msgid "Angular Ortho"
-msgstr "أقصي أخطاء زواية:"
+msgstr "أقصي أخطاء زواية"
#: scene/3d/physics_joint.cpp
#, fuzzy
@@ -23433,7 +23437,7 @@ msgstr "الشروع"
#: scene/3d/physics_joint.cpp
#, fuzzy
msgid "Force Limit"
-msgstr "استدعاءات الرسم:"
+msgstr "استدعاءات الرسم"
#: scene/3d/physics_joint.cpp
#, fuzzy
@@ -23533,7 +23537,7 @@ msgstr ""
#: scene/3d/portal.cpp
#, fuzzy
msgid "Linked Room"
-msgstr "جذر التعديل المباشر:"
+msgstr "جذر التعديل المباشر"
#: scene/3d/portal.cpp
#, fuzzy
@@ -23552,7 +23556,7 @@ msgstr ""
#: scene/3d/proximity_group.cpp
#, fuzzy
msgid "Grid Radius"
-msgstr "نص٠القطر:"
+msgstr "نص٠القطر"
#: scene/3d/ray_cast.cpp
#, fuzzy
@@ -23570,7 +23574,7 @@ msgstr "وضع التحديث"
#: scene/3d/reflection_probe.cpp
#, fuzzy
msgid "Origin Offset"
-msgstr "مقدار إزاحة الشبكة:"
+msgstr "مقدار إزاحة الشبكة"
#: scene/3d/reflection_probe.cpp
#, fuzzy
@@ -23823,12 +23827,12 @@ msgstr "إنشاء Ù…Ùضلع التصادم"
#: scene/3d/soft_body.cpp
#, fuzzy
msgid "Simulation Precision"
-msgstr "شجرة التحريك غير صالحة."
+msgstr "شجرة التحريك غير صالحة"
#: scene/3d/soft_body.cpp
#, fuzzy
msgid "Total Mass"
-msgstr "المجموع الكلي:"
+msgstr "المجموع الكلي"
#: scene/3d/soft_body.cpp
msgid "Linear Stiffness"
@@ -23945,7 +23949,7 @@ msgstr ""
#: scene/3d/vehicle_body.cpp
#, fuzzy
msgid "Use As Traction"
-msgstr "التباعÙدات:"
+msgstr "التباعÙدات"
#: scene/3d/vehicle_body.cpp
msgid "Use As Steering"
@@ -23978,6 +23982,16 @@ msgstr "خطأ"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "ترتيب"
+
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Use AABB Center"
+msgstr "استخدم Ambient"
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Geometry"
@@ -23991,7 +24005,7 @@ msgstr "يتجاوز"
#: scene/3d/visual_instance.cpp
#, fuzzy
msgid "Material Overlay"
-msgstr "تغيرات المادة:"
+msgstr "تغيرات المادة"
#: scene/3d/visual_instance.cpp
#, fuzzy
@@ -24001,7 +24015,7 @@ msgstr "إنشاء عÙقدة تظليل"
#: scene/3d/visual_instance.cpp
#, fuzzy
msgid "Extra Cull Margin"
-msgstr "وسائط إستدعاء إضاÙية :"
+msgstr "وسائط إستدعاء إضاÙية"
#: scene/3d/visual_instance.cpp
#, fuzzy
@@ -24026,7 +24040,7 @@ msgstr ""
#: scene/resources/material.cpp
#, fuzzy
msgid "Min Distance"
-msgstr "اختر المساÙØ©:"
+msgstr "اختر المساÙØ©"
#: scene/3d/visual_instance.cpp
msgid "Min Hysteresis"
@@ -24075,12 +24089,12 @@ msgstr "عقدة الخلط"
#: scene/animation/animation_blend_tree.cpp
#, fuzzy
msgid "Fadein Time"
-msgstr "وقت التلاشي X (ثواني):"
+msgstr "وقت التلاشي X (ثواني)"
#: scene/animation/animation_blend_tree.cpp
#, fuzzy
msgid "Fadeout Time"
-msgstr "وقت التلاشي X (ثواني):"
+msgstr "وقت التلاشي X (ثواني)"
#: scene/animation/animation_blend_tree.cpp
msgid "Auto Restart"
@@ -24097,17 +24111,17 @@ msgstr ""
#: scene/animation/animation_blend_tree.cpp
#, fuzzy
msgid "Random Delay"
-msgstr "إمالة عشوائية:"
+msgstr "إمالة عشوائية"
#: scene/animation/animation_blend_tree.cpp
#, fuzzy
msgid "Add Amount"
-msgstr "الكمية:"
+msgstr "الكمية"
#: scene/animation/animation_blend_tree.cpp
#, fuzzy
msgid "Blend Amount"
-msgstr "الكمية:"
+msgstr "الكمية"
#: scene/animation/animation_blend_tree.cpp
#, fuzzy
@@ -24123,7 +24137,7 @@ msgstr "أض٠منÙØ° أدخال"
#: scene/animation/animation_node_state_machine.cpp
#, fuzzy
msgid "Xfade Time"
-msgstr "وقت التلاشي X (ثواني):"
+msgstr "وقت التلاشي X (ثواني)"
#: scene/animation/animation_node_state_machine.cpp
#, fuzzy
@@ -24171,7 +24185,7 @@ msgstr "أضÙØ© نقطة الرسوم المتحركة"
#: scene/animation/animation_player.cpp
#, fuzzy
msgid "Playback Options"
-msgstr "إعدادات الص٠(Class):"
+msgstr "إعدادات الص٠(Class)"
#: scene/animation/animation_player.cpp
#, fuzzy
@@ -24214,7 +24228,7 @@ msgstr "العÙقدة الرئيسة لمÙشغل الرسومات المتحر
#: scene/animation/animation_tree.cpp
#, fuzzy
msgid "Tree Root"
-msgstr "إنشاء العÙقدة الرئيسة (الجذر):"
+msgstr "إنشاء العÙقدة الرئيسة (الجذر)"
#: scene/animation/animation_tree.cpp
#, fuzzy
@@ -24475,12 +24489,12 @@ msgstr "الاتجاهات"
#: scene/gui/control.cpp scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Min Size"
-msgstr "حجم الخطوط:"
+msgstr "حجم الخطوط"
#: scene/gui/control.cpp
#, fuzzy
msgid "Pivot Offset"
-msgstr "مقدار إزاحة الشبكة:"
+msgstr "مقدار إزاحة الشبكة"
#: scene/gui/control.cpp
#, fuzzy
@@ -24533,7 +24547,7 @@ msgstr ""
#: scene/gui/control.cpp
#, fuzzy
msgid "Default Cursor Shape"
-msgstr "تحميل نسق المسار الإÙتراضي."
+msgstr "تحميل نسق المسار الإÙتراضي"
#: scene/gui/control.cpp
msgid "Pass On Modal Close Click"
@@ -24591,12 +24605,12 @@ msgstr "قطع الاتصال"
#: scene/gui/graph_edit.cpp
#, fuzzy
msgid "Scroll Offset"
-msgstr "مقدار إزاحة الشبكة:"
+msgstr "مقدار إزاحة الشبكة"
#: scene/gui/graph_edit.cpp
#, fuzzy
msgid "Snap Distance"
-msgstr "اختر المساÙØ©:"
+msgstr "اختر المساÙØ©"
#: scene/gui/graph_edit.cpp
#, fuzzy
@@ -24696,7 +24710,7 @@ msgstr ""
#: scene/gui/item_list.cpp
#, fuzzy
msgid "Icon Scale"
-msgstr "حجم عشوائي:"
+msgstr "حجم عشوائي"
#: scene/gui/item_list.cpp
#, fuzzy
@@ -24711,7 +24725,7 @@ msgstr "ألحق"
#: scene/gui/label.cpp scene/gui/rich_text_label.cpp
#, fuzzy
msgid "Visible Characters"
-msgstr "الأحر٠الصالحة:"
+msgstr "الأحر٠الصالحة"
#: scene/gui/label.cpp scene/gui/rich_text_label.cpp
#, fuzzy
@@ -24737,7 +24751,7 @@ msgstr ""
#: scene/gui/line_edit.cpp
#, fuzzy
msgid "Secret Character"
-msgstr "الأحر٠الصالحة:"
+msgstr "الأحر٠الصالحة"
#: scene/gui/line_edit.cpp
msgid "Expand To Text Length"
@@ -24803,7 +24817,7 @@ msgstr ""
#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp
#, fuzzy
msgid "Blink Speed"
-msgstr "السرعة:"
+msgstr "السرعة"
#: scene/gui/link_button.cpp
msgid "Underline"
@@ -24887,7 +24901,7 @@ msgstr "بحث"
#: scene/gui/progress_bar.cpp
#, fuzzy
msgid "Percent"
-msgstr "الحالي:"
+msgstr "الحالي"
#: scene/gui/range.cpp
msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0."
@@ -24948,7 +24962,7 @@ msgstr "مساÙØ© بادئة تلقائية"
#: scene/gui/rich_text_effect.cpp
#, fuzzy
msgid "Elapsed Time"
-msgstr "أوقات الدمج:"
+msgstr "أوقات الدمج"
#: scene/gui/rich_text_effect.cpp
#, fuzzy
@@ -24958,7 +24972,7 @@ msgstr "النهاية"
#: scene/gui/rich_text_effect.cpp
#, fuzzy
msgid "Character"
-msgstr "الأحر٠الصالحة:"
+msgstr "الأحر٠الصالحة"
#: scene/gui/rich_text_label.cpp
msgid "BBCode"
@@ -24971,7 +24985,7 @@ msgstr ""
#: scene/gui/rich_text_label.cpp
#, fuzzy
msgid "Tab Size"
-msgstr "الحجم:"
+msgstr "الحجم"
#: scene/gui/rich_text_label.cpp
#, fuzzy
@@ -24994,7 +25008,7 @@ msgstr "المحدد Ùقط"
#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp
#, fuzzy
msgid "Override Selected Font Color"
-msgstr "عدل على الحساب الحالي:"
+msgstr "عدل على الحساب الحالي"
#: scene/gui/rich_text_label.cpp
#, fuzzy
@@ -25024,7 +25038,7 @@ msgstr "تزويد السطح"
#: scene/gui/scroll_container.cpp
#, fuzzy
msgid "Horizontal Enabled"
-msgstr "عَرضياً:"
+msgstr "عَرضياً"
#: scene/gui/scroll_container.cpp
#, fuzzy
@@ -25047,22 +25061,22 @@ msgstr "اختر لوناً"
#: scene/gui/slider.cpp
#, fuzzy
msgid "Ticks On Borders"
-msgstr "إعادة تسمية مجلد:"
+msgstr "إعادة تسمية مجلد"
#: scene/gui/spin_box.cpp
#, fuzzy
msgid "Prefix"
-msgstr "بادئة:"
+msgstr "بادئة"
#: scene/gui/spin_box.cpp
#, fuzzy
msgid "Suffix"
-msgstr "لاحقة:"
+msgstr "لاحقة"
#: scene/gui/split_container.cpp
#, fuzzy
msgid "Split Offset"
-msgstr "مقدار إزاحة الشبكة:"
+msgstr "مقدار إزاحة الشبكة"
#: scene/gui/split_container.cpp scene/gui/tree.cpp
#, fuzzy
@@ -25081,7 +25095,7 @@ msgstr ""
#: scene/gui/tab_container.cpp scene/gui/tabs.cpp
#, fuzzy
msgid "Current Tab"
-msgstr "الحالي:"
+msgstr "الحالي"
#: scene/gui/tab_container.cpp
#, fuzzy
@@ -25095,7 +25109,7 @@ msgstr ""
#: scene/gui/tab_container.cpp scene/gui/tabs.cpp
#, fuzzy
msgid "Drag To Rearrange Enabled"
-msgstr "إسحب وأسقط لإعادة الترتيب."
+msgstr "إسحب وأسقط لإعادة الترتيب"
#: scene/gui/tab_container.cpp
msgid "Use Hidden Tabs For Min Size"
@@ -25126,7 +25140,7 @@ msgstr "تخطي نقاط التكسّر"
#: scene/gui/text_edit.cpp
#, fuzzy
msgid "Fold Gutter"
-msgstr "مجلد:"
+msgstr "مجلد"
#: scene/gui/text_edit.cpp
#, fuzzy
@@ -25146,17 +25160,17 @@ msgstr "تÙعيل"
#: scene/gui/text_edit.cpp
#, fuzzy
msgid "Scroll Vertical"
-msgstr "شاقولياً:"
+msgstr "شاقولياً"
#: scene/gui/text_edit.cpp
#, fuzzy
msgid "Scroll Horizontal"
-msgstr "عَرضياً:"
+msgstr "عَرضياً"
#: scene/gui/text_edit.cpp
#, fuzzy
msgid "Draw"
-msgstr "استدعاءات الرسم:"
+msgstr "استدعاءات الرسم"
#: scene/gui/text_edit.cpp
#, fuzzy
@@ -25216,7 +25230,7 @@ msgstr ""
#: scene/gui/texture_progress.cpp
#, fuzzy
msgid "Fill Mode"
-msgstr "وضع التشغيل:"
+msgstr "وضع التشغيل"
#: scene/gui/texture_progress.cpp scene/resources/material.cpp
msgid "Tint"
@@ -25234,7 +25248,7 @@ msgstr "الشروع"
#: scene/gui/texture_progress.cpp
#, fuzzy
msgid "Fill Degrees"
-msgstr "ÙŠÙدير %s من الدرجات."
+msgstr "ÙŠÙدير %s من الدرجات"
#: scene/gui/texture_progress.cpp scene/resources/primitive_meshes.cpp
#, fuzzy
@@ -25287,7 +25301,7 @@ msgstr "زر معطّل"
#: scene/gui/tree.cpp
#, fuzzy
msgid "Hide Root"
-msgstr "إنشاء العÙقدة الرئيسة (الجذر):"
+msgstr "إنشاء العÙقدة الرئيسة (الجذر)"
#: scene/gui/tree.cpp
msgid "Drop Mode Flags"
@@ -25342,7 +25356,7 @@ msgstr ""
#: scene/main/http_request.cpp
#, fuzzy
msgid "Timeout"
-msgstr "انتهت المهلة."
+msgstr "انتهت المهلة"
#: scene/main/node.cpp
msgid ""
@@ -25387,17 +25401,17 @@ msgstr "إعادة التسمية"
#: scene/main/node.cpp
#, fuzzy
msgid "Owner"
-msgstr "ملاك:"
+msgstr "ملاك"
#: scene/main/node.cpp scene/main/scene_tree.cpp
#, fuzzy
msgid "Multiplayer"
-msgstr "تحديد التكرار:"
+msgstr "تحديد التكرار"
#: scene/main/node.cpp
#, fuzzy
msgid "Custom Multiplayer"
-msgstr "تحديد التكرار:"
+msgstr "تحديد التكرار"
#: scene/main/node.cpp
msgid "Process Priority"
@@ -25434,7 +25448,7 @@ msgstr ""
#: scene/main/scene_tree.cpp
#, fuzzy
msgid "Multiplayer Poll"
-msgstr "تحديد التكرار:"
+msgstr "تحديد التكرار"
#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp
#: scene/resources/shape_2d.cpp
@@ -25470,12 +25484,12 @@ msgstr "أنشئ الحد"
#: scene/main/scene_tree.cpp servers/visual_server.cpp
msgid "Reflections"
-msgstr "الانعكاسات"
+msgstr "انعكاسات"
#: scene/main/scene_tree.cpp
#, fuzzy
msgid "Atlas Size"
-msgstr "حجم الخطوط:"
+msgstr "حجم الخطوط"
#: scene/main/scene_tree.cpp
msgid "Atlas Subdiv"
@@ -25530,7 +25544,7 @@ msgstr ""
#: scene/main/timer.cpp
#, fuzzy
msgid "Autostart"
-msgstr "إعادة تشغيل تلقائية:"
+msgstr "إعادة تشغيل تلقائية"
#: scene/main/viewport.cpp
#, fuzzy
@@ -25615,7 +25629,7 @@ msgstr "تصحيح الأخطاء"
#: scene/main/viewport.cpp
#, fuzzy
msgid "Render Target"
-msgstr "Ù…Ùحرك الإخراج البصري:"
+msgstr "Ù…Ùحرك الإخراج البصري"
#: scene/main/viewport.cpp
msgid "V Flip"
@@ -25736,7 +25750,7 @@ msgstr ""
#: scene/resources/concave_polygon_shape_2d.cpp
#, fuzzy
msgid "Segments"
-msgstr "معاملات المشهد الرئيس:"
+msgstr "معاملات المشهد الرئيس"
#: scene/resources/curve.cpp
#, fuzzy
@@ -25779,7 +25793,7 @@ msgstr "القص Clip Ù…Ùعطّل"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
msgid "H Separation"
-msgstr "التباعÙدات:"
+msgstr "التباعÙدات"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -25849,7 +25863,7 @@ msgstr "عنصر معطّل"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
msgid "Off"
-msgstr "المÙعادل:"
+msgstr "المÙعادل"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -25869,12 +25883,12 @@ msgstr "الاجبار على التعديل الابيض"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
msgid "Shadow Offset X"
-msgstr "معادل الشبكة على المحور الأÙقي X:"
+msgstr "معادل الشبكة على المحور الأÙقي X"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
msgid "Shadow Offset Y"
-msgstr "معادل الشبكة على المحور Y:"
+msgstr "معادل الشبكة على المحور Y"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -25934,12 +25948,12 @@ msgstr "المشهد الرئيس"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
msgid "Folded"
-msgstr "مجلد:"
+msgstr "مجلد"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
msgid "Fold"
-msgstr "مجلد:"
+msgstr "مجلد"
#: scene/resources/default_theme/default_theme.cpp
msgid "Font Color Readonly"
@@ -26060,12 +26074,12 @@ msgstr "الاتجاهات"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
msgid "Close H Offset"
-msgstr "مقدار إزاحة الشبكة:"
+msgstr "مقدار إزاحة الشبكة"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
msgid "Close V Offset"
-msgstr "مقدار إزاحة الشبكة:"
+msgstr "مقدار إزاحة الشبكة"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -26095,7 +26109,7 @@ msgstr "Ùاصل Ù…Ùسمّى"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
msgid "Font Separator"
-msgstr "Ù…Ùشغّل اللون."
+msgstr "Ù…Ùشغّل اللون"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -26105,12 +26119,12 @@ msgstr "إعادة تسمية عنصر اللون"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
msgid "Font Color Separator"
-msgstr "Ù…Ùشغّل اللون."
+msgstr "Ù…Ùشغّل اللون"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
msgid "V Separation"
-msgstr "التباعÙدات:"
+msgstr "التباعÙدات"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -26155,17 +26169,17 @@ msgstr "الألوان"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
msgid "Title Offset"
-msgstr "مقدار إزاحة الشبكة:"
+msgstr "مقدار إزاحة الشبكة"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
msgid "Close Offset"
-msgstr "مقدار إزاحة الشبكة:"
+msgstr "مقدار إزاحة الشبكة"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
msgid "Port Offset"
-msgstr "مقدار إزاحة الشبكة:"
+msgstr "مقدار إزاحة الشبكة"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -26277,12 +26291,12 @@ msgstr "أظهر الموجهات"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
msgid "Scroll Border"
-msgstr "شاقولياً:"
+msgstr "شاقولياً"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
msgid "Scroll Speed"
-msgstr "مقدار إزاحة الشبكة:"
+msgstr "مقدار إزاحة الشبكة"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -26292,7 +26306,7 @@ msgstr "تحديد الهامش"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
msgid "Line Separation"
-msgstr "التباعÙدات:"
+msgstr "التباعÙدات"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -26354,7 +26368,7 @@ msgstr "الهدÙ"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
msgid "Folder"
-msgstr "مجلد:"
+msgstr "مجلد"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -26394,7 +26408,7 @@ msgstr "بالعرض يساراً"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
msgid "Screen Picker"
-msgstr "Ù…Ùشغل الشاشة."
+msgstr "Ù…Ùشغل الشاشة"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -26457,12 +26471,12 @@ msgstr "المشهد الرئيس"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
msgid "Table H Separation"
-msgstr "التباعÙدات:"
+msgstr "التباعÙدات"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
msgid "Table V Separation"
-msgstr "التباعÙدات:"
+msgstr "التباعÙدات"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -26557,7 +26571,7 @@ msgstr "مسار التركيز"
#: scene/resources/dynamic_font.cpp
#, fuzzy
msgid "Outline Size"
-msgstr "حجم الخطوط:"
+msgstr "حجم الخطوط"
#: scene/resources/dynamic_font.cpp
#, fuzzy
@@ -26572,12 +26586,12 @@ msgstr "الإشارات"
#: scene/resources/dynamic_font.cpp
#, fuzzy
msgid "Extra Spacing"
-msgstr "خيارات إضاÙية:"
+msgstr "خيارات إضاÙية"
#: scene/resources/dynamic_font.cpp
#, fuzzy
msgid "Char"
-msgstr "الأحر٠الصالحة:"
+msgstr "الأحر٠الصالحة"
#: scene/resources/dynamic_font.cpp
#, fuzzy
@@ -26605,12 +26619,12 @@ msgstr "الوثائق الإلكترونية"
#: scene/resources/environment.cpp
#, fuzzy
msgid "Sky Rotation"
-msgstr "خطوة الدوران:"
+msgstr "خطوة الدوران"
#: scene/resources/environment.cpp
#, fuzzy
msgid "Sky Rotation Degrees"
-msgstr "ÙŠÙدير %s من الدرجات."
+msgstr "ÙŠÙدير %s من الدرجات"
#: scene/resources/environment.cpp
msgid "Canvas Max Layer"
@@ -26637,12 +26651,12 @@ msgstr ""
#: scene/resources/environment.cpp
#, fuzzy
msgid "Sun Color"
-msgstr "تخزين الملÙ:"
+msgstr "تخزين الملÙ"
#: scene/resources/environment.cpp
#, fuzzy
msgid "Sun Amount"
-msgstr "الكمية:"
+msgstr "الكمية"
#: scene/resources/environment.cpp
#, fuzzy
@@ -26733,12 +26747,12 @@ msgstr "الخطوة"
#: scene/resources/environment.cpp
#, fuzzy
msgid "Fade In"
-msgstr "تلاشي ÙÙŠ البداية (ثواني):"
+msgstr "تلاشي ÙÙŠ البداية (ثواني)"
#: scene/resources/environment.cpp
#, fuzzy
msgid "Fade Out"
-msgstr "تلاشي من النهاية (ثواني):"
+msgstr "تلاشي من النهاية (ثواني)"
#: scene/resources/environment.cpp
#, fuzzy
@@ -26756,7 +26770,7 @@ msgstr ""
#: scene/resources/environment.cpp
#, fuzzy
msgid "Radius 2"
-msgstr "نص٠القطر:"
+msgstr "نص٠القطر"
#: scene/resources/environment.cpp
msgid "Intensity 2"
@@ -26787,7 +26801,7 @@ msgstr ""
#: scene/resources/environment.cpp scene/resources/material.cpp
#, fuzzy
msgid "Distance"
-msgstr "اختر المساÙØ©:"
+msgstr "اختر المساÙØ©"
#: scene/resources/environment.cpp
msgid "Transition"
@@ -26871,17 +26885,17 @@ msgstr "ضوء"
#: scene/resources/environment.cpp
#, fuzzy
msgid "Saturation"
-msgstr "التباعÙدات:"
+msgstr "التباعÙدات"
#: scene/resources/environment.cpp
#, fuzzy
msgid "Color Correction"
-msgstr "الوظيÙØ© البرمجية للون."
+msgstr "الوظيÙØ© البرمجية للون"
#: scene/resources/font.cpp
#, fuzzy
msgid "Ascent"
-msgstr "الحالي:"
+msgstr "الحالي"
#: scene/resources/font.cpp
#, fuzzy
@@ -26896,7 +26910,7 @@ msgstr "العمق"
#: scene/resources/gradient.cpp
#, fuzzy
msgid "Offsets"
-msgstr "المÙعادل:"
+msgstr "المÙعادل"
#: scene/resources/height_map_shape.cpp
msgid "Map Width"
@@ -26960,7 +26974,7 @@ msgstr "المساÙØ© البادئة يميناً"
#: scene/resources/material.cpp
#, fuzzy
msgid "Ensure Correct Normals"
-msgstr "أجهض التحول."
+msgstr "أجهض التحول"
#: scene/resources/material.cpp
msgid "Albedo Tex MSDF"
@@ -26982,7 +26996,7 @@ msgstr ""
#: scene/resources/material.cpp servers/visual_server.cpp
#, fuzzy
msgid "Parameters"
-msgstr "لقد تم تغيير المَعلم:"
+msgstr "لقد تم تغيير المَعلم"
#: scene/resources/material.cpp
#, fuzzy
@@ -27026,7 +27040,7 @@ msgstr ""
#: scene/resources/material.cpp
#, fuzzy
msgid "Grow Amount"
-msgstr "الكمية:"
+msgstr "الكمية"
#: scene/resources/material.cpp
msgid "Use Alpha Scissor"
@@ -27133,7 +27147,7 @@ msgstr "الإنتقال"
#: scene/resources/material.cpp
#, fuzzy
msgid "Refraction"
-msgstr "التباعÙدات:"
+msgstr "التباعÙدات"
#: scene/resources/material.cpp
msgid "Detail"
@@ -27198,12 +27212,12 @@ msgstr "محو التَحَوّل"
#: scene/resources/multimesh.cpp
#, fuzzy
msgid "Color Format"
-msgstr "Ù…Ùشغّل اللون."
+msgstr "Ù…Ùشغّل اللون"
#: scene/resources/multimesh.cpp
#, fuzzy
msgid "Transform Format"
-msgstr "أجهض التحول."
+msgstr "أجهض التحول"
#: scene/resources/multimesh.cpp
msgid "Custom Data Format"
@@ -27221,7 +27235,7 @@ msgstr ""
#: scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Sampling"
-msgstr "تحجيم:"
+msgstr "تحجيم"
#: scene/resources/navigation_mesh.cpp
#, fuzzy
@@ -27231,7 +27245,7 @@ msgstr "حدد نوع المتغير"
#: scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Parsed Geometry Type"
-msgstr "توزيع الأشكال الهندسية..."
+msgstr "توزيع الأشكال الهندسية"
#: scene/resources/navigation_mesh.cpp
msgid "Source Geometry Mode"
@@ -27249,7 +27263,7 @@ msgstr ""
#: scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Agents"
-msgstr "معاملات المشهد الرئيس:"
+msgstr "معاملات المشهد الرئيس"
#: scene/resources/navigation_mesh.cpp
msgid "Max Climb"
@@ -27290,7 +27304,7 @@ msgstr "أظهر الإÙتراضي"
#: scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Sample Distance"
-msgstr "اختر المساÙØ©:"
+msgstr "اختر المساÙØ©"
#: scene/resources/navigation_mesh.cpp
#, fuzzy
@@ -27317,7 +27331,7 @@ msgstr "توليد AABB"
#: scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Baking AABB Offset"
-msgstr "المÙعادل:"
+msgstr "المÙعادل"
#: scene/resources/occluder_shape.cpp
msgid "Spheres"
@@ -27362,7 +27376,7 @@ msgstr "Ù…Ùعدّل تباطؤ الرؤية الحÙرة"
#: scene/resources/particles_material.cpp
#, fuzzy
msgid "Point Texture"
-msgstr "نقاط الانبعاث:"
+msgstr "نقاط الانبعاث"
#: scene/resources/particles_material.cpp
msgid "Normal Texture"
@@ -27381,7 +27395,7 @@ msgstr "أض٠منÙØ° أدخال"
#: scene/resources/particles_material.cpp
#, fuzzy
msgid "Scale Random"
-msgstr "نسبة التكبير:"
+msgstr "نسبة التكبير"
#: scene/resources/particles_material.cpp
#, fuzzy
@@ -27399,7 +27413,7 @@ msgstr ""
#: scene/resources/plane_shape.cpp
#, fuzzy
msgid "Plane"
-msgstr "التبويت:"
+msgstr "التبويت"
#: scene/resources/primitive_meshes.cpp
#, fuzzy
@@ -27425,7 +27439,7 @@ msgstr ""
#: scene/resources/primitive_meshes.cpp
#, fuzzy
msgid "Top Radius"
-msgstr "نص٠القطر:"
+msgstr "نص٠القطر"
#: scene/resources/primitive_meshes.cpp
#, fuzzy
@@ -27476,7 +27490,7 @@ msgstr "العظام"
#: scene/resources/sky.cpp
#, fuzzy
msgid "Radiance Size"
-msgstr "حجم الخطوط:"
+msgstr "حجم الخطوط"
#: scene/resources/sky.cpp
msgid "Panorama"
@@ -27490,7 +27504,7 @@ msgstr "الطابق التالي"
#: scene/resources/sky.cpp
#, fuzzy
msgid "Horizon Color"
-msgstr "تخزين الملÙ:"
+msgstr "تخزين الملÙ"
#: scene/resources/sky.cpp
#, fuzzy
@@ -27601,7 +27615,7 @@ msgstr "التقاط"
#: scene/resources/texture.cpp
#, fuzzy
msgid "From"
-msgstr "وضع التشغيل:"
+msgstr "وضع التشغيل"
#: scene/resources/texture.cpp
#, fuzzy
@@ -27769,7 +27783,7 @@ msgstr "أختبار"
#: scene/resources/world.cpp scene/resources/world_2d.cpp
#, fuzzy
msgid "Default Edge Connection Margin"
-msgstr "تعديل الإتصال:"
+msgstr "تعديل الإتصال"
#: scene/resources/world_2d.cpp
msgid "Canvas"
@@ -27805,7 +27819,7 @@ msgstr "عنصر Ø®Ùيار"
#: servers/audio/audio_stream.cpp
#, fuzzy
msgid "Random Pitch"
-msgstr "إمالة عشوائية:"
+msgstr "إمالة عشوائية"
#: servers/audio/effects/audio_effect_capture.cpp
#: servers/audio/effects/audio_effect_spectrum_analyzer.cpp
@@ -27857,7 +27871,7 @@ msgstr ""
#: servers/audio/effects/audio_effect_panner.cpp
#, fuzzy
msgid "Pan"
-msgstr "التبويت:"
+msgstr "التبويت"
#: servers/audio/effects/audio_effect_compressor.cpp
#: servers/audio/effects/audio_effect_filter.cpp
@@ -27955,7 +27969,7 @@ msgstr ""
#: servers/audio/effects/audio_effect_spectrum_analyzer.cpp
#, fuzzy
msgid "FFT Size"
-msgstr "الحجم:"
+msgstr "الحجم"
#: servers/audio/effects/audio_effect_reverb.cpp
msgid "Predelay"
@@ -27985,7 +27999,7 @@ msgstr ""
#: servers/audio/effects/audio_effect_stereo_enhance.cpp
#, fuzzy
msgid "Time Pullout (ms)"
-msgstr "انتهت المهلة."
+msgstr "انتهت المهلة"
#: servers/audio/effects/audio_effect_stereo_enhance.cpp
msgid "Surround"
@@ -28053,7 +28067,7 @@ msgstr ""
#: servers/physics_2d/physics_2d_server_sw.cpp
#, fuzzy
msgid "BP Hash Table Size"
-msgstr "الحجم:"
+msgstr "الحجم"
#: servers/physics_2d/physics_2d_server_sw.cpp
msgid "Large Object Surface Threshold In Cells"
@@ -28179,7 +28193,7 @@ msgstr "لا يمكن تعديل الثوابت."
#: servers/visual/visual_server_scene.cpp
#, fuzzy
msgid "Spatial Partitioning"
-msgstr "تجزئة..."
+msgstr "تجزئة"
#: servers/visual_server.cpp
#, fuzzy
@@ -28369,7 +28383,7 @@ msgstr ""
#: servers/visual_server.cpp
#, fuzzy
msgid "Batching"
-msgstr "جاري البحث..."
+msgstr "جاري البحث"
#: servers/visual_server.cpp
msgid "Use Batching"
@@ -28399,7 +28413,7 @@ msgstr ""
#: servers/visual_server.cpp
#, fuzzy
msgid "Max Join Items"
-msgstr "إدارة العناصر..."
+msgstr "إدارة العناصر"
#: servers/visual_server.cpp
msgid "Batch Buffer Size"
diff --git a/editor/translations/az.po b/editor/translations/az.po
index d4ffe0665e..b6b36d99e5 100644
--- a/editor/translations/az.po
+++ b/editor/translations/az.po
@@ -12593,9 +12593,10 @@ msgstr "Yapışdır(Snap):"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr ""
@@ -13952,12 +13953,11 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
+msgid "Couldn't save project at '%s' (error %d)."
msgstr ""
#: editor/project_manager.cpp
@@ -22688,6 +22688,15 @@ msgstr "Maks. Xətti Xəta:"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Ä°nterpolasiya rejimi"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr ""
diff --git a/editor/translations/bg.po b/editor/translations/bg.po
index a6a8b72ea5..262a6825a6 100644
--- a/editor/translations/bg.po
+++ b/editor/translations/bg.po
@@ -17,13 +17,14 @@
# Ivan Gechev <ivan_banov@abv.bg>, 2022.
# BigHomieDripDrop <bartu.bali@gmail.com>, 2022.
# xaio <xaio666@gmail.com>, 2022.
+# Vosh <vosh4k@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: 2022-09-22 15:26+0000\n"
-"Last-Translator: xaio <xaio666@gmail.com>\n"
+"PO-Revision-Date: 2022-10-25 15:43+0000\n"
+"Last-Translator: Vosh <vosh4k@gmail.com>\n"
"Language-Team: Bulgarian <https://hosted.weblate.org/projects/godot-engine/"
"godot/bg/>\n"
"Language: bg\n"
@@ -31,7 +32,7 @@ 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 4.14.1\n"
+"X-Generator: Weblate 4.14.2-dev\n"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Tablet Driver"
@@ -437,19 +438,16 @@ msgid "Button Mask"
msgstr "Бутон"
#: core/os/input_event.cpp scene/2d/node_2d.cpp scene/gui/control.cpp
-#, fuzzy
msgid "Global Position"
-msgstr "Глобална конÑтанта"
+msgstr "Глобална позициÑ"
#: core/os/input_event.cpp
-#, fuzzy
msgid "Factor"
-msgstr "Вектор"
+msgstr "Фактор"
#: core/os/input_event.cpp
-#, fuzzy
msgid "Button Index"
-msgstr "Бутон"
+msgstr "Ð˜Ð½Ð´ÐµÐºÑ Ð½Ð° бутона"
#: core/os/input_event.cpp
msgid "Doubleclick"
@@ -485,9 +483,8 @@ msgid "Axis"
msgstr "ОÑ"
#: core/os/input_event.cpp
-#, fuzzy
msgid "Axis Value"
-msgstr "Закачане на ÑтойноÑтта"
+msgstr "СтойноÑÑ‚ на оÑта"
#: core/os/input_event.cpp modules/visual_script/visual_script_func_nodes.cpp
#, fuzzy
@@ -510,14 +507,12 @@ msgid "Delta"
msgstr "Делта"
#: core/os/input_event.cpp
-#, fuzzy
msgid "Channel"
-msgstr "ПромÑна на филтъра"
+msgstr "Канал"
#: core/os/input_event.cpp main/main.cpp
-#, fuzzy
msgid "Message"
-msgstr "Съобщение за подаването"
+msgstr "Съобщение"
#: core/os/input_event.cpp
#, fuzzy
@@ -527,9 +522,8 @@ msgstr "Скалиране"
#: core/os/input_event.cpp scene/2d/cpu_particles_2d.cpp
#: scene/2d/physics_body_2d.cpp scene/3d/cpu_particles.cpp
#: scene/3d/physics_body.cpp scene/resources/particles_material.cpp
-#, fuzzy
msgid "Velocity"
-msgstr "Орбитален изглед отдÑÑно"
+msgstr "СкороÑÑ‚"
#: core/os/input_event.cpp
msgid "Instrument"
@@ -547,14 +541,12 @@ msgstr "СтойноÑÑ‚ на контролер"
#: core/project_settings.cpp editor/editor_node.cpp main/main.cpp
#: platform/iphone/export/export.cpp platform/osx/export/export.cpp
#: platform/windows/export/export.cpp
-#, fuzzy
msgid "Application"
-msgstr "ДейÑтвие"
+msgstr "Приложение"
#: core/project_settings.cpp main/main.cpp
-#, fuzzy
msgid "Config"
-msgstr "ÐаÑтройване на прилепването"
+msgstr "КонфигурациÑ"
#: core/project_settings.cpp
#, fuzzy
@@ -617,9 +609,8 @@ msgstr "Име на перÑонална потребителÑка катего
#: 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 "Показване на вÑичко"
+msgstr "Покажи"
#: core/project_settings.cpp main/main.cpp modules/csg/csg_shape.cpp
#: modules/opensimplex/noise_texture.cpp scene/2d/line_2d.cpp
@@ -669,9 +660,8 @@ msgid "Main Run Args"
msgstr ""
#: core/project_settings.cpp
-#, fuzzy
msgid "Scene Naming"
-msgstr "Път на Ñцената:"
+msgstr "Ðаименование на Ñцена"
#: core/project_settings.cpp
msgid "Search In File Extensions"
@@ -682,9 +672,8 @@ msgid "Script Templates Search Path"
msgstr "Път за Ñ‚ÑŠÑ€Ñене на Ñкриптови шаблони"
#: core/project_settings.cpp
-#, fuzzy
msgid "Version Control Autoload On Startup"
-msgstr "Контрол на верÑиите"
+msgstr "Стартирай контрол на верÑиите при Ñтартиране"
#: core/project_settings.cpp
#, fuzzy
@@ -1053,7 +1042,7 @@ msgstr "Скалиране"
#: drivers/gles3/rasterizer_scene_gles3.cpp
msgid "Follow Surface"
-msgstr ""
+msgstr "Следвай повърхноÑÑ‚"
#: drivers/gles3/rasterizer_scene_gles3.cpp
msgid "Weight Samples"
@@ -1143,9 +1132,8 @@ msgstr "ПромÑна на повикана Ñ„ÑƒÐ½ÐºÑ†Ð¸Ñ (ÐнимациÑ)"
#: 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 "ДобавÑне на кадър"
+msgstr "Кадър"
#: editor/animation_track_editor.cpp editor/editor_profiler.cpp
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
@@ -1156,9 +1144,8 @@ msgstr "Време"
#: editor/animation_track_editor.cpp editor/import/resource_importer_scene.cpp
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Location"
-msgstr "Стъпка при завъртане:"
+msgstr "МеÑтоположение"
#: editor/animation_track_editor.cpp modules/gltf/gltf_node.cpp
#: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp
@@ -1339,19 +1326,16 @@ msgid "Remove this track."
msgstr "Премахване на тази пътечка."
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Time (s):"
-msgstr "Време (Ñек): "
+msgstr "Време (Ñек):"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Position:"
-msgstr "Създаване на функциÑ"
+msgstr "ПозициÑ:"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Rotation:"
-msgstr "Стъпка при завъртане:"
+msgstr "Завъртане:"
#: editor/animation_track_editor.cpp
#: editor/plugins/animation_tree_player_editor_plugin.cpp
@@ -1646,7 +1630,7 @@ msgstr ""
#: editor/animation_track_editor.cpp
#: modules/visual_script/visual_script_editor.cpp
msgid "Clipboard is empty!"
-msgstr ""
+msgstr "Клипбордът е празен!"
#: editor/animation_track_editor.cpp
msgid "Paste Tracks"
@@ -12795,9 +12779,10 @@ msgstr "ÐаÑтройки за прилепването"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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 "ОтмеÑтване:"
@@ -14158,16 +14143,17 @@ msgid "Invalid project path (changed anything?)."
msgstr "Ðеправилен път до проекта (ПроменÑли ли Ñте нещо?)."
#: editor/project_manager.cpp
+#, fuzzy
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
"Файлът „project.godot“ не може да бъде зареден от Ð¿ÑŠÑ‚Ñ Ð½Ð° проекта (грешка "
"%d). Възможно е той да липÑва или да е повреден."
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr ""
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "Ðе може да бъде отворен проектът в „%s“."
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -23350,6 +23336,15 @@ msgstr "Грешка от %s"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Сортиране"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Geometry"
diff --git a/editor/translations/bn.po b/editor/translations/bn.po
index f32a090f27..df79cd5d84 100644
--- a/editor/translations/bn.po
+++ b/editor/translations/bn.po
@@ -13807,9 +13807,10 @@ msgstr "অà§à¦¯à¦¾à¦¨à¦¿à¦®à§‡à¦¶à¦¨à§‡à¦° সিদà§à¦§à¦¾à¦¨à§à¦¤à¦¸à¦®à§
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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 "অফসেট/ভারসামà§à¦¯:"
@@ -15277,14 +15278,13 @@ msgstr "অকারà§à¦¯à¦•à¦° পà§à¦°à¦•à¦²à§à¦ªà§‡à¦° পথ (কোনà§
#: editor/project_manager.cpp
#, fuzzy
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr "পà§à¦°à¦•à¦²à§à¦ªà§‡à¦° পথে engine.cfg তৈরি করা সমà§à¦­à¦¬ হয়নি।"
#: editor/project_manager.cpp
#, fuzzy
-msgid "Couldn't edit project.godot in project path."
-msgstr "পà§à¦°à¦•à¦²à§à¦ªà§‡à¦° পথে engine.cfg তৈরি করা সমà§à¦­à¦¬ হয়নি।"
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "সংযোগ..."
#: editor/project_manager.cpp
#, fuzzy
@@ -24888,6 +24888,15 @@ msgstr "সমসà§à¦¯à¦¾/ভà§à¦²"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "সাজান:"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Geometry"
diff --git a/editor/translations/br.po b/editor/translations/br.po
index 7b92059104..0cfc29b4d1 100644
--- a/editor/translations/br.po
+++ b/editor/translations/br.po
@@ -12459,9 +12459,10 @@ msgstr "Tro Fiñvskeudenn"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr ""
@@ -13803,12 +13804,11 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
+msgid "Couldn't save project at '%s' (error %d)."
msgstr ""
#: editor/project_manager.cpp
@@ -22459,6 +22459,15 @@ msgstr "Melezour"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Mod Interpoladur"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr ""
diff --git a/editor/translations/ca.po b/editor/translations/ca.po
index b08b3be823..d3ced0a876 100644
--- a/editor/translations/ca.po
+++ b/editor/translations/ca.po
@@ -13232,9 +13232,10 @@ msgstr "Opcions d'Ajustament"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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 "òfset:"
@@ -14752,16 +14753,17 @@ msgid "Invalid project path (changed anything?)."
msgstr "El Camí del Projecte no és vàlid (S'ha produit algun canvi?)."
#: editor/project_manager.cpp
+#, fuzzy
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
"No es pot carregar el fitxer 'project.godot' en el camí del projecte (error "
"%d). Pot ser que falti o que estigui malmès."
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr "No es pot editar el fitxer 'project.godot' en el camí del projecte."
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "No es pot obrir el projecte a '%s'."
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -24377,6 +24379,15 @@ msgstr "Error"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Ordena"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Geometry"
diff --git a/editor/translations/cs.po b/editor/translations/cs.po
index 01c28b207e..173d38c85c 100644
--- a/editor/translations/cs.po
+++ b/editor/translations/cs.po
@@ -32,13 +32,14 @@
# JoeMoos <josephmoose13@gmail.com>, 2022.
# Mirinek <mirek.nozicka77@gmail.com>, 2022.
# Lubomír Baloun <lubosbaloun@gmail.com>, 2022.
+# Ondřej Pavelka <flamekick97@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: 2022-09-19 05:22+0000\n"
-"Last-Translator: Lubomír Baloun <lubosbaloun@gmail.com>\n"
+"PO-Revision-Date: 2022-12-12 09:46+0000\n"
+"Last-Translator: Ondřej Pavelka <flamekick97@gmail.com>\n"
"Language-Team: Czech <https://hosted.weblate.org/projects/godot-engine/godot/"
"cs/>\n"
"Language: cs\n"
@@ -46,11 +47,11 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=3; plural=(n==1) ? 0 : (n>=2 && n<=4) ? 1 : 2;\n"
-"X-Generator: Weblate 4.14.1\n"
+"X-Generator: Weblate 4.15-dev\n"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Tablet Driver"
-msgstr "OvladaÄ Grafického Tabletu"
+msgstr "OvladaÄe grafického tabletu"
#: core/bind/core_bind.cpp
msgid "Clipboard"
@@ -65,9 +66,8 @@ msgid "Exit Code"
msgstr "Kód pro ukonÄení (exit code)"
#: core/bind/core_bind.cpp
-#, fuzzy
msgid "V-Sync Enabled"
-msgstr "V-Sync Zapnutý"
+msgstr "V-Sync zapnutý"
#: core/bind/core_bind.cpp main/main.cpp
msgid "V-Sync Via Compositor"
@@ -93,22 +93,20 @@ msgstr "Nechat ladící program otevřený"
#: core/bind/core_bind.cpp
msgid "Min Window Size"
-msgstr "Minimální Velikost Okna"
+msgstr "Minimální velikost okna"
#: core/bind/core_bind.cpp
msgid "Max Window Size"
-msgstr "Maximální Velikost Okna"
+msgstr "Maximální velikost okna"
#: core/bind/core_bind.cpp
-#, fuzzy
msgid "Screen Orientation"
-msgstr "Operátor screen."
+msgstr "Orientace obrazovky"
#: core/bind/core_bind.cpp core/project_settings.cpp main/main.cpp
#: platform/uwp/os_uwp.cpp
-#, fuzzy
msgid "Window"
-msgstr "Nové okno"
+msgstr "Okno"
#: core/bind/core_bind.cpp core/project_settings.cpp
#, fuzzy
@@ -127,7 +125,7 @@ msgstr "Přepnout celou obrazovku"
#: core/bind/core_bind.cpp
msgid "Maximized"
-msgstr ""
+msgstr "Maximalizováno"
#: core/bind/core_bind.cpp
#, fuzzy
@@ -224,7 +222,7 @@ msgstr "Paměť"
#: modules/webrtc/webrtc_data_channel.h modules/websocket/websocket_macros.h
#: servers/visual_server.cpp
msgid "Limits"
-msgstr ""
+msgstr "Limity"
#: core/command_queue_mt.cpp
#, fuzzy
@@ -284,9 +282,8 @@ msgid "Read Chunk Size"
msgstr ""
#: core/io/marshalls.cpp
-#, fuzzy
msgid "Object ID"
-msgstr "Kreslené objekty:"
+msgstr "ID Objektu"
#: core/io/multiplayer_api.cpp core/io/packet_peer.cpp
#, fuzzy
@@ -407,7 +404,7 @@ msgstr "Status"
#: core/message_queue.cpp
msgid "Message Queue"
-msgstr ""
+msgstr "Fronta zpráv"
#: core/message_queue.cpp
msgid "Max Size (KB)"
@@ -445,7 +442,7 @@ msgstr "Správa verzí"
#: core/os/input_event.cpp
msgid "Meta"
-msgstr ""
+msgstr "Meta"
#: core/os/input_event.cpp
#, fuzzy
@@ -519,7 +516,7 @@ msgstr "Profil"
#: core/os/input_event.cpp
msgid "Pen Inverted"
-msgstr ""
+msgstr "Tužka invertována"
#: core/os/input_event.cpp
#, fuzzy
@@ -589,7 +586,7 @@ msgstr "Inicializovat"
#: core/os/input_event.cpp
msgid "Instrument"
-msgstr ""
+msgstr "Nástroj"
#: core/os/input_event.cpp
#, fuzzy
@@ -663,8 +660,9 @@ msgid "Use Hidden Project Data Directory"
msgstr ""
#: core/project_settings.cpp
+#, fuzzy
msgid "Use Custom User Dir"
-msgstr ""
+msgstr "Použít vlastní uživatelské dir"
#: core/project_settings.cpp
msgid "Custom User Dir Name"
@@ -1054,8 +1052,9 @@ msgstr "Vyrovnávací Paměti"
#: drivers/gles2/rasterizer_canvas_base_gles2.cpp
#: drivers/gles3/rasterizer_canvas_base_gles3.cpp
+#, fuzzy
msgid "Canvas Polygon Buffer Size (KB)"
-msgstr ""
+msgstr "Velikost zásobníku polygonového plátna (v KB)"
#: drivers/gles2/rasterizer_canvas_base_gles2.cpp
#: drivers/gles3/rasterizer_canvas_base_gles3.cpp
@@ -1108,7 +1107,7 @@ msgstr ""
#: drivers/gles3/rasterizer_scene_gles3.cpp
msgid "Max Renderable Lights"
-msgstr ""
+msgstr "Maximální poÄet renderovatelných svÄ›tel"
#: drivers/gles3/rasterizer_scene_gles3.cpp
#, fuzzy
@@ -1116,8 +1115,9 @@ msgid "Max Renderable Reflections"
msgstr "Vycentrovat výběr"
#: drivers/gles3/rasterizer_scene_gles3.cpp
+#, fuzzy
msgid "Max Lights Per Object"
-msgstr ""
+msgstr "Maximální poÄet svÄ›tel na objekt"
#: drivers/gles3/rasterizer_scene_gles3.cpp
msgid "Subsurface Scattering"
@@ -1266,7 +1266,7 @@ msgstr "Množství:"
#: editor/animation_track_editor.cpp main/main.cpp
#: modules/mono/mono_gd/gd_mono.cpp
msgid "Args"
-msgstr ""
+msgstr "Argumenty"
#: editor/animation_track_editor.cpp editor/editor_settings.cpp
#: editor/script_editor_debugger.cpp modules/gltf/gltf_accessor.cpp
@@ -1289,8 +1289,9 @@ msgstr "Nastavit úchyt"
#: 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
+#, fuzzy
msgid "Stream"
-msgstr ""
+msgstr "Stream"
#: editor/animation_track_editor.cpp
#, fuzzy
@@ -1577,9 +1578,8 @@ msgstr "Odstranit stopu animace"
#: 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 "Editor"
+msgstr "Editory"
#: editor/animation_track_editor.cpp editor/editor_settings.cpp
#, fuzzy
@@ -2323,7 +2323,7 @@ msgstr "Otevřít"
#: editor/dependency_editor.cpp
msgid "Owners of: %s (Total: %d)"
-msgstr ""
+msgstr "Vlastníci: %s (Dohromady: %d)"
#: editor/dependency_editor.cpp
msgid ""
@@ -2884,8 +2884,9 @@ msgid "Choose"
msgstr "Vyberte"
#: editor/editor_export.cpp
+#, fuzzy
msgid "Project export for platform:"
-msgstr ""
+msgstr "Exportovat projekt pro platformu:"
#: editor/editor_export.cpp
#, fuzzy
@@ -3015,8 +3016,9 @@ msgid "Binary Format"
msgstr "Operátor barvy."
#: editor/editor_export.cpp
+#, fuzzy
msgid "64 Bits"
-msgstr ""
+msgstr "64 Bitů"
#: editor/editor_export.cpp
msgid "Embed PCK"
@@ -3029,19 +3031,19 @@ msgstr "Oblast textury"
#: 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"
@@ -3090,8 +3092,9 @@ msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB."
msgstr "Při 32-bitovým exportu vestavěné PCK nemůže být větší než 4 GiB."
#: editor/editor_export.cpp
+#, fuzzy
msgid "Convert Text Resources To Binary On Export"
-msgstr ""
+msgstr "Konvertovat textové zdroje do binárky při exportu"
#: editor/editor_feature_profile.cpp
msgid "3D Editor"
@@ -3414,8 +3417,9 @@ msgid "Show Hidden Files"
msgstr "Zobrazit skryté soubory"
#: editor/editor_file_dialog.cpp
+#, fuzzy
msgid "Disable Overwrite Warning"
-msgstr ""
+msgstr "Vypnout varování při přepsání"
#: editor/editor_file_dialog.cpp
msgid "Go Back"
@@ -3517,8 +3521,9 @@ msgid "(Re)Importing Assets"
msgstr "(Re)Importování assetů"
#: editor/editor_file_system.cpp
+#, fuzzy
msgid "Reimport Missing Imported Files"
-msgstr ""
+msgstr "Znovu importovat chybějící importované soubory"
#: editor/editor_help.cpp scene/2d/camera_2d.cpp scene/gui/control.cpp
#: scene/gui/nine_patch_rect.cpp scene/resources/dynamic_font.cpp
@@ -3620,9 +3625,8 @@ msgstr ""
#: editor/plugins/script_text_editor.cpp
#: modules/gdscript/editor/gdscript_highlighter.cpp
#: modules/gdscript/gdscript_editor.cpp
-#, fuzzy
msgid "Text Editor"
-msgstr "Otevřít editor"
+msgstr "Editor textu"
#: editor/editor_help.cpp editor/editor_node.cpp editor/editor_settings.cpp
#: editor/plugins/shader_editor_plugin.cpp
@@ -3631,7 +3635,7 @@ msgstr "Nápověda"
#: editor/editor_help.cpp
msgid "Sort Functions Alphabetically"
-msgstr ""
+msgstr "Třídit funkce abecedně"
#: editor/editor_help_search.cpp editor/editor_node.cpp
#: editor/plugins/script_editor_plugin.cpp
@@ -3751,10 +3755,12 @@ msgstr "(hodnota)"
msgid ""
"Pinning a value forces it to be saved even if it's equal to the default."
msgstr ""
+"Připnutí hodnoty vynutí její uložení, i když bude shodná s výchozí hodnotou."
#: editor/editor_inspector.cpp
+#, fuzzy
msgid "Pin value [Disabled because '%s' is editor-only]"
-msgstr ""
+msgstr "Připnout hodnotu [vypnuto jelikož '%s' je pouze v editoru]"
#: editor/editor_inspector.cpp
#: editor/plugins/gradient_texture_2d_editor_plugin.cpp
@@ -3771,11 +3777,11 @@ msgstr "Nastavit více:"
#: editor/editor_inspector.cpp
msgid "Pinned %s"
-msgstr ""
+msgstr "Připnuté %s"
#: editor/editor_inspector.cpp
msgid "Unpinned %s"
-msgstr ""
+msgstr "Nepřipnuté %s"
#: editor/editor_inspector.cpp
#, fuzzy
@@ -4415,80 +4421,73 @@ msgstr "%d více souborů"
msgid ""
"Unable to write to file '%s', file in use, locked or lacking permissions."
msgstr ""
+"Není možné zapisovat do souboru '%s', soubour je používán, uzamÄen nebo "
+"chybí oprávnění."
#: editor/editor_node.cpp editor/editor_settings.cpp editor/scene_tree_dock.cpp
#: servers/arvr/arvr_interface.cpp
-#, fuzzy
msgid "Interface"
-msgstr "Uživatelské rozhraní"
+msgstr "Rozhraní"
#: editor/editor_node.cpp editor/editor_settings.cpp
-#, fuzzy
msgid "Scene Tabs"
-msgstr "Přepnout záložku scény"
+msgstr "Karty scén"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Always Show Close Button"
-msgstr "Vždy zobrazit mřížku"
+msgstr "Vždy zobrazit tlaÄítko zavÅ™ení"
#: editor/editor_node.cpp editor/editor_settings.cpp
msgid "Resize If Many Tabs"
-msgstr ""
+msgstr "ZmÄ›nit velikost pÅ™i velkém poÄtu záložek"
#: editor/editor_node.cpp editor/editor_settings.cpp
msgid "Minimum Width"
-msgstr ""
+msgstr "Minimální šířka"
#: editor/editor_node.cpp editor/editor_settings.cpp
msgid "Output"
msgstr "Výstup"
#: editor/editor_node.cpp editor/editor_settings.cpp
-#, fuzzy
msgid "Always Clear Output On Play"
-msgstr "Vymazat výstup"
+msgstr "Vždy vymazat výstup při spuštění"
#: editor/editor_node.cpp editor/editor_settings.cpp
msgid "Always Open Output On Play"
-msgstr ""
+msgstr "Vždy otevřít výstup při spuštění"
#: editor/editor_node.cpp editor/editor_settings.cpp
msgid "Always Close Output On Stop"
-msgstr ""
+msgstr "Vždy zavřít výstup pÅ™i ukonÄení"
#: editor/editor_node.cpp
msgid "Save On Focus Loss"
msgstr ""
#: editor/editor_node.cpp editor/editor_settings.cpp
-#, fuzzy
msgid "Save Each Scene On Quit"
-msgstr "Uložit větev jako scénu"
+msgstr "Uložit všechny scény při vypnutí"
#: editor/editor_node.cpp editor/editor_settings.cpp
-#, fuzzy
msgid "Quit Confirmation"
-msgstr "Zobrazit informace"
+msgstr "Potvrzení při vypnutí"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Show Update Spinner"
-msgstr "Schovat aktualizaÄní koleÄko"
+msgstr "Zobrazit aktualizaÄní koleÄko"
#: editor/editor_node.cpp
msgid "Update Continuously"
msgstr "Aktualizovat průběžně"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Update Vital Only"
-msgstr "Změny materiálu:"
+msgstr "Aktualizovat pouze důležité"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Localize Settings"
-msgstr "Lokalizace"
+msgstr "LokalizaÄní nastavení"
#: editor/editor_node.cpp
#, fuzzy
@@ -4497,7 +4496,7 @@ msgstr "Uzel TimeSeek"
#: editor/editor_node.cpp editor/editor_settings.cpp
msgid "Show Thumbnail On Hover"
-msgstr ""
+msgstr "Zobrazit náhled při překrytí"
#: editor/editor_node.cpp editor/editor_settings.cpp
msgid "Inspector"
@@ -5399,69 +5398,64 @@ msgid "Did you forget the '_run' method?"
msgstr "Nezapoměl jste metodu '_run'?"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Editor Language"
-msgstr "Rozložení editoru"
+msgstr "Jazyk editoru"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Display Scale"
-msgstr "Zobrazit všechny"
+msgstr "Škálování zobrazení"
#: editor/editor_settings.cpp
msgid "Custom Display Scale"
-msgstr ""
+msgstr "Vlastní škálování zobrazení"
#: editor/editor_settings.cpp
msgid "Main Font Size"
-msgstr ""
+msgstr "Velikost písma editoru"
#: editor/editor_settings.cpp
msgid "Code Font Size"
-msgstr ""
+msgstr "Velikost písma kódu"
#: editor/editor_settings.cpp
msgid "Font Antialiased"
-msgstr ""
+msgstr "Vyhlazování písma"
#: editor/editor_settings.cpp
msgid "Font Hinting"
-msgstr ""
+msgstr "Hinting písma"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Main Font"
-msgstr "Hlavní scéna"
+msgstr "Font editoru"
#: editor/editor_settings.cpp
msgid "Main Font Bold"
-msgstr ""
+msgstr "TuÄný font editoru"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Code Font"
-msgstr "Přidat bod uzlu"
+msgstr "Font kódu"
#: editor/editor_settings.cpp
msgid "Dim Editor On Dialog Popup"
-msgstr ""
+msgstr "Ztmavit editor při zobrazení dialogového okna"
#: editor/editor_settings.cpp main/main.cpp
msgid "Low Processor Mode Sleep (µsec)"
-msgstr ""
+msgstr "Režim spánku s nízkým využitím procesoru (µs)"
#: editor/editor_settings.cpp
msgid "Unfocused Low Processor Mode Sleep (µsec)"
-msgstr ""
+msgstr "Nezaměřený režim spánku s nízkým využitím procesoru (µs)"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Separate Distraction Mode"
-msgstr "Nerozptylující režitm"
+msgstr "Oddělit nerozptylující režim"
#: editor/editor_settings.cpp
msgid "Automatically Open Screenshots"
-msgstr ""
+msgstr "Automaticky otevřít snímky obrazovky"
#: editor/editor_settings.cpp
msgid "Max Array Dictionary Items Per Page"
@@ -5475,58 +5469,54 @@ msgstr "Téma"
#: editor/editor_settings.cpp editor/import_dock.cpp
msgid "Preset"
-msgstr "Profil"
+msgstr "Předvolba"
#: editor/editor_settings.cpp
msgid "Icon And Font Color"
-msgstr ""
+msgstr "Barva ikon a písma"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Base Color"
-msgstr "Barvy"
+msgstr "Základní barva"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Accent Color"
-msgstr "Vyberte barvu"
+msgstr "Barva zvýraznění"
#: editor/editor_settings.cpp scene/resources/environment.cpp
msgid "Contrast"
-msgstr ""
+msgstr "Kontrast"
#: editor/editor_settings.cpp
+#, fuzzy
msgid "Relationship Line Opacity"
-msgstr ""
+msgstr "Průhlednost linky relace"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Highlight Tabs"
-msgstr "Ukládám světelné mapy"
+msgstr "Zvýraznit karty"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Border Size"
-msgstr "HraniÄní pixely"
+msgstr "Velikost okrajů"
#: editor/editor_settings.cpp
+#, fuzzy
msgid "Use Graph Node Headers"
-msgstr ""
+msgstr "Použít uzly záhlaví grafů"
#: editor/editor_settings.cpp
#, fuzzy
msgid "Additional Spacing"
-msgstr "Opakování animace"
+msgstr "Přídavné mezerování"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Custom Theme"
-msgstr "Motiv editoru"
+msgstr "Vlastní téma"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Show Script Button"
-msgstr "Pravé tlaÄítko koleÄka"
+msgstr "Ukázat tlaÄítko skriptu"
#: editor/editor_settings.cpp
#, fuzzy
@@ -5539,9 +5529,8 @@ msgid "Autoscan Project Path"
msgstr "Cesta k projektu:"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Default Project Path"
-msgstr "Cesta k projektu:"
+msgstr "Výchozí cesta k projektu"
#: editor/editor_settings.cpp
#, fuzzy
@@ -5563,9 +5552,8 @@ msgid "File Dialog"
msgstr "XForm dialog"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Thumbnail Size"
-msgstr "Náhled..."
+msgstr "Velikost náhledu"
#: editor/editor_settings.cpp
msgid "Docks"
@@ -5578,83 +5566,73 @@ msgstr "Úpravy stromu scény"
#: editor/editor_settings.cpp
msgid "Start Create Dialog Fully Expanded"
-msgstr ""
+msgstr "Plně rozbalit dialog vytvoření při spuštění"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Always Show Folders"
-msgstr "Vždy zobrazit mřížku"
+msgstr "Vždy zobrazit složky"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Property Editor"
-msgstr "Editor skupin"
+msgstr "Editor oblasti"
#: editor/editor_settings.cpp
msgid "Auto Refresh Interval"
-msgstr ""
+msgstr "Automatický interval obnovení"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Subresource Hue Tint"
-msgstr "DílÄí zdroje"
+msgstr "Podzdroj odstínu"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Color Theme"
-msgstr "Motiv editoru"
+msgstr "Barevné téma"
#: editor/editor_settings.cpp scene/3d/label_3d.cpp
#: scene/resources/default_theme/default_theme.cpp
msgid "Line Spacing"
-msgstr ""
+msgstr "Řádkování"
#: editor/editor_settings.cpp editor/plugins/script_text_editor.cpp
#: modules/gdscript/editor/gdscript_highlighter.cpp
-#, fuzzy
msgid "Highlighting"
-msgstr "Přímé osvětlení"
+msgstr "Zvýrazňování"
#: editor/editor_settings.cpp scene/gui/text_edit.cpp
-#, fuzzy
msgid "Syntax Highlighting"
-msgstr "ZvýrazňovaÄ syntaxe"
+msgstr "Zvýrazňování syntaxe"
#: editor/editor_settings.cpp scene/gui/text_edit.cpp
msgid "Highlight All Occurrences"
-msgstr ""
+msgstr "Zvýraznit všechny výskyty"
#: editor/editor_settings.cpp scene/gui/text_edit.cpp
msgid "Highlight Current Line"
-msgstr ""
+msgstr "Zvýraznit aktuální řádek"
#: editor/editor_settings.cpp editor/plugins/script_text_editor.cpp
msgid "Highlight Type Safe Lines"
msgstr ""
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Indent"
-msgstr "Odsadit zleva"
+msgstr "Odsazení"
#: editor/editor_settings.cpp editor/plugins/script_text_editor.cpp
msgid "Auto Indent"
msgstr "Automatické odsazení"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Convert Indent On Save"
-msgstr "Převést odsazení na mezery"
+msgstr "Konvertovat odsazení při uložení"
#: editor/editor_settings.cpp scene/gui/text_edit.cpp
-#, fuzzy
msgid "Draw Tabs"
-msgstr "Vykreslovací volání:"
+msgstr "Vykreslit taby"
#: editor/editor_settings.cpp scene/gui/text_edit.cpp
-#, fuzzy
msgid "Draw Spaces"
-msgstr "Vykreslovací volání:"
+msgstr "Vykreslit mezery"
#: editor/editor_settings.cpp editor/plugins/spatial_editor_plugin.cpp
#: editor/plugins/tile_set_editor_plugin.cpp scene/2d/tile_map.cpp
@@ -5665,47 +5643,43 @@ msgstr "Navigace"
#: editor/editor_settings.cpp scene/gui/text_edit.cpp
msgid "Smooth Scrolling"
-msgstr ""
+msgstr "Plynulé posouvání"
#: editor/editor_settings.cpp scene/gui/text_edit.cpp
msgid "V Scroll Speed"
-msgstr ""
+msgstr "Vertikální rychlost posouvání"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Show Minimap"
-msgstr "Zobrazit poÄátek"
+msgstr "Zobrazit minimapu"
#: editor/editor_settings.cpp
msgid "Minimap Width"
-msgstr ""
+msgstr "Šířka minimapy"
#: editor/editor_settings.cpp
msgid "Mouse Extra Buttons Navigate History"
-msgstr ""
+msgstr "NavigaÄní historie extra tlaÄítek myÅ¡i"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Drag And Drop Selection"
-msgstr "GridMap Vyplnit výběr"
+msgstr "Výběr přetažením"
#: editor/editor_settings.cpp
msgid "Stay In Script Editor On Node Selected"
-msgstr ""
+msgstr "Zůstat v editoru skriptu při výběru uzlu"
#: editor/editor_settings.cpp
msgid "Appearance"
-msgstr ""
+msgstr "Vzhled"
#: editor/editor_settings.cpp scene/gui/text_edit.cpp
-#, fuzzy
msgid "Show Line Numbers"
-msgstr "Číslo řádku:"
+msgstr "Zobrazit Äísla řádků"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Line Numbers Zero Padded"
-msgstr "Číslo řádku:"
+msgstr "Vyplnit Äísla řádků nulami"
#: editor/editor_settings.cpp
msgid "Show Bookmark Gutter"
@@ -5722,32 +5696,31 @@ msgstr ""
#: editor/editor_settings.cpp
msgid "Code Folding"
-msgstr ""
+msgstr "Složení kódu"
#: editor/editor_settings.cpp
msgid "Word Wrap"
-msgstr ""
+msgstr "Zalamování"
#: editor/editor_settings.cpp
msgid "Show Line Length Guidelines"
-msgstr ""
+msgstr "Zobrazit vodící Äáry délky řádků"
#: editor/editor_settings.cpp
msgid "Line Length Guideline Soft Column"
-msgstr ""
+msgstr "MÄ›kký sloupec Äáry délky řádku"
#: editor/editor_settings.cpp
msgid "Line Length Guideline Hard Column"
-msgstr ""
+msgstr "Tvrdý sloupec Äáry délky řádku"
#: editor/editor_settings.cpp editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "Script List"
-msgstr "Editor skriptů"
+msgstr "Seznam skriptů"
#: editor/editor_settings.cpp
msgid "Show Members Overview"
-msgstr ""
+msgstr "Zobrazit pÅ™ehled Älenů"
#: editor/editor_settings.cpp editor/plugins/script_editor_plugin.cpp
#, fuzzy
@@ -5932,9 +5905,8 @@ msgid "Primary Grid Steps"
msgstr "Krok mřížky:"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Grid Size"
-msgstr "Krok mřížky:"
+msgstr "Velikost mřížky"
#: editor/editor_settings.cpp
msgid "Grid Division Level Max"
@@ -6192,9 +6164,8 @@ msgid "Onion Layers Future Color"
msgstr ""
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Visual Editors"
-msgstr "Editor skupin"
+msgstr "Vizuální editory"
#: editor/editor_settings.cpp
msgid "Minimap Opacity"
@@ -6279,76 +6250,70 @@ msgstr "Přejmenování složky:"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Symbol Color"
-msgstr ""
+msgstr "Barva znaků"
#: editor/editor_settings.cpp
msgid "Keyword Color"
-msgstr ""
+msgstr "Barva klíÄových slov"
#: editor/editor_settings.cpp
msgid "Control Flow Keyword Color"
msgstr ""
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Base Type Color"
-msgstr "Změnit základní typ"
+msgstr "Barva základního typu"
#: editor/editor_settings.cpp
msgid "Engine Type Color"
-msgstr ""
+msgstr "Barva typu enginu"
#: editor/editor_settings.cpp
msgid "User Type Color"
-msgstr ""
+msgstr "Barva typu uživatele"
#: editor/editor_settings.cpp
msgid "Comment Color"
-msgstr ""
+msgstr "Barva komentářů"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "String Color"
-msgstr "Ukládám soubor:"
+msgstr "Barva řetězců"
#: 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 "Neplatná barva pozadí."
+msgstr "Barva pozadí"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Completion Background Color"
-msgstr "Neplatná barva pozadí."
+msgstr "Barva výplně pozadí"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Completion Selected Color"
-msgstr "Importovat vybrané"
+msgstr "Barva výplně výběru"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
+#, fuzzy
msgid "Completion Existing Color"
-msgstr ""
+msgstr "Barva výběru existence"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Completion Scroll Color"
-msgstr ""
+msgstr "Barva výplně scrollu"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Completion Font Color"
-msgstr ""
+msgstr "Barva výplně fontu"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Text Color"
-msgstr "Další patro"
+msgstr "Barva textu"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Line Number Color"
-msgstr "Číslo řádku:"
+msgstr "Barva Äísla řádku"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -6357,82 +6322,73 @@ msgstr "Číslo řádku:"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Caret Color"
-msgstr ""
+msgstr "Barva vynechávky"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Caret Background Color"
-msgstr "Neplatná barva pozadí."
+msgstr "Barva pozadí vynechávky"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Text Selected Color"
-msgstr "Smazat vybraný"
+msgstr "Barva vybraného textu"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Selection Color"
-msgstr "Pouze výběr"
+msgstr "Barva výběru"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Brace Mismatch Color"
-msgstr ""
+msgstr "Barva neshody závorek"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Current Line Color"
-msgstr "Aktuální scéna"
+msgstr "Barva aktuálního řádku"
#: editor/editor_settings.cpp
msgid "Line Length Guideline Color"
-msgstr ""
+msgstr "Barva Äáry délky řádku"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Word Highlighted Color"
-msgstr "ZvýrazňovaÄ syntaxe"
+msgstr "Barva zvýrazněného slova"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Number Color"
-msgstr ""
+msgstr "Barva Äísel"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Function Color"
-msgstr "Funkce"
+msgstr "Barva funkcí"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
#, fuzzy
msgid "Member Variable Color"
-msgstr "Přejmenovat proměnnou"
+msgstr "Barva promÄ›nného Älena"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Mark Color"
-msgstr "Vyberte barvu"
+msgstr "Barva oznaÄení"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Bookmark Color"
-msgstr "Záložky"
+msgstr "Barva záložky"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Breakpoint Color"
-msgstr "Breakpointy"
+msgstr "Barva bodu přerušení (Breakpointu)"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
+#, fuzzy
msgid "Executing Line Color"
-msgstr ""
+msgstr "Barva provádějící se linky"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Code Folding Color"
-msgstr ""
+msgstr "Barva složení kódu"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Search Result Color"
-msgstr "Výsledky hledání"
+msgstr "Barva výsledků hledání"
#: editor/editor_settings.cpp
#, fuzzy
@@ -6749,7 +6705,7 @@ msgstr ""
#: editor/plugins/version_control_editor_plugin.cpp
#: platform/uwp/export/export.cpp platform/windows/export/export.cpp
msgid "Password"
-msgstr ""
+msgstr "Heslo"
#: editor/filesystem_dock.cpp
msgid "Favorites"
@@ -7489,7 +7445,7 @@ msgstr "Pevné pixely"
#: editor/import/resource_importer_texture.cpp scene/resources/texture.cpp
msgid "Lossy Quality"
-msgstr ""
+msgstr "Ztrátová kvalita"
#: editor/import/resource_importer_texture.cpp
#, fuzzy
@@ -7498,14 +7454,14 @@ msgstr "Režim výběru"
#: 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 "Normálová mapa"
#: editor/import/resource_importer_texture.cpp
#, fuzzy
@@ -7542,7 +7498,7 @@ msgstr "Velikost: "
#: editor/import/resource_importer_texture.cpp
msgid "Detect 3D"
-msgstr ""
+msgstr "Detekovat 3D"
#: editor/import/resource_importer_texture.cpp
#, fuzzy
@@ -7554,6 +7510,8 @@ msgid ""
"Warning, no suitable PC VRAM compression enabled in Project Settings. This "
"texture will not display correctly on PC."
msgstr ""
+"Upozornění, žádná vhodná PC VRAM komprese není povolena v nastavení "
+"projektu. Tato textura se na PC nebude zobrazovat správně."
#: editor/import/resource_importer_texture_atlas.cpp
#, fuzzy
@@ -7571,8 +7529,9 @@ msgid "Crop To Region"
msgstr "Nastavit oblast textury"
#: editor/import/resource_importer_texture_atlas.cpp
+#, fuzzy
msgid "Trim Alpha Border From Region"
-msgstr ""
+msgstr "Oříznout ohraniÄení alfa z oblasti"
#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp
#, fuzzy
@@ -7580,8 +7539,9 @@ msgid "Force"
msgstr "Vnutit nahrátí"
#: editor/import/resource_importer_wav.cpp
+#, fuzzy
msgid "8 Bit"
-msgstr ""
+msgstr "8 Bit"
#: editor/import/resource_importer_wav.cpp main/main.cpp
#: modules/mono/editor/csharp_project.cpp modules/mono/godotsharp_dirs.cpp
@@ -7601,7 +7561,7 @@ msgstr "Uzel Mix"
#: editor/import/resource_importer_wav.cpp
msgid "Trim"
-msgstr ""
+msgstr "Oříznout"
#: editor/import/resource_importer_wav.cpp
#, fuzzy
@@ -7694,6 +7654,8 @@ msgid ""
"Select a resource file in the filesystem or in the inspector to adjust "
"import settings."
msgstr ""
+"Vyberte zdrojový soubor v prohlížeÄi souboru nebo v inspektoru k úpravÄ› "
+"nastavení importu."
#: editor/inspector_dock.cpp
msgid "Failed to load resource."
@@ -7720,7 +7682,7 @@ msgstr "Jazyky"
#: editor/inspector_dock.cpp
msgid "Localization not available for current language."
-msgstr ""
+msgstr "Lokalizace není dostupná pro aktuální jazyk."
#: editor/inspector_dock.cpp
msgid "Copy Properties"
@@ -8592,7 +8554,7 @@ msgstr "Filtry..."
#: editor/plugins/asset_library_editor_plugin.cpp scene/main/http_request.cpp
msgid "Use Threads"
-msgstr ""
+msgstr "Použít vlákna"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Contents:"
@@ -8825,7 +8787,7 @@ msgstr "Testované"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Failed to get repository configuration."
-msgstr ""
+msgstr "Nepodařilo se získat konfiguraci repozitáře."
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Assets ZIP File"
@@ -8883,7 +8845,7 @@ msgstr "Zapéct lightmapy"
#: editor/plugins/baked_lightmap_editor_plugin.cpp
msgid "LightMap Bake"
-msgstr ""
+msgstr "Zapéct lightmapu"
#: editor/plugins/baked_lightmap_editor_plugin.cpp
msgid "Select lightmap bake file:"
@@ -9234,7 +9196,7 @@ msgstr "Režim škálování"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Shift: Scale proportionally."
-msgstr ""
+msgstr "Shift: ZvÄ›tÅ¡ovat proporÄnÄ›."
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
@@ -9400,11 +9362,11 @@ msgstr "Zobrazit mřížku"
#: editor/plugins/canvas_item_editor_plugin.cpp
#, fuzzy
msgid "Show When Snapping"
-msgstr "Chytré přichcování"
+msgstr "Zobrazit při skoku"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Hide"
-msgstr ""
+msgstr "Schovat"
#: editor/plugins/canvas_item_editor_plugin.cpp
#, fuzzy
@@ -9789,7 +9751,7 @@ msgstr "Ikona"
#: 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
@@ -10916,11 +10878,11 @@ msgstr "Výsledky hledání"
#: editor/plugins/script_editor_plugin.cpp
msgid "Open Dominant Script On Scene Change"
-msgstr ""
+msgstr "Otevřít dominantní skript při změně scény"
#: editor/plugins/script_editor_plugin.cpp
msgid "External"
-msgstr ""
+msgstr "Externí"
#: editor/plugins/script_editor_plugin.cpp
#, fuzzy
@@ -10933,37 +10895,32 @@ msgid "Exec Path"
msgstr "Exportovat cestu"
#: editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "Script Temperature Enabled"
-msgstr "Vybrat soubor Å¡ablony"
+msgstr "Povolit teplotu skriptu"
#: editor/plugins/script_editor_plugin.cpp
msgid "Highlight Current Script"
-msgstr ""
+msgstr "Zvýraznit aktuální skript"
#: editor/plugins/script_editor_plugin.cpp
msgid "Script Temperature History Size"
-msgstr ""
+msgstr "Velikost historie teploty skriptu"
#: editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "Current Script Background Color"
-msgstr "Neplatná barva pozadí."
+msgstr "Barva pozadí momentálního skriptu"
#: editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "Group Help Pages"
-msgstr "Seskupit vybrané"
+msgstr "Seskupit stránky s nápovědou"
#: editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "Sort Scripts By"
-msgstr "Vytvořit skript"
+msgstr "Seřadit skripty podle"
#: editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "List Script Names As"
-msgstr "Název skriptu:"
+msgstr "Zobrazit názvy seznamu skriptů jako"
#: editor/plugins/script_editor_plugin.cpp
msgid "Exec Flags"
@@ -11667,11 +11624,11 @@ msgstr "Přepnout volný pohled"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Decrease Field of View"
-msgstr ""
+msgstr "Zmenšit zorné pole"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Increase Field of View"
-msgstr ""
+msgstr "Zvětšit zorné pole"
#: editor/plugins/spatial_editor_plugin.cpp
#, fuzzy
@@ -12255,9 +12212,8 @@ msgid "Select all Theme items with item data."
msgstr ""
#: editor/plugins/theme_editor_plugin.cpp
-#, fuzzy
msgid "Deselect All"
-msgstr "Vybrat vše"
+msgstr "Zrušit všechen výběr"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Deselect all Theme items."
@@ -13188,9 +13144,10 @@ msgstr "Možnosti přichycení"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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 "Offset(Posun):"
@@ -14639,16 +14596,17 @@ msgid "Invalid project path (changed anything?)."
msgstr "Neplatná cesta k projektu (něco se změnilo?)."
#: editor/project_manager.cpp
+#, fuzzy
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
"Nelze naÄíst project.godot v umístÄ›ní projektu (chyba %d). Může chybÄ›t nebo "
"být poškozený."
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr "Nelze upravit project.godot v umístění projektu."
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "Nelze otevřít projekt v '%s'."
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -15852,13 +15810,12 @@ msgid "Clear Inheritance? (No Undo!)"
msgstr "Vymazat dÄ›diÄnost? (Nelze vrátit zpÄ›t!)"
#: editor/scene_tree_dock.cpp
-#, fuzzy
msgid "Show Scene Tree Root Selection"
-msgstr "Vycentrovat výběr"
+msgstr "Zobrazit výběr Tree Root ze scény"
#: editor/scene_tree_dock.cpp
msgid "Derive Script Globals By Name"
-msgstr ""
+msgstr "NaÄítat globální promÄ›nné skritpu podle názvu"
#: editor/scene_tree_dock.cpp
#, fuzzy
@@ -16767,7 +16724,7 @@ msgstr ""
#: main/main.cpp
msgid "Fullsize"
-msgstr ""
+msgstr "Plná velikost"
#: main/main.cpp scene/resources/dynamic_font.cpp
#, fuzzy
@@ -16805,9 +16762,8 @@ msgid "Emulate Mouse From Touch"
msgstr ""
#: main/main.cpp
-#, fuzzy
msgid "Mouse Cursor"
-msgstr "TlaÄítko myÅ¡i"
+msgstr "Kurzor myši"
#: main/main.cpp
#, fuzzy
@@ -16881,7 +16837,7 @@ msgstr "Přichytit ke stranám uzlu"
#: main/main.cpp
msgid "Dynamic Fonts"
-msgstr ""
+msgstr "Dynamické fonty"
#: main/main.cpp
msgid "Use Oversampling"
@@ -16921,21 +16877,18 @@ msgid "Calculate Tangents"
msgstr ""
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Use Collision"
-msgstr "Kolize"
+msgstr "Použít kolize"
#: modules/csg/csg_shape.cpp servers/physics_2d_server.cpp
-#, fuzzy
msgid "Collision Layer"
-msgstr "Kolizní režim"
+msgstr "Kolizní vrstva"
#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp scene/3d/camera.cpp
#: scene/3d/ray_cast.cpp scene/3d/spring_arm.cpp
#: scene/resources/navigation_mesh.cpp servers/physics_server.cpp
-#, fuzzy
msgid "Collision Mask"
-msgstr "Kolizní režim"
+msgstr "Kolizní maska"
#: modules/csg/csg_shape.cpp
#, fuzzy
@@ -16950,9 +16903,8 @@ msgstr "Změnit velikost písmen"
#: 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 "Poloměr:"
+msgstr "Poloměr"
#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp
#, fuzzy
@@ -17278,7 +17230,7 @@ msgstr ""
#: modules/gdscript/language_server/gdscript_language_server.cpp
msgid "Use Thread"
-msgstr ""
+msgstr "Použít vlákno"
#: modules/gltf/editor_scene_exporter_gltf_plugin.cpp
#, fuzzy
@@ -17310,9 +17262,8 @@ msgid "Normalized"
msgstr "Formát"
#: modules/gltf/gltf_accessor.cpp
-#, fuzzy
msgid "Count"
-msgstr "Množství:"
+msgstr "Množství"
#: modules/gltf/gltf_accessor.cpp scene/resources/visual_shader_nodes.cpp
#, fuzzy
@@ -17370,9 +17321,8 @@ msgid "Indices"
msgstr "Všechna zařízení"
#: modules/gltf/gltf_camera.cpp
-#, fuzzy
msgid "FOV Size"
-msgstr "Velikost:"
+msgstr "Velikost pohledu"
#: modules/gltf/gltf_camera.cpp
msgid "Zfar"
@@ -19442,9 +19392,8 @@ msgid "Invalid filename! Android APK requires the *.apk extension."
msgstr "Neplatné jméno souboru! Android APK vyžaduje příponu *.apk."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Unsupported export format!"
-msgstr "Nepodporovaný formát exportu!\n"
+msgstr "Nepodporovaný formát exportu!"
#: platform/android/export/export_plugin.cpp
msgid ""
@@ -19455,15 +19404,12 @@ msgstr ""
"verzi. Přeinstalujte jej z nabídky \"Projekt\"."
#: 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 ""
-"Neshoda verzí Android buildu:\n"
-" Šablona nainstalována: %s\n"
-" Verze Godot: %s\n"
-"Přeinstalujte šablonu pro sestavení systému Android z nabídky \"Projekt\"."
+"Neshoda verzí Android buildu: Šablona nainstalována: %s, Verze Godotu: %s. "
+"Prosím, přeinstalujte Android build šablonu z nabídky \"Projekt\"."
#: platform/android/export/export_plugin.cpp
msgid ""
@@ -19471,9 +19417,8 @@ msgid ""
msgstr ""
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Could not export project files to gradle project."
-msgstr "Nelze exportovat soubory projektu do projektu gradle\n"
+msgstr "Nelze exportovat soubory projektu do projektu gradle."
#: platform/android/export/export_plugin.cpp
msgid "Could not write expansion package file!"
@@ -19484,12 +19429,11 @@ msgid "Building Android Project (gradle)"
msgstr "Buildování projektu pro Android (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 ""
-"Buildování projektu pro Android se nezdařilo, zkontrolujte chybový výstup.\n"
+"Buildování projektu pro Android se nezdařilo, zkontrolujte chybový výstup. "
"Případně navštivte dokumentaci o build pro Android na docs.godotengine.org."
#: platform/android/export/export_plugin.cpp
@@ -19514,11 +19458,8 @@ msgid "Creating APK..."
msgstr "Vytvářím APK..."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Could not find template APK to export: \"%s\"."
-msgstr ""
-"Nepodařilo se najít šablonu APK pro export:\n"
-"%s"
+msgstr "Nepodařilo se najít šablonu APK pro export: \"%s\""
#: platform/android/export/export_plugin.cpp
msgid ""
@@ -19640,7 +19581,7 @@ msgstr ""
#: 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
#, fuzzy
@@ -21384,7 +21325,7 @@ msgstr "Místní projekty"
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp
msgid "Draw Order"
-msgstr ""
+msgstr "Pořadí vykreslování"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
@@ -21424,7 +21365,7 @@ msgstr "Směry"
#: scene/resources/particles_material.cpp
#: servers/audio/effects/audio_effect_reverb.cpp
msgid "Spread"
-msgstr ""
+msgstr "Rozšířit"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
@@ -21442,7 +21383,7 @@ msgstr "Inicializovat"
#: scene/resources/particles_material.cpp servers/physics_2d_server.cpp
#: servers/physics_server.cpp
msgid "Angular Velocity"
-msgstr ""
+msgstr "Úhlová rychlost"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
@@ -21494,12 +21435,12 @@ msgstr ""
#: scene/resources/particles_material.cpp
#: servers/audio/effects/audio_effect_reverb.cpp
msgid "Damping"
-msgstr ""
+msgstr "Tlumení"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
msgid "Damping Random"
-msgstr ""
+msgstr "Náhodné tlumení"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
@@ -21510,12 +21451,12 @@ msgstr "Rozdělit křivku"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp scene/3d/light.cpp
#: scene/resources/particles_material.cpp
msgid "Angle"
-msgstr ""
+msgstr "Úhel"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
msgid "Angle Random"
-msgstr ""
+msgstr "Náhodný úhel"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
@@ -21529,8 +21470,9 @@ msgid "Scale Amount"
msgstr "Množství:"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
+#, fuzzy
msgid "Scale Amount Random"
-msgstr ""
+msgstr "Škálovat náhodnou hodnotu"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#, fuzzy
@@ -21639,12 +21581,12 @@ msgstr "Deaktivované tlaÄítko"
#: scene/2d/joints_2d.cpp scene/3d/physics_body.cpp scene/3d/physics_joint.cpp
msgid "Softness"
-msgstr ""
+msgstr "Měkkost"
#: scene/2d/joints_2d.cpp scene/resources/animation.cpp
#: scene/resources/ray_shape.cpp scene/resources/segment_shape_2d.cpp
msgid "Length"
-msgstr ""
+msgstr "Délka"
#: scene/2d/joints_2d.cpp
#, fuzzy
@@ -21657,7 +21599,7 @@ msgstr ""
#: scene/2d/joints_2d.cpp scene/3d/physics_joint.cpp scene/3d/vehicle_body.cpp
msgid "Stiffness"
-msgstr ""
+msgstr "Tuhost"
#: scene/2d/light_2d.cpp
msgid ""
@@ -21679,15 +21621,15 @@ msgstr "Oblast textury"
#: scene/3d/light.cpp scene/resources/environment.cpp
#: scene/resources/material.cpp scene/resources/sky.cpp
msgid "Energy"
-msgstr ""
+msgstr "Energie"
#: scene/2d/light_2d.cpp
msgid "Z Min"
-msgstr ""
+msgstr "Z Min"
#: scene/2d/light_2d.cpp
msgid "Z Max"
-msgstr ""
+msgstr "Z Max"
#: scene/2d/light_2d.cpp
#, fuzzy
@@ -21754,8 +21696,9 @@ msgid "Default Color"
msgstr "Výchozí"
#: scene/2d/line_2d.cpp scene/resources/texture.cpp
+#, fuzzy
msgid "Fill"
-msgstr ""
+msgstr "Výplň"
#: scene/2d/line_2d.cpp scene/resources/texture.cpp
#, fuzzy
@@ -23678,9 +23621,8 @@ msgid "A RoomGroup should not be a child or grandchild of a Portal."
msgstr ""
#: scene/3d/portal.cpp
-#, fuzzy
msgid "Portal Active"
-msgstr " [aktivní portály]"
+msgstr "Aktivní portál"
#: scene/3d/portal.cpp scene/resources/occluder_shape_polygon.cpp
msgid "Two Way"
@@ -23820,8 +23762,9 @@ msgid "There should only be one RoomManager in the SceneTree."
msgstr ""
#: scene/3d/room_manager.cpp
+#, fuzzy
msgid "Main"
-msgstr ""
+msgstr "Hlavní"
#: scene/3d/room_manager.cpp scene/animation/animation_blend_tree.cpp
#: scene/animation/animation_player.cpp scene/animation/animation_tree.cpp
@@ -23833,7 +23776,7 @@ msgstr "Akce"
#: scene/3d/room_manager.cpp
msgid "Roomlist"
-msgstr ""
+msgstr "Seznam místností"
#: scene/3d/room_manager.cpp servers/visual_server.cpp
#, fuzzy
@@ -23852,7 +23795,7 @@ msgstr "Soubor ZIP"
#: scene/3d/room_manager.cpp servers/visual_server.cpp
msgid "Gameplay"
-msgstr ""
+msgstr "Hratelnost"
#: scene/3d/room_manager.cpp
#, fuzzy
@@ -23909,8 +23852,9 @@ msgid ""
msgstr ""
#: scene/3d/room_manager.cpp
+#, fuzzy
msgid "RoomList contains no Rooms, aborting."
-msgstr ""
+msgstr "Seznam místností neobsahuje žádné místnosti, přerušování."
#: scene/3d/room_manager.cpp
msgid "Misnamed nodes detected, check output log for details. Aborting."
@@ -24135,6 +24079,15 @@ msgstr "Chyba"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Seřadit"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Geometry"
@@ -24711,7 +24664,7 @@ msgstr "Vlastnosti motivu"
#: scene/gui/dialogs.cpp
msgid "Window Title"
-msgstr ""
+msgstr "Název okna"
#: scene/gui/dialogs.cpp
#, fuzzy
@@ -24777,7 +24730,7 @@ msgstr "Zobrazit kosti"
#: scene/gui/graph_edit.cpp scene/gui/text_edit.cpp
#: scene/resources/default_theme/default_theme.cpp
msgid "Minimap"
-msgstr ""
+msgstr "Minimapa"
#: scene/gui/graph_edit.cpp
msgid "Enable grid minimap."
@@ -24830,7 +24783,7 @@ msgstr "Vyplnit výběr"
#: scene/gui/item_list.cpp
msgid "Max Text Lines"
-msgstr ""
+msgstr "Maximální poÄet řádků textu"
#: scene/gui/item_list.cpp
#, fuzzy
@@ -24839,15 +24792,15 @@ msgstr "Testované"
#: scene/gui/item_list.cpp
msgid "Max Columns"
-msgstr ""
+msgstr "Maximální poÄet sloupců"
#: scene/gui/item_list.cpp
msgid "Same Column Width"
-msgstr ""
+msgstr "Stejná šířka sloupce"
#: scene/gui/item_list.cpp
msgid "Fixed Column Width"
-msgstr ""
+msgstr "Pevná šířka sloupce"
#: scene/gui/item_list.cpp
#, fuzzy
@@ -24876,15 +24829,16 @@ msgstr "Přepnout viditelnost"
#: scene/gui/label.cpp
msgid "Lines Skipped"
-msgstr ""
+msgstr "PÅ™eskoÄené řádky"
#: scene/gui/label.cpp
+#, fuzzy
msgid "Max Lines Visible"
-msgstr ""
+msgstr "Maximální poÄet viditelných řádků"
#: scene/gui/line_edit.cpp scene/resources/navigation_mesh.cpp
msgid "Max Length"
-msgstr ""
+msgstr "Maximální délka"
#: scene/gui/line_edit.cpp
msgid "Secret"
@@ -25290,7 +25244,7 @@ msgstr "Složka:"
#: scene/gui/text_edit.cpp
#, fuzzy
msgid "Drag And Drop Selection Enabled"
-msgstr "Pouze výběr"
+msgstr "Výběr přetažením povolen"
#: scene/gui/text_edit.cpp
#, fuzzy
@@ -25956,9 +25910,8 @@ msgid "H Separation"
msgstr "Oddělení:"
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Underline Spacing"
-msgstr "Opakování animace"
+msgstr "Mezera podtržení"
#: scene/resources/default_theme/default_theme.cpp
msgid "Arrow"
diff --git a/editor/translations/da.po b/editor/translations/da.po
index e83ef150e4..bb158fcada 100644
--- a/editor/translations/da.po
+++ b/editor/translations/da.po
@@ -18,13 +18,14 @@
# Autowinto <happymansi@hotmail.com>, 2020, 2021.
# Mikkel Mouridsen <mikkelmouridsen@me.com>, 2020, 2021, 2022.
# snakatk <snaqii@live.dk>, 2021.
+# Mattis Møl Kristensen <mattismoel@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: 2022-04-08 07:29+0000\n"
-"Last-Translator: Mikkel Mouridsen <mikkelmouridsen@me.com>\n"
+"PO-Revision-Date: 2022-11-02 18:47+0000\n"
+"Last-Translator: Mattis Møl Kristensen <mattismoel@gmail.com>\n"
"Language-Team: Danish <https://hosted.weblate.org/projects/godot-engine/"
"godot/da/>\n"
"Language: da\n"
@@ -32,7 +33,7 @@ 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 4.12-dev\n"
+"X-Generator: Weblate 4.14.2-dev\n"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Tablet Driver"
@@ -147,7 +148,7 @@ msgstr "Redaktør"
#: core/bind/core_bind.cpp
msgid "Print Error Messages"
-msgstr ""
+msgstr "Udskriv fejlmeddelelser"
#: core/bind/core_bind.cpp
#, fuzzy
@@ -13427,9 +13428,10 @@ msgstr "Singleton"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr ""
@@ -14855,13 +14857,13 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr ""
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "Kan ikke åbne projekt"
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -24174,6 +24176,15 @@ msgstr "Fejl!"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Sorter"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Geometry"
diff --git a/editor/translations/de.po b/editor/translations/de.po
index 7244c02cc1..61a5a51b9c 100644
--- a/editor/translations/de.po
+++ b/editor/translations/de.po
@@ -86,13 +86,14 @@
# Tim <sakul8826@gmail.com>, 2022.
# Anonynonymouse <tom.spaine60388@gmail.com>, 2022.
# Felix Bitsch <felix.a.bitsch@gmail.com>, 2022.
+# miguel <miguel-gonzalez@gmx.de>, 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: 2022-09-11 22:22+0000\n"
-"Last-Translator: So Wieso <sowieso@dukun.de>\n"
+"PO-Revision-Date: 2022-12-13 13:21+0000\n"
+"Last-Translator: ‎ <artism90@googlemail.com>\n"
"Language-Team: German <https://hosted.weblate.org/projects/godot-engine/"
"godot/de/>\n"
"Language: de\n"
@@ -100,7 +101,7 @@ 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 4.14.1-dev\n"
+"X-Generator: Weblate 4.15-dev\n"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Tablet Driver"
@@ -12889,9 +12890,10 @@ msgstr "Einrasteinstellungen"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr "Versatz"
@@ -13069,7 +13071,7 @@ msgstr "Pfad des privaten SSH-Schlüssels auswählen"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "SSH Passphrase"
-msgstr "SSH-Passphrase"
+msgstr "SSH Schlüsseltext"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Detect new changes"
@@ -14306,16 +14308,17 @@ msgid "Invalid project path (changed anything?)."
msgstr "Ungültiger Projektpfad (etwas geändert?)."
#: editor/project_manager.cpp
+#, fuzzy
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
"Die Datei project.godot im Projektpfad konnte nicht geladen werden (Fehler "
"%d). Sie könnte fehlen oder beschädigt sein."
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr "project.godot des Projektpfads konnte nicht bearbeitet werden."
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "Projekt in ‚%s‘ kann nicht geöffnet werden."
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -16312,7 +16315,7 @@ msgstr "Ausrichtung"
#: main/main.cpp scene/gui/scroll_container.cpp scene/gui/text_edit.cpp
#: scene/main/scene_tree.cpp scene/register_scene_types.cpp
msgid "Common"
-msgstr "Gewöhnlich"
+msgstr "Allgemein"
#: main/main.cpp
msgid "Physics FPS"
@@ -23251,6 +23254,16 @@ msgstr "Max Kraft"
msgid "AABB"
msgstr "AABB"
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Sortiere"
+
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Use AABB Center"
+msgstr "Ambient verwenden"
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr "Geometrie"
diff --git a/editor/translations/editor.pot b/editor/translations/editor.pot
index fb76a2c2c7..7b7bfd71cc 100644
--- a/editor/translations/editor.pot
+++ b/editor/translations/editor.pot
@@ -12352,9 +12352,10 @@ msgstr ""
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr ""
@@ -13683,12 +13684,11 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
+msgid "Couldn't save project at '%s' (error %d)."
msgstr ""
#: editor/project_manager.cpp
@@ -22180,6 +22180,14 @@ msgstr ""
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+msgid "Sorting"
+msgstr ""
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr ""
diff --git a/editor/translations/el.po b/editor/translations/el.po
index 3ab08f3dbd..98873c7d40 100644
--- a/editor/translations/el.po
+++ b/editor/translations/el.po
@@ -13281,9 +13281,10 @@ msgstr "Επιλογές ΠÏοσκόλλησης"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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 "Μετατόπιση:"
@@ -14747,17 +14748,17 @@ msgid "Invalid project path (changed anything?)."
msgstr "Μη έγκυÏη διαδÏομή έÏγου (Αλλάξατε τίποτα;)."
#: editor/project_manager.cpp
+#, fuzzy
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
"ΑδÏνατη η φόÏτωση του project.godot (σφάλμα %d). ΜποÏεί να λείπει ή να είναι "
"κατεστÏαμένο."
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr ""
-"Δεν ήταν δυνατή η επεξεÏγασία του project.godot στη διαδÏομή του έÏγου."
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "Αδυνατό το άνοιγμα του έÏγου στο «%s»."
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -24321,6 +24322,15 @@ msgstr "Σφάλμα"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Ταξινόμηση"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Geometry"
diff --git a/editor/translations/en_Shaw.po b/editor/translations/en_Shaw.po
index 63ce9ca3d5..60caed0d9d 100644
--- a/editor/translations/en_Shaw.po
+++ b/editor/translations/en_Shaw.po
@@ -12406,9 +12406,10 @@ msgstr "ð‘¨ð‘¯ð‘¦ð‘¥ð‘±ð‘–ð‘©ð‘¯ ð‘¤ð‘µð‘ð‘¦ð‘™"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr ""
@@ -13745,12 +13746,11 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
+msgid "Couldn't save project at '%s' (error %d)."
msgstr ""
#: editor/project_manager.cpp
@@ -22359,6 +22359,15 @@ msgstr "ð‘¥ð‘¦ð‘®ð‘¼"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "ð‘¦ð‘¯ð‘‘ð‘»ð‘ð‘©ð‘¤ð‘±ð‘–ð‘©ð‘¯ ð‘¥ð‘´ð‘›"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr ""
diff --git a/editor/translations/eo.po b/editor/translations/eo.po
index 2bcbc62274..04205e10d6 100644
--- a/editor/translations/eo.po
+++ b/editor/translations/eo.po
@@ -13088,9 +13088,10 @@ msgstr "Opcioj de kaptado"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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 "Krada deÅovo:"
@@ -14472,16 +14473,17 @@ msgid "Invalid project path (changed anything?)."
msgstr "Nevalida dosierindiko de projekto (ÅanÄis ion ajn?)."
#: editor/project_manager.cpp
+#, fuzzy
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
"Ne eblas Åargi project.godot en projekta dosierindiko (eraro %d). Äœi eble "
"estas manka aÅ­ difektita."
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr "Ne eblas redakti project.godot en projekta dosierindiko."
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "Ne eblas malfermi projekton ĉe '%s'."
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -23733,6 +23735,15 @@ msgstr "Eraro!"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Enportas:"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Geometry"
diff --git a/editor/translations/es.po b/editor/translations/es.po
index 629b36eea7..5d683058c3 100644
--- a/editor/translations/es.po
+++ b/editor/translations/es.po
@@ -43,7 +43,7 @@
# Dario <darlex259@gmail.com>, 2019.
# Adolfo Jayme Barrientos <fitojb@ubuntu.com>, 2019.
# Julián Luini <jluini@gmail.com>, 2020.
-# Victor S. <victorstancioiu@gmail.com>, 2020, 2021.
+# Victor S. <victorstancioiu@gmail.com>, 2020, 2021, 2022.
# henry rujano herrera <rujhen@gmail.com>, 2020.
# Megamega53 <Christopher.Morales21@myhunter.cuny.edu>, 2020.
# Serk Lintur <serk.lintur@gmail.com>, 2020.
@@ -60,7 +60,7 @@
# Lucasdelpiero <lucasdelpiero98@gmail.com>, 2021.
# SteamGoblin <SteamGoblin860@gmail.com>, 2021.
# Francisco C <pruebasfrancisco17@gmail.com>, 2021.
-# Cam <cameron.toms@gmail.com>, 2021.
+# Cam <cameron.toms@gmail.com>, 2021, 2022.
# Juan camilo <jugarciago01@gmail.com>, 2021.
# Manuel González <mgoopazo@gmail.com>, 2021.
# softonicblip <blazeawardspace@gmail.com>, 2021.
@@ -89,12 +89,14 @@
# Fernando Joaquin Manzano Lopez <ticantin12@gmail.com>, 2022.
# M3CG <cgmario1999@gmail.com>, 2022.
# Chalan <Valentin06ch@outlook.com>, 2022.
+# Luis Miguel Soto Sánchez <luismiguelsoto@jerez.es>, 2022.
+# Victor Stancioiu <victorstancioiu@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: 2022-09-27 21:37+0000\n"
+"PO-Revision-Date: 2022-11-16 22:47+0000\n"
"Last-Translator: Javier Ocampos <xavier.ocampos@gmail.com>\n"
"Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/"
"godot/es/>\n"
@@ -103,7 +105,7 @@ 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 4.14.1\n"
+"X-Generator: Weblate 4.15-dev\n"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Tablet Driver"
@@ -9706,7 +9708,7 @@ msgstr ""
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Simplified Convex Collision Sibling"
-msgstr "Crear Forma de Colisión Conexa Hermana"
+msgstr "Crear Collider Conexo Hermano"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid ""
@@ -12886,9 +12888,10 @@ msgstr "Opciones de Ajuste"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr "Offset"
@@ -14305,16 +14308,17 @@ msgid "Invalid project path (changed anything?)."
msgstr "La ruta del proyecto no es correcta (¿has cambiado algo?)."
#: editor/project_manager.cpp
+#, fuzzy
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
"No se pudo cargar project.godot desde la ruta de proyecto (error %d). La "
"ruta no existe o está corrupta."
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr "No se pudo editar project.godot en la ruta del proyecto."
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "No se puede abrir el proyecto en '%s'."
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -16336,7 +16340,7 @@ msgstr "Imprimir FPS"
#: main/main.cpp
msgid "Verbose stdout"
-msgstr ""
+msgstr "Stdout Extendido"
#: main/main.cpp scene/main/scene_tree.cpp scene/resources/multimesh.cpp
msgid "Physics Interpolation"
@@ -16507,7 +16511,7 @@ msgstr "Aceptar Cierre Del Programa Automáticamente"
#: main/main.cpp scene/main/scene_tree.cpp
msgid "Quit On Go Back"
-msgstr "Salir y Regresar"
+msgstr "Salir al Ir Atrás"
#: main/main.cpp scene/main/viewport.cpp
msgid "Snap Controls To Pixels"
@@ -19557,7 +19561,7 @@ msgstr "Depuración"
#: platform/osx/export/export.cpp
msgid "App Sandbox"
-msgstr "App Sandbox"
+msgstr "Sandbox de App"
#: platform/osx/export/export.cpp
msgid "Network Server"
@@ -19675,6 +19679,8 @@ msgid ""
"Could not start codesign executable, make sure Xcode command line tools are "
"installed."
msgstr ""
+"No se ha podido iniciar el ejecutable de codificación, asegúrate de que las "
+"herramientas de línea de comandos de Xcode están instaladas."
#: platform/osx/export/export.cpp platform/windows/export/export.cpp
msgid "No identity found."
@@ -19700,11 +19706,11 @@ msgstr "No se ha podido iniciar el ejecutable hdiutil."
#: platform/osx/export/export.cpp
msgid "`hdiutil create` failed - file exists."
-msgstr ""
+msgstr "`hdiutil create` falló - el archivo ya existe."
#: platform/osx/export/export.cpp
msgid "`hdiutil create` failed."
-msgstr ""
+msgstr "`hdiutil create` falló."
#: platform/osx/export/export.cpp
msgid "Creating app bundle"
@@ -19918,11 +19924,11 @@ msgstr ""
#: platform/osx/export/export.cpp
msgid "macOS"
-msgstr ""
+msgstr "macOS"
#: platform/osx/export/export.cpp
msgid "Force Builtin Codesign"
-msgstr ""
+msgstr "Forzar Codificación Integrada"
#: platform/uwp/export/export.cpp
msgid "Architecture"
@@ -19938,7 +19944,7 @@ msgstr "Nombre Corto"
#: platform/uwp/export/export.cpp
msgid "Publisher"
-msgstr ""
+msgstr "Editor"
#: platform/uwp/export/export.cpp
msgid "Publisher Display Name"
@@ -19966,11 +19972,11 @@ msgstr "Algoritmo"
#: platform/uwp/export/export.cpp
msgid "Major"
-msgstr ""
+msgstr "Mayor"
#: platform/uwp/export/export.cpp
msgid "Minor"
-msgstr ""
+msgstr "Menor"
#: platform/uwp/export/export.cpp
msgid "Build"
@@ -19982,7 +19988,7 @@ msgstr "Revisión"
#: platform/uwp/export/export.cpp
msgid "Landscape"
-msgstr ""
+msgstr "Landscape"
#: platform/uwp/export/export.cpp
msgid "Portrait"
@@ -19990,11 +19996,11 @@ msgstr "Retrato"
#: platform/uwp/export/export.cpp
msgid "Landscape Flipped"
-msgstr ""
+msgstr "Landscape Volteado"
#: platform/uwp/export/export.cpp
msgid "Portrait Flipped"
-msgstr ""
+msgstr "Retrato Invertido"
#: platform/uwp/export/export.cpp
msgid "Store Logo"
@@ -20002,23 +20008,23 @@ msgstr "Logo de Tienda"
#: platform/uwp/export/export.cpp
msgid "Square 44 X 44 Logo"
-msgstr ""
+msgstr "Logo Cuadrado 44 X 44"
#: platform/uwp/export/export.cpp
msgid "Square 71 X 71 Logo"
-msgstr ""
+msgstr "Logo Cuadrado 71 X 71"
#: platform/uwp/export/export.cpp
msgid "Square 150 X 150 Logo"
-msgstr ""
+msgstr "Logo Cuadrado 150 X 150"
#: platform/uwp/export/export.cpp
msgid "Square 310 X 310 Logo"
-msgstr ""
+msgstr "Logo Cuadrado 310x310"
#: platform/uwp/export/export.cpp
msgid "Wide 310 X 150 Logo"
-msgstr ""
+msgstr "Logotipo Panorámico 310 X 150"
#: platform/uwp/export/export.cpp
msgid "Splash Screen"
@@ -20030,15 +20036,15 @@ msgstr "Tiles"
#: platform/uwp/export/export.cpp
msgid "Show Name On Square 150 X 150"
-msgstr ""
+msgstr "Mostrar Nombre en Cuadrado 150 X 150"
#: platform/uwp/export/export.cpp
msgid "Show Name On Wide 310 X 150"
-msgstr ""
+msgstr "Mostrar Nombre en Panorámico 310 X 150"
#: platform/uwp/export/export.cpp
msgid "Show Name On Square 310 X 310"
-msgstr ""
+msgstr "Mostrar Nombre en Cuadrado 310 X 310"
#: platform/uwp/export/export.cpp
msgid ""
@@ -20113,7 +20119,7 @@ msgstr ""
#: platform/uwp/export/export.cpp
msgid "UWP"
-msgstr ""
+msgstr "UWP"
#: platform/uwp/export/export.cpp platform/windows/export/export.cpp
msgid "Signtool"
@@ -20121,7 +20127,7 @@ msgstr "Signtool"
#: platform/uwp/export/export.cpp
msgid "Debug Certificate"
-msgstr ""
+msgstr "Certificado de Depuración"
#: platform/uwp/export/export.cpp
msgid "Debug Algorithm"
@@ -20133,11 +20139,11 @@ msgstr "Fallo al renombrar el archivo temporal \"%s\"."
#: platform/windows/export/export.cpp
msgid "Identity Type"
-msgstr ""
+msgstr "Tipo de Identidad"
#: platform/windows/export/export.cpp
msgid "Timestamp Server URL"
-msgstr ""
+msgstr "URL del Servidor de Marcas de Tiempo"
#: platform/windows/export/export.cpp
msgid "Digest Algorithm"
@@ -20169,7 +20175,7 @@ msgstr "Descripción del Archivo"
#: platform/windows/export/export.cpp
msgid "Trademarks"
-msgstr ""
+msgstr "Marcas comerciales"
#: platform/windows/export/export.cpp
msgid "Resources Modification"
@@ -20254,7 +20260,7 @@ msgstr "Versión de producto no válida:"
#: platform/windows/export/export.cpp
msgid "Windows executables cannot be >= 4 GiB."
-msgstr ""
+msgstr "Los ejecutables de Windows no pueden ser >= 4 GiB."
#: platform/windows/export/export.cpp platform/x11/export/export.cpp
msgid "Failed to open executable file \"%s\"."
@@ -20262,11 +20268,11 @@ msgstr "Fallo al abrir el archivo ejecutable \"%s\"."
#: platform/windows/export/export.cpp platform/x11/export/export.cpp
msgid "Executable file header corrupted."
-msgstr ""
+msgstr "La cabecera del archivo ejecutable está corrupta."
#: platform/windows/export/export.cpp platform/x11/export/export.cpp
msgid "Executable \"pck\" section not found."
-msgstr ""
+msgstr "No se encuentra la sección ejecutable \"pck\"."
#: platform/windows/export/export.cpp
msgid "Windows"
@@ -20274,19 +20280,19 @@ msgstr "Windows"
#: platform/windows/export/export.cpp
msgid "Rcedit"
-msgstr ""
+msgstr "Rcedit"
#: platform/windows/export/export.cpp
msgid "Osslsigncode"
-msgstr ""
+msgstr "Osslsigncode"
#: platform/windows/export/export.cpp
msgid "Wine"
-msgstr ""
+msgstr "Wine"
#: platform/x11/export/export.cpp
msgid "32-bit executables cannot have embedded data >= 4 GiB."
-msgstr ""
+msgstr "Los ejecutables de 32 bits no pueden tener datos embebidos >= 4 GiB."
#: scene/2d/animated_sprite.cpp scene/3d/sprite_3d.cpp
#: scene/resources/texture.cpp
@@ -20319,12 +20325,12 @@ msgstr "Centrado"
#: scene/2d/animated_sprite.cpp scene/2d/sprite.cpp scene/3d/sprite_3d.cpp
#: scene/gui/texture_button.cpp scene/gui/texture_rect.cpp
msgid "Flip H"
-msgstr ""
+msgstr "Voltear H"
#: scene/2d/animated_sprite.cpp scene/2d/sprite.cpp scene/3d/sprite_3d.cpp
#: scene/gui/texture_button.cpp scene/gui/texture_rect.cpp
msgid "Flip V"
-msgstr ""
+msgstr "Voltear V"
#: scene/2d/area_2d.cpp scene/3d/area.cpp
msgid "Monitoring"
@@ -20357,7 +20363,7 @@ msgstr "Velocidad de la Gravedad"
#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area.cpp
#: scene/3d/cpu_particles.cpp scene/resources/particles_material.cpp
msgid "Gravity"
-msgstr ""
+msgstr "Gravedad"
#: scene/2d/area_2d.cpp scene/3d/area.cpp
msgid "Linear Damp"
@@ -20365,7 +20371,7 @@ msgstr "Amortiguación Lineal"
#: scene/2d/area_2d.cpp scene/3d/area.cpp
msgid "Angular Damp"
-msgstr ""
+msgstr "Amortiguación Angular"
#: scene/2d/area_2d.cpp scene/3d/area.cpp
msgid "Audio Bus"
@@ -20394,7 +20400,7 @@ msgstr "Reproducción Automática"
#: scene/2d/audio_stream_player_2d.cpp scene/3d/audio_stream_player_3d.cpp
#: scene/audio/audio_stream_player.cpp
msgid "Stream Paused"
-msgstr ""
+msgstr "Stream Pausado"
#: scene/2d/audio_stream_player_2d.cpp scene/3d/audio_stream_player_3d.cpp
#: scene/3d/light.cpp scene/3d/reflection_probe.cpp
@@ -20414,7 +20420,7 @@ msgstr "Bus"
#: scene/2d/audio_stream_player_2d.cpp scene/3d/audio_stream_player_3d.cpp
msgid "Area Mask"
-msgstr ""
+msgstr "Máscara de Ãrea"
#: scene/2d/back_buffer_copy.cpp
msgid "Copy Mode"
@@ -20489,7 +20495,7 @@ msgstr "Suavizar"
#: scene/2d/camera_2d.cpp
msgid "H"
-msgstr ""
+msgstr "H"
#: scene/2d/camera_2d.cpp
msgid "V"
@@ -20526,11 +20532,11 @@ msgstr "Animación de Partículas"
#: scene/2d/canvas_item.cpp
msgid "Particles Anim H Frames"
-msgstr ""
+msgstr "Animación de partículas Fotogramas H"
#: scene/2d/canvas_item.cpp
msgid "Particles Anim V Frames"
-msgstr ""
+msgstr "Animación de partículas Fotogramas V"
#: scene/2d/canvas_item.cpp
msgid "Particles Anim Loop"
@@ -20551,7 +20557,7 @@ msgstr "Modulación Automática"
#: scene/2d/canvas_item.cpp
msgid "Show Behind Parent"
-msgstr ""
+msgstr "Mostrar detrás del padre"
#: scene/2d/canvas_item.cpp
msgid "Show On Top"
@@ -20564,7 +20570,7 @@ msgstr "Máscara de Luz"
#: scene/2d/canvas_item.cpp
msgid "Use Parent Material"
-msgstr ""
+msgstr "Usar el material del padre"
#: scene/2d/canvas_modulate.cpp
msgid ""
@@ -20686,7 +20692,7 @@ msgstr "Emitiendo"
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp
msgid "Lifetime"
-msgstr ""
+msgstr "Tiempo de vida"
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp scene/main/timer.cpp
@@ -20701,7 +20707,7 @@ msgstr "Preproceso"
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp
msgid "Explosiveness"
-msgstr ""
+msgstr "Explosividad"
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp
@@ -20711,7 +20717,7 @@ msgstr "Aleatoriedad"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
msgid "Lifetime Randomness"
-msgstr ""
+msgstr "Aleatoriedad para siempre"
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp
@@ -20721,12 +20727,12 @@ msgstr "FPS Fijos"
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp
msgid "Fract Delta"
-msgstr ""
+msgstr "Fracción Delta"
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp
msgid "Drawing"
-msgstr ""
+msgstr "Dibujo"
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp
@@ -20736,7 +20742,7 @@ msgstr "Coordenadas Locales"
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp
msgid "Draw Order"
-msgstr ""
+msgstr "Orden de dibujo"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
@@ -20770,7 +20776,7 @@ msgstr "Dirección"
#: scene/resources/particles_material.cpp
#: servers/audio/effects/audio_effect_reverb.cpp
msgid "Spread"
-msgstr ""
+msgstr "Propagación"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
@@ -20786,7 +20792,7 @@ msgstr "Velocidad Aleatoria"
#: scene/resources/particles_material.cpp servers/physics_2d_server.cpp
#: servers/physics_server.cpp
msgid "Angular Velocity"
-msgstr ""
+msgstr "Velocidad angular"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
@@ -20811,7 +20817,7 @@ msgstr "Aceleración"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
msgid "Accel Random"
-msgstr ""
+msgstr "Aceleración aleatoria"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
@@ -20821,12 +20827,12 @@ msgstr "Curva de Aceleración"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
msgid "Radial Accel"
-msgstr ""
+msgstr "Aceleración radial"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
msgid "Tangential Accel"
-msgstr ""
+msgstr "Aceleración tangencial"
#: scene/2d/cpu_particles_2d.cpp scene/2d/joints_2d.cpp
#: scene/3d/cpu_particles.cpp scene/3d/physics_body.cpp
@@ -20834,12 +20840,12 @@ msgstr ""
#: scene/resources/particles_material.cpp
#: servers/audio/effects/audio_effect_reverb.cpp
msgid "Damping"
-msgstr ""
+msgstr "Amortiguación"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
msgid "Damping Random"
-msgstr ""
+msgstr "Amortiguación Aleatoria"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
@@ -20849,12 +20855,12 @@ msgstr "Curva de Amortiguación"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp scene/3d/light.cpp
#: scene/resources/particles_material.cpp
msgid "Angle"
-msgstr ""
+msgstr "Ãngulo"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
msgid "Angle Random"
-msgstr ""
+msgstr "Ãngulo aleatorio"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
@@ -20867,7 +20873,7 @@ msgstr "Cantidad de Escala"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
msgid "Scale Amount Random"
-msgstr ""
+msgstr "Cantidad de escalado aleatoria"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
msgid "Scale Amount Curve"
@@ -20881,7 +20887,7 @@ msgstr "Rampa de Color"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
msgid "Color Initial Ramp"
-msgstr ""
+msgstr "Color Rampa Inicial"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
@@ -20955,7 +20961,7 @@ msgstr "Nodo B"
#: scene/3d/light.cpp scene/3d/physics_body.cpp scene/3d/physics_joint.cpp
#: scene/resources/environment.cpp
msgid "Bias"
-msgstr ""
+msgstr "Tendencia"
#: scene/2d/joints_2d.cpp
msgid "Disable Collision"
@@ -20963,12 +20969,12 @@ msgstr "Desactivar Colisión"
#: scene/2d/joints_2d.cpp scene/3d/physics_body.cpp scene/3d/physics_joint.cpp
msgid "Softness"
-msgstr ""
+msgstr "Suavidad"
#: scene/2d/joints_2d.cpp scene/resources/animation.cpp
#: scene/resources/ray_shape.cpp scene/resources/segment_shape_2d.cpp
msgid "Length"
-msgstr ""
+msgstr "Longitud"
#: scene/2d/joints_2d.cpp
msgid "Initial Offset"
@@ -20976,11 +20982,11 @@ msgstr "Offset Inicial"
#: scene/2d/joints_2d.cpp scene/3d/vehicle_body.cpp
msgid "Rest Length"
-msgstr ""
+msgstr "Duración de Reposo"
#: scene/2d/joints_2d.cpp scene/3d/physics_joint.cpp scene/3d/vehicle_body.cpp
msgid "Stiffness"
-msgstr ""
+msgstr "Rigidez"
#: scene/2d/light_2d.cpp
msgid ""
@@ -21002,15 +21008,15 @@ msgstr "Escala de Textura"
#: scene/3d/light.cpp scene/resources/environment.cpp
#: scene/resources/material.cpp scene/resources/sky.cpp
msgid "Energy"
-msgstr ""
+msgstr "Energía"
#: scene/2d/light_2d.cpp
msgid "Z Min"
-msgstr ""
+msgstr "Z Mín"
#: scene/2d/light_2d.cpp
msgid "Z Max"
-msgstr ""
+msgstr "Z Máx"
#: scene/2d/light_2d.cpp
msgid "Layer Min"
@@ -21022,7 +21028,7 @@ msgstr "Capa Máxima"
#: scene/2d/light_2d.cpp
msgid "Item Cull Mask"
-msgstr ""
+msgstr "Ãtem Cull Mask"
#: scene/2d/light_2d.cpp scene/3d/light.cpp scene/resources/style_box.cpp
msgid "Shadow"
@@ -21103,11 +21109,11 @@ msgstr "Borde"
#: scene/2d/line_2d.cpp
msgid "Sharp Limit"
-msgstr ""
+msgstr "Límite de nitidez"
#: scene/2d/line_2d.cpp
msgid "Round Precision"
-msgstr ""
+msgstr "Precisión redondeada"
#: scene/2d/line_2d.cpp scene/2d/polygon_2d.cpp
#: scene/resources/dynamic_font.cpp
@@ -21122,7 +21128,7 @@ msgstr "Multimesh"
#: 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 "Tamaño de la casilla"
#: scene/2d/navigation_2d.cpp scene/3d/navigation.cpp
msgid "Edge Connection Margin"
@@ -21134,6 +21140,9 @@ msgid ""
"will be removed in a future version. Use 'Navigation2DServer.map_get_path()' "
"instead."
msgstr ""
+"El nodo 'Navigation2D' y 'Navigation2D.get_simple_path()' están deprecados y "
+"serán eliminados en una versión future. En su lugar, usa 'Navigation2DServer."
+"map_get_path()'."
#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp
msgid "Pathfinding"
@@ -21328,7 +21337,7 @@ msgstr "Visibilidad Rect"
#: scene/2d/particles_2d.cpp scene/3d/particles.cpp
msgid "Process Material"
-msgstr ""
+msgstr "Material de Proceso"
#: scene/2d/path_2d.cpp scene/3d/path.cpp scene/resources/sky.cpp
#: scene/resources/texture.cpp
@@ -21354,11 +21363,11 @@ msgstr "Offset V"
#: scene/2d/path_2d.cpp scene/3d/path.cpp
msgid "Cubic Interp"
-msgstr ""
+msgstr "Interp. Cúbica"
#: scene/2d/path_2d.cpp
msgid "Lookahead"
-msgstr ""
+msgstr "Preveer"
#: scene/2d/physics_body_2d.cpp scene/3d/visual_instance.cpp
msgid "Layers"
@@ -21380,11 +21389,11 @@ msgstr "Fricción"
#: 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 "Rebotar"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
msgid "Physics Material Override"
-msgstr ""
+msgstr "Reemplazar el material de físicas"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
#: scene/resources/world.cpp scene/resources/world_2d.cpp
@@ -21403,7 +21412,7 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
msgid "Mass"
-msgstr ""
+msgstr "Masa"
#: scene/2d/physics_body_2d.cpp
msgid "Inertia"
@@ -21415,7 +21424,7 @@ msgstr "Peso"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
msgid "Gravity Scale"
-msgstr ""
+msgstr "Escala de gravedad"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
msgid "Custom Integrator"
@@ -21427,7 +21436,7 @@ msgstr "CD Continuo"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
msgid "Contacts Reported"
-msgstr ""
+msgstr "Contactos reportados"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
msgid "Contact Monitor"
@@ -21444,19 +21453,19 @@ msgstr "Puede Dormir"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
msgid "Damp"
-msgstr ""
+msgstr "Humedad"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
msgid "Angular"
-msgstr ""
+msgstr "Angular"
#: scene/2d/physics_body_2d.cpp
msgid "Applied Forces"
-msgstr ""
+msgstr "Fuerzas aplicadas"
#: scene/2d/physics_body_2d.cpp
msgid "Torque"
-msgstr ""
+msgstr "Torsión"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
msgid "Safe Margin"
@@ -21472,7 +21481,7 @@ msgstr "Plataforma Móvil"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
msgid "Apply Velocity On Leave"
-msgstr ""
+msgstr "Aplicar velocidad al salir"
#: scene/2d/physics_body_2d.cpp scene/2d/touch_screen_button.cpp
#: scene/3d/physics_body.cpp scene/gui/texture_button.cpp
@@ -21497,7 +21506,7 @@ msgstr "Colisionador"
#: 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 de colisionador"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
#: servers/physics_2d_server.cpp servers/physics_server.cpp
@@ -21520,11 +21529,11 @@ msgstr "Velocidad del Colisionador"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
msgid "Collider Metadata"
-msgstr ""
+msgstr "Metadatos del colisionador"
#: scene/2d/polygon_2d.cpp
msgid "Invert"
-msgstr ""
+msgstr "Invertir"
#: scene/2d/polygon_2d.cpp
msgid "Vertex Colors"
@@ -21540,7 +21549,7 @@ msgstr "Extensión de Gizmos"
#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast.cpp
msgid "Exclude Parent"
-msgstr ""
+msgstr "Excluir Padre"
#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast.cpp
msgid "Cast To"
@@ -21548,15 +21557,15 @@ msgstr "Lanzar A"
#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast.cpp
msgid "Collide With"
-msgstr ""
+msgstr "Colisionar con"
#: scene/2d/ray_cast_2d.cpp scene/3d/camera.cpp scene/3d/ray_cast.cpp
msgid "Areas"
-msgstr ""
+msgstr "Ãreas"
#: scene/2d/ray_cast_2d.cpp scene/3d/camera.cpp scene/3d/ray_cast.cpp
msgid "Bodies"
-msgstr ""
+msgstr "Cuerpos"
#: scene/2d/remote_transform_2d.cpp
msgid "Path property must point to a valid Node2D node to work."
@@ -21596,11 +21605,11 @@ msgstr ""
#: scene/2d/sprite.cpp scene/3d/sprite_3d.cpp
msgid "Hframes"
-msgstr ""
+msgstr "Fotogramas H"
#: scene/2d/sprite.cpp scene/3d/sprite_3d.cpp
msgid "Vframes"
-msgstr ""
+msgstr "Fotogramas V"
#: scene/2d/sprite.cpp scene/3d/sprite_3d.cpp
msgid "Frame Coords"
@@ -21658,7 +21667,7 @@ msgstr "Texturas Centradas"
#: scene/2d/tile_map.cpp
msgid "Cell Clip UV"
-msgstr ""
+msgstr "Clip de Celda UV"
#: scene/2d/tile_map.cpp
msgid "Use Parent"
@@ -21666,7 +21675,7 @@ msgstr "Usar Padres"
#: scene/2d/tile_map.cpp
msgid "Use Kinematic"
-msgstr ""
+msgstr "Usar cinemática"
#: scene/2d/touch_screen_button.cpp
msgid "Shape Centered"
@@ -21678,7 +21687,7 @@ msgstr "Forma Visible"
#: scene/2d/touch_screen_button.cpp
msgid "Passby Press"
-msgstr ""
+msgstr "Prensa de paso"
#: scene/2d/touch_screen_button.cpp
msgid "Visibility Mode"
@@ -21698,7 +21707,7 @@ msgstr "Pausar Animaciones"
#: scene/2d/visibility_notifier_2d.cpp scene/3d/visibility_notifier.cpp
msgid "Freeze Bodies"
-msgstr ""
+msgstr "Congelar cuerpos"
#: scene/2d/visibility_notifier_2d.cpp
msgid "Pause Particles"
@@ -21714,11 +21723,11 @@ msgstr "Procesamiento de los Padres"
#: scene/2d/visibility_notifier_2d.cpp
msgid "Physics Process Parent"
-msgstr ""
+msgstr "Procesado de Físicas Padre"
#: scene/3d/area.cpp
msgid "Reverb Bus"
-msgstr ""
+msgstr "Bus de reverberación"
#: scene/3d/area.cpp
msgid "Uniformity"
@@ -21730,11 +21739,11 @@ msgstr "ARVRCamera tiene que tener un nodo ARVROrigin como padre."
#: scene/3d/arvr_nodes.cpp
msgid "Controller ID"
-msgstr ""
+msgstr "ID del controlador"
#: scene/3d/arvr_nodes.cpp servers/arvr/arvr_positional_tracker.cpp
msgid "Rumble"
-msgstr ""
+msgstr "Retumbar"
#: scene/3d/arvr_nodes.cpp
msgid "ARVRController must have an ARVROrigin node as its parent."
@@ -21778,19 +21787,19 @@ msgstr "Modelo de Atenuación"
#: scene/3d/audio_stream_player_3d.cpp
msgid "Unit dB"
-msgstr ""
+msgstr "dB de la unidad"
#: scene/3d/audio_stream_player_3d.cpp
msgid "Unit Size"
-msgstr ""
+msgstr "Tamaño de la unidad"
#: scene/3d/audio_stream_player_3d.cpp
msgid "Max dB"
-msgstr ""
+msgstr "dB Máx"
#: scene/3d/audio_stream_player_3d.cpp
msgid "Out Of Range Mode"
-msgstr ""
+msgstr "Modo fuera de rango"
#: scene/3d/audio_stream_player_3d.cpp
msgid "Emission Angle"
@@ -21806,13 +21815,13 @@ msgstr "Filtro de Atenuación dB"
#: scene/3d/audio_stream_player_3d.cpp
msgid "Attenuation Filter"
-msgstr ""
+msgstr "Filtro de atenuación"
#: scene/3d/audio_stream_player_3d.cpp
#: servers/audio/effects/audio_effect_chorus.cpp
#: servers/audio/effects/audio_effect_filter.cpp
msgid "Cutoff Hz"
-msgstr ""
+msgstr "Hz de cierre"
#: scene/3d/audio_stream_player_3d.cpp
#: servers/audio/effects/audio_effect_filter.cpp
@@ -21830,7 +21839,7 @@ msgstr "Seguimiento"
#: scene/3d/baked_lightmap.cpp scene/3d/gi_probe.cpp
#: scene/3d/reflection_probe.cpp
msgid "Interior"
-msgstr ""
+msgstr "Interior"
#: scene/3d/baked_lightmap.cpp
msgid "Finding meshes and lights"
@@ -21864,15 +21873,15 @@ msgstr "Extensiones"
#: scene/3d/baked_lightmap.cpp
msgid "Tweaks"
-msgstr ""
+msgstr "Retoques"
#: scene/3d/baked_lightmap.cpp
msgid "Bounces"
-msgstr ""
+msgstr "Rebotes"
#: scene/3d/baked_lightmap.cpp
msgid "Bounce Indirect Energy"
-msgstr ""
+msgstr "Energía indirecta del rebote"
#: scene/3d/baked_lightmap.cpp
msgid "Use Denoiser"
@@ -21880,7 +21889,7 @@ msgstr "Usar Eliminador de Ruido"
#: scene/3d/baked_lightmap.cpp scene/resources/texture.cpp
msgid "Use HDR"
-msgstr ""
+msgstr "Usar HDR"
#: scene/3d/baked_lightmap.cpp
msgid "Use Color"
@@ -21940,11 +21949,11 @@ msgstr "Nombre del Hueso"
#: scene/3d/camera.cpp
msgid "Keep Aspect"
-msgstr ""
+msgstr "Mantener aspecto"
#: scene/3d/camera.cpp scene/3d/light.cpp scene/3d/reflection_probe.cpp
msgid "Cull Mask"
-msgstr ""
+msgstr "Cull Mask"
#: scene/3d/camera.cpp
msgid "Doppler Tracking"
@@ -21956,7 +21965,7 @@ msgstr "Proyección"
#: scene/3d/camera.cpp
msgid "FOV"
-msgstr ""
+msgstr "FOV"
#: scene/3d/camera.cpp
msgid "Frustum Offset"
@@ -21968,7 +21977,7 @@ msgstr "Cercano"
#: scene/3d/camera.cpp
msgid "Far"
-msgstr ""
+msgstr "Lejos"
#: scene/3d/camera.cpp scene/3d/collision_polygon.cpp scene/3d/spring_arm.cpp
#: scene/gui/control.cpp scene/resources/default_theme/default_theme.cpp
@@ -21984,7 +21993,7 @@ msgstr "Recortar A"
#: scene/3d/collision_object.cpp scene/3d/soft_body.cpp
msgid "Ray Pickable"
-msgstr ""
+msgstr "Seleccionable por Rayo"
#: scene/3d/collision_object.cpp
msgid "Capture On Drag"
@@ -22089,7 +22098,7 @@ msgstr "Desactivar Z"
#: scene/3d/cpu_particles.cpp scene/resources/particles_material.cpp
msgid "Flatness"
-msgstr ""
+msgstr "Llanura"
#: scene/3d/cull_instance.cpp servers/visual_server.cpp
msgid "Portals"
@@ -22101,11 +22110,11 @@ msgstr "Modo Portal"
#: scene/3d/cull_instance.cpp
msgid "Include In Bound"
-msgstr ""
+msgstr "Incluir en límite"
#: scene/3d/cull_instance.cpp
msgid "Allow Merging"
-msgstr ""
+msgstr "Permitir fusión"
#: scene/3d/cull_instance.cpp
msgid "Autoplace Priority"
@@ -22139,7 +22148,7 @@ msgstr ""
#: scene/3d/gi_probe.cpp
msgid "Subdiv"
-msgstr ""
+msgstr "Subdividir"
#: scene/3d/gi_probe.cpp
msgid "Dynamic Range"
@@ -22147,7 +22156,7 @@ msgstr "Rango Dinámico"
#: scene/3d/gi_probe.cpp scene/3d/light.cpp
msgid "Normal Bias"
-msgstr ""
+msgstr "Tendencia normal"
#: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp
#: scene/resources/primitive_meshes.cpp
@@ -22156,7 +22165,7 @@ msgstr "Tamaño de Píxeles"
#: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp
msgid "Billboard"
-msgstr ""
+msgstr "Billboard"
#: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp
msgid "Shaded"
@@ -22164,11 +22173,11 @@ msgstr "Sombreado"
#: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp
msgid "Double Sided"
-msgstr ""
+msgstr "Doble cara"
#: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp scene/resources/material.cpp
msgid "No Depth Test"
-msgstr ""
+msgstr "Sin test de profundidad"
#: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp scene/resources/material.cpp
msgid "Fixed Size"
@@ -22176,11 +22185,11 @@ msgstr "Tamaño Fijo"
#: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp
msgid "Alpha Cut"
-msgstr ""
+msgstr "Corte alfa"
#: scene/3d/label_3d.cpp scene/resources/material.cpp
msgid "Alpha Scissor Threshold"
-msgstr ""
+msgstr "Umbral de recorte alfa"
#: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp scene/resources/material.cpp
msgid "Render Priority"
@@ -22266,7 +22275,7 @@ msgstr "Rango de Profundidad"
#: scene/3d/light.cpp
msgid "Omni"
-msgstr ""
+msgstr "Omni"
#: scene/3d/light.cpp
msgid "Shadow Mode"
@@ -22283,7 +22292,7 @@ msgstr ""
#: scene/3d/light.cpp
msgid "Spot"
-msgstr ""
+msgstr "Ubicar"
#: scene/3d/light.cpp
msgid "Angle Attenuation"
@@ -22303,6 +22312,9 @@ msgid ""
"be removed in a future version. Use 'NavigationServer.map_get_path()' "
"instead."
msgstr ""
+"El nodo 'Navigation' y 'Navigation.get_simple_path()' están obsoletos y "
+"serán eliminados en una futura versión. Utiliza en su lugar "
+"'NavigationServer.map_get_path()'."
#: scene/3d/navigation.cpp scene/resources/curve.cpp
msgid "Up Vector"
@@ -22471,7 +22483,7 @@ msgstr "Restringir Articulaciones"
#: scene/3d/physics_body.cpp scene/3d/physics_joint.cpp
msgid "Impulse Clamp"
-msgstr ""
+msgstr "Restricción de Impulso"
#: scene/3d/physics_body.cpp scene/3d/physics_joint.cpp
msgid "Swing Span"
@@ -22479,7 +22491,7 @@ msgstr "Expansión de Swing"
#: scene/3d/physics_body.cpp scene/3d/physics_joint.cpp
msgid "Twist Span"
-msgstr ""
+msgstr "Extensión de Torsión"
#: scene/3d/physics_body.cpp scene/3d/physics_joint.cpp
#: scene/3d/vehicle_body.cpp
@@ -22632,7 +22644,7 @@ msgstr "El nodo A y el nodo B deben ser diferentes PhysicsBody"
#: scene/3d/physics_joint.cpp
msgid "Solver"
-msgstr ""
+msgstr "Resolver"
#: scene/3d/physics_joint.cpp
msgid "Exclude Nodes"
@@ -22644,7 +22656,7 @@ msgstr "Parámetros"
#: scene/3d/physics_joint.cpp
msgid "Angular Limit"
-msgstr ""
+msgstr "Límite Angular"
#: scene/3d/physics_joint.cpp
msgid "Upper"
@@ -22724,15 +22736,15 @@ msgstr "Amortiguación Lineal X"
#: scene/3d/physics_joint.cpp
msgid "Equilibrium Point"
-msgstr ""
+msgstr "Punto de Equilibrio"
#: scene/3d/physics_joint.cpp
msgid "Angular Limit X"
-msgstr ""
+msgstr "Límite Angular X"
#: scene/3d/physics_joint.cpp
msgid "Angular Motor X"
-msgstr ""
+msgstr "Motor Angular X"
#: scene/3d/physics_joint.cpp
msgid "Angular Spring X"
@@ -22752,11 +22764,11 @@ msgstr "Amortiguación Lineal Y"
#: scene/3d/physics_joint.cpp
msgid "Angular Limit Y"
-msgstr ""
+msgstr "Límite Angular Y"
#: scene/3d/physics_joint.cpp
msgid "Angular Motor Y"
-msgstr ""
+msgstr "Motor Angular Y"
#: scene/3d/physics_joint.cpp
msgid "Angular Spring Y"
@@ -22776,11 +22788,11 @@ msgstr "Amortiguación Lineal Z"
#: scene/3d/physics_joint.cpp
msgid "Angular Limit Z"
-msgstr ""
+msgstr "Límite Angular Z"
#: scene/3d/physics_joint.cpp
msgid "Angular Motor Z"
-msgstr ""
+msgstr "Motor Angular Z"
#: scene/3d/physics_joint.cpp
msgid "Angular Spring Z"
@@ -22804,7 +22816,7 @@ msgstr "Portal Activo"
#: scene/3d/portal.cpp scene/resources/occluder_shape_polygon.cpp
msgid "Two Way"
-msgstr ""
+msgstr "Doble Vía"
#: scene/3d/portal.cpp
msgid "Linked Room"
@@ -22820,7 +22832,7 @@ msgstr "Nombre del Grupo"
#: scene/3d/proximity_group.cpp
msgid "Dispatch Mode"
-msgstr ""
+msgstr "Modo de Entrega"
#: scene/3d/proximity_group.cpp
msgid "Grid Radius"
@@ -22832,7 +22844,7 @@ msgstr "Depurar Shape"
#: scene/3d/ray_cast.cpp scene/resources/style_box.cpp
msgid "Thickness"
-msgstr ""
+msgstr "Espesor"
#: scene/3d/reflection_probe.cpp scene/main/viewport.cpp
msgid "Update Mode"
@@ -22897,11 +22909,11 @@ msgstr "Usar Simplificación Predeterminada"
#: scene/3d/room.cpp scene/3d/room_manager.cpp
msgid "Room Simplify"
-msgstr ""
+msgstr "Simplificar Room"
#: scene/3d/room.cpp
msgid "Bound"
-msgstr ""
+msgstr "Conectado"
#: scene/3d/room_group.cpp
msgid "Roomgroup Priority"
@@ -22933,7 +22945,7 @@ msgstr "Sólo debe haber un RoomManager en el SceneTree."
#: scene/3d/room_manager.cpp
msgid "Main"
-msgstr ""
+msgstr "Principal"
#: scene/3d/room_manager.cpp scene/animation/animation_blend_tree.cpp
#: scene/animation/animation_player.cpp scene/animation/animation_tree.cpp
@@ -22960,7 +22972,7 @@ msgstr "Nombre del Archivo PVS"
#: scene/3d/room_manager.cpp servers/visual_server.cpp
msgid "Gameplay"
-msgstr ""
+msgstr "Gameplay"
#: scene/3d/room_manager.cpp
msgid "Gameplay Monitor"
@@ -22984,7 +22996,7 @@ msgstr "Depurar Extensión"
#: scene/3d/room_manager.cpp
msgid "Overlap Warning Threshold"
-msgstr ""
+msgstr "Umbral de Advertencia de Solapamiento"
#: scene/3d/room_manager.cpp
msgid "Preview Camera"
@@ -22992,7 +23004,7 @@ msgstr "Vista previa de la Cámara"
#: scene/3d/room_manager.cpp
msgid "Portal Depth Limit"
-msgstr ""
+msgstr "Límite de Profundidad del Portal"
#: scene/3d/room_manager.cpp
msgid "Default Portal Margin"
@@ -23074,7 +23086,7 @@ msgstr "Ãndice de Puntos"
#: scene/3d/soft_body.cpp
msgid "Spatial Attachment Path"
-msgstr ""
+msgstr "Ruta del Adjunto Espacial"
#: scene/3d/soft_body.cpp
msgid "Physics Enabled"
@@ -23094,31 +23106,31 @@ msgstr "Masa Total"
#: scene/3d/soft_body.cpp
msgid "Linear Stiffness"
-msgstr ""
+msgstr "Rigidez Lineal"
#: scene/3d/soft_body.cpp
msgid "Areaangular Stiffness"
-msgstr ""
+msgstr "Rigidez Ãrea-angular"
#: scene/3d/soft_body.cpp
msgid "Volume Stiffness"
-msgstr ""
+msgstr "Rigidez de volumen"
#: scene/3d/soft_body.cpp
msgid "Pressure Coefficient"
-msgstr ""
+msgstr "Coeficiente de presión"
#: scene/3d/soft_body.cpp
msgid "Damping Coefficient"
-msgstr ""
+msgstr "Coeficiente de amortización"
#: scene/3d/soft_body.cpp
msgid "Drag Coefficient"
-msgstr ""
+msgstr "Coeficiente de resistencia"
#: scene/3d/soft_body.cpp
msgid "Pose Matching Coefficient"
-msgstr ""
+msgstr "Coeficiente de Adaptación de la Pose"
#: scene/3d/soft_body.cpp
msgid "This body will be ignored until you set a mesh."
@@ -23156,7 +23168,7 @@ msgstr "Cantidad de Amortiguación"
#: scene/3d/sprite_3d.cpp scene/gui/graph_edit.cpp
msgid "Opacity"
-msgstr ""
+msgstr "Opacidad"
#: scene/3d/sprite_3d.cpp scene/resources/material.cpp
msgid "Transparent"
@@ -23188,15 +23200,15 @@ msgstr "Fuerza del Motor"
#: scene/3d/vehicle_body.cpp
msgid "Brake"
-msgstr ""
+msgstr "Freno"
#: scene/3d/vehicle_body.cpp
msgid "Steering"
-msgstr ""
+msgstr "Dirección"
#: scene/3d/vehicle_body.cpp
msgid "VehicleBody Motion"
-msgstr ""
+msgstr "Movimiento del VehicleBody"
#: scene/3d/vehicle_body.cpp
msgid "Use As Traction"
@@ -23204,7 +23216,7 @@ msgstr "Usar Como Tracción"
#: scene/3d/vehicle_body.cpp
msgid "Use As Steering"
-msgstr ""
+msgstr "Usar Como Dirección"
#: scene/3d/vehicle_body.cpp
msgid "Wheel"
@@ -23212,7 +23224,7 @@ msgstr "Rueda"
#: scene/3d/vehicle_body.cpp
msgid "Roll Influence"
-msgstr ""
+msgstr "Influencia del Rodaje"
#: scene/3d/vehicle_body.cpp
msgid "Friction Slip"
@@ -23230,6 +23242,16 @@ msgstr "Fuerza Máxima"
msgid "AABB"
msgstr "AABB"
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Ordenar"
+
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Use AABB Center"
+msgstr "Usar Ambiente"
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr "Geometría"
@@ -23260,7 +23282,7 @@ msgstr "Generar Lightmap"
#: scene/3d/visual_instance.cpp
msgid "Lightmap Scale"
-msgstr ""
+msgstr "Escala de Lightmap"
#: scene/3d/visual_instance.cpp
msgid "LOD"
@@ -23273,11 +23295,11 @@ msgstr "Distancia Mínima"
#: scene/3d/visual_instance.cpp
msgid "Min Hysteresis"
-msgstr ""
+msgstr "Histéresis Mínima"
#: scene/3d/visual_instance.cpp
msgid "Max Hysteresis"
-msgstr ""
+msgstr "Histéresis Máxima"
#: scene/3d/world_environment.cpp
msgid ""
@@ -23333,7 +23355,7 @@ msgstr "Reinicio Automático"
#: scene/animation/animation_blend_tree.cpp
msgid "Delay"
-msgstr ""
+msgstr "Retraso"
#: scene/animation/animation_blend_tree.cpp
msgid "Random Delay"
@@ -23386,7 +23408,7 @@ msgstr "Animación Asignada"
#: scene/animation/animation_player.cpp
msgid "Reset On Save"
-msgstr ""
+msgstr "Restablecer Al Guardar"
#: scene/animation/animation_player.cpp
msgid "Current Animation Length"
@@ -23406,7 +23428,7 @@ msgstr "Tiempo de Mezcla Predeterminado"
#: scene/animation/animation_player.cpp
msgid "Method Call Mode"
-msgstr ""
+msgstr "Modo de Llamada de Método"
#: scene/animation/animation_tree.cpp
msgid "In node '%s', invalid animation: '%s'."
@@ -23448,7 +23470,7 @@ msgstr "Reproductor de Animación"
#: scene/animation/animation_tree.cpp
msgid "Root Motion"
-msgstr ""
+msgstr "Movimiento de la Raíz"
#: scene/animation/animation_tree.cpp
msgid "Track"
@@ -23496,11 +23518,11 @@ msgstr "Anular Base de la Punta"
#: scene/animation/skeleton_ik.cpp
msgid "Use Magnet"
-msgstr ""
+msgstr "Usar Imán"
#: scene/animation/skeleton_ik.cpp
msgid "Magnet"
-msgstr ""
+msgstr "Imán"
#: scene/animation/skeleton_ik.cpp
msgid "Target Node"
@@ -23512,7 +23534,7 @@ msgstr "Iteraciones Máximas"
#: scene/animation/tween.cpp
msgid "Playback Process Mode"
-msgstr ""
+msgstr "Modo de Proceso de Reproducción"
#: scene/animation/tween.cpp
msgid "Playback Speed"
@@ -23534,7 +23556,7 @@ msgstr "Modo de Estiramiento"
#: scene/gui/aspect_ratio_container.cpp scene/gui/box_container.cpp
msgid "Alignment"
-msgstr ""
+msgstr "Alineamiento"
#: scene/gui/base_button.cpp
msgid "Shortcut In Tooltip"
@@ -23546,11 +23568,11 @@ msgstr "Modo de Acción"
#: scene/gui/base_button.cpp
msgid "Enabled Focus Mode"
-msgstr ""
+msgstr "Modo de Concentración Activado"
#: scene/gui/base_button.cpp
msgid "Keep Pressed Outside"
-msgstr ""
+msgstr "Mantener presionado al exterior"
#: scene/gui/base_button.cpp scene/gui/shortcut.cpp
msgid "Shortcut"
@@ -23677,7 +23699,7 @@ msgstr "Contenido del Clip"
#: scene/gui/control.cpp scene/resources/visual_shader_nodes.cpp
msgid "Hint"
-msgstr ""
+msgstr "Indicio"
#: scene/gui/control.cpp
msgid "Tooltip"
@@ -23713,7 +23735,7 @@ msgstr "Anterior"
#: scene/gui/control.cpp
msgid "Mouse"
-msgstr ""
+msgstr "Ratón"
#: scene/gui/control.cpp
msgid "Default Cursor Shape"
@@ -23721,7 +23743,7 @@ msgstr "Forma del Cursor Predeterminado"
#: scene/gui/control.cpp
msgid "Pass On Modal Close Click"
-msgstr ""
+msgstr "Pasar Clic Al Cerrar Modal"
#: scene/gui/control.cpp
msgid "Size Flags"
@@ -23737,7 +23759,7 @@ msgstr "Propiedades del Tema"
#: scene/gui/dialogs.cpp
msgid "Window Title"
-msgstr ""
+msgstr "Título de Ventana"
#: scene/gui/dialogs.cpp
msgid "Dialog"
@@ -23745,7 +23767,7 @@ msgstr "Diálogo"
#: scene/gui/dialogs.cpp
msgid "Hide On OK"
-msgstr ""
+msgstr "Ocultar Al Aceptar"
#: scene/gui/dialogs.cpp
msgid "Alert!"
@@ -23794,7 +23816,7 @@ msgstr "Mostrar Etiqueta Zoom"
#: scene/gui/graph_edit.cpp scene/gui/text_edit.cpp
#: scene/resources/default_theme/default_theme.cpp
msgid "Minimap"
-msgstr ""
+msgstr "Minimapa"
#: scene/gui/graph_edit.cpp
msgid "Enable grid minimap."
@@ -23815,7 +23837,7 @@ msgstr "Comentario"
#: scene/gui/graph_node.cpp
msgid "Overlay"
-msgstr ""
+msgstr "Overlay"
#: scene/gui/grid_container.cpp scene/gui/item_list.cpp scene/gui/tree.cpp
msgid "Columns"
@@ -23828,19 +23850,19 @@ msgstr "Temporizadores"
#: scene/gui/item_list.cpp scene/gui/popup_menu.cpp scene/gui/tree.cpp
msgid "Incremental Search Max Interval Msec"
-msgstr ""
+msgstr "Intervalo Máx. de Búsqueda Incremental Msec"
#: scene/gui/item_list.cpp scene/gui/tree.cpp
msgid "Allow Reselect"
-msgstr "Permitir Volver A Seleccionar"
+msgstr "Permitir Reselección"
#: scene/gui/item_list.cpp scene/gui/tree.cpp
msgid "Allow RMB Select"
-msgstr "Permitir Selección Con Botón Derecho Del Ratón"
+msgstr "Permitir Selección Con Botón Derecho Del Mouse"
#: scene/gui/item_list.cpp
msgid "Max Text Lines"
-msgstr ""
+msgstr "Líneas de Texto Máximas"
#: scene/gui/item_list.cpp
msgid "Auto Height"
@@ -23848,15 +23870,15 @@ msgstr "Altura Automática"
#: scene/gui/item_list.cpp
msgid "Max Columns"
-msgstr ""
+msgstr "Columnas Máximas"
#: scene/gui/item_list.cpp
msgid "Same Column Width"
-msgstr ""
+msgstr "Misma Anchura de Columna"
#: scene/gui/item_list.cpp
msgid "Fixed Column Width"
-msgstr ""
+msgstr "Anchura de Columna Fija"
#: scene/gui/item_list.cpp
msgid "Icon Scale"
@@ -23880,19 +23902,19 @@ msgstr "Porcentaje Visible"
#: scene/gui/label.cpp
msgid "Lines Skipped"
-msgstr ""
+msgstr "Líneas Omitidas"
#: scene/gui/label.cpp
msgid "Max Lines Visible"
-msgstr ""
+msgstr "Máximo de Líneas Visibles"
#: scene/gui/line_edit.cpp scene/resources/navigation_mesh.cpp
msgid "Max Length"
-msgstr ""
+msgstr "Máxima Longitud"
#: scene/gui/line_edit.cpp
msgid "Secret"
-msgstr ""
+msgstr "Secreto"
#: scene/gui/line_edit.cpp
msgid "Secret Character"
@@ -23900,7 +23922,7 @@ msgstr "Caracter Secreto"
#: scene/gui/line_edit.cpp
msgid "Expand To Text Length"
-msgstr ""
+msgstr "Expandir a la Longitud del Texto"
#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp
msgid "Context Menu Enabled"
@@ -23929,7 +23951,7 @@ msgstr "Selección Activada"
#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp
#: scene/gui/text_edit.cpp
msgid "Deselect On Focus Loss Enabled"
-msgstr ""
+msgstr "Deselección al perder el focus activada"
#: scene/gui/line_edit.cpp
msgid "Right Icon"
@@ -23941,15 +23963,15 @@ msgstr "Marcador"
#: scene/gui/line_edit.cpp
msgid "Alpha"
-msgstr ""
+msgstr "Alpha"
#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp
msgid "Caret"
-msgstr ""
+msgstr "Caret"
#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp
msgid "Blink"
-msgstr ""
+msgstr "Parpardeo"
#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp
msgid "Blink Speed"
@@ -23957,7 +23979,7 @@ msgstr "Velocidad de Parpadeo"
#: scene/gui/link_button.cpp
msgid "Underline"
-msgstr ""
+msgstr "Subrayar"
#: scene/gui/menu_button.cpp
msgid "Switch On Hover"
@@ -23977,7 +23999,7 @@ msgstr "Parche de Margen"
#: scene/gui/nine_patch_rect.cpp scene/resources/style_box.cpp
msgid "Axis Stretch"
-msgstr ""
+msgstr "Estiramiento de Eje"
#: scene/gui/nine_patch_rect.cpp
msgid ""
@@ -24023,7 +24045,7 @@ msgstr "Ocultar Al Seleccionar Elemento de Estado"
#: scene/gui/popup_menu.cpp
msgid "Submenu Popup Delay"
-msgstr ""
+msgstr "Retraso en la Aparición del Submenú"
#: scene/gui/popup_menu.cpp
msgid "Allow Search"
@@ -24059,11 +24081,11 @@ msgstr "Redondeado"
#: scene/gui/range.cpp
msgid "Allow Greater"
-msgstr ""
+msgstr "Permitir Más"
#: scene/gui/range.cpp
msgid "Allow Lesser"
-msgstr ""
+msgstr "Permitir Menos"
#: scene/gui/reference_rect.cpp
msgid "Border Color"
@@ -24095,11 +24117,11 @@ msgstr "Carácter"
#: scene/gui/rich_text_label.cpp
msgid "BBCode"
-msgstr ""
+msgstr "BBCode"
#: scene/gui/rich_text_label.cpp
msgid "Meta Underlined"
-msgstr ""
+msgstr "Meta Subrayados"
#: scene/gui/rich_text_label.cpp
msgid "Tab Size"
@@ -24111,11 +24133,11 @@ msgstr "Ajustar Altura Del Contenido"
#: scene/gui/rich_text_label.cpp
msgid "Scroll Active"
-msgstr ""
+msgstr "Scroll Activo"
#: scene/gui/rich_text_label.cpp
msgid "Scroll Following"
-msgstr ""
+msgstr "Seguir el Scroll"
#: scene/gui/rich_text_label.cpp
msgid "Selection Enabled"
@@ -24161,15 +24183,15 @@ msgstr "Zona Muerta Predeterminada del Scroll"
#: scene/gui/slider.cpp
msgid "Scrollable"
-msgstr ""
+msgstr "Desplazable"
#: scene/gui/slider.cpp
msgid "Tick Count"
-msgstr "Cantidad De Marcas"
+msgstr "Contador de Marcas"
#: scene/gui/slider.cpp
msgid "Ticks On Borders"
-msgstr "Ticks En Bordes"
+msgstr "Marcas En Los Bordes"
#: scene/gui/spin_box.cpp
msgid "Prefix"
@@ -24193,7 +24215,7 @@ msgstr "Visibilidad de los Arrastradores"
#: scene/gui/tab_container.cpp scene/gui/tabs.cpp
msgid "Tab Align"
-msgstr ""
+msgstr "Alineamiento de Pestaña"
#: scene/gui/tab_container.cpp scene/gui/tabs.cpp
msgid "Current Tab"
@@ -24205,7 +24227,7 @@ msgstr "Pestañas Visibles"
#: scene/gui/tab_container.cpp
msgid "All Tabs In Front"
-msgstr ""
+msgstr "Todas las Pestañas al Frente"
#: scene/gui/tab_container.cpp scene/gui/tabs.cpp
msgid "Drag To Rearrange Enabled"
@@ -24213,31 +24235,31 @@ msgstr "Arrastrar Para Reordenar Habilitado"
#: scene/gui/tab_container.cpp
msgid "Use Hidden Tabs For Min Size"
-msgstr ""
+msgstr "Usar Pestañas Ocultas Para Tamaño Mínimo"
#: scene/gui/tabs.cpp
msgid "Tab Close Display Policy"
-msgstr ""
+msgstr "Política de Botón de Cerrar Pestaña"
#: scene/gui/tabs.cpp
msgid "Scrolling Enabled"
-msgstr ""
+msgstr "Desplazamiento Activado"
#: scene/gui/text_edit.cpp
msgid "Readonly"
-msgstr ""
+msgstr "Solo Lectura"
#: scene/gui/text_edit.cpp
msgid "Bookmark Gutter"
-msgstr "Canalón de Marcadores"
+msgstr "Marca del Umbral"
#: scene/gui/text_edit.cpp
msgid "Breakpoint Gutter"
-msgstr "Canalón de Puntos de Ruptura"
+msgstr "Umbral de Ruptura"
#: scene/gui/text_edit.cpp
msgid "Fold Gutter"
-msgstr "Canalón Plegable"
+msgstr "Pliegue del Umbral"
#: scene/gui/text_edit.cpp
msgid "Drag And Drop Selection Enabled"
@@ -24269,19 +24291,19 @@ msgstr "Modo Bloque"
#: scene/gui/text_edit.cpp
msgid "Moving By Right Click"
-msgstr ""
+msgstr "Mover Con Clic Derecho"
#: scene/gui/text_edit.cpp
msgid "Text Edit Idle Detect (sec)"
-msgstr ""
+msgstr "Detección de Inactividad en la Edición de Texto (seg.)"
#: scene/gui/text_edit.cpp
msgid "Text Edit Undo Stack Max Size"
-msgstr ""
+msgstr "Número máximo de acciones recordados para deshacer"
#: scene/gui/texture_button.cpp scene/resources/default_theme/default_theme.cpp
msgid "Hover"
-msgstr ""
+msgstr "Hover"
#: scene/gui/texture_button.cpp
msgid "Focused"
@@ -24298,7 +24320,7 @@ msgstr "Expandir"
#: scene/gui/texture_progress.cpp
msgid "Under"
-msgstr ""
+msgstr "Debajo"
#: scene/gui/texture_progress.cpp
msgid "Over"
@@ -24318,11 +24340,11 @@ msgstr "Modo de Relleno"
#: scene/gui/texture_progress.cpp scene/resources/material.cpp
msgid "Tint"
-msgstr ""
+msgstr "Tinte"
#: scene/gui/texture_progress.cpp
msgid "Radial Fill"
-msgstr ""
+msgstr "Relleno Radial"
#: scene/gui/texture_progress.cpp
msgid "Initial Angle"
@@ -24358,7 +24380,7 @@ msgstr "Estiramiento de Margen Inferior"
#: scene/gui/tree.cpp
msgid "Custom Minimum Height"
-msgstr ""
+msgstr "Altura Mínima Personalizada"
#: scene/gui/tree.cpp
msgid "(Other)"
@@ -24378,7 +24400,7 @@ msgstr "Ocultar Raíz"
#: scene/gui/tree.cpp
msgid "Drop Mode Flags"
-msgstr ""
+msgstr "Indicadores del Modo de Caída"
#: scene/gui/video_player.cpp
msgid "Audio Track"
@@ -24414,11 +24436,11 @@ msgstr "Descargar Tamaño del Fragmento"
#: scene/main/http_request.cpp
msgid "Body Size Limit"
-msgstr ""
+msgstr "Límite del Tamaño del Cuerpo"
#: scene/main/http_request.cpp
msgid "Max Redirects"
-msgstr ""
+msgstr "Redireccionamientos Máximos"
#: scene/main/http_request.cpp
msgid "Timeout"
@@ -24429,6 +24451,8 @@ msgid ""
"Setting node name '%s' to be unique within scene for '%s', but it's already "
"claimed by '%s'. This node is no longer set unique."
msgstr ""
+"El nombre de nodo '%s' fue establecido como único en la escena de '%s', pero "
+"ya está en uso por '%s'. Éste nodo ya no está como único."
#: scene/main/node.cpp
msgid "Name Num Separator"
@@ -24436,7 +24460,7 @@ msgstr "Separador Numérico del Nombre"
#: scene/main/node.cpp
msgid "Name Casing"
-msgstr ""
+msgstr "Capitalización de Nombre"
#: scene/main/node.cpp
msgid "Editor Description"
@@ -24488,7 +24512,7 @@ msgstr "Sugerencia de Depuración de Navegación"
#: scene/main/scene_tree.cpp
msgid "Use Font Oversampling"
-msgstr ""
+msgstr "Usar Sobremuestreo de Fuente"
#: scene/main/scene_tree.cpp
msgid "Edited Scene Root"
@@ -24496,7 +24520,7 @@ msgstr "Escena Raíz Editada"
#: scene/main/scene_tree.cpp
msgid "Root"
-msgstr ""
+msgstr "Raíz"
#: scene/main/scene_tree.cpp
msgid "Multiplayer Poll"
@@ -24505,11 +24529,11 @@ msgstr "Encuesta Multijugador"
#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp
#: scene/resources/shape_2d.cpp
msgid "Shapes"
-msgstr ""
+msgstr "Formas"
#: scene/main/scene_tree.cpp
msgid "Shape Color"
-msgstr ""
+msgstr "Color de la Forma"
#: scene/main/scene_tree.cpp
msgid "Contact Color"
@@ -24517,7 +24541,7 @@ msgstr "Color de Contacto"
#: scene/main/scene_tree.cpp
msgid "Geometry Color"
-msgstr ""
+msgstr "Color de la Geometría"
#: scene/main/scene_tree.cpp
msgid "Disabled Geometry Color"
@@ -24525,7 +24549,7 @@ msgstr "Color de la Geometría Desactivada"
#: scene/main/scene_tree.cpp
msgid "Max Contacts Displayed"
-msgstr ""
+msgstr "Núm. Máx. de Contactos Mostrados"
#: scene/main/scene_tree.cpp scene/resources/shape_2d.cpp
msgid "Draw 2D Outlines"
@@ -24541,27 +24565,27 @@ msgstr "Tamaño de Atlas"
#: scene/main/scene_tree.cpp
msgid "Atlas Subdiv"
-msgstr ""
+msgstr "Subdivisión del Atlas"
#: scene/main/scene_tree.cpp scene/main/viewport.cpp
msgid "MSAA"
-msgstr ""
+msgstr "MSAA"
#: scene/main/scene_tree.cpp
msgid "Use FXAA"
-msgstr ""
+msgstr "Usar FXAA"
#: scene/main/scene_tree.cpp
msgid "Use Debanding"
-msgstr ""
+msgstr "Usar Debanding"
#: scene/main/scene_tree.cpp scene/main/viewport.cpp
msgid "HDR"
-msgstr ""
+msgstr "HDR"
#: scene/main/scene_tree.cpp scene/main/viewport.cpp
msgid "Use 32 BPC Depth"
-msgstr ""
+msgstr "Usar Profundidad de 32 BPC"
#: scene/main/scene_tree.cpp
msgid "Default Environment"
@@ -24681,7 +24705,7 @@ msgstr "Objetivo de Renderizado"
#: scene/main/viewport.cpp
msgid "V Flip"
-msgstr ""
+msgstr "Reflejo V"
#: scene/main/viewport.cpp
msgid "Clear Mode"
@@ -24709,19 +24733,19 @@ msgstr "Sombra del Atlas"
#: scene/main/viewport.cpp
msgid "Quad 0"
-msgstr ""
+msgstr "Cuadrángulo 0"
#: scene/main/viewport.cpp
msgid "Quad 1"
-msgstr ""
+msgstr "Cuadrángulo 1"
#: scene/main/viewport.cpp
msgid "Quad 2"
-msgstr ""
+msgstr "Cuadrángulo 2"
#: scene/main/viewport.cpp
msgid "Quad 3"
-msgstr ""
+msgstr "Cuadrángulo 3"
#: scene/main/viewport.cpp
msgid "Canvas Transform"
@@ -24737,7 +24761,7 @@ msgstr "Retraso del Tooltip (sec)"
#: scene/register_scene_types.cpp
msgid "Swap OK Cancel"
-msgstr "Cancelar"
+msgstr "Intercambiar Aceptar con Cancelar"
#: scene/register_scene_types.cpp
msgid "Layer Names"
@@ -24769,7 +24793,7 @@ msgstr "Navegación 3D"
#: scene/register_scene_types.cpp
msgid "Use hiDPI"
-msgstr ""
+msgstr "Usar hiDPI"
#: scene/register_scene_types.cpp
msgid "Custom"
@@ -24786,7 +24810,7 @@ msgstr "Tasa de Mezcla"
#: scene/resources/audio_stream_sample.cpp
msgid "Stereo"
-msgstr ""
+msgstr "Estéreo"
#: scene/resources/concave_polygon_shape_2d.cpp
msgid "Segments"
@@ -24798,11 +24822,11 @@ msgstr "Bakear Resolución"
#: scene/resources/curve.cpp
msgid "Bake Interval"
-msgstr ""
+msgstr "Intervalo de Bakeado"
#: scene/resources/default_theme/default_theme.cpp
msgid "Panel"
-msgstr ""
+msgstr "Panel"
#: scene/resources/default_theme/default_theme.cpp
msgid "Font Color"
@@ -24834,7 +24858,7 @@ msgstr "Espaciado del Subrayado"
#: scene/resources/default_theme/default_theme.cpp
msgid "Arrow"
-msgstr ""
+msgstr "Flecha"
#: scene/resources/default_theme/default_theme.cpp
msgid "Arrow Margin"
@@ -24866,19 +24890,19 @@ msgstr "Radio Marcado Desactivado"
#: scene/resources/default_theme/default_theme.cpp
msgid "Radio Unchecked"
-msgstr ""
+msgstr "Radio Desmarcado"
#: scene/resources/default_theme/default_theme.cpp
msgid "Radio Unchecked Disabled"
-msgstr ""
+msgstr "Radio Desmarcado Desactivado"
#: scene/resources/default_theme/default_theme.cpp
msgid "Font Color Hover Pressed"
-msgstr ""
+msgstr "Color de Fuente Hover Pulsado"
#: scene/resources/default_theme/default_theme.cpp
msgid "Check V Adjust"
-msgstr ""
+msgstr "Comprobar Ajuste V"
#: scene/resources/default_theme/default_theme.cpp
msgid "On Disabled"
@@ -24918,7 +24942,7 @@ msgstr "Color de Fuente Seleccionada"
#: scene/resources/default_theme/default_theme.cpp
msgid "Font Color Uneditable"
-msgstr ""
+msgstr "Color de Fuente No Editable"
#: scene/resources/default_theme/default_theme.cpp
msgid "Cursor Color"
@@ -24942,7 +24966,7 @@ msgstr "BG"
#: scene/resources/default_theme/default_theme.cpp
msgid "FG"
-msgstr ""
+msgstr "FG"
#: scene/resources/default_theme/default_theme.cpp
msgid "Tab"
@@ -24964,7 +24988,7 @@ msgstr "Plegar"
#: scene/resources/default_theme/default_theme.cpp
msgid "Font Color Readonly"
-msgstr ""
+msgstr "Color de Fuente de Sólo Leída"
#: scene/resources/default_theme/default_theme.cpp
msgid "Completion Lines"
@@ -24984,7 +25008,7 @@ msgstr "Enfoque de Scroll"
#: scene/resources/default_theme/default_theme.cpp
msgid "Grabber"
-msgstr ""
+msgstr "Grabber"
#: scene/resources/default_theme/default_theme.cpp
msgid "Grabber Highlight"
@@ -25004,11 +25028,11 @@ msgstr "Incremento Resaltado"
#: scene/resources/default_theme/default_theme.cpp
msgid "Increment Pressed"
-msgstr ""
+msgstr "Incremento Pulsado"
#: scene/resources/default_theme/default_theme.cpp
msgid "Decrement"
-msgstr ""
+msgstr "Decremento"
#: scene/resources/default_theme/default_theme.cpp
msgid "Decrement Highlight"
@@ -25016,7 +25040,7 @@ msgstr "Decremento Resaltado"
#: scene/resources/default_theme/default_theme.cpp
msgid "Decrement Pressed"
-msgstr ""
+msgstr "Decremento Pulsado"
#: scene/resources/default_theme/default_theme.cpp
msgid "Slider"
@@ -25024,11 +25048,11 @@ msgstr "Deslizador"
#: scene/resources/default_theme/default_theme.cpp
msgid "Grabber Area"
-msgstr ""
+msgstr "Ãrea de Grabber"
#: scene/resources/default_theme/default_theme.cpp
msgid "Grabber Area Highlight"
-msgstr ""
+msgstr "Resaltado del Ãrea de Grabber"
#: scene/resources/default_theme/default_theme.cpp
msgid "Grabber Disabled"
@@ -25036,7 +25060,7 @@ msgstr "Agarre Desactivado"
#: scene/resources/default_theme/default_theme.cpp
msgid "Tick"
-msgstr ""
+msgstr "Marcar"
#: scene/resources/default_theme/default_theme.cpp
msgid "Updown"
@@ -25160,7 +25184,7 @@ msgstr "Enfoque Seleccionado"
#: scene/resources/default_theme/default_theme.cpp
msgid "Cursor Unfocused"
-msgstr ""
+msgstr "Cursor Desenfocado"
#: scene/resources/default_theme/default_theme.cpp
msgid "Button Pressed"
@@ -25220,7 +25244,7 @@ msgstr "Color de la Línea de Relación"
#: scene/resources/default_theme/default_theme.cpp
msgid "Custom Button Font Highlight"
-msgstr ""
+msgstr "Fuente Personalizada de Botón Resaltado"
#: scene/resources/default_theme/default_theme.cpp
msgid "Item Margin"
@@ -25268,7 +25292,7 @@ msgstr "Pestaña Desactivada"
#: scene/resources/default_theme/default_theme.cpp
msgid "Menu"
-msgstr ""
+msgstr "Menú"
#: scene/resources/default_theme/default_theme.cpp
msgid "Menu Highlight"
@@ -25292,15 +25316,15 @@ msgstr "Margen Superior"
#: scene/resources/default_theme/default_theme.cpp
msgid "Label V Align FG"
-msgstr ""
+msgstr "Etiqueta V Alinear FG"
#: scene/resources/default_theme/default_theme.cpp
msgid "Label V Align BG"
-msgstr ""
+msgstr "Etiqueta V Alinear BG"
#: scene/resources/default_theme/default_theme.cpp
msgid "Large"
-msgstr "Largo"
+msgstr "Grande"
#: scene/resources/default_theme/default_theme.cpp
msgid "Folder"
@@ -25356,11 +25380,11 @@ msgstr "Preset BG"
#: scene/resources/default_theme/default_theme.cpp
msgid "Overbright Indicator"
-msgstr ""
+msgstr "Indicador de Exceso de Brillo"
#: scene/resources/default_theme/default_theme.cpp
msgid "Preset FG"
-msgstr "Preset FG"
+msgstr "FG Preestablecido"
#: scene/resources/default_theme/default_theme.cpp
msgid "Preset BG Icon"
@@ -25416,11 +25440,11 @@ msgstr "Ocultar Automáticamente"
#: scene/resources/default_theme/default_theme.cpp
msgid "Minus"
-msgstr ""
+msgstr "Menos"
#: scene/resources/default_theme/default_theme.cpp
msgid "More"
-msgstr ""
+msgstr "Más"
#: scene/resources/default_theme/default_theme.cpp
msgid "Grid Minor"
@@ -25452,7 +25476,7 @@ msgstr "Bezier Len Neg"
#: scene/resources/default_theme/default_theme.cpp
msgid "Port Grab Distance Horizontal"
-msgstr ""
+msgstr "Distancia de Agarre Horizontal del Puerto"
#: scene/resources/default_theme/default_theme.cpp
msgid "Port Grab Distance Vertical"
@@ -25460,7 +25484,7 @@ msgstr "Distancia Vertical del Puerto de Agarre"
#: scene/resources/dynamic_font.cpp
msgid "Hinting"
-msgstr ""
+msgstr "Hinting"
#: scene/resources/dynamic_font.cpp
msgid "Override Oversampling"
@@ -25496,11 +25520,11 @@ msgstr "Datos de la Fuente"
#: scene/resources/environment.cpp
msgid "Background"
-msgstr ""
+msgstr "Fondo"
#: scene/resources/environment.cpp scene/resources/sky.cpp
msgid "Sky"
-msgstr ""
+msgstr "Cielo"
#: scene/resources/environment.cpp
msgid "Sky Custom FOV"
@@ -25536,7 +25560,7 @@ msgstr "Contribución del Cielo"
#: scene/resources/environment.cpp
msgid "Fog"
-msgstr ""
+msgstr "Niebla"
#: scene/resources/environment.cpp
msgid "Sun Color"
@@ -25596,19 +25620,19 @@ msgstr "Exposición"
#: scene/resources/environment.cpp
msgid "White"
-msgstr ""
+msgstr "Blanco"
#: scene/resources/environment.cpp
msgid "Auto Exposure"
-msgstr ""
+msgstr "Exposición Auto"
#: scene/resources/environment.cpp
msgid "Min Luma"
-msgstr ""
+msgstr "Luma Mínimo"
#: scene/resources/environment.cpp
msgid "Max Luma"
-msgstr ""
+msgstr "Luma Máximo"
#: scene/resources/environment.cpp
msgid "SS Reflections"
@@ -25632,11 +25656,11 @@ msgstr "Tolerancia de Profundidad"
#: scene/resources/environment.cpp scene/resources/material.cpp
msgid "Roughness"
-msgstr ""
+msgstr "Aspereza"
#: scene/resources/environment.cpp
msgid "SSAO"
-msgstr ""
+msgstr "SSAO"
#: scene/resources/environment.cpp
msgid "Radius 2"
@@ -25644,7 +25668,7 @@ msgstr "Radio 2"
#: scene/resources/environment.cpp
msgid "Intensity 2"
-msgstr ""
+msgstr "Intensidad 2"
#: scene/resources/environment.cpp scene/resources/material.cpp
msgid "Light Affect"
@@ -25656,11 +25680,11 @@ msgstr "Influencia del Canal AO"
#: scene/resources/environment.cpp
msgid "Blur"
-msgstr ""
+msgstr "Blur"
#: scene/resources/environment.cpp
msgid "Edge Sharpness"
-msgstr ""
+msgstr "Nitidez de Borde"
#: scene/resources/environment.cpp
msgid "DOF Far Blur"
@@ -25680,7 +25704,7 @@ msgstr ""
#: scene/resources/environment.cpp
msgid "Glow"
-msgstr ""
+msgstr "Brillo"
#: scene/resources/environment.cpp
msgid "Levels"
@@ -25720,15 +25744,15 @@ msgstr "7"
#: scene/resources/environment.cpp
msgid "Bloom"
-msgstr ""
+msgstr "Resplandor"
#: scene/resources/environment.cpp
msgid "HDR Threshold"
-msgstr ""
+msgstr "Umbral de HDR"
#: scene/resources/environment.cpp
msgid "HDR Luminance Cap"
-msgstr ""
+msgstr "Luminancia de HDR Máxima"
#: scene/resources/environment.cpp
msgid "HDR Scale"
@@ -25740,7 +25764,7 @@ msgstr ""
#: scene/resources/environment.cpp
msgid "Adjustments"
-msgstr ""
+msgstr "Ajustes"
#: scene/resources/environment.cpp
msgid "Brightness"
@@ -25772,7 +25796,7 @@ msgstr "Offsets"
#: scene/resources/height_map_shape.cpp
msgid "Map Width"
-msgstr ""
+msgstr "Anchura del Mapa"
#: scene/resources/height_map_shape.cpp
msgid "Map Depth"
@@ -25784,7 +25808,7 @@ msgstr "Datos del Mapa"
#: scene/resources/line_shape_2d.cpp
msgid "D"
-msgstr ""
+msgstr "D"
#: scene/resources/material.cpp
msgid "Next Pass"
@@ -25812,11 +25836,11 @@ msgstr ""
#: scene/resources/material.cpp
msgid "Albedo Tex Force sRGB"
-msgstr ""
+msgstr "Forzar sRGB en Textura Albedo"
#: scene/resources/material.cpp
msgid "Do Not Receive Shadows"
-msgstr ""
+msgstr "No Recibir Sombras"
#: scene/resources/material.cpp
msgid "Disable Ambient Light"
@@ -25828,7 +25852,7 @@ msgstr "Asegurar Normales Correctas"
#: scene/resources/material.cpp
msgid "Albedo Tex MSDF"
-msgstr ""
+msgstr "MSDF en Textura Albedo"
#: scene/resources/material.cpp
msgid "Vertex Color"
@@ -25836,11 +25860,11 @@ msgstr "Color del Vértice"
#: scene/resources/material.cpp
msgid "Use As Albedo"
-msgstr ""
+msgstr "Usar Como Albedo"
#: scene/resources/material.cpp
msgid "Is sRGB"
-msgstr ""
+msgstr "Es sRGB"
#: scene/resources/material.cpp servers/visual_server.cpp
msgid "Parameters"
@@ -25876,15 +25900,15 @@ msgstr "Mantener Escala del Billboard"
#: scene/resources/material.cpp
msgid "Grow"
-msgstr ""
+msgstr "Expandir"
#: scene/resources/material.cpp
msgid "Grow Amount"
-msgstr "Cantidad de Crecimiento"
+msgstr "Cantidad de Expansión"
#: scene/resources/material.cpp
msgid "Use Alpha Scissor"
-msgstr ""
+msgstr "Usar Corte Alpha"
#: scene/resources/material.cpp
msgid "Particles Anim"
@@ -25900,11 +25924,11 @@ msgstr "Cuadros V"
#: scene/resources/material.cpp
msgid "Albedo"
-msgstr ""
+msgstr "Albedo"
#: scene/resources/material.cpp
msgid "Metallic"
-msgstr ""
+msgstr "Metálico"
#: scene/resources/material.cpp
msgid "Texture Channel"
@@ -25916,15 +25940,15 @@ msgstr "Emisión"
#: scene/resources/material.cpp
msgid "On UV2"
-msgstr ""
+msgstr "En UV2"
#: scene/resources/material.cpp
msgid "NormalMap"
-msgstr ""
+msgstr "Mapa Normal"
#: scene/resources/material.cpp
msgid "Rim"
-msgstr ""
+msgstr "Borde"
#: scene/resources/material.cpp
msgid "Clearcoat"
@@ -25932,15 +25956,15 @@ msgstr "Transparencia"
#: scene/resources/material.cpp
msgid "Gloss"
-msgstr ""
+msgstr "Brillo"
#: scene/resources/material.cpp
msgid "Anisotropy"
-msgstr ""
+msgstr "Anisotropía"
#: scene/resources/material.cpp
msgid "Flowmap"
-msgstr ""
+msgstr "Flowmap"
#: scene/resources/material.cpp
msgid "Ambient Occlusion"
@@ -25948,7 +25972,7 @@ msgstr "Oclusión Ambiental"
#: scene/resources/material.cpp
msgid "Deep Parallax"
-msgstr ""
+msgstr "Paralaje Profundo"
#: scene/resources/material.cpp
msgid "Min Layers"
@@ -25960,7 +25984,7 @@ msgstr "Capas Máximas"
#: scene/resources/material.cpp
msgid "Flip Tangent"
-msgstr ""
+msgstr "Voltear Tangente"
#: scene/resources/material.cpp
msgid "Flip Binormal"
@@ -25980,7 +26004,7 @@ msgstr "Refracción"
#: scene/resources/material.cpp
msgid "Detail"
-msgstr ""
+msgstr "Detalle"
#: scene/resources/material.cpp
msgid "UV Layer"
@@ -25992,11 +26016,11 @@ msgstr "UV1"
#: scene/resources/material.cpp
msgid "Triplanar"
-msgstr ""
+msgstr "Triplanar"
#: scene/resources/material.cpp
msgid "Triplanar Sharpness"
-msgstr ""
+msgstr "Nitidez Triplanar"
#: scene/resources/material.cpp
msgid "UV2"
@@ -26008,7 +26032,7 @@ msgstr "Desvanecimiento de Proximidad"
#: scene/resources/material.cpp
msgid "Distance Fade"
-msgstr ""
+msgstr "Fade al Distanciarse"
#: scene/resources/material.cpp
msgid "Async Mode"
@@ -26020,7 +26044,7 @@ msgstr "Sugerencia de Tamaño del Lightmap"
#: scene/resources/mesh.cpp scene/resources/primitive_meshes.cpp
msgid "Custom AABB"
-msgstr ""
+msgstr "AABB Personalizado"
#: scene/resources/mesh_library.cpp
msgid "Mesh Transform"
@@ -26040,7 +26064,7 @@ msgstr "Formato de Transformación"
#: scene/resources/multimesh.cpp
msgid "Custom Data Format"
-msgstr ""
+msgstr "Formato de Datos Personalizado"
#: scene/resources/multimesh.cpp
msgid "Instance Count"
@@ -26048,7 +26072,7 @@ msgstr "Conteo de Instancias"
#: scene/resources/multimesh.cpp
msgid "Visible Instance Count"
-msgstr ""
+msgstr "Número de Instancias Visible"
#: scene/resources/navigation_mesh.cpp
msgid "Sampling"
@@ -26064,7 +26088,7 @@ msgstr "Tipo de Geometría Parseada"
#: scene/resources/navigation_mesh.cpp
msgid "Source Geometry Mode"
-msgstr ""
+msgstr "Modo de Geometría de Origen"
#: scene/resources/navigation_mesh.cpp
msgid "Source Group Name"
@@ -26072,7 +26096,7 @@ msgstr "Nombre del Grupo de Origen"
#: scene/resources/navigation_mesh.cpp
msgid "Cells"
-msgstr ""
+msgstr "Celdas"
#: scene/resources/navigation_mesh.cpp
msgid "Agents"
@@ -26080,11 +26104,11 @@ msgstr "Agentes"
#: scene/resources/navigation_mesh.cpp
msgid "Max Climb"
-msgstr ""
+msgstr "Escalada Máxima"
#: scene/resources/navigation_mesh.cpp
msgid "Max Slope"
-msgstr ""
+msgstr "Pendiente Máxima"
#: scene/resources/navigation_mesh.cpp
msgid "Regions"
@@ -26096,7 +26120,7 @@ msgstr "Tamaño de Unión"
#: scene/resources/navigation_mesh.cpp
msgid "Edges"
-msgstr ""
+msgstr "Aristas"
#: scene/resources/navigation_mesh.cpp
msgid "Max Error"
@@ -26104,7 +26128,7 @@ msgstr "Error Máximo"
#: scene/resources/navigation_mesh.cpp
msgid "Verts Per Poly"
-msgstr ""
+msgstr "Vértices por Poly"
#: scene/resources/navigation_mesh.cpp
msgid "Details"
@@ -26120,7 +26144,7 @@ msgstr "Error Máximo de Muestra"
#: scene/resources/navigation_mesh.cpp
msgid "Low Hanging Obstacles"
-msgstr ""
+msgstr "Obstáculos Colgando Bajo"
#: scene/resources/navigation_mesh.cpp
msgid "Ledge Spans"
@@ -26140,7 +26164,7 @@ msgstr "Bakear Offset AABB"
#: scene/resources/occluder_shape.cpp
msgid "Spheres"
-msgstr ""
+msgstr "Esferas"
#: scene/resources/occluder_shape.cpp
msgid "OccluderShapeSphere Set Spheres"
@@ -26156,11 +26180,11 @@ msgstr "Puntos de Rotura"
#: scene/resources/packed_scene.cpp
msgid "Bundled"
-msgstr ""
+msgstr "Empaquetado"
#: scene/resources/particles_material.cpp
msgid "Trail"
-msgstr ""
+msgstr "Rastro"
#: scene/resources/particles_material.cpp
msgid "Divisor"
@@ -26200,11 +26224,11 @@ msgstr "Curva de Escala"
#: scene/resources/physics_material.cpp
msgid "Rough"
-msgstr ""
+msgstr "Ãspero"
#: scene/resources/physics_material.cpp
msgid "Absorbent"
-msgstr ""
+msgstr "Absorbente"
#: scene/resources/plane_shape.cpp
msgid "Plane"
@@ -26216,19 +26240,19 @@ msgstr "Voltear Caras"
#: scene/resources/primitive_meshes.cpp
msgid "Mid Height"
-msgstr ""
+msgstr "Altura Mediana"
#: scene/resources/primitive_meshes.cpp
msgid "Subdivide Width"
-msgstr ""
+msgstr "Anchura de Subdivisión"
#: scene/resources/primitive_meshes.cpp
msgid "Subdivide Height"
-msgstr ""
+msgstr "Altura de Subdivisión"
#: scene/resources/primitive_meshes.cpp
msgid "Subdivide Depth"
-msgstr ""
+msgstr "Profundidad de Subdivisión"
#: scene/resources/primitive_meshes.cpp
msgid "Top Radius"
@@ -26244,7 +26268,7 @@ msgstr "De Izquierda a Derecha"
#: scene/resources/primitive_meshes.cpp
msgid "Is Hemisphere"
-msgstr ""
+msgstr "Es Hemisfera"
#: scene/resources/primitive_meshes.cpp
msgid "Curve Step"
@@ -26252,15 +26276,15 @@ msgstr "Paso de Curva"
#: scene/resources/ray_shape.cpp scene/resources/segment_shape_2d.cpp
msgid "Slips On Slope"
-msgstr ""
+msgstr "Resbala en Pendiente"
#: scene/resources/segment_shape_2d.cpp
msgid "A"
-msgstr ""
+msgstr "A"
#: scene/resources/shape_2d.cpp
msgid "Custom Solver Bias"
-msgstr ""
+msgstr "Bias de Solución Personalizado"
#: scene/resources/skin.cpp
msgid "Bind Count"
@@ -26280,7 +26304,7 @@ msgstr "Tamaño de Resplandor"
#: scene/resources/sky.cpp
msgid "Panorama"
-msgstr ""
+msgstr "Panorama"
#: scene/resources/sky.cpp
msgid "Top Color"
@@ -26308,15 +26332,15 @@ msgstr "Latitud"
#: scene/resources/sky.cpp
msgid "Longitude"
-msgstr ""
+msgstr "Longitud"
#: scene/resources/sky.cpp
msgid "Angle Min"
-msgstr ""
+msgstr "Ãngulo Mínimo"
#: scene/resources/sky.cpp
msgid "Angle Max"
-msgstr ""
+msgstr "Ãngulo Máximo"
#: scene/resources/style_box.cpp
msgid "Content Margin"
@@ -26328,7 +26352,7 @@ msgstr "Expandir Margen"
#: scene/resources/style_box.cpp
msgid "Skew"
-msgstr ""
+msgstr "Sesgo"
#: scene/resources/style_box.cpp
msgid "Corner Radius"
@@ -26336,19 +26360,19 @@ msgstr "Radio de Esquina"
#: scene/resources/style_box.cpp
msgid "Corner Detail"
-msgstr ""
+msgstr "Detalle de Esquina"
#: scene/resources/style_box.cpp
msgid "Anti Aliasing"
-msgstr ""
+msgstr "Antialias"
#: scene/resources/style_box.cpp
msgid "Grow Begin"
-msgstr ""
+msgstr "Inicio de Expansión"
#: scene/resources/style_box.cpp
msgid "Grow End"
-msgstr ""
+msgstr "Fin de Expansión"
#: scene/resources/texture.cpp
msgid "Load Path"
@@ -26404,7 +26428,7 @@ msgstr "Pausa"
#: scene/resources/texture.cpp
msgid "Which Feed"
-msgstr ""
+msgstr "Cuál Feed"
#: scene/resources/texture.cpp
msgid "Camera Is Active"
@@ -26416,7 +26440,7 @@ msgstr "Fuente Predeterminada"
#: scene/resources/visual_shader.cpp
msgid "Output Port For Preview"
-msgstr ""
+msgstr "Puerto de Salida para Previsualización"
#: scene/resources/visual_shader.cpp
msgid "Depth Draw"
@@ -26468,7 +26492,7 @@ msgstr "Tipo de Textura"
#: scene/resources/visual_shader_nodes.cpp
msgid "Cube Map"
-msgstr ""
+msgstr "Mapa de Cubo"
#: scene/resources/visual_shader_nodes.cpp
msgid "Default Value Enabled"
@@ -26500,7 +26524,7 @@ msgstr "Mapa de Navegación"
#: scene/resources/world.cpp scene/resources/world_2d.cpp
msgid "Direct Space State"
-msgstr ""
+msgstr "Estado de Espacio Directo"
#: scene/resources/world.cpp scene/resources/world_2d.cpp
msgid "Default Gravity Vector"
@@ -26536,7 +26560,7 @@ msgstr "Lienzo"
#: servers/arvr/arvr_interface.cpp
msgid "Is Primary"
-msgstr ""
+msgstr "Es Primario"
#: servers/arvr/arvr_interface.cpp
msgid "Is Initialized"
@@ -26544,11 +26568,11 @@ msgstr "Inicializado"
#: servers/arvr/arvr_interface.cpp
msgid "AR"
-msgstr ""
+msgstr "AR"
#: servers/arvr/arvr_interface.cpp
msgid "Is Anchor Detection Enabled"
-msgstr ""
+msgstr "Detección de Anclaje Está Activada"
#: servers/arvr_server.cpp
msgid "Primary Interface"
@@ -26566,36 +26590,36 @@ msgstr "Tono Aleatorio"
#: servers/audio/effects/audio_effect_spectrum_analyzer.cpp
#: servers/audio/effects/audio_stream_generator.cpp
msgid "Buffer Length"
-msgstr ""
+msgstr "Longitud de Buffer"
#: servers/audio/effects/audio_effect_chorus.cpp
msgid "Voice Count"
-msgstr ""
+msgstr "Número de Voces"
#: servers/audio/effects/audio_effect_chorus.cpp
#: servers/audio/effects/audio_effect_delay.cpp
#: servers/audio/effects/audio_effect_reverb.cpp
msgid "Dry"
-msgstr ""
+msgstr "Seco"
#: servers/audio/effects/audio_effect_chorus.cpp
#: servers/audio/effects/audio_effect_reverb.cpp
msgid "Wet"
-msgstr ""
+msgstr "Mojado"
#: servers/audio/effects/audio_effect_chorus.cpp
msgid "Voice"
-msgstr ""
+msgstr "Voz"
#: servers/audio/effects/audio_effect_chorus.cpp
#: servers/audio/effects/audio_effect_delay.cpp
msgid "Delay (ms)"
-msgstr ""
+msgstr "Retraso (ms)"
#: servers/audio/effects/audio_effect_chorus.cpp
#: servers/audio/effects/audio_effect_phaser.cpp
msgid "Rate Hz"
-msgstr ""
+msgstr "Velocidad en Hz"
#: servers/audio/effects/audio_effect_chorus.cpp
msgid "Depth (ms)"
@@ -26604,7 +26628,7 @@ msgstr "Profundidad (ms)"
#: servers/audio/effects/audio_effect_chorus.cpp
#: servers/audio/effects/audio_effect_delay.cpp
msgid "Level dB"
-msgstr ""
+msgstr "Nivel en dB"
#: servers/audio/effects/audio_effect_chorus.cpp
#: servers/audio/effects/audio_effect_delay.cpp
@@ -26615,11 +26639,11 @@ msgstr "Pan"
#: servers/audio/effects/audio_effect_compressor.cpp
#: servers/audio/effects/audio_effect_filter.cpp
msgid "Gain"
-msgstr ""
+msgstr "Ganancia"
#: servers/audio/effects/audio_effect_compressor.cpp
msgid "Attack (µs)"
-msgstr ""
+msgstr "Ataque (µs)"
#: servers/audio/effects/audio_effect_compressor.cpp
msgid "Release (ms)"
@@ -26635,11 +26659,11 @@ msgstr ""
#: servers/audio/effects/audio_effect_delay.cpp
msgid "Tap 1"
-msgstr ""
+msgstr "Toque 1"
#: servers/audio/effects/audio_effect_delay.cpp
msgid "Tap 2"
-msgstr ""
+msgstr "Toque 2"
#: servers/audio/effects/audio_effect_delay.cpp
#: servers/audio/effects/audio_effect_phaser.cpp
@@ -26653,15 +26677,15 @@ msgstr "Paso Bajo"
#: servers/audio/effects/audio_effect_distortion.cpp
msgid "Pre Gain"
-msgstr ""
+msgstr "Pre-Ganancia"
#: servers/audio/effects/audio_effect_distortion.cpp
msgid "Keep Hf Hz"
-msgstr ""
+msgstr "Mantener Hz Altas"
#: servers/audio/effects/audio_effect_distortion.cpp
msgid "Drive"
-msgstr ""
+msgstr "Drive"
#: servers/audio/effects/audio_effect_distortion.cpp
msgid "Post Gain"
@@ -26673,11 +26697,11 @@ msgstr "Resonancia"
#: servers/audio/effects/audio_effect_limiter.cpp
msgid "Ceiling dB"
-msgstr ""
+msgstr "dB Tope"
#: servers/audio/effects/audio_effect_limiter.cpp
msgid "Threshold dB"
-msgstr ""
+msgstr "Umbral dB"
#: servers/audio/effects/audio_effect_limiter.cpp
msgid "Soft Clip dB"
@@ -26689,15 +26713,15 @@ msgstr ""
#: servers/audio/effects/audio_effect_phaser.cpp
msgid "Range Min Hz"
-msgstr ""
+msgstr "Rango Hz Mínimo"
#: servers/audio/effects/audio_effect_phaser.cpp
msgid "Range Max Hz"
-msgstr ""
+msgstr "Rango Hz Máximo"
#: servers/audio/effects/audio_effect_pitch_shift.cpp
msgid "Oversampling"
-msgstr ""
+msgstr "Sobremuestreo"
#: servers/audio/effects/audio_effect_pitch_shift.cpp
#: servers/audio/effects/audio_effect_spectrum_analyzer.cpp
@@ -26710,11 +26734,11 @@ msgstr ""
#: servers/audio/effects/audio_effect_reverb.cpp
msgid "Msec"
-msgstr ""
+msgstr "Mseg"
#: servers/audio/effects/audio_effect_reverb.cpp
msgid "Room Size"
-msgstr ""
+msgstr "Tamaño de Habitación"
#: servers/audio/effects/audio_effect_reverb.cpp
msgid "High-pass"
@@ -26734,7 +26758,7 @@ msgstr "Tiempo de Extracción (ms)"
#: servers/audio/effects/audio_effect_stereo_enhance.cpp
msgid "Surround"
-msgstr ""
+msgstr "Envolvente"
#: servers/audio_server.cpp
msgid "Enable Audio Input"
@@ -26746,7 +26770,7 @@ msgstr "Latencia de Salida"
#: servers/audio_server.cpp
msgid "Channel Disable Threshold dB"
-msgstr ""
+msgstr "Umbral dB de Deactivación de Canal"
#: servers/audio_server.cpp
msgid "Channel Disable Time"
@@ -26754,7 +26778,7 @@ msgstr "Tiempo de Desconexión del Canal"
#: servers/audio_server.cpp
msgid "Video Delay Compensation (ms)"
-msgstr ""
+msgstr "Compensación de Retraso de Vídeo (ms)"
#: servers/audio_server.cpp
msgid "Bus Count"
@@ -26770,7 +26794,7 @@ msgstr "Escala Global de Porcentajes"
#: servers/camera/camera_feed.cpp
msgid "Feed"
-msgstr ""
+msgstr "Feed"
#: servers/camera/camera_feed.cpp
msgid "Is Active"
@@ -26778,15 +26802,15 @@ msgstr "Activo"
#: servers/physics/space_sw.cpp servers/physics_2d/space_2d_sw.cpp
msgid "Sleep Threshold Linear"
-msgstr ""
+msgstr "Umbral de Sueño Lineal"
#: servers/physics/space_sw.cpp servers/physics_2d/space_2d_sw.cpp
msgid "Sleep Threshold Angular"
-msgstr ""
+msgstr "Umbral de Sueño Angular"
#: servers/physics/space_sw.cpp servers/physics_2d/space_2d_sw.cpp
msgid "Time Before Sleep"
-msgstr ""
+msgstr "Tiempo Antes de Sueño"
#: servers/physics_2d/physics_2d_server_sw.cpp
msgid "BP Hash Table Size"
@@ -26794,11 +26818,11 @@ msgstr "Tamaño de Tabla Hash BP"
#: servers/physics_2d/physics_2d_server_sw.cpp
msgid "Large Object Surface Threshold In Cells"
-msgstr ""
+msgstr "Umbral de Superficie de Objeto Grande en Celdas"
#: servers/physics_2d_server.cpp servers/physics_server.cpp
msgid "Inverse Mass"
-msgstr ""
+msgstr "Masa Inversa"
#: servers/physics_2d_server.cpp servers/physics_server.cpp
msgid "Inverse Inertia"
@@ -26822,11 +26846,11 @@ msgstr "Velocidad Lineal"
#: servers/physics_2d_server.cpp servers/physics_server.cpp
msgid "Exclude"
-msgstr ""
+msgstr "Excluir"
#: servers/physics_2d_server.cpp servers/physics_server.cpp
msgid "Shape RID"
-msgstr ""
+msgstr "RID de Forma"
#: servers/physics_2d_server.cpp servers/physics_server.cpp
msgid "Collide With Bodies"
@@ -26834,7 +26858,7 @@ msgstr "Colisión de Cuerpos"
#: servers/physics_2d_server.cpp servers/physics_server.cpp
msgid "Collide With Areas"
-msgstr ""
+msgstr "Colisionar Con Ãreas"
#: servers/physics_2d_server.cpp servers/physics_server.cpp
msgid "Motion Remainder"
@@ -26870,7 +26894,7 @@ msgstr "Centro de la Masa"
#: servers/physics_server.cpp
msgid "Principal Inertia Axes"
-msgstr ""
+msgstr "Ejes de Inercia Principal"
#: servers/visual/shader_language.cpp
msgid "Varying may not be assigned in the '%s' function."
@@ -26938,7 +26962,7 @@ msgstr "Importar PVRTC"
#: servers/visual_server.cpp
msgid "Lossless Compression"
-msgstr ""
+msgstr "Compresión Sin Pérdidas"
#: servers/visual_server.cpp
msgid "Force PNG"
@@ -26946,7 +26970,7 @@ msgstr "Forzar PNG"
#: servers/visual_server.cpp
msgid "WebP Compression Level"
-msgstr ""
+msgstr "Nivel de Compresión WebP"
#: servers/visual_server.cpp
msgid "Time Rollover Secs"
@@ -26958,19 +26982,19 @@ msgstr "Tamaño del Cubemap"
#: servers/visual_server.cpp
msgid "Quadrant 0 Subdiv"
-msgstr ""
+msgstr "Subdivisión del Cuadrante 0"
#: servers/visual_server.cpp
msgid "Quadrant 1 Subdiv"
-msgstr ""
+msgstr "Subdivisión del Cuadrante 1"
#: servers/visual_server.cpp
msgid "Quadrant 2 Subdiv"
-msgstr ""
+msgstr "Subdivisión del Cuadrante 2"
#: servers/visual_server.cpp
msgid "Quadrant 3 Subdiv"
-msgstr ""
+msgstr "Subdivisión del Cuadrante 3"
#: servers/visual_server.cpp
msgid "Shadows"
@@ -26986,11 +27010,11 @@ msgstr "Reflejos del Array de Texturas"
#: servers/visual_server.cpp
msgid "High Quality GGX"
-msgstr ""
+msgstr "GGX de Alta Calidad"
#: servers/visual_server.cpp
msgid "Irradiance Max Size"
-msgstr ""
+msgstr "Tamaño Máximo de Irradiancia"
#: servers/visual_server.cpp
msgid "Shading"
@@ -26998,19 +27022,19 @@ msgstr "Sombreado"
#: servers/visual_server.cpp
msgid "Force Vertex Shading"
-msgstr ""
+msgstr "Forzar Sombreado de Vértice"
#: servers/visual_server.cpp
msgid "Force Lambert Over Burley"
-msgstr ""
+msgstr "Forzar Lambert en Lugar de Burley"
#: servers/visual_server.cpp
msgid "Force Blinn Over GGX"
-msgstr ""
+msgstr "Forzar Blinn en Lugar de GGX"
#: servers/visual_server.cpp
msgid "Mesh Storage"
-msgstr ""
+msgstr "Almacenamiento de Malla"
#: servers/visual_server.cpp
msgid "Split Stream"
@@ -27018,7 +27042,7 @@ msgstr "Stream Dividido"
#: servers/visual_server.cpp
msgid "Use Physical Light Attenuation"
-msgstr ""
+msgstr "Usar Atenuación de Luz Física"
#: servers/visual_server.cpp
msgid "Depth Prepass"
@@ -27030,11 +27054,11 @@ msgstr ""
#: servers/visual_server.cpp
msgid "Anisotropic Filter Level"
-msgstr ""
+msgstr "Nivel de Filtro Anisotrópico"
#: servers/visual_server.cpp
msgid "Use Nearest Mipmap Filter"
-msgstr ""
+msgstr "Usar Filtro de Mapa MIP más Cercano"
#: servers/visual_server.cpp
msgid "Skinning"
@@ -27090,7 +27114,7 @@ msgstr "Usar División en Lotes en el Editor"
#: servers/visual_server.cpp
msgid "Single Rect Fallback"
-msgstr ""
+msgstr "Alternativa de Rect Único"
#: servers/visual_server.cpp
msgid "Max Join Item Commands"
@@ -27098,11 +27122,11 @@ msgstr ""
#: servers/visual_server.cpp
msgid "Colored Vertex Format Threshold"
-msgstr ""
+msgstr "Umbral de Formato de Vértice Coloreado"
#: servers/visual_server.cpp
msgid "Scissor Area Threshold"
-msgstr ""
+msgstr "Umbral de Ãrea de Corte"
#: servers/visual_server.cpp
msgid "Max Join Items"
@@ -27110,7 +27134,7 @@ msgstr "Elementos de Unión Máximos"
#: servers/visual_server.cpp
msgid "Batch Buffer Size"
-msgstr ""
+msgstr "Tamaño de Lote de Buffer"
#: servers/visual_server.cpp
msgid "Item Reordering Lookahead"
@@ -27126,7 +27150,7 @@ msgstr "Diagnosticar Cuadro"
#: servers/visual_server.cpp
msgid "GLES2"
-msgstr ""
+msgstr "GLES2"
#: servers/visual_server.cpp
msgid "Compatibility"
@@ -27134,7 +27158,7 @@ msgstr "Compatibilidad"
#: servers/visual_server.cpp
msgid "Disable Half Float"
-msgstr ""
+msgstr "Desactivar Float Medio"
#: servers/visual_server.cpp
msgid "Enable High Float"
@@ -27146,11 +27170,11 @@ msgstr "Precisión"
#: servers/visual_server.cpp
msgid "UV Contract"
-msgstr ""
+msgstr "Contracción UV"
#: servers/visual_server.cpp
msgid "UV Contract Amount"
-msgstr ""
+msgstr "Cantidad de Contracción UV"
#: servers/visual_server.cpp
msgid "Use Simple PVS"
@@ -27194,7 +27218,7 @@ msgstr "Compilaciones Simultáneas Máximas"
#: servers/visual_server.cpp
msgid "Log Active Async Compiles Count"
-msgstr ""
+msgstr "Anotar Número de Compilaciones Asíncronas Activas"
#: servers/visual_server.cpp
msgid "Shader Cache Size (MB)"
diff --git a/editor/translations/es_AR.po b/editor/translations/es_AR.po
index 5babe4ff23..fdb6b4f00d 100644
--- a/editor/translations/es_AR.po
+++ b/editor/translations/es_AR.po
@@ -21,13 +21,14 @@
# Manuel González <mgoopazo@gmail.com>, 2021.
# emnrx <emanuelermancia@gmail.com>, 2022.
# Mau_Restor <restor@gmail.com>, 2022.
+# Leonardo Martínez <leonardomartinez85@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: 2022-07-23 03:57+0000\n"
-"Last-Translator: Mau_Restor <restor@gmail.com>\n"
+"PO-Revision-Date: 2022-11-26 14:36+0000\n"
+"Last-Translator: emnrx <emanuelermancia@gmail.com>\n"
"Language-Team: Spanish (Argentina) <https://hosted.weblate.org/projects/"
"godot-engine/godot/es_AR/>\n"
"Language: es_AR\n"
@@ -35,7 +36,7 @@ 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 4.14-dev\n"
+"X-Generator: Weblate 4.15-dev\n"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Tablet Driver"
@@ -71,7 +72,7 @@ msgstr "Modo de Bajo Uso del Procesador"
#: core/bind/core_bind.cpp
msgid "Low Processor Usage Mode Sleep (µsec)"
-msgstr ""
+msgstr "Modo de Baja Utilización del Procesador en Reposo (µseg)"
#: core/bind/core_bind.cpp main/main.cpp platform/uwp/os_uwp.cpp
msgid "Keep Screen On"
@@ -141,7 +142,7 @@ msgstr "Tamaño"
#: core/bind/core_bind.cpp
msgid "Endian Swap"
-msgstr ""
+msgstr "Intercambio Endiano"
#: core/bind/core_bind.cpp
msgid "Editor Hint"
@@ -248,20 +249,19 @@ msgstr "Conección"
#: core/io/http_client.cpp
msgid "Read Chunk Size"
-msgstr ""
+msgstr "Tamaño de fragmento de lectura"
#: core/io/marshalls.cpp
msgid "Object ID"
msgstr "ID de Objeto"
#: core/io/multiplayer_api.cpp core/io/packet_peer.cpp
-#, fuzzy
msgid "Allow Object Decoding"
-msgstr "Activar Onion Skinning"
+msgstr "Permitir decodificación de objetos"
#: core/io/multiplayer_api.cpp scene/main/scene_tree.cpp
msgid "Refuse New Network Connections"
-msgstr ""
+msgstr "Rechazar Nuevas Conexiones de Red"
#: core/io/multiplayer_api.cpp scene/main/scene_tree.cpp
#, fuzzy
@@ -309,9 +309,8 @@ msgid "Blocking Handshake"
msgstr ""
#: core/io/udp_server.cpp
-#, fuzzy
msgid "Max Pending Connections"
-msgstr "Editar Conexión:"
+msgstr "Máximo de Conexiones Pendientes"
#: core/math/expression.cpp modules/gdscript/gdscript_functions.cpp
#: modules/visual_script/visual_script_builtin_funcs.cpp
@@ -364,7 +363,6 @@ msgid "Seed"
msgstr "Semilla"
#: core/math/random_number_generator.cpp
-#, fuzzy
msgid "State"
msgstr "Estado"
@@ -381,9 +379,8 @@ msgid "Mouse Mode"
msgstr "Modo Mouse"
#: core/os/input.cpp
-#, fuzzy
msgid "Use Accumulated Input"
-msgstr "Eliminar Entrada"
+msgstr "Usar entrada acumulada"
#: core/os/input_event.cpp editor/project_settings_editor.cpp
#: servers/audio_server.cpp
@@ -411,9 +408,8 @@ msgid "Command"
msgstr "Comando"
#: core/os/input_event.cpp
-#, fuzzy
msgid "Physical"
-msgstr " (Física)"
+msgstr "Física"
#: core/os/input_event.cpp scene/2d/touch_screen_button.cpp
#: scene/gui/base_button.cpp scene/gui/texture_button.cpp
@@ -757,9 +753,8 @@ msgstr "Al Final de la interfaz de usuario"
#: servers/physics_2d/physics_2d_server_wrap_mt.h
#: servers/physics_2d/space_2d_sw.cpp servers/physics_2d_server.cpp
#: servers/physics_server.cpp
-#, fuzzy
msgid "Physics"
-msgstr " (Física)"
+msgstr "(Física)"
#: core/project_settings.cpp editor/editor_settings.cpp
#: editor/import/resource_importer_layered_texture.cpp
@@ -1073,7 +1068,7 @@ msgstr ""
#. TRANSLATORS: Adjective, refers to the mode for Bezier handles (Free, Balanced, Mirror).
#: editor/animation_bezier_editor.cpp
msgid "Free"
-msgstr "Gratis"
+msgstr "Libre"
#: editor/animation_bezier_editor.cpp
msgid "Balanced"
@@ -13119,9 +13114,10 @@ msgstr "Opciones de Ajuste"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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 "Offset:"
@@ -14563,16 +14559,17 @@ msgid "Invalid project path (changed anything?)."
msgstr "Ruta de proyecto inválida (cambiaste algo?)."
#: editor/project_manager.cpp
+#, fuzzy
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
"No se pudo cargar project.godot desde la ruta de proyecto (error %d). La "
"ruta no existe o está corrupta."
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr "No se pudo editar project.godot en la ruta de proyecto."
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "No se puede abrir el proyecto en '%s'."
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -19323,15 +19320,13 @@ msgid "Code Signing"
msgstr "Firmando código de DMG"
#: 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 ""
-"No se ha encontrado 'apksigner'.\n"
-"Por favor, comprobá que el comando esté disponible en el directorio Android "
-"SDK build-tools.\n"
-"El %s resultante está sin firmar."
+"No se ha encontrado 'apksigner'. Por favor, comprobá que el comando esté "
+"disponible en el directorio Android SDK build-tools. El %s resultante está "
+"sin firmar."
#: platform/android/export/export_plugin.cpp
msgid "Signing debug %s..."
@@ -19380,9 +19375,8 @@ msgid "Invalid filename! Android APK requires the *.apk extension."
msgstr "¡Nombre de archivo inválido! Android APK requiere la extensión *.apk."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Unsupported export format!"
-msgstr "¡Formato de exportación no soportado!\n"
+msgstr "¡Formato de exportación no soportado!"
#: platform/android/export/export_plugin.cpp
msgid ""
@@ -19394,16 +19388,13 @@ msgstr ""
"'Proyecto'."
#: 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 ""
-"La versión de compilación de Android no coincide:\n"
-" Plantilla instalada: %s\n"
-" Versión de Godot: %s\n"
-"Por favor, reinstalá la plantilla de compilación de Android desde el menú "
-"'Proyecto'."
+"La versión de compilación de Android no coincide: Plantilla instalada: %s, "
+"Versión de Godot: %s. Por favor, reinstalá la plantilla de compilación de "
+"Android desde el menú 'Proyecto'."
#: platform/android/export/export_plugin.cpp
#, fuzzy
@@ -19414,10 +19405,9 @@ msgstr ""
"el nombre del proyecto"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Could not export project files to gradle project."
msgstr ""
-"No se pudieron exportar los archivos del proyecto a un proyecto gradle\n"
+"No se pudieron exportar los archivos del proyecto a un proyecto gradle."
#: platform/android/export/export_plugin.cpp
msgid "Could not write expansion package file!"
@@ -19428,12 +19418,11 @@ msgid "Building Android Project (gradle)"
msgstr "Construir Proyecto Android (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 ""
-"La construcción del proyecto Android falló, comprueba la salida del error.\n"
+"La construcción del proyecto Android falló, comprueba la salida del error. "
"También podés visitar docs.godotengine.org para consultar la documentación "
"de compilación de Android."
@@ -19459,23 +19448,19 @@ msgid "Creating APK..."
msgstr "Creando APK..."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Could not find template APK to export: \"%s\"."
-msgstr ""
-"No se pudo encontrar la plantilla APK para exportar:\n"
-"%s"
+msgstr "No se pudo encontrar la plantilla APK para exportar: %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 ""
"Bibliotecas faltantes en la plantilla de exportación para las arquitecturas "
-"seleccionadas: %s.\n"
-"Por favor, construya una plantilla con todas las bibliotecas necesarias, o "
-"desmarque las arquitecturas faltantes en el preset de exportación."
+"seleccionadas: %s. Por favor, construya una plantilla con todas las "
+"bibliotecas necesarias, o desmarque las arquitecturas faltantes en el preset "
+"de exportación."
#: platform/android/export/export_plugin.cpp
msgid "Adding files..."
@@ -20350,10 +20335,8 @@ msgid "ZIP Creation"
msgstr "Proyección"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Could not open file to read from path \"%s\"."
-msgstr ""
-"No se pudieron exportar los archivos del proyecto a un proyecto gradle\n"
+msgstr "No se pudieron exportar los archivos del proyecto a un proyecto gradle"
#: platform/osx/export/export.cpp
msgid "Invalid bundle identifier:"
@@ -22186,9 +22169,8 @@ msgid "Safe Margin"
msgstr "Margen Seguro"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
-#, fuzzy
msgid "Sync To Physics"
-msgstr " (Física)"
+msgstr "(Física)"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
#, fuzzy
@@ -23667,9 +23649,8 @@ msgid "A RoomGroup should not be a child or grandchild of a Portal."
msgstr "Un RoomGroup no debe ser hijo o nieto de un Portal."
#: scene/3d/portal.cpp
-#, fuzzy
msgid "Portal Active"
-msgstr " [portales activos]"
+msgstr "[portales activos]"
#: scene/3d/portal.cpp scene/resources/occluder_shape_polygon.cpp
msgid "Two Way"
@@ -24135,6 +24116,15 @@ msgstr "Error"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Ordenar"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr "Geometría"
@@ -25863,14 +25853,12 @@ msgid "3D Render"
msgstr "Renderizador:"
#: scene/register_scene_types.cpp
-#, fuzzy
msgid "2D Physics"
-msgstr " (Física)"
+msgstr "(Física)"
#: scene/register_scene_types.cpp
-#, fuzzy
msgid "3D Physics"
-msgstr " (Física)"
+msgstr "(Física)"
#: scene/register_scene_types.cpp
#, fuzzy
diff --git a/editor/translations/et.po b/editor/translations/et.po
index 0a4ab2fe0b..dc36ae0b94 100644
--- a/editor/translations/et.po
+++ b/editor/translations/et.po
@@ -12713,9 +12713,10 @@ msgstr "Intervall:"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr ""
@@ -14086,12 +14087,11 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
+msgid "Couldn't save project at '%s' (error %d)."
msgstr ""
#: editor/project_manager.cpp
@@ -23119,6 +23119,15 @@ msgstr "Viga:"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Salvestan faili:"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr ""
diff --git a/editor/translations/eu.po b/editor/translations/eu.po
index c0f1953269..79da3d56fb 100644
--- a/editor/translations/eu.po
+++ b/editor/translations/eu.po
@@ -2,7 +2,7 @@
# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
-# Julen Irazoki <rktzbkr.julen@gmail.com>, 2019.
+# Julen Irazoki <rktzbkr.julen@gmail.com>, 2019, 2022.
# Osoitz <oelkoro@gmail.com>, 2019, 2020.
# Erik Zubiria <erik@ezsd.net>, 2021.
# Sergio Varela <sergitroll9@gmail.com>, 2021.
@@ -11,15 +11,15 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-05-23 21:52+0000\n"
-"Last-Translator: Gorka Egino <gorkainventor@gmail.com>\n"
+"PO-Revision-Date: 2022-11-06 03:12+0000\n"
+"Last-Translator: Julen Irazoki <rktzbkr.julen@gmail.com>\n"
"Language-Team: Basque <https://hosted.weblate.org/projects/godot-engine/"
"godot/eu/>\n"
"Language: eu\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 4.13-dev\n"
+"X-Generator: Weblate 4.14.2\n"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Tablet Driver"
@@ -2064,7 +2064,7 @@ msgstr ""
#: editor/connections_dialog.cpp editor/editor_help.cpp editor/node_dock.cpp
msgid "Signals"
-msgstr ""
+msgstr "Seinaleak"
#: editor/connections_dialog.cpp
msgid "Filter signals"
@@ -3676,7 +3676,7 @@ msgstr ""
#: editor/editor_network_profiler.cpp editor/editor_node.cpp
#: scene/main/node.cpp scene/resources/default_theme/default_theme.cpp
msgid "Node"
-msgstr ""
+msgstr "Nodoa"
#: editor/editor_network_profiler.cpp
msgid "Incoming RPC"
@@ -12662,9 +12662,10 @@ msgstr "Atxikitze aukerak"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr ""
@@ -14022,12 +14023,11 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
+msgid "Couldn't save project at '%s' (error %d)."
msgstr ""
#: editor/project_manager.cpp
@@ -22940,6 +22940,15 @@ msgstr "Ispilua"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Atxikitze ezarpenak"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr ""
diff --git a/editor/translations/fa.po b/editor/translations/fa.po
index 28371fdd50..ad2a56e408 100644
--- a/editor/translations/fa.po
+++ b/editor/translations/fa.po
@@ -32,13 +32,14 @@
# John Smith <pkafsharix@gmail.com>, 2022.
# Ali Jafari <ali.jafari.sn@gmail.com>, 2022.
# Ali Almasi <A710almasi@gmail.com>, 2022.
+# 2g.2d.2t <2g.2d.2t@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: 2022-09-19 05:22+0000\n"
-"Last-Translator: Ali Jafari <ali.jafari.sn@gmail.com>\n"
+"PO-Revision-Date: 2022-11-16 22:47+0000\n"
+"Last-Translator: 2g.2d.2t <2g.2d.2t@gmail.com>\n"
"Language-Team: Persian <https://hosted.weblate.org/projects/godot-engine/"
"godot/fa/>\n"
"Language: fa\n"
@@ -46,7 +47,7 @@ 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 4.14.1\n"
+"X-Generator: Weblate 4.15-dev\n"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Tablet Driver"
@@ -314,9 +315,8 @@ msgid "Data Array"
msgstr "آرایه داده"
#: core/io/stream_peer_ssl.cpp
-#, fuzzy
msgid "Blocking Handshake"
-msgstr "مسدود کردن دست دادن"
+msgstr "مسدود کردن تکان دادن دست"
#: core/io/udp_server.cpp
msgid "Max Pending Connections"
@@ -533,7 +533,6 @@ msgid "Velocity"
msgstr "سرعت"
#: core/os/input_event.cpp
-#, fuzzy
msgid "Instrument"
msgstr "ابزار"
@@ -699,9 +698,8 @@ msgid "UI Select"
msgstr "انتخاب رابط کاربری"
#: core/project_settings.cpp
-#, fuzzy
msgid "UI Cancel"
-msgstr "لغو"
+msgstr "لغو رابط کاربری"
#: core/project_settings.cpp
#, fuzzy
@@ -13185,9 +13183,10 @@ msgstr "تنها در قسمت انتخاب شده"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr ""
@@ -14613,13 +14612,13 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr ""
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "ناتوان در گشودن پروژه"
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -23946,6 +23945,15 @@ msgstr "بازتاب"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "مرتب‌سازی:"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr ""
diff --git a/editor/translations/fi.po b/editor/translations/fi.po
index bb73facb22..8aeba71bff 100644
--- a/editor/translations/fi.po
+++ b/editor/translations/fi.po
@@ -13,13 +13,14 @@
# Matti Niskanen <matti.t.niskanen@gmail.com>, 2020.
# Severi Vidnäs <severi.vidnas@gmail.com>, 2021.
# Akseli Pihlajamaa <akselijuhanipihlajamaa@gmail.com>, 2022.
+# Hannu Lammi <hpl@kapsi.fi>, 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: 2022-09-11 22:22+0000\n"
-"Last-Translator: Akseli Pihlajamaa <akselijuhanipihlajamaa@gmail.com>\n"
+"PO-Revision-Date: 2022-10-27 01:11+0000\n"
+"Last-Translator: Hannu Lammi <hpl@kapsi.fi>\n"
"Language-Team: Finnish <https://hosted.weblate.org/projects/godot-engine/"
"godot/fi/>\n"
"Language: fi\n"
@@ -27,7 +28,7 @@ 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 4.14.1-dev\n"
+"X-Generator: Weblate 4.14.2-dev\n"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Tablet Driver"
@@ -137,9 +138,8 @@ msgstr "Telakan sijainti"
#: scene/resources/primitive_meshes.cpp scene/resources/sky.cpp
#: scene/resources/style_box.cpp scene/resources/texture.cpp
#: scene/resources/visual_shader.cpp servers/visual_server.cpp
-#, fuzzy
msgid "Size"
-msgstr "Koko:"
+msgstr "Koko"
#: core/bind/core_bind.cpp
msgid "Endian Swap"
@@ -152,7 +152,7 @@ msgstr "Editori"
#: core/bind/core_bind.cpp
msgid "Print Error Messages"
-msgstr ""
+msgstr "Tulosta virheilmoitukset"
#: core/bind/core_bind.cpp
#, fuzzy
@@ -195,7 +195,7 @@ msgstr "Haun tulokset"
#: core/command_queue_mt.cpp core/message_queue.cpp main/main.cpp
msgid "Memory"
-msgstr ""
+msgstr "Muisti"
#: core/command_queue_mt.cpp core/message_queue.cpp
#: core/register_core_types.cpp drivers/gles2/rasterizer_canvas_base_gles2.cpp
@@ -458,7 +458,7 @@ msgstr "Fyysinen avain"
#: core/os/input_event.cpp
msgid "Unicode"
-msgstr ""
+msgstr "Unicode"
#: core/os/input_event.cpp
msgid "Echo"
@@ -486,7 +486,7 @@ msgstr "Hiiren painikkeen indeksi:"
#: core/os/input_event.cpp
msgid "Doubleclick"
-msgstr ""
+msgstr "Kaksoisnapsautus"
#: core/os/input_event.cpp
msgid "Tilt"
@@ -510,9 +510,8 @@ msgstr "Suhteellinen tarttuminen"
#: scene/3d/cpu_particles.cpp scene/3d/interpolated_camera.cpp
#: scene/animation/animation_player.cpp scene/resources/environment.cpp
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Speed"
-msgstr "Nopeus:"
+msgstr "Nopeus"
#: core/os/input_event.cpp editor/project_settings_editor.cpp
#: scene/3d/sprite_3d.cpp
@@ -525,9 +524,8 @@ msgid "Axis Value"
msgstr "Kiinnitä arvo"
#: core/os/input_event.cpp modules/visual_script/visual_script_func_nodes.cpp
-#, fuzzy
msgid "Index"
-msgstr "Indeksi:"
+msgstr "Indeksi"
#: core/os/input_event.cpp editor/project_settings_editor.cpp
#: modules/visual_script/visual_script_nodes.cpp
@@ -639,15 +637,15 @@ msgstr "Toimintakyvytön osanen"
#: core/project_settings.cpp
msgid "Use Hidden Project Data Directory"
-msgstr ""
+msgstr "Käytä piilotettua projektin datahakemistoa"
#: core/project_settings.cpp
msgid "Use Custom User Dir"
-msgstr ""
+msgstr "Käytä mukautettua käyttäjähakemistoa"
#: core/project_settings.cpp
msgid "Custom User Dir Name"
-msgstr ""
+msgstr "Mukautetun käyttäjähakemiston nimi"
#: core/project_settings.cpp main/main.cpp
#: platform/javascript/export/export.cpp platform/osx/export/export.cpp
@@ -660,7 +658,7 @@ msgstr "Näytä kaikki"
#: 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 "Leveys"
#: core/project_settings.cpp main/main.cpp modules/csg/csg_shape.cpp
#: modules/gltf/gltf_node.cpp modules/opensimplex/noise_texture.cpp
@@ -674,7 +672,7 @@ msgstr "Valo"
#: core/project_settings.cpp
msgid "Always On Top"
-msgstr ""
+msgstr "Aina päällimmäisenä"
#: core/project_settings.cpp
#, fuzzy
@@ -818,7 +816,7 @@ msgstr " (fyysinen)"
#: scene/3d/physics_body.cpp scene/resources/world.cpp
#: servers/physics/space_sw.cpp servers/physics_server.cpp
msgid "3D"
-msgstr ""
+msgstr "3D"
#: core/project_settings.cpp
#, fuzzy
@@ -846,7 +844,7 @@ msgstr "Renderöijä:"
#: scene/resources/multimesh.cpp servers/visual/visual_server_scene.cpp
#: servers/visual_server.cpp
msgid "Quality"
-msgstr ""
+msgstr "Laatu"
#: core/project_settings.cpp scene/gui/file_dialog.cpp
#: scene/main/scene_tree.cpp scene/resources/navigation_mesh.cpp
@@ -915,15 +913,15 @@ msgstr ""
#: 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"
@@ -931,7 +929,7 @@ msgstr ""
#: core/register_core_types.cpp
msgid "TCP"
-msgstr ""
+msgstr "TCP"
#: core/register_core_types.cpp
#, fuzzy
@@ -948,7 +946,7 @@ msgstr ""
#: 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
#, fuzzy
@@ -1047,7 +1045,7 @@ 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
@@ -1126,7 +1124,7 @@ msgstr ""
#: drivers/gles3/rasterizer_scene_gles3.cpp scene/resources/environment.cpp
msgid "High Quality"
-msgstr ""
+msgstr "Korkea laatu"
#: drivers/gles3/rasterizer_storage_gles3.cpp
msgid "Blend Shape Max Buffer Size (KB)"
@@ -1399,9 +1397,8 @@ msgid "Remove this track."
msgstr "Poista tämä raita."
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Time (s):"
-msgstr "Aika (s): "
+msgstr "Aika (s):"
#: editor/animation_track_editor.cpp
#, fuzzy
@@ -1680,9 +1677,8 @@ msgid "Add Method Track Key"
msgstr "Lisää metodikutsuraidan avainruutu"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Method not found in object:"
-msgstr "Metodia ei löydy objektista: "
+msgstr "Metodia ei löydy objektista:"
#: editor/animation_track_editor.cpp
msgid "Anim Move Keys"
@@ -1702,7 +1698,7 @@ msgstr "Metodit"
#: editor/animation_track_editor.cpp
msgid "Bezier"
-msgstr ""
+msgstr "Bezier"
#: editor/animation_track_editor.cpp
#: modules/visual_script/visual_script_editor.cpp
@@ -2857,7 +2853,7 @@ msgstr "Valitse"
#: editor/editor_export.cpp
msgid "Project export for platform:"
-msgstr ""
+msgstr "Projektin vienti alustalle:"
#: editor/editor_export.cpp
#, fuzzy
@@ -2865,14 +2861,12 @@ msgid "Completed with warnings."
msgstr "Kopioi solmun polku"
#: editor/editor_export.cpp
-#, fuzzy
msgid "Completed successfully."
-msgstr "Paketti asennettu onnistuneesti!"
+msgstr "Paketti asennettu onnistuneesti."
#: editor/editor_export.cpp
-#, fuzzy
msgid "Failed."
-msgstr "Epäonnistui:"
+msgstr "Epäonnistui."
#: editor/editor_export.cpp
msgid "Storing File:"
@@ -2897,14 +2891,12 @@ msgid "Cannot create file \"%s\"."
msgstr "Kansiota ei voitu luoda."
#: editor/editor_export.cpp
-#, fuzzy
msgid "Failed to export project files."
-msgstr "Ei voitu viedä projektin tiedostoja"
+msgstr "Ei voitu viedä projektin tiedostoja."
#: editor/editor_export.cpp
-#, fuzzy
msgid "Can't open file to read from path \"%s\"."
-msgstr "Ei voida avata tiedostoa kirjoitettavaksi:"
+msgstr "Ei voida avata tiedostoa luettavaksi polulta \"%s\"."
#: editor/editor_export.cpp
#, fuzzy
@@ -2986,7 +2978,7 @@ msgstr "Värioperaattori."
#: editor/editor_export.cpp
msgid "64 Bits"
-msgstr ""
+msgstr "64 bittiä"
#: editor/editor_export.cpp
msgid "Embed PCK"
@@ -2999,19 +2991,19 @@ msgstr "Tekstuurialue"
#: 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
#, fuzzy
@@ -3036,19 +3028,16 @@ msgid "Prepare Template"
msgstr "Hallinnoi malleja"
#: editor/editor_export.cpp platform/osx/export/export.cpp
-#, fuzzy
msgid "The given export path doesn't exist."
-msgstr "Annettu vientipolku ei ole olemassa:"
+msgstr "Annettu vientipolku ei ole olemassa."
#: editor/editor_export.cpp platform/javascript/export/export.cpp
-#, fuzzy
msgid "Template file not found: \"%s\"."
-msgstr "Mallitiedostoa ei löytynyt:"
+msgstr "Mallitiedostoa \"%s\" ei löytynyt."
#: editor/editor_export.cpp
-#, fuzzy
msgid "Failed to copy export template."
-msgstr "Virheellinen vientimalli:"
+msgstr "Vientimallin kopiointi epäonnistui."
#: editor/editor_export.cpp platform/windows/export/export.cpp
#: platform/x11/export/export.cpp
@@ -5253,9 +5242,8 @@ msgid "Size:"
msgstr "Koko:"
#: editor/editor_properties_array_dict.cpp
-#, fuzzy
msgid "Page:"
-msgstr "Sivu: "
+msgstr "Sivu:"
#: editor/editor_properties_array_dict.cpp
#: editor/plugins/theme_editor_plugin.cpp
@@ -5548,9 +5536,8 @@ msgid "File Dialog"
msgstr "XForm-ikkuna"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Thumbnail Size"
-msgstr "Pienoiskuva..."
+msgstr "Pienoiskuvan koko"
#: editor/editor_settings.cpp
msgid "Docks"
@@ -6212,9 +6199,8 @@ msgid "Auto Save"
msgstr "Jaa automaattisesti"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Save Before Running"
-msgstr "Tallenna kohtaus ennen suorittamista..."
+msgstr "Tallenna kohtaus ennen suorittamista"
#: editor/editor_settings.cpp
#, fuzzy
@@ -6300,9 +6286,8 @@ msgstr "Varastoidaan tiedostoa:"
#: 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 "Virheellinen taustaväri."
+msgstr "Taustaväri"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -8450,9 +8435,8 @@ msgid "Set the end animation. This is useful for sub-transitions."
msgstr "Aseta loppuanimaatio. Tämä on hyödyllistä alisiirtymiä varten."
#: editor/plugins/animation_state_machine_editor.cpp
-#, fuzzy
msgid "Transition:"
-msgstr "Siirtymä: "
+msgstr "Siirtymä:"
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Play Mode:"
@@ -10226,9 +10210,8 @@ msgid "Volume"
msgstr "Tilavuus"
#: editor/plugins/particles_editor_plugin.cpp
-#, fuzzy
msgid "Emission Source:"
-msgstr "Emission lähde: "
+msgstr "Emission lähde:"
#: editor/plugins/particles_editor_plugin.cpp
msgid "A processor material of type 'ParticlesMaterial' is required."
@@ -11879,19 +11862,16 @@ msgid "Sprite"
msgstr "Sprite"
#: editor/plugins/sprite_editor_plugin.cpp
-#, fuzzy
msgid "Simplification:"
-msgstr "Yksinkertaistus: "
+msgstr "Yksinkertaistus:"
#: editor/plugins/sprite_editor_plugin.cpp
-#, fuzzy
msgid "Shrink (Pixels):"
-msgstr "Kutista (pikseleissä): "
+msgstr "Kutista (pikseleissä):"
#: editor/plugins/sprite_editor_plugin.cpp
-#, fuzzy
msgid "Grow (Pixels):"
-msgstr "Suurrennus (pikseleissä): "
+msgstr "Suurrennus (pikseleissä):"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Update Preview"
@@ -13150,9 +13130,10 @@ msgstr "Tarttumisen asetukset"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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 "Siirtymä:"
@@ -14481,14 +14462,12 @@ msgid "More Info..."
msgstr "Siirrä..."
#: editor/project_export.cpp
-#, fuzzy
msgid "Export PCK/Zip..."
-msgstr "Vie PCK/Zip"
+msgstr "Vie PCK/Zip..."
#: editor/project_export.cpp
-#, fuzzy
msgid "Export Project..."
-msgstr "Vie projekti"
+msgstr "Vie projekti..."
#: editor/project_export.cpp
msgid "Export All"
@@ -14500,9 +14479,8 @@ msgid "Choose an export mode:"
msgstr "Ole hyvä ja valitse tyhjä kansio."
#: editor/project_export.cpp
-#, fuzzy
msgid "Export All..."
-msgstr "Vie kaikki"
+msgstr "Vie kaikki..."
#: editor/project_export.cpp editor/project_manager.cpp
msgid "ZIP File"
@@ -14586,16 +14564,17 @@ msgid "Invalid project path (changed anything?)."
msgstr "Virheellinen projektin polku (muuttuiko mikään?)."
#: editor/project_manager.cpp
+#, fuzzy
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
"Tiedoston project.godot lataus projektin polusta epäonnistui (virhe %d). Se "
"saattaa puuttua tai olla vioittunut."
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr "Ei voitu muokata project.godot tiedostoa projektin polussa."
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "Ei voida avata projektia kohteesta '%s'."
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -17139,9 +17118,8 @@ msgid "Disabled GDNative Singleton"
msgstr "GDNative singleton on poistettu käytöstä"
#: modules/gdnative/gdnative_library_singleton_editor.cpp
-#, fuzzy
msgid "Libraries:"
-msgstr "Kirjastot: "
+msgstr "Kirjastot:"
#: modules/gdnative/nativescript/nativescript.cpp
#, fuzzy
@@ -18063,18 +18041,16 @@ msgstr ""
"korjaa solmusi."
#: modules/visual_script/visual_script.cpp
-#, fuzzy
msgid "Node returned an invalid sequence output:"
-msgstr "Solmu palautti virheellisen jakson tulosteen: "
+msgstr "Solmu palautti virheellisen jakson tulosteen:"
#: modules/visual_script/visual_script.cpp
msgid "Found sequence bit but not the node in the stack, report bug!"
msgstr "Jaksobitti löytyi, mutta solmua ei löydy pinosta, raportoi bugi!"
#: modules/visual_script/visual_script.cpp
-#, fuzzy
msgid "Stack overflow with stack depth:"
-msgstr "Pinon ylivuoto pinosyvyydellä: "
+msgstr "Pinon ylivuoto pinosyvyydellä:"
#: modules/visual_script/visual_script.cpp
#, fuzzy
@@ -18444,18 +18420,16 @@ msgid "for (elem) in (input):"
msgstr "kullekin (elementille) (syötteessä):"
#: modules/visual_script/visual_script_flow_control.cpp
-#, fuzzy
msgid "Input type not iterable:"
-msgstr "Syötetyyppi ei ole iteroitavissa: "
+msgstr "Syötetyyppi ei ole iteroitavissa:"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "Iterator became invalid"
msgstr "Iteraattori muuttui epäkelvoksi"
#: modules/visual_script/visual_script_flow_control.cpp
-#, fuzzy
msgid "Iterator became invalid:"
-msgstr "Iteraattori muuttui epäkelvoksi: "
+msgstr "Iteraattori muuttui epäkelvoksi:"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "Sequence"
@@ -18613,19 +18587,16 @@ msgstr "Laadi taulukko"
#: modules/visual_script/visual_script_nodes.cpp scene/resources/material.cpp
#: scene/resources/visual_shader_nodes.cpp
-#, fuzzy
msgid "Operator"
-msgstr "Iteraattori"
+msgstr "Operaattori"
#: modules/visual_script/visual_script_nodes.cpp
-#, fuzzy
msgid "Invalid argument of type:"
-msgstr ": Virheellinen argumentti tyyppiä: "
+msgstr "Virheellinen argumentti tyyppiä:"
#: modules/visual_script/visual_script_nodes.cpp
-#, fuzzy
msgid "Invalid arguments:"
-msgstr ": Virheelliset argumentit: "
+msgstr "Virheelliset argumentit:"
#: modules/visual_script/visual_script_nodes.cpp
msgid "a if cond, else b"
@@ -18637,14 +18608,12 @@ msgid "Var Name"
msgstr "Nimi"
#: modules/visual_script/visual_script_nodes.cpp
-#, fuzzy
msgid "VariableGet not found in script:"
-msgstr "VariableGet ei löytynyt skriptistä: "
+msgstr "VariableGet ei löytynyt skriptistä:"
#: modules/visual_script/visual_script_nodes.cpp
-#, fuzzy
msgid "VariableSet not found in script:"
-msgstr "VariableSet ei löytynyt skriptistä: "
+msgstr "VariableSet ei löytynyt skriptistä:"
#: modules/visual_script/visual_script_nodes.cpp
msgid "Preload"
@@ -19341,15 +19310,13 @@ msgid "Code Signing"
msgstr "Allekirjoitetaan DMG-koodi"
#: 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 ""
-"'apksigner' ei löydy.\n"
-"Ole hyvä ja tarkista, että komento on saatavilla Android SDK build-tools "
-"hakemistossa.\n"
-"Tuloksena syntynyt %s on allekirjoittamaton."
+"'apksigner' ei löydy. Ole hyvä ja tarkista, että komento on saatavilla "
+"Android SDK build-tools hakemistossa. Tuloksena syntynyt %s on "
+"allekirjoittamaton."
#: platform/android/export/export_plugin.cpp
msgid "Signing debug %s..."
@@ -19364,9 +19331,8 @@ msgid "Could not find keystore, unable to export."
msgstr "Keystorea ei löytynyt, ei voida viedä."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Could not start apksigner executable."
-msgstr "Aliprosessia ei voitu käynnistää!"
+msgstr "apkgsigner-käynnistystiedostoa ei voitu käynnistää."
#: platform/android/export/export_plugin.cpp
msgid "'apksigner' returned with error #%d"
@@ -19400,9 +19366,8 @@ msgstr ""
"Virheellinen tiedostonimi! Android APK tarvitsee *.apk tiedostopäätteen."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Unsupported export format!"
-msgstr "Vientiformaatti ei ole tuettu!\n"
+msgstr "Vientiformaatti ei ole tuettu!"
#: platform/android/export/export_plugin.cpp
msgid ""
@@ -19413,28 +19378,24 @@ msgstr ""
"versiotietoa. Ole hyvä ja uudelleenasenna se 'Projekti'-valikosta."
#: 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 ""
-"Androidin käännösversion epäyhteensopivuus:\n"
-" Malli asennettu: %s\n"
-" Godotin versio: %s\n"
-"Ole hyvä ja uudelleenasenna Androidin käännösmalli 'Projekti'-valikosta."
+"Androidin käännösversion epäyhteensopivuus: Malli asennettu: %s, Godotin "
+"versio: %s. Ole hyvä ja uudelleenasenna Androidin käännösmalli 'Projekti'-"
+"valikosta."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid ""
"Unable to overwrite res://android/build/res/*.xml files with project name."
msgstr ""
"Ei voitu ylikirjoittaa res://android/build/res/*.xml tiedostoja projektin "
-"nimellä"
+"nimellä."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Could not export project files to gradle project."
-msgstr "Ei voitu viedä projektitiedostoja gradle-projektiksi.\n"
+msgstr "Ei voitu viedä projektitiedostoja gradle-projektiksi."
#: platform/android/export/export_plugin.cpp
msgid "Could not write expansion package file!"
@@ -19445,12 +19406,11 @@ msgid "Building Android Project (gradle)"
msgstr "Käännetään Android-projektia (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 ""
-"Android-projektin käännös epäonnistui, tarkista virhe tulosteesta.\n"
+"Android-projektin käännös epäonnistui, tarkista virhe tulosteesta. "
"Vaihtoehtoisesti, lue docs.godotengine.org sivustolta Androidin "
"käännösdokumentaatio."
@@ -19467,30 +19427,25 @@ msgstr ""
"tulosteet gradle-projektin hakemistosta."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Package not found: \"%s\"."
-msgstr "Pakettia ei löytynyt: %s"
+msgstr "Pakettia ei löytynyt: \"%s\"."
#: platform/android/export/export_plugin.cpp
msgid "Creating APK..."
msgstr "Luodaan APK:ta..."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Could not find template APK to export: \"%s\"."
-msgstr ""
-"Ei löydetty APK-vientimallia vientiä varten:\n"
-"%s"
+msgstr "Ei löydetty APK-vientimallia vientiä varten: \"%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 ""
-"Vientimalleista puuttuu kirjastoja valituille arkkitehtuureille: %s.\n"
-"Ole hyvä ja kokoa malli, jossa on kaikki tarvittavat kirjastot, tai poista "
+"Vientimalleista puuttuu kirjastoja valituille arkkitehtuureille: %s. Ole "
+"hyvä ja kokoa malli, jossa on kaikki tarvittavat kirjastot, tai poista "
"puuttuvien arkkitehtuurien valinta viennin esiasetuksista."
#: platform/android/export/export_plugin.cpp
@@ -19498,9 +19453,8 @@ msgid "Adding files..."
msgstr "Lisätään tiedostoja..."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Could not export project files."
-msgstr "Ei voitu viedä projektin tiedostoja"
+msgstr "Ei voitu viedä projektin tiedostoja."
#: platform/android/export/export_plugin.cpp
msgid "Aligning APK..."
@@ -19779,19 +19733,16 @@ msgid "Run exported HTML in the system's default browser."
msgstr "Suorita viety HTML järjestelmän oletusselaimessa."
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Could not open template for export: \"%s\"."
-msgstr "Mallin avaus vientiin epäonnistui:"
+msgstr "Mallin avaus vientiin epäonnistui: \"%s\"."
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Invalid export template: \"%s\"."
-msgstr "Virheellinen vientimalli:"
+msgstr "Virheellinen vientimalli: \"%s\"."
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Could not write file: \"%s\"."
-msgstr "Ei voitu kirjoittaa tiedostoa:"
+msgstr "Ei voitu kirjoittaa tiedostoa: \"%s\"."
#: platform/javascript/export/export.cpp platform/osx/export/export.cpp
#, fuzzy
@@ -19799,9 +19750,8 @@ msgid "Icon Creation"
msgstr "Aseta marginaali"
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Could not read file: \"%s\"."
-msgstr "Ei voitu lukea tiedostoa:"
+msgstr "Ei voitu lukea tiedostoa: \"%s\"."
#: platform/javascript/export/export.cpp
msgid "PWA"
@@ -19882,19 +19832,16 @@ msgid "Icon 512 X 512"
msgstr ""
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Could not read HTML shell: \"%s\"."
-msgstr "Ei voitu lukea HTML tulkkia:"
+msgstr "Ei voitu lukea HTML tulkkia: \"%s\"."
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Could not create HTTP server directory: %s."
-msgstr "Ei voitu luoda HTTP-palvelimen hakemistoa:"
+msgstr "Ei voitu luoda HTTP-palvelimen hakemistoa: %s."
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Error starting HTTP server: %d."
-msgstr "Virhe käynnistettäessä HTTP-palvelinta:"
+msgstr "Virhe käynnistettäessä HTTP-palvelinta: %d."
#: platform/javascript/export/export.cpp
msgid "Web"
@@ -20191,9 +20138,8 @@ msgid "Could not open icon file \"%s\"."
msgstr "Ei voitu viedä projektin tiedostoja"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Could not start xcrun executable."
-msgstr "Aliprosessia ei voitu käynnistää!"
+msgstr "xcrun-käynnistystiedostoa ei voitu käynnistää."
#: platform/osx/export/export.cpp
#, fuzzy
@@ -20280,9 +20226,8 @@ msgid "DMG Creation"
msgstr "Suunnat"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Could not start hdiutil executable."
-msgstr "Aliprosessia ei voitu käynnistää!"
+msgstr "hkiutil-käynnistystiedostoa ei voitu käynnistää."
#: platform/osx/export/export.cpp
msgid "`hdiutil create` failed - file exists."
@@ -20302,9 +20247,8 @@ msgid "Could not find template app to export: \"%s\"."
msgstr "Ei löydetty app-vientimallia vientiä varten:"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Invalid export format."
-msgstr "Virheellinen vientimalli:"
+msgstr "Virheellinen vientimalli."
#: platform/osx/export/export.cpp
msgid ""
@@ -20369,9 +20313,8 @@ msgid "ZIP Creation"
msgstr "Projekti"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Could not open file to read from path \"%s\"."
-msgstr "Ei voitu viedä projektitiedostoja gradle-projektiksi.\n"
+msgstr "Ei voitu avata luettavaksi tiedostoa polulta \"%s\"."
#: platform/osx/export/export.cpp
msgid "Invalid bundle identifier:"
@@ -20839,9 +20782,8 @@ msgid "Signtool failed to sign executable: %s."
msgstr "Virheellinen käynnistystiedosto."
#: platform/windows/export/export.cpp
-#, fuzzy
msgid "Failed to remove temporary file \"%s\"."
-msgstr "Väliaikaista tiedosta ei voida poistaa:"
+msgstr "Väliaikaista tiedosta ei voida poistaa: \"%s\"."
#: platform/windows/export/export.cpp
msgid ""
@@ -21944,9 +21886,8 @@ msgstr "Matkaa"
#: scene/2d/node_2d.cpp scene/2d/polygon_2d.cpp scene/3d/spatial.cpp
#: scene/main/canvas_layer.cpp
-#, fuzzy
msgid "Rotation Degrees"
-msgstr "Kierto %s astetta."
+msgstr "Kierto asteina"
#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
@@ -24204,6 +24145,15 @@ msgstr "Virhe"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Lajittele"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Geometry"
@@ -25137,9 +25087,8 @@ msgid "Max Value"
msgstr "Arvo"
#: scene/gui/range.cpp
-#, fuzzy
msgid "Page"
-msgstr "Sivu: "
+msgstr "Sivu"
#: scene/gui/range.cpp
#, fuzzy
@@ -25575,9 +25524,8 @@ msgid "Max Redirects"
msgstr ""
#: scene/main/http_request.cpp
-#, fuzzy
msgid "Timeout"
-msgstr "Aikakatkaisu."
+msgstr "Aikakatkaisu"
#: scene/main/node.cpp
msgid ""
@@ -27045,9 +26993,8 @@ msgid "Distance"
msgstr "Poimintaetäisyys:"
#: scene/resources/environment.cpp
-#, fuzzy
msgid "Transition"
-msgstr "Siirtymä: "
+msgstr "Siirtymä"
#: scene/resources/environment.cpp
msgid "DOF Near Blur"
@@ -28401,9 +28348,8 @@ msgid "Physics Engine"
msgstr "Fysiikkaruutujen %"
#: servers/physics_server.cpp
-#, fuzzy
msgid "Center Of Mass"
-msgstr "Keskitä vasemmalle"
+msgstr "Massakeskipiste"
#: servers/physics_server.cpp
msgid "Principal Inertia Axes"
@@ -28459,29 +28405,24 @@ msgid "VRAM Compression"
msgstr "Lauseke"
#: servers/visual_server.cpp
-#, fuzzy
msgid "Import BPTC"
-msgstr "Tuo"
+msgstr "Tuo BPTC"
#: servers/visual_server.cpp
-#, fuzzy
msgid "Import S3TC"
-msgstr "Tuo"
+msgstr "Tuo S3TC"
#: servers/visual_server.cpp
-#, fuzzy
msgid "Import ETC"
-msgstr "Tuo"
+msgstr "Tuo ETC"
#: servers/visual_server.cpp
-#, fuzzy
msgid "Import ETC2"
-msgstr "Tuo"
+msgstr "Tuo ETC2"
#: servers/visual_server.cpp
-#, fuzzy
msgid "Import PVRTC"
-msgstr "Tuo teema"
+msgstr "Tuo PVRTC"
#: servers/visual_server.cpp
msgid "Lossless Compression"
@@ -28612,9 +28553,8 @@ msgid "Ninepatch Mode"
msgstr "Interpolaatiotila"
#: servers/visual_server.cpp
-#, fuzzy
msgid "OpenGL"
-msgstr "Avaa"
+msgstr "OpenGL"
#: servers/visual_server.cpp
msgid "Batching Send Null"
diff --git a/editor/translations/fil.po b/editor/translations/fil.po
index e6d675f5ca..71673d8255 100644
--- a/editor/translations/fil.po
+++ b/editor/translations/fil.po
@@ -12,7 +12,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-08-30 03:11+0000\n"
+"PO-Revision-Date: 2022-12-03 04:48+0000\n"
"Last-Translator: Marco Santos <enum.scima@gmail.com>\n"
"Language-Team: Filipino <https://hosted.weblate.org/projects/godot-engine/"
"godot/fil/>\n"
@@ -21,7 +21,7 @@ msgstr ""
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1 && n != 2 && n != 3 && (n % 10 == 4 "
"|| n % 10 == 6 || n % 10 == 9);\n"
-"X-Generator: Weblate 4.14.1-dev\n"
+"X-Generator: Weblate 4.15-dev\n"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Tablet Driver"
@@ -300,7 +300,7 @@ msgstr "Max na Nakabinbing Koneksyon"
#: modules/visual_script/visual_script_builtin_funcs.cpp
msgid "Invalid type argument to convert(), use TYPE_* constants."
msgstr ""
-"Invalid na argumento ng type sa convert(), gumamit ng mga TYPE_* constant."
+"Invalid na type argument sa convert(), gamitin ang mga TYPE_* constant."
#: core/math/expression.cpp modules/gdscript/gdscript_functions.cpp
msgid "Expected a string of length 1 (a character)."
@@ -310,7 +310,7 @@ msgstr "Inaasahan ang isang string na may habang 1 (karakter)."
#: modules/mono/glue/gd_glue.cpp
#: modules/visual_script/visual_script_builtin_funcs.cpp
msgid "Not enough bytes for decoding bytes, or invalid format."
-msgstr "Kulang sa bytes para i-decode ang bytes, o invalid na format."
+msgstr "Kulang sa espasyo para ma-decode ang bytes, o invalid na format."
#: core/math/expression.cpp
msgid "Invalid input %d (not passed) in expression"
@@ -318,23 +318,23 @@ msgstr "Invalid na input na %d (di pinasa) sa expression"
#: core/math/expression.cpp
msgid "self can't be used because instance is null (not passed)"
-msgstr "Di magagamit ang self dahil null ang instance (di pinasa)"
+msgstr "Hindi magagamit ang self dahil null ang instance (di pinasa)"
#: core/math/expression.cpp
msgid "Invalid operands to operator %s, %s and %s."
-msgstr "Mga invalid na operand sa operator %s, %s, at %s."
+msgstr "Mga invalid na operand aa operator %s, %s, at %s."
#: core/math/expression.cpp
msgid "Invalid index of type %s for base type %s"
-msgstr "Invalid na index ng type na %s para sa base type na %s"
+msgstr "Invalid na index ng type %s para sa base type %s"
#: core/math/expression.cpp
msgid "Invalid named index '%s' for base type %s"
-msgstr "Invalid na napangalanang index na '%s' para sa base type na %s"
+msgstr "Invalid na may pangalang index '%s' para sa base type %s"
#: core/math/expression.cpp
msgid "Invalid arguments to construct '%s'"
-msgstr "Mga invalid na argumento para i-construct ang '%s'"
+msgstr "Mga invalid na argument para i-construct ang '%s'"
#: core/math/expression.cpp
msgid "On call to '%s':"
@@ -1033,7 +1033,7 @@ msgstr "Max na Laki ng Buffer ng Blend Shape (KB)"
#. TRANSLATORS: Adjective, refers to the mode for Bezier handles (Free, Balanced, Mirror).
#: editor/animation_bezier_editor.cpp
msgid "Free"
-msgstr "Libre"
+msgstr "Malaya"
#: editor/animation_bezier_editor.cpp
msgid "Balanced"
@@ -1053,51 +1053,51 @@ msgstr "Value:"
#: editor/animation_bezier_editor.cpp
msgid "Insert Key Here"
-msgstr "Magpasok ng Key Rito"
+msgstr "Mag-key rito"
#: editor/animation_bezier_editor.cpp
msgid "Duplicate Selected Key(s)"
-msgstr "Doblehin ang (mga) Napiling Key"
+msgstr "Doblehin ang (mga) napiling key"
#: editor/animation_bezier_editor.cpp
msgid "Delete Selected Key(s)"
-msgstr "Burahin ang (mga) Napiling Key"
+msgstr "Burahin ang (mga) napiling key"
#: editor/animation_bezier_editor.cpp
msgid "Add Bezier Point"
-msgstr "Magdagdag ng Bezier Point"
+msgstr "Magdagdag ng bezier point"
#: editor/animation_bezier_editor.cpp
msgid "Move Bezier Points"
-msgstr "Maglipat ng (mga) Bezier Point"
+msgstr "Maglipat ng (mga) bezier point"
#: editor/animation_bezier_editor.cpp editor/animation_track_editor.cpp
msgid "Anim Duplicate Keys"
-msgstr "Anim Duplicate Keys"
+msgstr "I-anim ang mga key sa pagdoble"
#: editor/animation_bezier_editor.cpp editor/animation_track_editor.cpp
msgid "Anim Delete Keys"
-msgstr "Anim Delete Keys"
+msgstr "I-anim ang mga key sa pagbura"
#: editor/animation_track_editor.cpp
msgid "Anim Change Keyframe Time"
-msgstr "Anim Change Keyframe Time"
+msgstr "I-anim ang oras ng pagpalit keyframe"
#: editor/animation_track_editor.cpp
msgid "Anim Change Transition"
-msgstr "Anim Change Transition"
+msgstr "I-anim ang pagpalit transition"
#: editor/animation_track_editor.cpp
msgid "Anim Change Transform"
-msgstr "Anim Change Transform"
+msgstr "I-anim ang pagpalit transform"
#: editor/animation_track_editor.cpp
msgid "Anim Change Keyframe Value"
-msgstr "Anim Change Keyframe Value"
+msgstr "I-anim ang value ng pagpalit keyframe"
#: editor/animation_track_editor.cpp
msgid "Anim Change Call"
-msgstr "Anim Change Call"
+msgstr "I-anim ang pagpalit call"
#: editor/animation_track_editor.cpp scene/2d/animated_sprite.cpp
#: scene/2d/sprite.cpp scene/3d/sprite_3d.cpp
@@ -1207,36 +1207,36 @@ msgstr "Anim Multi Change Call"
#: editor/animation_track_editor.cpp
msgid "Change Animation Length"
-msgstr "Baguhin ang Haba ng Animation"
+msgstr "Baguhin ang haba ng animation"
#: editor/animation_track_editor.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Change Animation Loop"
-msgstr "Baguhin ang Animation Loop"
+msgstr "Baguhin ang loop sa animation"
#: editor/animation_track_editor.cpp
msgid "Property Track"
-msgstr "Property Track"
+msgstr "Katangian"
#: editor/animation_track_editor.cpp
msgid "3D Transform Track"
-msgstr "3D Transform Track"
+msgstr "3D Transform"
#: editor/animation_track_editor.cpp
msgid "Call Method Track"
-msgstr "Call Method Track"
+msgstr "Call Method"
#: editor/animation_track_editor.cpp
msgid "Bezier Curve Track"
-msgstr "Bezier Curve Track"
+msgstr "Kurbang Bezier"
#: editor/animation_track_editor.cpp
msgid "Audio Playback Track"
-msgstr "Audio Playback Track"
+msgstr "Pag-play ng tunog"
#: editor/animation_track_editor.cpp
msgid "Animation Playback Track"
-msgstr "Animation Playback Track"
+msgstr "Pag-play sa animation"
#: editor/animation_track_editor.cpp
msgid "Animation length (frames)"
@@ -1248,28 +1248,28 @@ msgstr "Haba ng animation (segundo)"
#: editor/animation_track_editor.cpp
msgid "Add Track"
-msgstr "Magdagdag ng Track"
+msgstr "Magdagdag ng track"
#: editor/animation_track_editor.cpp
msgid "Animation Looping"
-msgstr "Pag-loop sa Animation"
+msgstr "I-loop ang animation"
#: editor/animation_track_editor.cpp
#: modules/visual_script/visual_script_editor.cpp
msgid "Functions:"
-msgstr "Mga Function:"
+msgstr "Mga function:"
#: editor/animation_track_editor.cpp
msgid "Audio Clips:"
-msgstr "Mga Audio Clip:"
+msgstr "Mga tunog:"
#: editor/animation_track_editor.cpp
msgid "Anim Clips:"
-msgstr "Mga Anim Clip:"
+msgstr "Mga anim clip:"
#: editor/animation_track_editor.cpp
msgid "Change Track Path"
-msgstr "Baguhin ang Track Path"
+msgstr "Baguhin ang track path"
#: editor/animation_track_editor.cpp
msgid "Toggle this track on/off."
@@ -1277,15 +1277,15 @@ msgstr "Buksan/isara ang track na ito."
#: editor/animation_track_editor.cpp
msgid "Update Mode (How this property is set)"
-msgstr "Update Mode (kung paano itinatakda ang property na ito)"
+msgstr "Update Mode (Kung paano tinakda ang katangian na ito)"
#: editor/animation_track_editor.cpp scene/resources/gradient.cpp
msgid "Interpolation Mode"
-msgstr "Interpolation Mode"
+msgstr "Interpolation"
#: editor/animation_track_editor.cpp
msgid "Loop Wrap Mode (Interpolate end with beginning on loop)"
-msgstr "Loop Wrap Mode (ini-interpolate ang dulo sa simula ng loop)"
+msgstr "Paikot-ikot (i-interpolate ang dulo sa simula ng loop)"
#: editor/animation_track_editor.cpp
msgid "Remove this track."
@@ -1358,7 +1358,7 @@ msgstr "Mga Anim Clip:"
#: editor/animation_track_editor.cpp
msgid "Toggle Track Enabled"
-msgstr "Nakabukas ang Toggle Track"
+msgstr "Nakabukas ang toggle track"
#: editor/animation_track_editor.cpp
msgid "Continuous"
@@ -1378,7 +1378,7 @@ msgstr "I-capture"
#: editor/animation_track_editor.cpp
msgid "Nearest"
-msgstr "Pinakamalapit"
+msgstr "Malapit"
#: editor/animation_track_editor.cpp editor/plugins/curve_editor_plugin.cpp
#: editor/property_editor.cpp scene/2d/physics_body_2d.cpp
@@ -1392,20 +1392,20 @@ msgstr "Cubic"
#: editor/animation_track_editor.cpp
msgid "Clamp Loop Interp"
-msgstr "Clamp Loop Interp"
+msgstr "I-clamp ang loop interp"
#: editor/animation_track_editor.cpp
msgid "Wrap Loop Interp"
-msgstr "Wrap Loop Interp"
+msgstr "I-wrap ang loop interp"
#: editor/animation_track_editor.cpp
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Insert Key"
-msgstr "Magpasok ng Key"
+msgstr "Magsingit ng key"
#: editor/animation_track_editor.cpp
msgid "Duplicate Key(s)"
-msgstr "Doblehin ang (mga) Key"
+msgstr "Doblehin ang (mga) key"
#: editor/animation_track_editor.cpp
msgid "Add RESET Value(s)"
@@ -1413,23 +1413,23 @@ msgstr "Magdagdag ng (mga) RESET value"
#: editor/animation_track_editor.cpp
msgid "Delete Key(s)"
-msgstr "Burahin ang (mga) Key"
+msgstr "Burahin ang (mga) key"
#: editor/animation_track_editor.cpp
msgid "Change Animation Update Mode"
-msgstr "Baguhin ang Animation Update Mode"
+msgstr "Baguhin ang pag-update sa animation"
#: editor/animation_track_editor.cpp
msgid "Change Animation Interpolation Mode"
-msgstr "Baguhin ang Animation Interpolation Mode"
+msgstr "Baguhin ang interpolation ng animation"
#: editor/animation_track_editor.cpp
msgid "Change Animation Loop Mode"
-msgstr "Baguhin ang Animation Loop Mode"
+msgstr "Baguhin ang pag-loop sa animation"
#: editor/animation_track_editor.cpp
msgid "Remove Anim Track"
-msgstr "Tanggalin ang Anim Track"
+msgstr "Tanggalin ang anim track"
#: editor/animation_track_editor.cpp editor/editor_settings.cpp
#: editor/plugins/path_editor_plugin.cpp
@@ -1448,7 +1448,7 @@ msgstr ""
#. TRANSLATORS: %s will be replaced by a phrase describing the target of track.
#: editor/animation_track_editor.cpp
msgid "Create NEW track for %s and insert key?"
-msgstr ""
+msgstr "Gumawa ng BAGONG track para sa %s at magsingit ng key?"
#: editor/animation_track_editor.cpp
msgid "Create %d NEW tracks and insert keys?"
@@ -12480,9 +12480,10 @@ msgstr "Pag-snap"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr ""
@@ -13833,12 +13834,11 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
+msgid "Couldn't save project at '%s' (error %d)."
msgstr ""
#: editor/project_manager.cpp
@@ -22508,6 +22508,15 @@ msgstr "Salamin"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Pagsasaayos"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr ""
diff --git a/editor/translations/fr.po b/editor/translations/fr.po
index e19c856222..17063caae8 100644
--- a/editor/translations/fr.po
+++ b/editor/translations/fr.po
@@ -105,13 +105,14 @@
# SCHUTZ Lucas <lucas.schutz0954@gmail.com>, 2022.
# EGuillemot <Elouen.Guillemot@gmail.com>, 2022.
# Entiz <maxime.salido@gmail.com>, 2022.
+# Callim Ethee <callimethee@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: 2022-09-27 21:37+0000\n"
-"Last-Translator: Entiz <maxime.salido@gmail.com>\n"
+"PO-Revision-Date: 2022-10-10 18:06+0000\n"
+"Last-Translator: Helix Sir <vincentbarkmann@gmail.com>\n"
"Language-Team: French <https://hosted.weblate.org/projects/godot-engine/"
"godot/fr/>\n"
"Language: fr\n"
@@ -3904,7 +3905,7 @@ msgstr ""
#: editor/editor_node.cpp
msgid "Could not save one or more scenes!"
-msgstr "Impossible de sauver la (les) scènes(s) !"
+msgstr "Impossible d'enregistrer la ou les scènes !"
#: editor/editor_node.cpp
msgid "Save All Scenes"
@@ -12942,9 +12943,10 @@ msgstr "Options de magnétisme"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr "Décalage"
@@ -14366,16 +14368,14 @@ msgstr "Chemin de projet non valide (avez-vous changé quelque chose ?)."
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
-"Impossible de charger le fichier project.godot dans le chemin du projet "
-"(erreur %d). Le fichier est manquant ou corrompu."
+"Impossible de charger le project à \"%s\" (erreur %d). Il peut être manquant "
+"ou corrompu."
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr ""
-"Impossible de modifier le fichier project.godot dans le chemin du projet."
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "Impossible d'enregistrer le projet à \"%s\" (erreur %d)."
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -19384,7 +19384,7 @@ msgstr "Shell HTML personnalisé"
#: platform/javascript/export/export.cpp
msgid "Head Include"
-msgstr ""
+msgstr "Inclure la tête de fichier"
#: platform/javascript/export/export.cpp
msgid "Canvas Resize Policy"
@@ -19392,7 +19392,7 @@ msgstr "Politique de redimensionnement du canevas"
#: platform/javascript/export/export.cpp
msgid "Focus Canvas On Start"
-msgstr ""
+msgstr "Sélectionner le canevas au démarrage"
#: platform/javascript/export/export.cpp
msgid "Experimental Virtual Keyboard"
@@ -19499,9 +19499,8 @@ msgid "Failed to get CodeResources hash."
msgstr "La récupération du hachage de CodeResources a échouée."
#: platform/osx/export/codesign.cpp platform/osx/export/export.cpp
-#, fuzzy
msgid "Invalid entitlements file."
-msgstr "Extension invalide."
+msgstr "Fichier de permissions invalide."
#: platform/osx/export/codesign.cpp
msgid "Invalid executable file."
@@ -19582,16 +19581,15 @@ msgstr "Horodatage"
#: platform/osx/export/export.cpp
msgid "Hardened Runtime"
-msgstr ""
+msgstr "Environnement d'exécution Renforcé"
#: platform/osx/export/export.cpp
msgid "Replace Existing Signature"
msgstr "Remplacer la signature existante"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Entitlements"
-msgstr "Gadgets"
+msgstr "Permissions"
#: platform/osx/export/export.cpp
msgid "Custom File"
@@ -19607,7 +19605,7 @@ msgstr "Autoriser la mémoire exécutable non signée"
#: platform/osx/export/export.cpp
msgid "Allow Dyld Environment Variables"
-msgstr ""
+msgstr "Autoriser les variables d'environnement Dyld"
#: platform/osx/export/export.cpp
msgid "Disable Library Validation"
@@ -19662,28 +19660,24 @@ msgid "Files Downloads"
msgstr "Téléchargement de fichiers"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Files Pictures"
-msgstr "Fonctionnalités"
+msgstr "Fichiers Images"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Files Music"
-msgstr "Fichier"
+msgstr "Fichiers Musicaux"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Files Movies"
-msgstr "Filtrer les tuiles"
+msgstr "Fichiers Vidéo"
#: platform/osx/export/export.cpp platform/windows/export/export.cpp
msgid "Custom Options"
msgstr "Options personnalisées"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Notarization"
-msgstr "Localisation"
+msgstr "Notarisation"
#: platform/osx/export/export.cpp
msgid "Apple ID Name"
@@ -19711,7 +19705,7 @@ msgstr "Notarisation échouée."
#: platform/osx/export/export.cpp
msgid "Notarization request UUID: \"%s\""
-msgstr ""
+msgstr "UUID de la requête de notarisation : \"%s\""
#: platform/osx/export/export.cpp
msgid ""
@@ -19747,10 +19741,12 @@ msgstr ""
msgid ""
"Hardened Runtime is not compatible with ad-hoc signature, and was disabled!"
msgstr ""
+"L'Environnement d'exécution Renforcé n'est pas compatible avec la signature "
+"ad-hoc et a été désactivé !"
#: platform/osx/export/export.cpp
msgid "Built-in CodeSign failed with error \"%s\"."
-msgstr ""
+msgstr "CodeSign intégré a échoué avec l'erreur : \"%s\"."
#: platform/osx/export/export.cpp
msgid "Built-in CodeSign require regex module."
@@ -19908,33 +19904,32 @@ msgid "Notarization: Hardened runtime is required for notarization."
msgstr "Notarisation : exécution renforcée nécessaire pour la notarisation."
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Notarization: Timestamp runtime is required for notarization."
-msgstr "Certification : exécution renforcée requise."
+msgstr "Notarisation : Horodatage nécessaire à la notarisation."
#: platform/osx/export/export.cpp
msgid "Notarization: Apple ID name not specified."
-msgstr "Certification : Identifiant Apple ID non spécifié."
+msgstr "Notarisation : Identifiant Apple ID non spécifié."
#: platform/osx/export/export.cpp
msgid "Notarization: Apple ID password not specified."
-msgstr "Certification : Mot de passe Apple ID non spécifié."
+msgstr "Notarisation : Mot de passe Apple ID non spécifié."
#: platform/osx/export/export.cpp
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."
+"Attention : La notarisation est désactivée. Le projet exporté sera bloqué "
+"par Gatekeeper s'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 "
+"La signature du code est désactivée. Le projet exporté ne fonctionnera pas "
+"sur les Macs avec Gatekeeper activé ni sur les Macs fonctionnant sous Apple "
"Silicon."
#: platform/osx/export/export.cpp
@@ -19942,12 +19937,14 @@ msgid ""
"Hardened Runtime is not compatible with ad-hoc signature, and will be "
"disabled!"
msgstr ""
+"L'Environnement d'éxécution renforcé n'est pas compatible avec la signature "
+"ad-hoc et va être désactivé !"
#: platform/osx/export/export.cpp
msgid ""
"Timestamping is not compatible with ad-hoc signature, and will be disabled!"
msgstr ""
-"L'horodatage n'est pas compatible avec la signature ad-hoc et a été "
+"L'horodatage n'est pas compatible avec la signature ad-hoc et va être "
"désactivé !"
#: platform/osx/export/export.cpp
@@ -19955,7 +19952,7 @@ 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 "
+"Attention : La notarisation n'est pas compatible avec ce système "
"d'exploitation. Le projet exporté sera bloqué par Gatekeeper si il est "
"téléchargé depuis une source inconnue."
@@ -19964,7 +19961,7 @@ msgid ""
"Privacy: Microphone access is enabled, but usage description is not "
"specified."
msgstr ""
-"Confidentialité : L'accès au microphone est actif, mais son usage n'a pas "
+"Confidentialité : L'accès au microphone est activé, mais son usage n'a pas "
"été spécifié."
#: platform/osx/export/export.cpp
@@ -20371,11 +20368,11 @@ msgstr "Rcedit"
#: platform/windows/export/export.cpp
msgid "Osslsigncode"
-msgstr "Osslsigncode"
+msgstr "Code Signature OpenSSL"
#: platform/windows/export/export.cpp
msgid "Wine"
-msgstr "Wine"
+msgstr "Vin"
#: platform/x11/export/export.cpp
msgid "32-bit executables cannot have embedded data >= 4 GiB."
@@ -20454,13 +20451,12 @@ msgid "Gravity"
msgstr "Gravité"
#: scene/2d/area_2d.cpp scene/3d/area.cpp
-#, fuzzy
msgid "Linear Damp"
-msgstr "Linéaire"
+msgstr "Amorti Linéaire"
#: scene/2d/area_2d.cpp scene/3d/area.cpp
msgid "Angular Damp"
-msgstr ""
+msgstr "Amorti Angulaire"
#: scene/2d/area_2d.cpp scene/3d/area.cpp
msgid "Audio Bus"
@@ -20539,9 +20535,8 @@ msgstr "Vue personnalisée"
#: scene/2d/camera_2d.cpp scene/3d/camera.cpp scene/3d/interpolated_camera.cpp
#: scene/animation/animation_player.cpp scene/animation/animation_tree.cpp
#: scene/animation/animation_tree_player.cpp scene/main/timer.cpp
-#, fuzzy
msgid "Process Mode"
-msgstr "Mode déplacement"
+msgstr "Mode de traitement"
#: scene/2d/camera_2d.cpp
msgid "Limit"
@@ -20564,9 +20559,8 @@ msgid "Bottom"
msgstr "Bas"
#: scene/2d/camera_2d.cpp
-#, fuzzy
msgid "Smoothed"
-msgstr "Progression douce"
+msgstr "Adouci"
#: scene/2d/camera_2d.cpp
msgid "Draw Margin"
@@ -20583,9 +20577,8 @@ msgid "Drag Margin V Enabled"
msgstr "Définir la marge"
#: scene/2d/camera_2d.cpp
-#, fuzzy
msgid "Smoothing"
-msgstr "Progression douce"
+msgstr "Adoucissement"
#: scene/2d/camera_2d.cpp
msgid "H"
@@ -20648,9 +20641,8 @@ msgid "Visible"
msgstr "Visible"
#: scene/2d/canvas_item.cpp
-#, fuzzy
msgid "Self Modulate"
-msgstr "Peupler"
+msgstr "Auto-modulation"
#: scene/2d/canvas_item.cpp
msgid "Show Behind Parent"
@@ -20822,12 +20814,12 @@ msgstr "FPS fixes"
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp
msgid "Fract Delta"
-msgstr ""
+msgstr "Delta Fraction"
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp
msgid "Drawing"
-msgstr ""
+msgstr "Dessin"
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp
@@ -20850,9 +20842,8 @@ msgid "Sphere Radius"
msgstr "Rayon de la Sphère"
#: scene/2d/cpu_particles_2d.cpp
-#, fuzzy
msgid "Rect Extents"
-msgstr "Gadgets"
+msgstr "Étendue du rectangle"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
msgid "Normals"
@@ -20964,18 +20955,16 @@ msgid "Angle Curve"
msgstr "Courbe d'angle"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
-#, fuzzy
msgid "Scale Amount"
msgstr "Valeur d'échelle"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
msgid "Scale Amount Random"
-msgstr ""
+msgstr "Valeur d'échelle aléatoire"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
-#, fuzzy
msgid "Scale Amount Curve"
-msgstr "Agrandir/Rétrécir à partir du curseur"
+msgstr "Courbe de valeur d'échelle"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
@@ -21080,7 +21069,7 @@ msgstr "Décalage initial"
#: scene/2d/joints_2d.cpp scene/3d/vehicle_body.cpp
msgid "Rest Length"
-msgstr ""
+msgstr "Longueur au repos"
#: scene/2d/joints_2d.cpp scene/3d/physics_joint.cpp scene/3d/vehicle_body.cpp
msgid "Stiffness"
@@ -21126,7 +21115,7 @@ msgstr "Calque max"
#: scene/2d/light_2d.cpp
msgid "Item Cull Mask"
-msgstr ""
+msgstr "Masque d'élagage d'élément"
#: scene/2d/light_2d.cpp scene/3d/light.cpp scene/resources/style_box.cpp
msgid "Shadow"
@@ -21141,18 +21130,16 @@ msgid "Gradient Length"
msgstr "Longueur du dégradé"
#: scene/2d/light_2d.cpp
-#, fuzzy
msgid "Filter Smooth"
-msgstr "Filtrer les méthodes"
+msgstr "Filtre de lissage"
#: scene/2d/light_occluder_2d.cpp
msgid "Closed"
msgstr "Fermé"
#: scene/2d/light_occluder_2d.cpp scene/resources/material.cpp
-#, fuzzy
msgid "Cull Mode"
-msgstr "Mode Règle"
+msgstr "Mode Élagage"
#: scene/2d/light_occluder_2d.cpp
msgid ""
@@ -21196,13 +21183,12 @@ msgid "Joint Mode"
msgstr "Mode de jointure"
#: scene/2d/line_2d.cpp
-#, fuzzy
msgid "Begin Cap Mode"
-msgstr "Mode Région"
+msgstr "Lancer le mode capuchon"
#: scene/2d/line_2d.cpp
msgid "End Cap Mode"
-msgstr "Mode du capuchon de fin"
+msgstr "Terminer le mode capuchon"
#: scene/2d/line_2d.cpp scene/2d/polygon_2d.cpp scene/resources/style_box.cpp
msgid "Border"
@@ -21210,7 +21196,7 @@ msgstr "Bordure"
#: scene/2d/line_2d.cpp
msgid "Sharp Limit"
-msgstr ""
+msgstr "Limite Nette"
#: scene/2d/line_2d.cpp
msgid "Round Precision"
@@ -21222,9 +21208,8 @@ msgid "Antialiased"
msgstr "Anticrénelé"
#: scene/2d/multimesh_instance_2d.cpp scene/3d/multimesh_instance.cpp
-#, fuzzy
msgid "Multimesh"
-msgstr "Multiplier %s"
+msgstr "Multimaillage"
#: scene/2d/navigation_2d.cpp scene/3d/baked_lightmap.cpp
#: scene/3d/navigation.cpp scene/animation/root_motion_view.cpp
@@ -21247,9 +21232,8 @@ msgstr ""
"Navigation2DServer.map_get_path() » à la place."
#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp
-#, fuzzy
msgid "Pathfinding"
-msgstr "Pathfinding"
+msgstr "Recherche de chemin"
#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp
msgid "Path Desired Distance"
@@ -21280,9 +21264,8 @@ msgid "Max Neighbors"
msgstr "Maximum de voisins"
#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp
-#, fuzzy
msgid "Time Horizon"
-msgstr "Retourner horizontalement"
+msgstr "Horizon temporel"
#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp
msgid "Max Speed"
@@ -21587,7 +21570,7 @@ msgstr "Plateforme mobile"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
msgid "Apply Velocity On Leave"
-msgstr ""
+msgstr "Appliquer la vélocité à la sortie"
#: scene/2d/physics_body_2d.cpp scene/2d/touch_screen_button.cpp
#: scene/3d/physics_body.cpp scene/gui/texture_button.cpp
@@ -21726,9 +21709,8 @@ msgid "Frame Coords"
msgstr "Coordonnées de trame"
#: scene/2d/sprite.cpp scene/resources/texture.cpp
-#, fuzzy
msgid "Filter Clip"
-msgstr "Filtrer les scripts"
+msgstr "Filtrer les clips"
#: scene/2d/tile_map.cpp
msgid ""
@@ -21749,9 +21731,8 @@ msgid "Quadrant Size"
msgstr "Taille de quadrant"
#: scene/2d/tile_map.cpp
-#, fuzzy
msgid "Custom Transform"
-msgstr "Transformation"
+msgstr "Transformation Personalisée"
#: scene/2d/tile_map.cpp
msgid "Half Offset"
@@ -21779,7 +21760,7 @@ msgstr "Textures Centrées"
#: scene/2d/tile_map.cpp
msgid "Cell Clip UV"
-msgstr ""
+msgstr "Cellule Clip UV"
#: scene/2d/tile_map.cpp
msgid "Use Parent"
@@ -21799,7 +21780,7 @@ msgstr "Forme Visible"
#: scene/2d/touch_screen_button.cpp
msgid "Passby Press"
-msgstr ""
+msgstr "Activation en passant"
#: scene/2d/touch_screen_button.cpp
msgid "Visibility Mode"
@@ -21839,7 +21820,7 @@ msgstr "Parent du Processus Physique"
#: scene/3d/area.cpp
msgid "Reverb Bus"
-msgstr ""
+msgstr "Bus de Réverb"
#: scene/3d/area.cpp
msgid "Uniformity"
@@ -21870,9 +21851,8 @@ msgstr ""
"aucun contrôleur."
#: scene/3d/arvr_nodes.cpp
-#, fuzzy
msgid "Anchor ID"
-msgstr "Uniquement les ancres"
+msgstr "ID de l'ancre"
#: scene/3d/arvr_nodes.cpp
msgid "ARVRAnchor must have an ARVROrigin node as its parent."
@@ -21912,7 +21892,7 @@ msgstr "Max (dB)"
#: scene/3d/audio_stream_player_3d.cpp
msgid "Out Of Range Mode"
-msgstr ""
+msgstr "Mode Hors-de-plage"
#: scene/3d/audio_stream_player_3d.cpp
msgid "Emission Angle"
@@ -21934,7 +21914,7 @@ msgstr "Filtre d’atténuation"
#: servers/audio/effects/audio_effect_chorus.cpp
#: servers/audio/effects/audio_effect_filter.cpp
msgid "Cutoff Hz"
-msgstr ""
+msgstr "Hz de coupure"
#: scene/3d/audio_stream_player_3d.cpp
#: servers/audio/effects/audio_effect_filter.cpp
@@ -21946,9 +21926,8 @@ msgid "Doppler"
msgstr "Doppler"
#: scene/3d/audio_stream_player_3d.cpp
-#, fuzzy
msgid "Tracking"
-msgstr "Empaquetage"
+msgstr "Suivi"
#: scene/3d/baked_lightmap.cpp scene/3d/gi_probe.cpp
#: scene/3d/reflection_probe.cpp
@@ -21982,9 +21961,8 @@ msgstr "Terminé"
#: scene/3d/baked_lightmap.cpp scene/3d/gi_probe.cpp
#: scene/3d/reflection_probe.cpp scene/resources/box_shape.cpp
#: scene/resources/rectangle_shape_2d.cpp
-#, fuzzy
msgid "Extents"
-msgstr "Gadgets"
+msgstr "Étendues"
#: scene/3d/baked_lightmap.cpp
msgid "Tweaks"
@@ -22043,9 +22021,8 @@ msgid "Custom Energy"
msgstr "Énergie personnalisée"
#: scene/3d/baked_lightmap.cpp
-#, fuzzy
msgid "Min Light"
-msgstr "Indenter vers la droite"
+msgstr "Lumière Min"
#: scene/3d/baked_lightmap.cpp scene/3d/gi_probe.cpp
msgid "Propagation"
@@ -22069,12 +22046,11 @@ msgstr "Garder l'aspect"
#: scene/3d/camera.cpp scene/3d/light.cpp scene/3d/reflection_probe.cpp
msgid "Cull Mask"
-msgstr ""
+msgstr "Masque d'élagage"
#: scene/3d/camera.cpp
-#, fuzzy
msgid "Doppler Tracking"
-msgstr "Piste de propriété"
+msgstr "Effet Doppler de Suivi"
#: scene/3d/camera.cpp
msgid "Projection"
@@ -22105,18 +22081,16 @@ msgid "Margin"
msgstr "Marge"
#: scene/3d/camera.cpp
-#, fuzzy
msgid "Clip To"
-msgstr "Agrafe ci-dessus"
+msgstr "Agrafer à"
#: scene/3d/collision_object.cpp scene/3d/soft_body.cpp
msgid "Ray Pickable"
-msgstr ""
+msgstr "Sélectionnable par rayon"
#: scene/3d/collision_object.cpp
-#, fuzzy
msgid "Capture On Drag"
-msgstr "Capturer"
+msgstr "Capturer lors du glissement"
#: scene/3d/collision_object.cpp
msgid ""
@@ -22187,9 +22161,8 @@ msgstr ""
"Particles » activé."
#: scene/3d/cpu_particles.cpp scene/resources/particles_material.cpp
-#, fuzzy
msgid "Box Extents"
-msgstr "Gadgets"
+msgstr "Étendues de la boîte"
#: scene/3d/cpu_particles.cpp scene/resources/particles_material.cpp
msgid "Ring Radius"
@@ -22229,10 +22202,9 @@ msgstr "Mode portail"
#: scene/3d/cull_instance.cpp
msgid "Include In Bound"
-msgstr ""
+msgstr "Inclure dans la frontière"
#: scene/3d/cull_instance.cpp
-#, fuzzy
msgid "Allow Merging"
msgstr "Autoriser la fusion"
@@ -22363,37 +22335,32 @@ msgid "Contact"
msgstr "Contact"
#: scene/3d/light.cpp
-#, fuzzy
msgid "Reverse Cull Face"
-msgstr "Réinitialiser le volume de bus"
+msgstr "Élagage inversé de la face"
#: scene/3d/light.cpp servers/visual_server.cpp
msgid "Directional Shadow"
msgstr "Ombre directionnelle"
#: scene/3d/light.cpp
-#, fuzzy
msgid "Split 1"
-msgstr "Divisé"
+msgstr "Séparation 1"
#: scene/3d/light.cpp
-#, fuzzy
msgid "Split 2"
-msgstr "Divisé"
+msgstr "Séparation 2"
#: scene/3d/light.cpp
-#, fuzzy
msgid "Split 3"
-msgstr "Divisé"
+msgstr "Séparation 3"
#: scene/3d/light.cpp
msgid "Blend Splits"
-msgstr "Mélanger les écarts"
+msgstr "Mélanger les séparations"
#: scene/3d/light.cpp
-#, fuzzy
msgid "Bias Split Scale"
-msgstr "Utiliser le magnétisme d'échelle"
+msgstr "Échelle du biais de séparation"
#: scene/3d/light.cpp
msgid "Depth Range"
@@ -22427,7 +22394,7 @@ msgstr "Atténuation d'angle"
#: scene/3d/mesh_instance.cpp
msgid "Software Skinning"
-msgstr ""
+msgstr "Habillage Logiciel"
#: scene/3d/mesh_instance.cpp
msgid "Transform Normals"
@@ -22596,15 +22563,15 @@ msgstr "Z angulaire"
#: scene/3d/physics_body.cpp
msgid "Motion X"
-msgstr "X mouvement"
+msgstr "Mouvement X"
#: scene/3d/physics_body.cpp
msgid "Motion Y"
-msgstr "Y mouvement"
+msgstr "Mouvement Y"
#: scene/3d/physics_body.cpp
msgid "Motion Z"
-msgstr "Z mouvement"
+msgstr "Mouvement Z"
#: scene/3d/physics_body.cpp
msgid "Joint Constraints"
@@ -22729,7 +22696,7 @@ msgstr "Amortissement angulaire"
#: scene/3d/physics_body.cpp scene/3d/physics_joint.cpp
msgid "ERP"
-msgstr ""
+msgstr "ERP"
#: scene/3d/physics_body.cpp
msgid "Angular Spring Enabled"
@@ -22961,7 +22928,7 @@ msgstr "Nom de groupe"
#: scene/3d/proximity_group.cpp
msgid "Dispatch Mode"
-msgstr ""
+msgstr "Mode Répartition"
#: scene/3d/proximity_group.cpp
msgid "Grid Radius"
@@ -23000,9 +22967,8 @@ msgid "Ambient Energy"
msgstr "Énergie ambiante"
#: scene/3d/reflection_probe.cpp
-#, fuzzy
msgid "Ambient Contrib"
-msgstr "Indenter vers la droite"
+msgstr "Contribution Ambiante"
#: scene/3d/remote_transform.cpp
msgid ""
@@ -23036,20 +23002,19 @@ msgstr ""
#: scene/3d/room.cpp
msgid "Use Default Simplify"
-msgstr ""
+msgstr "Utiliser la simplification par défaut"
#: scene/3d/room.cpp scene/3d/room_manager.cpp
msgid "Room Simplify"
-msgstr ""
+msgstr "Simplifier la pièce"
#: scene/3d/room.cpp
msgid "Bound"
-msgstr ""
+msgstr "Frontière"
#: scene/3d/room_group.cpp
-#, fuzzy
msgid "Roomgroup Priority"
-msgstr "Priorité"
+msgstr "Priorité du groupe de pièces"
#: scene/3d/room_group.cpp
msgid "The RoomManager should not be placed inside a RoomGroup."
@@ -23077,67 +23042,58 @@ msgstr "Il ne doit y avoir qu'un seul RoomManager dans le SceneTree."
#: scene/3d/room_manager.cpp
msgid "Main"
-msgstr ""
+msgstr "Principal"
#: scene/3d/room_manager.cpp scene/animation/animation_blend_tree.cpp
#: scene/animation/animation_player.cpp scene/animation/animation_tree.cpp
#: scene/animation/animation_tree_player.cpp
#: servers/audio/effects/audio_effect_delay.cpp
-#, fuzzy
msgid "Active"
-msgstr "Action"
+msgstr "Actif"
#: scene/3d/room_manager.cpp
msgid "Roomlist"
-msgstr ""
+msgstr "Liste des pièces"
#: scene/3d/room_manager.cpp servers/visual_server.cpp
-#, fuzzy
msgid "PVS"
-msgstr "IPS"
+msgstr "PVS"
#: scene/3d/room_manager.cpp
-#, fuzzy
msgid "PVS Mode"
-msgstr "Mode navigation"
+msgstr "Mode PVS"
#: scene/3d/room_manager.cpp
-#, fuzzy
msgid "PVS Filename"
-msgstr "Fichier ZIP"
+msgstr "Nom de ficher PVS"
#: scene/3d/room_manager.cpp servers/visual_server.cpp
msgid "Gameplay"
-msgstr ""
+msgstr "Jouabilité"
#: scene/3d/room_manager.cpp
-#, fuzzy
msgid "Gameplay Monitor"
-msgstr "Moniteur"
+msgstr "Moniteur de jouabilité"
#: scene/3d/room_manager.cpp
-#, fuzzy
msgid "Use Secondary PVS"
-msgstr "Utiliser le magnétisme d'échelle"
+msgstr "Utiliser PVS secondaire"
#: scene/3d/room_manager.cpp
-#, fuzzy
msgid "Merge Meshes"
-msgstr "Maillages"
+msgstr "Unifier les maillages"
#: scene/3d/room_manager.cpp
-#, fuzzy
msgid "Show Margins"
-msgstr "Afficher l'origine"
+msgstr "Afficher les marges"
#: scene/3d/room_manager.cpp
-#, fuzzy
msgid "Debug Sprawl"
-msgstr "Débogage"
+msgstr "Déboger le sprawl"
#: scene/3d/room_manager.cpp
msgid "Overlap Warning Threshold"
-msgstr ""
+msgstr "Seuil d'avertissement de superposition"
#: scene/3d/room_manager.cpp
msgid "Preview Camera"
@@ -23145,17 +23101,15 @@ msgstr "Aperçu de caméra"
#: scene/3d/room_manager.cpp
msgid "Portal Depth Limit"
-msgstr ""
+msgstr "Limite de profondeur du portail"
#: scene/3d/room_manager.cpp
-#, fuzzy
msgid "Default Portal Margin"
-msgstr "Définir la marge"
+msgstr "Marge de portail par défaut"
#: scene/3d/room_manager.cpp
-#, fuzzy
msgid "Roaming Expansion Margin"
-msgstr "Développer tout"
+msgstr "Marge d'expansion roaming"
#: scene/3d/room_manager.cpp
msgid ""
@@ -23210,43 +23164,36 @@ msgstr ""
"manuelles."
#: scene/3d/skeleton.cpp scene/resources/skin.cpp
-#, fuzzy
msgid "Pose"
-msgstr "Copier la pose"
+msgstr "Pose"
#: scene/3d/skeleton.cpp
-#, fuzzy
msgid "Bound Children"
-msgstr "Enfants modifiables"
+msgstr "Enfants liés"
#: scene/3d/soft_body.cpp
-#, fuzzy
msgid "Pinned Points"
-msgstr "Épinglé %s"
+msgstr "Points épinglés"
#: scene/3d/soft_body.cpp
-#, fuzzy
msgid "Attachments"
-msgstr "Gadgets"
+msgstr "Attachements"
#: scene/3d/soft_body.cpp
-#, fuzzy
msgid "Point Index"
-msgstr "Récupérer la position"
+msgstr "Index de point"
#: scene/3d/soft_body.cpp
msgid "Spatial Attachment Path"
-msgstr ""
+msgstr "Chemin de la pièce jointe spatiale"
#: scene/3d/soft_body.cpp
-#, fuzzy
msgid "Physics Enabled"
-msgstr "Image physique %"
+msgstr "Physique active"
#: scene/3d/soft_body.cpp
-#, fuzzy
msgid "Parent Collision Ignore"
-msgstr "Créer le polygone de collision"
+msgstr "Ignorer les collisions avec le parent"
#: scene/3d/soft_body.cpp
msgid "Simulation Precision"
@@ -23258,32 +23205,31 @@ msgstr "Masse totale"
#: scene/3d/soft_body.cpp
msgid "Linear Stiffness"
-msgstr ""
+msgstr "Rigidité Linéaire"
#: scene/3d/soft_body.cpp
msgid "Areaangular Stiffness"
-msgstr ""
+msgstr "Rigidité Aire Angulaire"
#: scene/3d/soft_body.cpp
msgid "Volume Stiffness"
-msgstr ""
+msgstr "Rigidité de volume"
#: scene/3d/soft_body.cpp
-#, fuzzy
msgid "Pressure Coefficient"
msgstr "Coefficient de pression"
#: scene/3d/soft_body.cpp
msgid "Damping Coefficient"
-msgstr ""
+msgstr "Coefficient d'amortissement"
#: scene/3d/soft_body.cpp
msgid "Drag Coefficient"
-msgstr ""
+msgstr "Coefficient de traînée"
#: scene/3d/soft_body.cpp
msgid "Pose Matching Coefficient"
-msgstr ""
+msgstr "Coefficient d'alignement de pose"
#: scene/3d/soft_body.cpp
msgid "This body will be ignored until you set a mesh."
@@ -23300,9 +23246,8 @@ msgstr ""
"Modifiez les tailles dans les formes de collision enfants à la place."
#: scene/3d/spatial.cpp
-#, fuzzy
msgid "Global Translation"
-msgstr "Transformation Globale"
+msgstr "Position globale"
#: scene/3d/spatial.cpp
msgid "Matrix"
@@ -23397,6 +23342,14 @@ msgstr "Force max"
msgid "AABB"
msgstr "AABB"
+#: scene/3d/visual_instance.cpp
+msgid "Sorting"
+msgstr "Arrangement"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr "Utiliser le centre de l'AABB"
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr "Géométrie"
@@ -23528,9 +23481,8 @@ msgid "Xfade Time"
msgstr "Durée du fondu croisé"
#: scene/animation/animation_node_state_machine.cpp
-#, fuzzy
msgid "Switch Mode"
-msgstr "Mode de Switch"
+msgstr "Changer de mode"
#: scene/animation/animation_node_state_machine.cpp
msgid "Auto Advance"
@@ -23628,14 +23580,12 @@ msgid "This node has been deprecated. Use AnimationTree instead."
msgstr "Ce nœud est désormais déprécié. Utilisez AnimationTree à la place."
#: scene/animation/animation_tree_player.cpp
-#, fuzzy
msgid "Playback"
-msgstr "Jouer"
+msgstr "Lecture"
#: scene/animation/animation_tree_player.cpp
-#, fuzzy
msgid "Master Player"
-msgstr "Coller les paramètres"
+msgstr "Lecteur principal"
#: scene/animation/animation_tree_player.cpp
msgid "Base Path"
@@ -23690,9 +23640,8 @@ msgid "Playback Speed"
msgstr "Vitesse de lecture"
#: scene/audio/audio_stream_player.cpp
-#, fuzzy
msgid "Mix Target"
-msgstr "Cible"
+msgstr "Cible Mixte"
#: scene/gui/aspect_ratio_container.cpp scene/gui/range.cpp
#: servers/audio/effects/audio_effect_compressor.cpp
@@ -23718,11 +23667,11 @@ msgstr "Mode d'action"
#: scene/gui/base_button.cpp
msgid "Enabled Focus Mode"
-msgstr ""
+msgstr "Mode Concentration activé"
#: scene/gui/base_button.cpp
msgid "Keep Pressed Outside"
-msgstr ""
+msgstr "Garder pressé à l'extérieur"
#: scene/gui/base_button.cpp scene/gui/shortcut.cpp
msgid "Shortcut"
@@ -23859,9 +23808,8 @@ msgid "Tooltip"
msgstr "Info-bulle"
#: scene/gui/control.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Focus"
-msgstr "Focaliser le chemin"
+msgstr "Focus"
#: scene/gui/control.cpp
msgid "Neighbour Left"
@@ -23922,7 +23870,7 @@ msgstr "Boîte de dialogue"
#: scene/gui/dialogs.cpp
msgid "Hide On OK"
-msgstr ""
+msgstr "Cacher quand OK"
#: scene/gui/dialogs.cpp
msgid "Alert!"
@@ -23955,29 +23903,25 @@ msgid "Snap Distance"
msgstr "Distance d'arrondissage"
#: scene/gui/graph_edit.cpp
-#, fuzzy
msgid "Zoom Min"
-msgstr "Zoomer"
+msgstr "Zoom Min"
#: scene/gui/graph_edit.cpp
-#, fuzzy
msgid "Zoom Max"
-msgstr "Zoomer"
+msgstr "Zoom Max"
#: scene/gui/graph_edit.cpp
-#, fuzzy
msgid "Zoom Step"
-msgstr "Dézoomer"
+msgstr "Pas de Zoom"
#: scene/gui/graph_edit.cpp
-#, fuzzy
msgid "Show Zoom Label"
-msgstr "Afficher les os"
+msgstr "Afficher le label de zoom"
#: scene/gui/graph_edit.cpp scene/gui/text_edit.cpp
#: scene/resources/default_theme/default_theme.cpp
msgid "Minimap"
-msgstr ""
+msgstr "Mini-carte"
#: scene/gui/graph_edit.cpp
msgid "Enable grid minimap."
@@ -23990,33 +23934,29 @@ msgstr "Afficher les os"
#: scene/gui/graph_node.cpp scene/gui/option_button.cpp
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Selected"
-msgstr "Sélectionner"
+msgstr "Sélectionné"
#: scene/gui/graph_node.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Comment"
-msgstr "Enregistrer"
+msgstr "Commentaire"
#: scene/gui/graph_node.cpp
msgid "Overlay"
-msgstr ""
+msgstr "Surcouche"
#: scene/gui/grid_container.cpp scene/gui/item_list.cpp scene/gui/tree.cpp
-#, fuzzy
msgid "Columns"
-msgstr "Volume"
+msgstr "Colonnes"
#: scene/gui/item_list.cpp scene/gui/popup_menu.cpp scene/gui/text_edit.cpp
#: scene/gui/tree.cpp scene/main/viewport.cpp
-#, fuzzy
msgid "Timers"
-msgstr "Temps"
+msgstr "Chronomètres"
#: scene/gui/item_list.cpp scene/gui/popup_menu.cpp scene/gui/tree.cpp
msgid "Incremental Search Max Interval Msec"
-msgstr ""
+msgstr "Intervalle max de recherche incrémentale (ms)"
#: scene/gui/item_list.cpp scene/gui/tree.cpp
#, fuzzy
@@ -24030,7 +23970,7 @@ msgstr "Remplir la sélection"
#: scene/gui/item_list.cpp
msgid "Max Text Lines"
-msgstr ""
+msgstr "Lignes de texte max"
#: scene/gui/item_list.cpp
#, fuzzy
@@ -24039,15 +23979,15 @@ msgstr "En période de test"
#: scene/gui/item_list.cpp
msgid "Max Columns"
-msgstr ""
+msgstr "Colonnes Max"
#: scene/gui/item_list.cpp
msgid "Same Column Width"
-msgstr ""
+msgstr "Même Largeur de Colonne"
#: scene/gui/item_list.cpp
msgid "Fixed Column Width"
-msgstr ""
+msgstr "Largeur de Colonne Fixe"
#: scene/gui/item_list.cpp
msgid "Icon Scale"
@@ -24074,19 +24014,19 @@ msgstr "Rendre visible"
#: scene/gui/label.cpp
msgid "Lines Skipped"
-msgstr ""
+msgstr "Lignes Ignorées"
#: scene/gui/label.cpp
msgid "Max Lines Visible"
-msgstr ""
+msgstr "Lignes Visibles Max"
#: scene/gui/line_edit.cpp scene/resources/navigation_mesh.cpp
msgid "Max Length"
-msgstr ""
+msgstr "Longueur Max"
#: scene/gui/line_edit.cpp
msgid "Secret"
-msgstr ""
+msgstr "Secret"
#: scene/gui/line_edit.cpp
msgid "Secret Character"
@@ -24094,7 +24034,7 @@ msgstr "Caractère secret"
#: scene/gui/line_edit.cpp
msgid "Expand To Text Length"
-msgstr ""
+msgstr "Etendre à la longueur du texte"
#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp
#, fuzzy
@@ -24129,7 +24069,7 @@ msgstr "Sélection uniquement"
#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp
#: scene/gui/text_edit.cpp
msgid "Deselect On Focus Loss Enabled"
-msgstr ""
+msgstr "Déselection à la perte de focus activée"
#: scene/gui/line_edit.cpp
#, fuzzy
@@ -24143,7 +24083,7 @@ msgstr "Charger en tant qu'instance temporaire"
#: scene/gui/line_edit.cpp
msgid "Alpha"
-msgstr ""
+msgstr "Alpha"
#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp
msgid "Caret"
@@ -24151,7 +24091,7 @@ msgstr "Caret"
#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp
msgid "Blink"
-msgstr ""
+msgstr "Clignoter"
#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp
msgid "Blink Speed"
@@ -24159,7 +24099,7 @@ msgstr "Vitesse de Clignotement"
#: scene/gui/link_button.cpp
msgid "Underline"
-msgstr ""
+msgstr "Souligner"
#: scene/gui/menu_button.cpp
#, fuzzy
@@ -24183,7 +24123,7 @@ msgstr "Définir la marge"
#: scene/gui/nine_patch_rect.cpp scene/resources/style_box.cpp
msgid "Axis Stretch"
-msgstr ""
+msgstr "Etirer les Axes"
#: scene/gui/nine_patch_rect.cpp
msgid ""
@@ -24373,11 +24313,11 @@ msgstr "Filtrer les signaux"
#: scene/gui/scroll_container.cpp
msgid "Default Scroll Deadzone"
-msgstr ""
+msgstr "Zone morte par défaut du défilement"
#: scene/gui/slider.cpp
msgid "Scrollable"
-msgstr ""
+msgstr "Défilant"
#: scene/gui/slider.cpp
#, fuzzy
@@ -24412,7 +24352,7 @@ msgstr "Basculer la visibilité"
#: scene/gui/tab_container.cpp scene/gui/tabs.cpp
msgid "Tab Align"
-msgstr ""
+msgstr "Alignement de l'onglet"
#: scene/gui/tab_container.cpp scene/gui/tabs.cpp
msgid "Current Tab"
@@ -24425,7 +24365,7 @@ msgstr "Rendre visible"
#: scene/gui/tab_container.cpp
msgid "All Tabs In Front"
-msgstr ""
+msgstr "Tous les Onglets au Premier Plan"
#: scene/gui/tab_container.cpp scene/gui/tabs.cpp
msgid "Drag To Rearrange Enabled"
@@ -24433,11 +24373,11 @@ msgstr "Glisser pour Réorganiser Activé"
#: scene/gui/tab_container.cpp
msgid "Use Hidden Tabs For Min Size"
-msgstr ""
+msgstr "Utiliser des onglets cachés pour la taille minimum"
#: scene/gui/tabs.cpp
msgid "Tab Close Display Policy"
-msgstr ""
+msgstr "Stratégie d'affichage pour la fermeture d'onglet"
#: scene/gui/tabs.cpp
msgid "Scrolling Enabled"
@@ -24445,7 +24385,7 @@ msgstr "Défilement activé"
#: scene/gui/text_edit.cpp
msgid "Readonly"
-msgstr ""
+msgstr "Lecture Seule"
#: scene/gui/text_edit.cpp
#, fuzzy
@@ -24495,19 +24435,20 @@ msgstr "Déverrouiller le nœud"
#: scene/gui/text_edit.cpp
msgid "Moving By Right Click"
-msgstr ""
+msgstr "Déplacer avec clic droit"
#: scene/gui/text_edit.cpp
msgid "Text Edit Idle Detect (sec)"
-msgstr ""
+msgstr "Détéction d'inactivité du champ de texte (s)"
#: scene/gui/text_edit.cpp
msgid "Text Edit Undo Stack Max Size"
msgstr ""
+"Nombre d'actions max dans le champ de texte à mémoriser pour l'annulation"
#: scene/gui/texture_button.cpp scene/resources/default_theme/default_theme.cpp
msgid "Hover"
-msgstr ""
+msgstr "Survoler"
#: scene/gui/texture_button.cpp
#, fuzzy
@@ -24527,7 +24468,7 @@ msgstr "Développer tout"
#: scene/gui/texture_progress.cpp
msgid "Under"
-msgstr ""
+msgstr "Sous"
#: scene/gui/texture_progress.cpp
#, fuzzy
@@ -24541,7 +24482,7 @@ msgstr "Propriétés du thème"
#: scene/gui/texture_progress.cpp
msgid "Progress Offset"
-msgstr ""
+msgstr "Décalage de la Progression"
#: scene/gui/texture_progress.cpp
msgid "Fill Mode"
@@ -24549,11 +24490,11 @@ msgstr "Mode de Remplissage"
#: scene/gui/texture_progress.cpp scene/resources/material.cpp
msgid "Tint"
-msgstr ""
+msgstr "Teinte"
#: scene/gui/texture_progress.cpp
msgid "Radial Fill"
-msgstr ""
+msgstr "Remplissage Radial"
#: scene/gui/texture_progress.cpp
#, fuzzy
@@ -24596,7 +24537,7 @@ msgstr "Mode sélection"
#: scene/gui/tree.cpp
msgid "Custom Minimum Height"
-msgstr ""
+msgstr "Taille Minimum Personnalisée"
#: scene/gui/tree.cpp
msgid "(Other)"
@@ -24618,7 +24559,7 @@ msgstr "Masquer la Racine"
#: scene/gui/tree.cpp
msgid "Drop Mode Flags"
-msgstr ""
+msgstr "Options du Mode Abandon"
#: scene/gui/video_player.cpp
#, fuzzy
@@ -24627,7 +24568,7 @@ msgstr "Ajouter une piste"
#: scene/gui/video_player.cpp scene/main/scene_tree.cpp scene/main/timer.cpp
msgid "Paused"
-msgstr ""
+msgstr "En Pause"
#: scene/gui/video_player.cpp
#, fuzzy
@@ -24661,11 +24602,11 @@ msgstr "Téléchargement en cours"
#: scene/main/http_request.cpp
msgid "Body Size Limit"
-msgstr ""
+msgstr "Taille Limite du Corps"
#: scene/main/http_request.cpp
msgid "Max Redirects"
-msgstr ""
+msgstr "Redirections Max"
#: scene/main/http_request.cpp
msgid "Timeout"
@@ -24676,6 +24617,8 @@ msgid ""
"Setting node name '%s' to be unique within scene for '%s', but it's already "
"claimed by '%s'. This node is no longer set unique."
msgstr ""
+"Impossible de déclarer le nom de nœud '%s' comme unique dans la scène pour "
+"'%s', car ce nom est déjà attribué à '%s'. Ce nœud n'est donc plus unique."
#: scene/main/node.cpp
#, fuzzy
@@ -24684,7 +24627,7 @@ msgstr "Séparateur nommé"
#: scene/main/node.cpp
msgid "Name Casing"
-msgstr ""
+msgstr "Convention de Nommage"
#: scene/main/node.cpp
#, fuzzy
@@ -24746,7 +24689,7 @@ msgstr "Mode Navigation"
#: scene/main/scene_tree.cpp
msgid "Use Font Oversampling"
-msgstr ""
+msgstr "Utiliser le Suréchantillonnage de Police"
#: scene/main/scene_tree.cpp
#, fuzzy
@@ -24812,7 +24755,7 @@ msgstr "Utiliser FXAA"
#: scene/main/scene_tree.cpp
msgid "Use Debanding"
-msgstr ""
+msgstr "Utiliser le Debanding"
#: scene/main/scene_tree.cpp scene/main/viewport.cpp
msgid "HDR"
@@ -25063,7 +25006,7 @@ msgstr "Demi résolution"
#: scene/resources/curve.cpp
msgid "Bake Interval"
-msgstr ""
+msgstr "Intervalle de Précalcul"
#: scene/resources/default_theme/default_theme.cpp
msgid "Panel"
@@ -25304,7 +25247,7 @@ msgstr "Poignée quand désactivée"
#: scene/resources/default_theme/default_theme.cpp
msgid "Tick"
-msgstr ""
+msgstr "Signet"
#: scene/resources/default_theme/default_theme.cpp
msgid "Updown"
@@ -25502,7 +25445,7 @@ msgstr "Couleur des lignes de relation"
#: scene/resources/default_theme/default_theme.cpp
msgid "Custom Button Font Highlight"
-msgstr ""
+msgstr "Surlignage Personnalisé de la Police du Bouton"
#: scene/resources/default_theme/default_theme.cpp
msgid "Item Margin"
@@ -25736,7 +25679,7 @@ msgstr "Déplacer des points de Bézier"
#: scene/resources/default_theme/default_theme.cpp
msgid "Bezier Len Neg"
-msgstr ""
+msgstr "Longueur Négative Courbe de Bézier"
#: scene/resources/default_theme/default_theme.cpp
msgid "Port Grab Distance Horizontal"
@@ -25808,7 +25751,7 @@ msgstr "Degrés de Rotation du Ciel"
#: scene/resources/environment.cpp
msgid "Canvas Max Layer"
-msgstr ""
+msgstr "Calque Max du Canvas"
#: scene/resources/environment.cpp scene/resources/texture.cpp
msgid "Camera Feed ID"
@@ -26083,7 +26026,7 @@ msgstr "Passe suivante"
#: scene/resources/material.cpp
msgid "Use Shadow To Opacity"
-msgstr ""
+msgstr "Utiliser l'ombre pour l'opacité"
#: scene/resources/material.cpp
msgid "Unshaded"
@@ -26240,7 +26183,7 @@ msgstr "Occlusion ambiante"
#: scene/resources/material.cpp
msgid "Deep Parallax"
-msgstr ""
+msgstr "Parallaxe Profonde"
#: scene/resources/material.cpp
#, fuzzy
@@ -26254,7 +26197,7 @@ msgstr "Calque"
#: scene/resources/material.cpp
msgid "Flip Tangent"
-msgstr ""
+msgstr "Inverser la Tangente"
#: scene/resources/material.cpp
#, fuzzy
@@ -26291,7 +26234,7 @@ msgstr "Triplanaire"
#: scene/resources/material.cpp
msgid "Triplanar Sharpness"
-msgstr ""
+msgstr "Netteté Triplanaire"
#: scene/resources/material.cpp
msgid "UV2"
@@ -26304,7 +26247,7 @@ msgstr "Mode prioritaire"
#: scene/resources/material.cpp
msgid "Distance Fade"
-msgstr ""
+msgstr "Fondu de Distance"
#: scene/resources/material.cpp
msgid "Async Mode"
@@ -26317,7 +26260,7 @@ msgstr "LightMap Bake"
#: scene/resources/mesh.cpp scene/resources/primitive_meshes.cpp
msgid "Custom AABB"
-msgstr ""
+msgstr "AABB Personnalisé"
#: scene/resources/mesh_library.cpp
msgid "Mesh Transform"
@@ -26337,7 +26280,7 @@ msgstr "Format de transformation"
#: scene/resources/multimesh.cpp
msgid "Custom Data Format"
-msgstr ""
+msgstr "Format de Données Personnalisé"
#: scene/resources/multimesh.cpp
msgid "Instance Count"
@@ -26361,7 +26304,7 @@ msgstr "Type de la géométrie analysée"
#: scene/resources/navigation_mesh.cpp
msgid "Source Geometry Mode"
-msgstr ""
+msgstr "Mode Géométrie Source"
#: scene/resources/navigation_mesh.cpp
#, fuzzy
@@ -26378,7 +26321,7 @@ msgstr "Agents"
#: scene/resources/navigation_mesh.cpp
msgid "Max Climb"
-msgstr ""
+msgstr "Escalade Max"
#: scene/resources/navigation_mesh.cpp
msgid "Max Slope"
@@ -26404,7 +26347,7 @@ msgstr "Erreur"
#: scene/resources/navigation_mesh.cpp
msgid "Verts Per Poly"
-msgstr ""
+msgstr "Sommets par Poly"
#: scene/resources/navigation_mesh.cpp
msgid "Details"
@@ -26421,15 +26364,15 @@ msgstr "Échantillonneur"
#: scene/resources/navigation_mesh.cpp
msgid "Low Hanging Obstacles"
-msgstr ""
+msgstr "Obstacles Suspendus Bas"
#: scene/resources/navigation_mesh.cpp
msgid "Ledge Spans"
-msgstr ""
+msgstr "Etendue de Rebord"
#: scene/resources/navigation_mesh.cpp
msgid "Walkable Low Height Spans"
-msgstr ""
+msgstr "Etendues de faible hauteur praticables"
#: scene/resources/navigation_mesh.cpp
#, fuzzy
@@ -26507,7 +26450,7 @@ msgstr "Fermer la courbe"
#: scene/resources/physics_material.cpp
msgid "Rough"
-msgstr ""
+msgstr "Rugueux"
#: scene/resources/physics_material.cpp
msgid "Absorbent"
@@ -26523,7 +26466,7 @@ msgstr "Retourner les faces"
#: scene/resources/primitive_meshes.cpp
msgid "Mid Height"
-msgstr ""
+msgstr "Mi-hauteur"
#: scene/resources/primitive_meshes.cpp
msgid "Subdivide Width"
@@ -26568,7 +26511,7 @@ msgstr "A"
#: scene/resources/shape_2d.cpp
msgid "Custom Solver Bias"
-msgstr ""
+msgstr "Biais Personnalisé du Solveur"
#: scene/resources/skin.cpp
msgid "Bind Count"
@@ -26646,7 +26589,7 @@ msgstr "Changer le rayon intérieur de la tour"
#: scene/resources/style_box.cpp
msgid "Corner Detail"
-msgstr ""
+msgstr "Détail des Coins"
#: scene/resources/style_box.cpp
msgid "Anti Aliasing"
@@ -26654,11 +26597,11 @@ msgstr "Anticrénelage"
#: scene/resources/style_box.cpp
msgid "Grow Begin"
-msgstr ""
+msgstr "Début d'Expansion"
#: scene/resources/style_box.cpp
msgid "Grow End"
-msgstr ""
+msgstr "Fin d'Expansion"
#: scene/resources/texture.cpp
#, fuzzy
@@ -26715,7 +26658,7 @@ msgstr "Pause"
#: scene/resources/texture.cpp
msgid "Which Feed"
-msgstr ""
+msgstr "Quel Flux"
#: scene/resources/texture.cpp
msgid "Camera Is Active"
@@ -27523,7 +27466,7 @@ msgstr "Nombre de compilations simultanées"
#: servers/visual_server.cpp
msgid "Log Active Async Compiles Count"
-msgstr ""
+msgstr "Noter le nombre de compilations asynchrones actives"
#: servers/visual_server.cpp
msgid "Shader Cache Size (MB)"
diff --git a/editor/translations/ga.po b/editor/translations/ga.po
index 246c04dc63..01810bb059 100644
--- a/editor/translations/ga.po
+++ b/editor/translations/ga.po
@@ -12451,9 +12451,10 @@ msgstr "Cruthaigh"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr ""
@@ -13796,12 +13797,11 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
+msgid "Couldn't save project at '%s' (error %d)."
msgstr ""
#: editor/project_manager.cpp
@@ -22473,6 +22473,15 @@ msgstr ""
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Nód Beochana"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr ""
diff --git a/editor/translations/gl.po b/editor/translations/gl.po
index 2445ec4783..1d2fbb333a 100644
--- a/editor/translations/gl.po
+++ b/editor/translations/gl.po
@@ -13135,9 +13135,10 @@ msgstr "Opcións de Axuste de Cuadrícula"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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 "Offset:"
@@ -14561,17 +14562,18 @@ msgid "Invalid project path (changed anything?)."
msgstr "A ruta ao proxecto non é valida. Cambiaches algo?"
#: editor/project_manager.cpp
+#, fuzzy
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
"Non se pudo cargar o arquivo de configuración 'project.godot' na ruta do "
"proxecto (erro %d). Pode ser que o arquivo non exista; ou que esté "
"corrompido."
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr "Non se pudo editar o arquivo 'project.godot' na ruta do proxecto."
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "Non se pode abrir proxecto en '%s'."
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -23866,6 +23868,15 @@ msgstr "Erro"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Ordenar"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Geometry"
diff --git a/editor/translations/he.po b/editor/translations/he.po
index e0a690c9b4..57b2386570 100644
--- a/editor/translations/he.po
+++ b/editor/translations/he.po
@@ -23,13 +23,16 @@
# Shailee Eliyahu <dev.sle.il@gmail.com>, 2021.
# Mati Borlak <matiborlak@gmail.com>, 2022.
# Tamir Livneh <fkeyzuwu@gmail.com>, 2022.
+# Tomer Ben Rachel <tomerpacific@gmail.com>, 2022.
+# moshe mil <milgmoshe@gmail.com>, 2022.
+# Blawnode <blawnode@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: 2022-09-05 11:17+0000\n"
-"Last-Translator: Tamir Livneh <fkeyzuwu@gmail.com>\n"
+"PO-Revision-Date: 2022-11-23 20:47+0000\n"
+"Last-Translator: Blawnode <blawnode@gmail.com>\n"
"Language-Team: Hebrew <https://hosted.weblate.org/projects/godot-engine/"
"godot/he/>\n"
"Language: he\n"
@@ -38,7 +41,7 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=4; plural=(n == 1) ? 0 : ((n == 2) ? 1 : ((n > 10 && "
"n % 10 == 0) ? 2 : 3));\n"
-"X-Generator: Weblate 4.14.1-dev\n"
+"X-Generator: Weblate 4.15-dev\n"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Tablet Driver"
@@ -57,26 +60,24 @@ msgid "Exit Code"
msgstr "קוד יצי××”"
#: core/bind/core_bind.cpp
-#, fuzzy
msgid "V-Sync Enabled"
-msgstr "הפעלה"
+msgstr "V-Sync מופעל"
#: core/bind/core_bind.cpp main/main.cpp
msgid "V-Sync Via Compositor"
-msgstr ""
+msgstr "V-Sync דרך Compositor"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Delta Smoothing"
-msgstr ""
+msgstr "החלקת דלט×"
#: core/bind/core_bind.cpp
-#, fuzzy
msgid "Low Processor Usage Mode"
-msgstr "×™×™×¦×•× ×ž×™×–×"
+msgstr "מצב שימוש נמוך של מעבד"
#: core/bind/core_bind.cpp
msgid "Low Processor Usage Mode Sleep (µsec)"
-msgstr ""
+msgstr "מצב שינה שימוש נמוך במעבד (מיקרו שניות)"
#: core/bind/core_bind.cpp main/main.cpp platform/uwp/os_uwp.cpp
msgid "Keep Screen On"
@@ -105,7 +106,7 @@ msgstr "בלי קצה"
#: core/bind/core_bind.cpp
msgid "Per Pixel Transparency Enabled"
-msgstr ""
+msgstr "שקיפות-פר-פיקסל מופעלת"
#: core/bind/core_bind.cpp core/project_settings.cpp
msgid "Fullscreen"
@@ -146,7 +147,7 @@ msgstr "גודל"
#: core/bind/core_bind.cpp
msgid "Endian Swap"
-msgstr ""
+msgstr "החלפת סדר ×‘×ª×™× (Byte Order)"
#: core/bind/core_bind.cpp
msgid "Editor Hint"
@@ -161,28 +162,24 @@ msgid "Iterations Per Second"
msgstr "×יטרציות לשניה"
#: core/bind/core_bind.cpp
-#, fuzzy
msgid "Target FPS"
-msgstr "נתיב המש×ב"
+msgstr "יעד קצב פריימי×"
#: core/bind/core_bind.cpp
-#, fuzzy
msgid "Time Scale"
-msgstr "מפרק TimeScale"
+msgstr "ציר זמן"
#: core/bind/core_bind.cpp main/main.cpp
-#, fuzzy
msgid "Physics Jitter Fix"
-msgstr "שקופית פיזיקלית %"
+msgstr "תיקון רטט בפיזיקה"
#: core/bind/core_bind.cpp editor/plugins/version_control_editor_plugin.cpp
msgid "Error"
msgstr "שגי××”"
#: core/bind/core_bind.cpp
-#, fuzzy
msgid "Error String"
-msgstr "שגי××” בשמירה"
+msgstr "מחרוזת שגויה"
#: core/bind/core_bind.cpp
msgid "Error Line"
@@ -213,7 +210,7 @@ msgstr "תור פיקוד"
#: core/command_queue_mt.cpp
msgid "Multithreading Queue Size (KB)"
-msgstr ""
+msgstr "גודל תור תהליכי משנה (KB)"
#: core/func_ref.cpp modules/visual_script/visual_script_builtin_funcs.cpp
#: modules/visual_script/visual_script_func_nodes.cpp
@@ -236,9 +233,8 @@ msgid "Network"
msgstr "רשת"
#: core/io/file_access_network.cpp
-#, fuzzy
msgid "Remote FS"
-msgstr "מרוחק "
+msgstr "שרת ×§×‘×¦×™× ×ž×¨×•×—×§"
#: core/io/file_access_network.cpp
msgid "Page Size"
@@ -246,11 +242,11 @@ msgstr "גודל דף"
#: core/io/file_access_network.cpp
msgid "Page Read Ahead"
-msgstr ""
+msgstr "קרי××” מר×ש של דף"
#: core/io/http_client.cpp
msgid "Blocking Mode Enabled"
-msgstr ""
+msgstr "מצב חסימה מ×ופשר"
#: core/io/http_client.cpp
msgid "Connection"
@@ -258,25 +254,24 @@ msgstr "חיבור"
#: core/io/http_client.cpp
msgid "Read Chunk Size"
-msgstr ""
+msgstr "גודל קרי×ת נתח"
#: core/io/marshalls.cpp
msgid "Object ID"
msgstr "זהות ×וביקט"
#: core/io/multiplayer_api.cpp core/io/packet_peer.cpp
-#, fuzzy
msgid "Allow Object Decoding"
-msgstr "הפעלת שכבות בצל"
+msgstr "×פשר פענוח ×ובייקט"
#: core/io/multiplayer_api.cpp scene/main/scene_tree.cpp
msgid "Refuse New Network Connections"
-msgstr ""
+msgstr "סירוב ×—×™×‘×•×¨×™× ×—×“×©×™× ×œ×¨×©×ª"
#: core/io/multiplayer_api.cpp scene/main/scene_tree.cpp
#, fuzzy
msgid "Network Peer"
-msgstr "מ×פיין רשת"
+msgstr "מ×פיין\\עמית רשת"
#: core/io/multiplayer_api.cpp scene/animation/animation_player.cpp
#, fuzzy
@@ -284,26 +279,24 @@ msgid "Root Node"
msgstr "שינוי ×©× ×ž×¤×¨×§ השורש"
#: core/io/networked_multiplayer_peer.cpp
-#, fuzzy
msgid "Refuse New Connections"
-msgstr "התחברות"
+msgstr "דחה ×—×™×‘×•×¨×™× ×—×“×©×™×"
#: core/io/networked_multiplayer_peer.cpp
-#, fuzzy
msgid "Transfer Mode"
-msgstr "מפרק מעברון"
+msgstr "מצב מעבר"
#: core/io/packet_peer.cpp
msgid "Encode Buffer Max Size"
-msgstr ""
+msgstr "קודד גודל מקסימלי של החוצץ"
#: core/io/packet_peer.cpp
msgid "Input Buffer Max Size"
-msgstr ""
+msgstr "הכנס גודל מירבי של החוצץ"
#: core/io/packet_peer.cpp
msgid "Output Buffer Max Size"
-msgstr ""
+msgstr "פלוט גודל מירבי של החוצץ"
#: core/io/packet_peer.cpp
msgid "Stream Peer"
@@ -314,17 +307,17 @@ msgid "Big Endian"
msgstr ""
#: core/io/stream_peer.cpp
+#, fuzzy
msgid "Data Array"
-msgstr ""
+msgstr "מערך מידע"
#: core/io/stream_peer_ssl.cpp
msgid "Blocking Handshake"
-msgstr ""
+msgstr "לחיצת ×™×“×™×™× ×—×•×¡×ž×ª"
#: core/io/udp_server.cpp
-#, fuzzy
msgid "Max Pending Connections"
-msgstr "עריכת חיבור:"
+msgstr "×ž×§×¡×™×ž×•× ×—×™×‘×•×¨×™× ×ž×ž×ª×™× ×™×"
#: core/math/expression.cpp modules/gdscript/gdscript_functions.cpp
#: modules/visual_script/visual_script_builtin_funcs.cpp
@@ -342,9 +335,8 @@ msgid "Not enough bytes for decoding bytes, or invalid format."
msgstr "×ין מספיק ×‘×ª×™× ×œ×¤×¢× ×•×— בתי×, ×ו פורמט ×œ× ×ª×§×™×Ÿâ€­â€­."
#: core/math/expression.cpp
-#, fuzzy
msgid "Invalid input %d (not passed) in expression"
-msgstr "קלט שגוי %i (×œ× ×”×•×¢×‘×¨) בתוך הביטוי"
+msgstr "קלט שגוי %d (×œ× ×”×•×¢×‘×¨) בתוך הביטוי"
#: core/math/expression.cpp
msgid "self can't be used because instance is null (not passed)"
@@ -373,7 +365,7 @@ msgstr "בקרי××” ל־‚%s’:"
#: core/math/random_number_generator.cpp
#: modules/opensimplex/open_simplex_noise.cpp
msgid "Seed"
-msgstr ""
+msgstr "גרעין"
#: core/math/random_number_generator.cpp
msgid "State"
@@ -381,7 +373,7 @@ msgstr "מצב"
#: core/message_queue.cpp
msgid "Message Queue"
-msgstr "תור הור×ות"
+msgstr "תור הודעות"
#: core/message_queue.cpp
msgid "Max Size (KB)"
@@ -409,7 +401,7 @@ msgstr "הכל"
#: core/os/input_event.cpp
msgid "Shift"
-msgstr ""
+msgstr "הסט"
#: core/os/input_event.cpp
#, fuzzy
@@ -418,11 +410,11 @@ msgstr "בקרת גירס×ות"
#: core/os/input_event.cpp
msgid "Meta"
-msgstr ""
+msgstr "מט×"
#: core/os/input_event.cpp
msgid "Command"
-msgstr "פיקוד"
+msgstr "פקודה"
#: core/os/input_event.cpp
#, fuzzy
@@ -442,11 +434,11 @@ msgstr "סריקת מקורות"
#: core/os/input_event.cpp
msgid "Physical Scancode"
-msgstr ""
+msgstr "קוד סריקה פיזי"
#: core/os/input_event.cpp
msgid "Unicode"
-msgstr ""
+msgstr "יוניקוד"
#: core/os/input_event.cpp
msgid "Echo"
@@ -473,11 +465,11 @@ msgstr "מפתח כפתורי עכבר:"
#: core/os/input_event.cpp
msgid "Doubleclick"
-msgstr ""
+msgstr "לחיצת עכבר כפולה"
#: core/os/input_event.cpp
msgid "Tilt"
-msgstr ""
+msgstr "הטייה"
#: core/os/input_event.cpp
msgid "Pressure"
@@ -539,7 +531,7 @@ msgstr "מסר"
#: core/os/input_event.cpp
#, fuzzy
msgid "Pitch"
-msgstr "קנה מידה:"
+msgstr "גובה צליל"
#: core/os/input_event.cpp scene/2d/cpu_particles_2d.cpp
#: scene/2d/physics_body_2d.cpp scene/3d/cpu_particles.cpp
@@ -608,14 +600,12 @@ msgid "Main Scene"
msgstr ""
#: core/project_settings.cpp
-#, fuzzy
msgid "Disable stdout"
-msgstr "כפתור ×מצעי"
+msgstr "בטל stdout"
#: core/project_settings.cpp
-#, fuzzy
msgid "Disable stderr"
-msgstr "מושבת"
+msgstr "השבת stderr"
#: core/project_settings.cpp
msgid "Use Hidden Project Data Directory"
@@ -857,9 +847,8 @@ msgid "Max Functions"
msgstr "יצירת פונקציה"
#: core/project_settings.cpp scene/3d/vehicle_body.cpp
-#, fuzzy
msgid "Compression"
-msgstr "גרסה נוכחית:"
+msgstr "כיווץ"
#: core/project_settings.cpp
#, fuzzy
@@ -900,12 +889,12 @@ msgstr ""
#: core/register_core_types.cpp
msgid "TCP"
-msgstr ""
+msgstr "TCP"
#: core/register_core_types.cpp
#, fuzzy
msgid "Connect Timeout Seconds"
-msgstr "התחברות למפרק:"
+msgstr "שניות קצובות להתחברות"
#: core/register_core_types.cpp
msgid "Packet Peer Stream"
@@ -917,12 +906,11 @@ msgstr ""
#: 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
-#, fuzzy
msgid "Certificates"
-msgstr "קודקודי×"
+msgstr "תעודות"
#: core/resource.cpp editor/dependency_editor.cpp
#: editor/editor_resource_picker.cpp
@@ -931,9 +919,8 @@ msgid "Resource"
msgstr "מש×ב"
#: core/resource.cpp
-#, fuzzy
msgid "Local To Scene"
-msgstr "סגירת סצנה"
+msgstr "ייחודי לסצנה"
#: core/resource.cpp editor/dependency_editor.cpp
#: editor/editor_autoload_settings.cpp editor/plugins/path_editor_plugin.cpp
@@ -943,13 +930,12 @@ msgid "Path"
msgstr "נתיב"
#: core/script_language.cpp
-#, fuzzy
msgid "Source Code"
-msgstr "מש×ב"
+msgstr "קוד מקור"
#: core/translation.cpp editor/project_settings_editor.cpp
msgid "Locale"
-msgstr ""
+msgstr "מקומי"
#: core/translation.cpp
msgid "Test"
@@ -3430,7 +3416,7 @@ msgstr "×™×™×‘×•× ×ž×©××‘×™× (מחדש)"
#: editor/editor_file_system.cpp
msgid "Reimport Missing Imported Files"
-msgstr ""
+msgstr "×™×™×‘×•× ×§×‘×¦×™× ×—×¡×¨×™× ×ž×—×“×©"
#: editor/editor_help.cpp scene/2d/camera_2d.cpp scene/gui/control.cpp
#: scene/gui/nine_patch_rect.cpp scene/resources/dynamic_font.cpp
@@ -4324,11 +4310,11 @@ msgstr "החלפת לשונית סצנה"
#: editor/editor_node.cpp
msgid "Always Show Close Button"
-msgstr ""
+msgstr "תמיד הר××” כפתור סגירה"
#: editor/editor_node.cpp editor/editor_settings.cpp
msgid "Resize If Many Tabs"
-msgstr ""
+msgstr "שינוי גודל כשט××‘×™× ×ž×¨×•×‘×™×"
#: editor/editor_node.cpp editor/editor_settings.cpp
msgid "Minimum Width"
@@ -4353,7 +4339,7 @@ msgstr ""
#: editor/editor_node.cpp
msgid "Save On Focus Loss"
-msgstr ""
+msgstr "שמור ב×יבוד פוקוס"
#: editor/editor_node.cpp editor/editor_settings.cpp
#, fuzzy
@@ -4385,13 +4371,12 @@ msgid "Localize Settings"
msgstr "הגדרות"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Restore Scenes On Load"
-msgstr "מפרק TimeSeek"
+msgstr "שיחזור סצנה כשמבוצע טעינה"
#: editor/editor_node.cpp editor/editor_settings.cpp
msgid "Show Thumbnail On Hover"
-msgstr ""
+msgstr "הר××” דוגמית בריחוף מעל"
#: editor/editor_node.cpp editor/editor_settings.cpp
msgid "Inspector"
@@ -4435,7 +4420,7 @@ msgstr "פתיחה במפקח"
#: editor/editor_node.cpp
msgid "Default Color Picker Mode"
-msgstr ""
+msgstr "מצב ברירת מחדל לבחירת צבעי×"
#: editor/editor_node.cpp editor/plugins/version_control_editor_plugin.cpp
msgid "Version Control"
@@ -5364,7 +5349,7 @@ msgstr "ערכה מוגדרת…"
#: editor/editor_settings.cpp
msgid "Icon And Font Color"
-msgstr ""
+msgstr "צבע ×יקון ופונט"
#: editor/editor_settings.cpp
#, fuzzy
@@ -5524,9 +5509,8 @@ msgid "Auto Indent"
msgstr "×”×–×—×” ×וטומטית"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Convert Indent On Save"
-msgstr "המרת הזחות לרווחי×"
+msgstr "המרת הזחות בשמירה"
#: editor/editor_settings.cpp scene/gui/text_edit.cpp
#, fuzzy
@@ -5586,7 +5570,6 @@ msgid "Show Line Numbers"
msgstr "שורה מספר:"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Line Numbers Zero Padded"
msgstr "שורה מספר:"
@@ -5613,7 +5596,7 @@ msgstr ""
#: editor/editor_settings.cpp
msgid "Show Line Length Guidelines"
-msgstr ""
+msgstr "הר××” מדריך ×ורך קו"
#: editor/editor_settings.cpp
msgid "Line Length Guideline Soft Column"
@@ -5647,7 +5630,7 @@ msgstr ""
#: editor/editor_settings.cpp editor/plugins/script_editor_plugin.cpp
msgid "Restore Scripts On Load"
-msgstr ""
+msgstr "שיחזור ×¡×§×¨×™×¤×˜×™× ×‘×¢×ª טעינה"
#: editor/editor_settings.cpp
msgid "Auto Reload And Parse Scripts On Save"
@@ -5887,7 +5870,7 @@ msgstr ""
#: editor/editor_settings.cpp
msgid "Emulate 3 Button Mouse"
-msgstr ""
+msgstr "דמה עכבר בעל 3 כפתורי×"
#: editor/editor_settings.cpp
msgid "Orbit Modifier"
@@ -12414,23 +12397,20 @@ msgid "Edit Items"
msgstr "עריכת מסנני×"
#: editor/plugins/theme_editor_plugin.cpp
-#, fuzzy
msgid "Types:"
-msgstr "סוג"
+msgstr "סוגי×:"
#: editor/plugins/theme_editor_plugin.cpp
-#, fuzzy
msgid "Add Type:"
-msgstr "סוג"
+msgstr "הוסף סוג:"
#: editor/plugins/theme_editor_plugin.cpp
-#, fuzzy
msgid "Add Item:"
-msgstr "הוספת קלט"
+msgstr "הוסף פריט:"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Add StyleBox Item"
-msgstr ""
+msgstr "הוסף פריט StyleBox"
#: editor/plugins/theme_editor_plugin.cpp
#, fuzzy
@@ -13243,9 +13223,10 @@ msgstr "הגדרות הצמדה"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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 "היסט רשת:"
@@ -13451,7 +13432,7 @@ msgstr ""
#: editor/plugins/version_control_editor_plugin.cpp
msgid "SSH Passphrase"
-msgstr ""
+msgstr "סיסמת SSH"
#: editor/plugins/version_control_editor_plugin.cpp
#, fuzzy
@@ -14667,13 +14648,13 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr ""
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "×œ× × ×™×ª×Ÿ לפתוח ×ת ‚%s’."
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -18440,7 +18421,7 @@ msgstr ""
#: modules/visual_script/visual_script_flow_control.cpp
msgid "While"
-msgstr ""
+msgstr "כל עוד"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "while (cond):"
@@ -20462,16 +20443,15 @@ msgstr ""
#: platform/osx/export/export.cpp
msgid "macOS"
-msgstr ""
+msgstr "macOS"
#: platform/osx/export/export.cpp
msgid "Force Builtin Codesign"
msgstr ""
#: platform/uwp/export/export.cpp
-#, fuzzy
msgid "Architecture"
-msgstr "הוספת ערך ×רכיטקטורה"
+msgstr "×רכיטקטורה"
#: platform/uwp/export/export.cpp
#, fuzzy
@@ -20508,14 +20488,12 @@ msgid "Signing"
msgstr "×ות"
#: platform/uwp/export/export.cpp
-#, fuzzy
msgid "Certificate"
-msgstr "קודקודי×"
+msgstr "תעודה"
#: platform/uwp/export/export.cpp
-#, fuzzy
msgid "Algorithm"
-msgstr "ניפוי שגי×ות"
+msgstr "×לגורית×"
#: platform/uwp/export/export.cpp
msgid "Major"
@@ -20845,7 +20823,7 @@ msgstr ""
#: platform/windows/export/export.cpp
msgid "Wine"
-msgstr ""
+msgstr "Wine"
#: platform/x11/export/export.cpp
msgid "32-bit executables cannot have embedded data >= 4 GiB."
@@ -20886,12 +20864,12 @@ msgstr "×”×–×—×” משמ×ל"
#: scene/2d/animated_sprite.cpp scene/2d/sprite.cpp scene/3d/sprite_3d.cpp
#: scene/gui/texture_button.cpp scene/gui/texture_rect.cpp
msgid "Flip H"
-msgstr ""
+msgstr "הפוך ×ופקית"
#: scene/2d/animated_sprite.cpp scene/2d/sprite.cpp scene/3d/sprite_3d.cpp
#: scene/gui/texture_button.cpp scene/gui/texture_rect.cpp
msgid "Flip V"
-msgstr ""
+msgstr "הפוך ×נכית"
#: scene/2d/area_2d.cpp scene/3d/area.cpp
#, fuzzy
@@ -20931,7 +20909,7 @@ msgstr "תצוגה מקדימה:"
#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area.cpp
#: scene/3d/cpu_particles.cpp scene/resources/particles_material.cpp
msgid "Gravity"
-msgstr ""
+msgstr "כוח כבידה"
#: scene/2d/area_2d.cpp scene/3d/area.cpp
#, fuzzy
@@ -20955,20 +20933,18 @@ msgstr "דריסה"
#: scene/2d/audio_stream_player_2d.cpp scene/audio/audio_stream_player.cpp
#: scene/gui/video_player.cpp servers/audio/effects/audio_effect_amplify.cpp
msgid "Volume dB"
-msgstr ""
+msgstr "×•×•×œ×™×•× ×‘×“×¦×™×‘×œ×™×"
#: scene/2d/audio_stream_player_2d.cpp scene/3d/audio_stream_player_3d.cpp
#: scene/audio/audio_stream_player.cpp
#: servers/audio/effects/audio_effect_pitch_shift.cpp
-#, fuzzy
msgid "Pitch Scale"
-msgstr "קנה מידה:"
+msgstr "גובל צליל"
#: 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
-#, fuzzy
msgid "Autoplay"
-msgstr "הפעלת/ביטול הפעלה ×וטומטית"
+msgstr "הפעלה ×וטומטית"
#: scene/2d/audio_stream_player_2d.cpp scene/3d/audio_stream_player_3d.cpp
#: scene/audio/audio_stream_player.cpp
@@ -21861,9 +21837,8 @@ msgid "Rotation Degrees"
msgstr "הטיה של %s מעלות."
#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
-#, fuzzy
msgid "Global Rotation"
-msgstr "קבוע"
+msgstr "רוטציה גלובלית"
#: scene/2d/node_2d.cpp
#, fuzzy
@@ -21887,12 +21862,11 @@ msgstr ""
#: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp
#: scene/resources/default_theme/default_theme.cpp
msgid "Scroll"
-msgstr ""
+msgstr "גלול"
#: scene/2d/parallax_background.cpp
-#, fuzzy
msgid "Base Offset"
-msgstr "היסט רשת:"
+msgstr "סטייה מהבסיס"
#: scene/2d/parallax_background.cpp
#, fuzzy
@@ -21910,7 +21884,7 @@ msgstr "בסוף"
#: scene/2d/parallax_background.cpp
msgid "Ignore Camera Zoom"
-msgstr ""
+msgstr "×”×ª×¢×œ× ×ž×–×•× ×”×ž×¦×œ×ž×”"
#: scene/2d/parallax_layer.cpp
msgid ""
@@ -22215,15 +22189,15 @@ msgstr "יצירת תיקייה"
#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast.cpp
msgid "Collide With"
-msgstr ""
+msgstr "מתנגש ×¢×"
#: scene/2d/ray_cast_2d.cpp scene/3d/camera.cpp scene/3d/ray_cast.cpp
msgid "Areas"
-msgstr ""
+msgstr "×זורי×"
#: scene/2d/ray_cast_2d.cpp scene/3d/camera.cpp scene/3d/ray_cast.cpp
msgid "Bodies"
-msgstr ""
+msgstr "גופי×"
#: scene/2d/remote_transform_2d.cpp
msgid "Path property must point to a valid Node2D node to work."
@@ -22264,11 +22238,11 @@ msgstr "×œ×¢×¦× ×–×• ×ין תנוחת REST ר×ויה. עבור למפרק ×”-
#: scene/2d/sprite.cpp scene/3d/sprite_3d.cpp
msgid "Hframes"
-msgstr ""
+msgstr "שקופיות ×ופקיות"
#: scene/2d/sprite.cpp scene/3d/sprite_3d.cpp
msgid "Vframes"
-msgstr ""
+msgstr "שקופיות ×נכיות"
#: scene/2d/sprite.cpp scene/3d/sprite_3d.cpp
#, fuzzy
@@ -22315,9 +22289,8 @@ msgid "Tile Origin"
msgstr ""
#: scene/2d/tile_map.cpp
-#, fuzzy
msgid "Y Sort"
-msgstr "מיון"
+msgstr "מיון ×× ×›×™"
#: scene/2d/tile_map.cpp
#, fuzzy
@@ -22339,13 +22312,12 @@ msgid "Cell Clip UV"
msgstr ""
#: scene/2d/tile_map.cpp
-#, fuzzy
msgid "Use Parent"
-msgstr "עריכת מצולע"
+msgstr "השתמש בהורה"
#: scene/2d/tile_map.cpp
msgid "Use Kinematic"
-msgstr ""
+msgstr "השתמש בפיזיקה קינמטית"
#: scene/2d/touch_screen_button.cpp
msgid "Shape Centered"
@@ -22380,7 +22352,7 @@ msgstr "הדבקת הנפשה"
#: scene/2d/visibility_notifier_2d.cpp scene/3d/visibility_notifier.cpp
msgid "Freeze Bodies"
-msgstr ""
+msgstr "×”×§×¤× ×’×•×¤×™×"
#: scene/2d/visibility_notifier_2d.cpp
#, fuzzy
@@ -22576,7 +22548,7 @@ msgstr "מסנני×..."
#: scene/3d/baked_lightmap.cpp scene/resources/texture.cpp
msgid "Use HDR"
-msgstr ""
+msgstr "השתמש בHDR"
#: scene/3d/baked_lightmap.cpp
#, fuzzy
@@ -22598,14 +22570,12 @@ msgid "Generate"
msgstr "כללי"
#: scene/3d/baked_lightmap.cpp
-#, fuzzy
msgid "Max Size"
-msgstr "מבט קדמי"
+msgstr "גודל מקסימלי"
#: scene/3d/baked_lightmap.cpp
-#, fuzzy
msgid "Custom Sky"
-msgstr "גזירת מפרקי×"
+msgstr "×©×ž×™×™× ×ž×•×ª××ž×™× ×ישית"
#: scene/3d/baked_lightmap.cpp
#, fuzzy
@@ -22613,9 +22583,8 @@ msgid "Custom Sky Rotation Degrees"
msgstr "הטיה של %s מעלות."
#: scene/3d/baked_lightmap.cpp scene/3d/ray_cast.cpp
-#, fuzzy
msgid "Custom Color"
-msgstr "גזירת מפרקי×"
+msgstr "צבע מות×× ×ישית"
#: scene/3d/baked_lightmap.cpp
#, fuzzy
@@ -22642,9 +22611,8 @@ msgid "Light Data"
msgstr "ימין"
#: scene/3d/bone_attachment.cpp scene/3d/physics_body.cpp
-#, fuzzy
msgid "Bone Name"
-msgstr "×©× ×”×ž×¤×¨×§:"
+msgstr "×©× ×ž×¤×¨×§"
#: scene/3d/camera.cpp
msgid "Keep Aspect"
@@ -22666,12 +22634,11 @@ msgstr "מיז×"
#: scene/3d/camera.cpp
msgid "FOV"
-msgstr ""
+msgstr "קוטר ר××™×™×”"
#: scene/3d/camera.cpp
-#, fuzzy
msgid "Frustum Offset"
-msgstr "היסט רשת:"
+msgstr "היסט רשת"
#: scene/3d/camera.cpp
#, fuzzy
@@ -23427,7 +23394,7 @@ msgstr "×ותיות קטנות"
#: scene/3d/physics_joint.cpp
msgid "Motor"
-msgstr ""
+msgstr "מוטורי"
#: scene/3d/physics_joint.cpp
#, fuzzy
@@ -24047,6 +24014,15 @@ msgstr "שגי××”!"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "מיון"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Geometry"
@@ -24350,7 +24326,7 @@ msgstr ""
#: scene/animation/skeleton_ik.cpp
msgid "Magnet"
-msgstr ""
+msgstr "מגנט"
#: scene/animation/skeleton_ik.cpp
#, fuzzy
@@ -25346,7 +25322,7 @@ msgstr "הוספת רצועה"
#: scene/gui/video_player.cpp scene/main/scene_tree.cpp scene/main/timer.cpp
msgid "Paused"
-msgstr ""
+msgstr "עצור"
#: scene/gui/video_player.cpp
#, fuzzy
@@ -25368,9 +25344,8 @@ msgid "Follow Viewport"
msgstr ""
#: scene/main/http_request.cpp
-#, fuzzy
msgid "Download File"
-msgstr "הורדה"
+msgstr "הורדת קובץ"
#: scene/main/http_request.cpp
#, fuzzy
@@ -25435,14 +25410,12 @@ msgid "Owner"
msgstr "×‘×¢×œ×™× ×©×œ:"
#: scene/main/node.cpp scene/main/scene_tree.cpp
-#, fuzzy
msgid "Multiplayer"
-msgstr "קביעה מרובה:"
+msgstr "רב-משתתפי×"
#: scene/main/node.cpp
-#, fuzzy
msgid "Custom Multiplayer"
-msgstr "קביעה מרובה:"
+msgstr "רב-×ž×©×ª×ª×¤×™× ×ž×•×ª×× ×ישית"
#: scene/main/node.cpp
#, fuzzy
@@ -25475,7 +25448,7 @@ msgstr "שורש סצינה חדש"
#: scene/main/scene_tree.cpp
msgid "Root"
-msgstr ""
+msgstr "שורש"
#: scene/main/scene_tree.cpp
#, fuzzy
@@ -25540,7 +25513,7 @@ msgstr ""
#: scene/main/scene_tree.cpp scene/main/viewport.cpp
msgid "HDR"
-msgstr ""
+msgstr "HDR"
#: scene/main/scene_tree.cpp scene/main/viewport.cpp
msgid "Use 32 BPC Depth"
@@ -25573,9 +25546,8 @@ msgid ""
msgstr ""
#: scene/main/timer.cpp
-#, fuzzy
msgid "Autostart"
-msgstr "התחלה מחדש ×וטומטית:"
+msgstr "התחלה ×וטומטית"
#: scene/main/viewport.cpp
#, fuzzy
@@ -25638,14 +25610,12 @@ msgid "Debanding"
msgstr "קישור"
#: scene/main/viewport.cpp
-#, fuzzy
msgid "Disable 3D"
-msgstr "מושבת"
+msgstr "השבת תלת מימד"
#: scene/main/viewport.cpp
-#, fuzzy
msgid "Keep 3D Linear"
-msgstr "ליני×רי"
+msgstr "הש×ר תלת מימד לינ×רי"
#: scene/main/viewport.cpp
msgid "Render Direct To Screen"
@@ -25735,11 +25705,11 @@ msgstr "ש×"
#: scene/register_scene_types.cpp
msgid "2D Render"
-msgstr ""
+msgstr "רנדור בדו-מימד"
#: scene/register_scene_types.cpp
msgid "3D Render"
-msgstr ""
+msgstr "רנדור בתלת-מימד"
#: scene/register_scene_types.cpp
#, fuzzy
@@ -25783,11 +25753,11 @@ msgstr "מפרק ערבוב"
#: scene/resources/audio_stream_sample.cpp
msgid "Stereo"
-msgstr ""
+msgstr "סטרי×ו"
#: scene/resources/concave_polygon_shape_2d.cpp
msgid "Segments"
-msgstr ""
+msgstr "חלקי×"
#: scene/resources/curve.cpp
#, fuzzy
@@ -25796,11 +25766,11 @@ msgstr "חצי רזולוציה"
#: scene/resources/curve.cpp
msgid "Bake Interval"
-msgstr ""
+msgstr "זמן בין ×פייה"
#: scene/resources/default_theme/default_theme.cpp
msgid "Panel"
-msgstr ""
+msgstr "לוח"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -25839,7 +25809,7 @@ msgstr "לול×ת הנפשה"
#: scene/resources/default_theme/default_theme.cpp
msgid "Arrow"
-msgstr ""
+msgstr "×—×¥"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -25958,7 +25928,7 @@ msgstr "סנן ×ותות"
#: scene/resources/default_theme/default_theme.cpp
msgid "Minimum Spaces"
-msgstr ""
+msgstr "×ž×™× ×™×ž×•× ×¨×•×•×—×™×"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -25967,11 +25937,11 @@ msgstr "B"
#: scene/resources/default_theme/default_theme.cpp
msgid "FG"
-msgstr ""
+msgstr "FG"
#: scene/resources/default_theme/default_theme.cpp
msgid "Tab"
-msgstr ""
+msgstr "לשונית"
#: scene/resources/default_theme/default_theme.cpp
#: scene/resources/dynamic_font.cpp scene/resources/world.cpp
@@ -26044,7 +26014,7 @@ msgstr ""
#: scene/resources/default_theme/default_theme.cpp
msgid "Decrement"
-msgstr ""
+msgstr "הורדה ב1"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -26355,7 +26325,7 @@ msgstr "מושבת"
#: scene/resources/default_theme/default_theme.cpp
msgid "Menu"
-msgstr ""
+msgstr "תפריט"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -26392,7 +26362,7 @@ msgstr ""
#: scene/resources/default_theme/default_theme.cpp
msgid "Large"
-msgstr ""
+msgstr "גדול"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -26436,7 +26406,7 @@ msgstr "מבט שמ×לי"
#: scene/resources/default_theme/default_theme.cpp
msgid "Screen Picker"
-msgstr ""
+msgstr "בוחר מהמסך"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -26489,7 +26459,7 @@ msgstr "תכונות מרכזיות:"
#: scene/resources/default_theme/default_theme.cpp
msgid "Bold Italics Font"
-msgstr ""
+msgstr "גופן מודגש ומוטה"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -26533,11 +26503,11 @@ msgstr "×”×–×—×” ×וטומטית"
#: scene/resources/default_theme/default_theme.cpp
msgid "Minus"
-msgstr ""
+msgstr "מינוס"
#: scene/resources/default_theme/default_theme.cpp
msgid "More"
-msgstr ""
+msgstr "עוד"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -26584,7 +26554,7 @@ msgstr "עותק"
#: scene/resources/dynamic_font.cpp
msgid "Hinting"
-msgstr ""
+msgstr "רמיזה"
#: scene/resources/dynamic_font.cpp
#, fuzzy
@@ -26598,7 +26568,7 @@ msgstr "מיקוד נתיב"
#: scene/resources/dynamic_font.cpp
msgid "Outline Size"
-msgstr ""
+msgstr "גודל קו מת×ר"
#: scene/resources/dynamic_font.cpp
#, fuzzy
@@ -26627,11 +26597,11 @@ msgstr "קישור נתוני ‫מפרק"
#: scene/resources/environment.cpp
msgid "Background"
-msgstr ""
+msgstr "רקע"
#: scene/resources/environment.cpp scene/resources/sky.cpp
msgid "Sky"
-msgstr ""
+msgstr "שמיי×"
#: scene/resources/environment.cpp
#, fuzzy
@@ -26673,7 +26643,7 @@ msgstr "הנפשה"
#: scene/resources/environment.cpp
msgid "Fog"
-msgstr ""
+msgstr "×ובך"
#: scene/resources/environment.cpp
#, fuzzy
@@ -26746,7 +26716,7 @@ msgstr "ייצו×"
#: scene/resources/environment.cpp
msgid "White"
-msgstr ""
+msgstr "לבן"
#: scene/resources/environment.cpp
msgid "Auto Exposure"
@@ -26787,11 +26757,11 @@ msgstr "עומק"
#: scene/resources/environment.cpp scene/resources/material.cpp
msgid "Roughness"
-msgstr ""
+msgstr "חספוס"
#: scene/resources/environment.cpp
msgid "SSAO"
-msgstr ""
+msgstr "SSAO"
#: scene/resources/environment.cpp
#, fuzzy
@@ -26813,7 +26783,7 @@ msgstr ""
#: scene/resources/environment.cpp
msgid "Blur"
-msgstr ""
+msgstr "טשטוש"
#: scene/resources/environment.cpp
msgid "Edge Sharpness"
@@ -26849,7 +26819,7 @@ msgstr "מפתחי×"
#: scene/resources/environment.cpp
#: servers/audio/effects/audio_effect_chorus.cpp
msgid "1"
-msgstr ""
+msgstr "1"
#: scene/resources/environment.cpp
#: servers/audio/effects/audio_effect_chorus.cpp
@@ -28502,7 +28472,7 @@ msgstr "עריכת מצולע"
#: servers/visual_server.cpp
msgid "Max Active Spheres"
-msgstr ""
+msgstr "×ž×§×¡×™×ž×•× ×›×“×•×¨×™× ×קטיביי×"
#: servers/visual_server.cpp
#, fuzzy
diff --git a/editor/translations/hi.po b/editor/translations/hi.po
index 5e3b28ff79..657ee0ff41 100644
--- a/editor/translations/hi.po
+++ b/editor/translations/hi.po
@@ -16,13 +16,14 @@
# harvinder rathor <harvinderr09@gmail.com>, 2021.
# Sumanyu Aggarwal <sumanyu.code@gmail.com>, 2021.
# Arin <upadhyay.arin@gmail.com>, 2022.
+# Anime Fanz <accc1431@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: 2022-06-08 06:48+0000\n"
-"Last-Translator: Arin <upadhyay.arin@gmail.com>\n"
+"PO-Revision-Date: 2022-12-05 04:25+0000\n"
+"Last-Translator: Anime Fanz <accc1431@gmail.com>\n"
"Language-Team: Hindi <https://hosted.weblate.org/projects/godot-engine/godot/"
"hi/>\n"
"Language: hi\n"
@@ -30,7 +31,7 @@ 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-dev\n"
+"X-Generator: Weblate 4.15-dev\n"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Tablet Driver"
@@ -242,72 +243,71 @@ msgid "Connection"
msgstr "संबंध"
#: core/io/http_client.cpp
+#, fuzzy
msgid "Read Chunk Size"
-msgstr ""
+msgstr "चंक आकार पढ़ें"
#: core/io/marshalls.cpp
msgid "Object ID"
-msgstr ""
+msgstr "वसà¥à¤¤à¥ आईडी"
#: core/io/multiplayer_api.cpp core/io/packet_peer.cpp
+#, fuzzy
msgid "Allow Object Decoding"
-msgstr ""
+msgstr "ऑबà¥à¤œà¥‡à¤•à¥à¤Ÿ डिकोडिंग की अनà¥à¤®à¤¤à¤¿ दें"
#: core/io/multiplayer_api.cpp scene/main/scene_tree.cpp
msgid "Refuse New Network Connections"
-msgstr ""
+msgstr "नठनेटवरà¥à¤• कनेकà¥à¤¶à¤¨ को मना करें"
#: core/io/multiplayer_api.cpp scene/main/scene_tree.cpp
msgid "Network Peer"
-msgstr ""
+msgstr "नेटवरà¥à¤• सहकरà¥à¤®à¥€"
#: core/io/multiplayer_api.cpp scene/animation/animation_player.cpp
-#, fuzzy
msgid "Root Node"
-msgstr "à¤à¤• नया बनाà¤à¤‚"
+msgstr "रूट नोड"
#: core/io/networked_multiplayer_peer.cpp
-#, fuzzy
msgid "Refuse New Connections"
-msgstr "जोड़िये"
+msgstr "नठकनेकà¥à¤¶à¤¨à¥‹à¤‚ को मना करें"
#: core/io/networked_multiplayer_peer.cpp
#, fuzzy
msgid "Transfer Mode"
-msgstr "सदसà¥à¤¯à¤¤à¤¾ बनाà¤à¤‚"
+msgstr "रीति का अंतरण करें"
#: core/io/packet_peer.cpp
msgid "Encode Buffer Max Size"
-msgstr ""
+msgstr "à¤à¤¨à¤•à¥‹à¤¡ बफर अधिकतम आकार"
#: core/io/packet_peer.cpp
msgid "Input Buffer Max Size"
-msgstr ""
+msgstr "इनपà¥à¤Ÿ बफर अधिकतम आकार"
#: core/io/packet_peer.cpp
msgid "Output Buffer Max Size"
-msgstr ""
+msgstr "आउटपà¥à¤Ÿ बफर अधिकतम आकार"
#: core/io/packet_peer.cpp
msgid "Stream Peer"
-msgstr ""
+msgstr "सà¥à¤Ÿà¥à¤°à¥€à¤® पीयर"
#: core/io/stream_peer.cpp
msgid "Big Endian"
-msgstr ""
+msgstr "बड़े à¤à¤‚डियन"
#: core/io/stream_peer.cpp
msgid "Data Array"
-msgstr ""
+msgstr "डेटा à¤à¤°à¥‡"
#: core/io/stream_peer_ssl.cpp
msgid "Blocking Handshake"
-msgstr ""
+msgstr "हैंडशेक बà¥à¤²à¥‰à¤• करना"
#: core/io/udp_server.cpp
-#, fuzzy
msgid "Max Pending Connections"
-msgstr "कनेकà¥à¤¶à¤¨ संपादित करें:"
+msgstr "अधिकतम लंबित कनेकà¥à¤¶à¤¨"
#: core/math/expression.cpp modules/gdscript/gdscript_functions.cpp
#: modules/visual_script/visual_script_builtin_funcs.cpp
@@ -325,9 +325,8 @@ msgid "Not enough bytes for decoding bytes, or invalid format."
msgstr "अमानà¥à¤¯ फ़ोरà¥à¤®à¥ˆà¤Ÿ, या बाइटà¥à¤¸ डिकोडिंग के लिठपरà¥à¤¯à¤¾à¤ªà¥à¤¤ बाइटà¥à¤¸ नहीं।"
#: core/math/expression.cpp
-#, fuzzy
msgid "Invalid input %d (not passed) in expression"
-msgstr "à¤à¤•à¥à¤¸à¤ªà¥à¤°à¥‡à¤¶à¤¨ मे अमानà¥à¤¯ इनपà¥à¤Ÿ %i (पास नहीं हो पाया)"
+msgstr "वà¥à¤¯à¤‚जक में अमानà¥à¤¯ इनपà¥à¤Ÿ %d (पास नहीं हà¥à¤†)"
#: core/math/expression.cpp
msgid "self can't be used because instance is null (not passed)"
@@ -355,144 +354,141 @@ msgstr "'%s ' को कॉल करने पर:"
#: core/math/random_number_generator.cpp
#: modules/opensimplex/open_simplex_noise.cpp
+#, fuzzy
msgid "Seed"
-msgstr ""
+msgstr "बीज"
#: core/math/random_number_generator.cpp
+#, fuzzy
msgid "State"
-msgstr ""
+msgstr "राजà¥à¤¯"
#: core/message_queue.cpp
+#, fuzzy
msgid "Message Queue"
-msgstr ""
+msgstr "संदेश कतार"
#: core/message_queue.cpp
msgid "Max Size (KB)"
-msgstr ""
+msgstr "अधिकतम आकार (केबी)"
#: core/os/input.cpp
-#, fuzzy
msgid "Mouse Mode"
-msgstr "दृशà¥à¤¯ रोकें"
+msgstr "माउस मोड"
#: core/os/input.cpp
msgid "Use Accumulated Input"
-msgstr ""
+msgstr "संचित इनपà¥à¤Ÿ का पà¥à¤°à¤¯à¥‹à¤— करें"
#: core/os/input_event.cpp editor/project_settings_editor.cpp
#: servers/audio_server.cpp
msgid "Device"
-msgstr ""
+msgstr "उपकरण"
#: core/os/input_event.cpp
+#, fuzzy
msgid "Alt"
-msgstr ""
+msgstr "ऑलà¥à¤Ÿ"
#: core/os/input_event.cpp
msgid "Shift"
-msgstr ""
+msgstr "शिफà¥à¤Ÿ"
#: core/os/input_event.cpp
-#, fuzzy
msgid "Control"
-msgstr "वरà¥à¤œà¤¨ कंटà¥à¤°à¥‹à¤²"
+msgstr "कंटà¥à¤°à¥‹à¤²"
#: core/os/input_event.cpp
msgid "Meta"
-msgstr ""
+msgstr "मेटा"
#: core/os/input_event.cpp
-#, fuzzy
msgid "Command"
-msgstr "समà¥à¤¦à¤¾à¤¯"
+msgstr "कमांड"
#: core/os/input_event.cpp
#, fuzzy
msgid "Physical"
-msgstr "फिजिकà¥à¤¸ फà¥à¤°à¥‡à¤® %"
+msgstr "शारीरिक"
#: 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 "पà¥à¤°à¥€à¤¸à¥‡à¤Ÿ"
#: core/os/input_event.cpp
-#, fuzzy
msgid "Scancode"
-msgstr "सà¥à¤°à¥‹à¤¤à¤¸à¥à¤•à¥ˆà¤¨ कीजिये"
+msgstr "सà¥à¤•à¥ˆà¤¨à¤•à¥‹à¤¡"
#: core/os/input_event.cpp
msgid "Physical Scancode"
-msgstr ""
+msgstr "भौतिक सà¥à¤•à¥ˆà¤¨à¤•à¥‹à¤¡"
#: core/os/input_event.cpp
msgid "Unicode"
-msgstr ""
+msgstr "यूनिकोड"
#: core/os/input_event.cpp
msgid "Echo"
-msgstr ""
+msgstr "इको"
#: core/os/input_event.cpp scene/gui/base_button.cpp
msgid "Button Mask"
-msgstr ""
+msgstr "बटन मासà¥à¤•"
#: core/os/input_event.cpp scene/2d/node_2d.cpp scene/gui/control.cpp
-#, fuzzy
msgid "Global Position"
-msgstr "कोनà¥à¤¸à¥à¤Ÿà¤¨à¥à¤Ÿ"
+msgstr "वैशà¥à¤µà¤¿à¤• सà¥à¤¥à¤¿à¤¤à¤¿"
#: core/os/input_event.cpp
msgid "Factor"
-msgstr ""
+msgstr "फैकà¥à¤Ÿà¤°"
#: core/os/input_event.cpp
msgid "Button Index"
-msgstr ""
+msgstr "बटन अनà¥à¤•à¥à¤°à¤®à¤£à¤¿à¤•à¤¾"
#: core/os/input_event.cpp
msgid "Doubleclick"
-msgstr ""
+msgstr "डबलकà¥à¤²à¤¿à¤•"
#: core/os/input_event.cpp
msgid "Tilt"
-msgstr ""
+msgstr "टिलà¥à¤Ÿ"
#: core/os/input_event.cpp
-#, fuzzy
msgid "Pressure"
-msgstr "पà¥à¤°à¥€à¤¸à¥‡à¤Ÿ"
+msgstr "पà¥à¤°à¥‡à¤¶à¤°"
#: core/os/input_event.cpp
msgid "Pen Inverted"
-msgstr ""
+msgstr "पेन उलà¥à¤Ÿà¤¾"
#: core/os/input_event.cpp
+#, fuzzy
msgid "Relative"
-msgstr ""
+msgstr "रिशà¥à¤¤à¥‡à¤¦à¤¾à¤°"
#: core/os/input_event.cpp scene/2d/camera_2d.cpp scene/2d/cpu_particles_2d.cpp
#: scene/3d/cpu_particles.cpp scene/3d/interpolated_camera.cpp
#: scene/animation/animation_player.cpp scene/resources/environment.cpp
#: scene/resources/particles_material.cpp
msgid "Speed"
-msgstr ""
+msgstr "सà¥à¤ªà¥€à¤¡"
#: core/os/input_event.cpp editor/project_settings_editor.cpp
#: scene/3d/sprite_3d.cpp
msgid "Axis"
-msgstr ""
+msgstr "अकà¥à¤·"
#: core/os/input_event.cpp
-#, fuzzy
msgid "Axis Value"
-msgstr "(मूलà¥à¤¯)"
+msgstr "à¤à¤•à¥à¤¸à¤¿à¤¸ वैलà¥à¤¯à¥‚"
#: core/os/input_event.cpp modules/visual_script/visual_script_func_nodes.cpp
msgid "Index"
-msgstr ""
+msgstr "इंडेकà¥à¤¸"
#: core/os/input_event.cpp editor/project_settings_editor.cpp
#: modules/visual_script/visual_script_nodes.cpp
@@ -503,60 +499,55 @@ msgstr "कारà¥à¤¯"
#: core/os/input_event.cpp scene/resources/environment.cpp
#: scene/resources/material.cpp
msgid "Strength"
-msgstr ""
+msgstr "शकà¥à¤¤à¤¿"
#: core/os/input_event.cpp
msgid "Delta"
-msgstr ""
+msgstr "डेलà¥à¤Ÿà¤¾"
#: core/os/input_event.cpp
-#, fuzzy
msgid "Channel"
-msgstr "बदली"
+msgstr "चैनल"
#: core/os/input_event.cpp main/main.cpp
-#, fuzzy
msgid "Message"
-msgstr "समà¥à¤¦à¤¾à¤¯"
+msgstr "मैसेज"
#: core/os/input_event.cpp
msgid "Pitch"
-msgstr ""
+msgstr "पिच"
#: core/os/input_event.cpp scene/2d/cpu_particles_2d.cpp
#: scene/2d/physics_body_2d.cpp scene/3d/cpu_particles.cpp
#: scene/3d/physics_body.cpp scene/resources/particles_material.cpp
msgid "Velocity"
-msgstr ""
+msgstr "वेग"
#: core/os/input_event.cpp
msgid "Instrument"
-msgstr ""
+msgstr "साधन"
#: core/os/input_event.cpp
-#, fuzzy
msgid "Controller Number"
-msgstr "लाइन कà¥à¤°.:"
+msgstr "नियंतà¥à¤°à¤• संखà¥à¤¯à¤¾"
#: core/os/input_event.cpp
msgid "Controller Value"
-msgstr ""
+msgstr "नियंतà¥à¤°à¤• मान"
#: core/project_settings.cpp editor/editor_node.cpp main/main.cpp
#: platform/iphone/export/export.cpp platform/osx/export/export.cpp
#: platform/windows/export/export.cpp
-#, fuzzy
msgid "Application"
-msgstr "कारà¥à¤¯"
+msgstr "अनà¥à¤ªà¥à¤°à¤¯à¥‹à¤—"
#: core/project_settings.cpp main/main.cpp
msgid "Config"
-msgstr ""
+msgstr "कॉनà¥à¤«à¤¼à¤¿à¤—"
#: core/project_settings.cpp
-#, fuzzy
msgid "Project Settings Override"
-msgstr "पà¥à¤°à¥‹à¤œà¥‡à¤•à¥à¤Ÿ सेटिंग ..."
+msgstr "पà¥à¤°à¥‹à¤œà¥‡à¤•à¥à¤Ÿ सेटिंगà¥à¤¸ ओवरराइड"
#: core/project_settings.cpp core/resource.cpp
#: editor/animation_track_editor.cpp editor/editor_autoload_settings.cpp
@@ -582,47 +573,44 @@ msgstr "विवरण"
#: main/main.cpp platform/android/export/export_plugin.cpp
#: platform/javascript/export/export.cpp
msgid "Run"
-msgstr ""
+msgstr "रन"
#: core/project_settings.cpp editor/editor_node.cpp
#: editor/run_settings_dialog.cpp main/main.cpp
msgid "Main Scene"
-msgstr ""
+msgstr "मà¥à¤–à¥à¤¯ दृशà¥à¤¯"
#: core/project_settings.cpp
-#, fuzzy
msgid "Disable stdout"
msgstr "बंद कर दिया गया है"
#: core/project_settings.cpp
-#, fuzzy
msgid "Disable stderr"
msgstr "बंद कर दिया गया है"
#: core/project_settings.cpp
msgid "Use Hidden Project Data Directory"
-msgstr ""
+msgstr "छिपी हà¥à¤ˆ पà¥à¤°à¥‹à¤œà¥‡à¤•à¥à¤Ÿ डेटा निरà¥à¤¦à¥‡à¤¶à¤¿à¤•à¤¾ का उपयोग करें"
#: core/project_settings.cpp
msgid "Use Custom User Dir"
-msgstr ""
+msgstr "कसà¥à¤Ÿà¤® उपयोगकरà¥à¤¤à¤¾ डायरेकà¥à¤Ÿà¤°à¥€ का उपयोग करें"
#: core/project_settings.cpp
msgid "Custom User Dir Name"
-msgstr ""
+msgstr "कसà¥à¤Ÿà¤® उपयोगकरà¥à¤¤à¤¾ का नाम"
#: 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 "सब दिखाइà¤"
+msgstr "डिसà¥à¤ªà¥à¤²à¥‡"
#: 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 "चौड़ाई"
#: core/project_settings.cpp main/main.cpp modules/csg/csg_shape.cpp
#: modules/gltf/gltf_node.cpp modules/opensimplex/noise_texture.cpp
@@ -631,19 +619,19 @@ msgstr ""
#: scene/resources/font.cpp scene/resources/navigation_mesh.cpp
#: scene/resources/primitive_meshes.cpp scene/resources/texture.cpp
msgid "Height"
-msgstr ""
+msgstr "ऊंचाई"
#: core/project_settings.cpp
msgid "Always On Top"
-msgstr ""
+msgstr "हमेशा शीरà¥à¤· पर"
#: core/project_settings.cpp
msgid "Test Width"
-msgstr ""
+msgstr "परीकà¥à¤·à¤£ चौड़ाई"
#: core/project_settings.cpp
msgid "Test Height"
-msgstr ""
+msgstr "परीकà¥à¤·à¤£ ऊंचाई"
#: core/project_settings.cpp editor/animation_track_editor.cpp
#: editor/editor_audio_buses.cpp main/main.cpp servers/audio_server.cpp
@@ -651,9 +639,8 @@ msgid "Audio"
msgstr "ऑडियो"
#: core/project_settings.cpp
-#, fuzzy
msgid "Default Bus Layout"
-msgstr "पà¥à¤°à¤¾à¤¯à¤¿à¤• बस लेआउट लोड कीजिये."
+msgstr "डिफ़ॉलà¥à¤Ÿ बस लेआउट"
#: core/project_settings.cpp editor/editor_export.cpp
#: editor/editor_file_system.cpp editor/editor_node.cpp
@@ -664,93 +651,84 @@ msgstr "संपादक"
#: core/project_settings.cpp
msgid "Main Run Args"
-msgstr ""
+msgstr "मà¥à¤–à¥à¤¯ रन तरà¥à¤•"
#: core/project_settings.cpp
-#, fuzzy
msgid "Scene Naming"
-msgstr "दृशà¥à¤¯ पथ:"
+msgstr "दृशà¥à¤¯ नामकरण"
#: core/project_settings.cpp
msgid "Search In File Extensions"
-msgstr ""
+msgstr "फ़ाइल à¤à¤•à¥à¤¸à¤Ÿà¥‡à¤‚शन में खोजें"
#: core/project_settings.cpp
msgid "Script Templates Search Path"
-msgstr ""
+msgstr "सà¥à¤•à¥à¤°à¤¿à¤ªà¥à¤Ÿ टेमà¥à¤ªà¤²à¥‡à¤Ÿ खोज पथ"
#: core/project_settings.cpp
-#, fuzzy
msgid "Version Control Autoload On Startup"
-msgstr "वरà¥à¤œà¤¨ कंटà¥à¤°à¥‹à¤²"
+msgstr "सà¥à¤Ÿà¤¾à¤°à¥à¤Ÿà¤…प पर संसà¥à¤•à¤°à¤£ नियंतà¥à¤°à¤£ ऑटोलोड"
#: core/project_settings.cpp
-#, fuzzy
msgid "Version Control Plugin Name"
-msgstr "वरà¥à¤œà¤¨ कंटà¥à¤°à¥‹à¤²"
+msgstr "संसà¥à¤•à¤°à¤£ नियंतà¥à¤°à¤£ पà¥à¤²à¤—इन का नाम"
#: core/project_settings.cpp scene/2d/collision_object_2d.cpp
#: scene/3d/collision_object.cpp scene/gui/control.cpp
msgid "Input"
-msgstr ""
+msgstr "इनपà¥à¤Ÿ"
#: core/project_settings.cpp
msgid "UI Accept"
-msgstr ""
+msgstr "उपयोगकरà¥à¤¤à¤¾ हसà¥à¤¤à¤•à¥à¤·à¥‡à¤ª सà¥à¤µà¥€à¤•à¤¾à¤° करें"
#: core/project_settings.cpp
-#, fuzzy
msgid "UI Select"
-msgstr "चà¥à¤¨à¥‡à¤‚"
+msgstr "उपयोगकरà¥à¤¤à¤¾ हसà¥à¤¤à¤•à¥à¤·à¥‡à¤ª का चयन करें"
#: core/project_settings.cpp
-#, fuzzy
msgid "UI Cancel"
-msgstr "रदà¥à¤¦ करें"
+msgstr "उपयोगकरà¥à¤¤à¤¾ हसà¥à¤¤à¤•à¥à¤·à¥‡à¤ª रदà¥à¤¦ करें"
#: core/project_settings.cpp
-#, fuzzy
msgid "UI Focus Next"
-msgstr "फ़ोकस पाथ"
+msgstr "उपयोगकरà¥à¤¤à¤¾ हसà¥à¤¤à¤•à¥à¤·à¥‡à¤ª फोकस अगला"
#: core/project_settings.cpp
-#, fuzzy
msgid "UI Focus Prev"
-msgstr "फ़ोकस पाथ"
+msgstr "उपयोगकरà¥à¤¤à¤¾ हसà¥à¤¤à¤•à¥à¤·à¥‡à¤ª फ़ोकस पिछला"
#: core/project_settings.cpp
msgid "UI Left"
-msgstr ""
+msgstr "उपयोगकरà¥à¤¤à¤¾ हसà¥à¤¤à¤•à¥à¤·à¥‡à¤ª छोड़ दिया गया"
#: core/project_settings.cpp
msgid "UI Right"
-msgstr ""
+msgstr "उपयोगकरà¥à¤¤à¤¾ हसà¥à¤¤à¤•à¥à¤·à¥‡à¤ª अधिकार"
#: core/project_settings.cpp
msgid "UI Up"
-msgstr ""
+msgstr "उपयोगकरà¥à¤¤à¤¾ हसà¥à¤¤à¤•à¥à¤·à¥‡à¤ª बढ़ा"
#: core/project_settings.cpp
-#, fuzzy
msgid "UI Down"
-msgstr "नीचे"
+msgstr "उपयोगकरà¥à¤¤à¤¾ हसà¥à¤¤à¤•à¥à¤·à¥‡à¤ª कम"
#: core/project_settings.cpp
-#, fuzzy
msgid "UI Page Up"
-msgstr "पृषà¥à¤ : "
+msgstr "उपयोगकरà¥à¤¤à¤¾ हसà¥à¤¤à¤•à¥à¤·à¥‡à¤ª पृषà¥à¤  अप"
#: core/project_settings.cpp
msgid "UI Page Down"
-msgstr ""
+msgstr "उपयोगकरà¥à¤¤à¤¾ हसà¥à¤¤à¤•à¥à¤·à¥‡à¤ª पृषà¥à¤  नीचे"
#: core/project_settings.cpp
msgid "UI Home"
-msgstr ""
+msgstr "उपयोगकरà¥à¤¤à¤¾ हसà¥à¤¤à¤•à¥à¤·à¥‡à¤ª घर"
#: core/project_settings.cpp
msgid "UI End"
-msgstr ""
+msgstr "उपयोगकरà¥à¤¤à¤¾ हसà¥à¤¤à¤•à¥à¤·à¥‡à¤ª समापà¥à¤¤ होता है"
#: core/project_settings.cpp main/main.cpp modules/bullet/register_types.cpp
#: modules/bullet/space_bullet.cpp scene/2d/physics_body_2d.cpp
@@ -760,9 +738,8 @@ msgstr ""
#: servers/physics_2d/physics_2d_server_wrap_mt.h
#: servers/physics_2d/space_2d_sw.cpp servers/physics_2d_server.cpp
#: servers/physics_server.cpp
-#, fuzzy
msgid "Physics"
-msgstr "फिजिकà¥à¤¸ फà¥à¤°à¥‡à¤® %"
+msgstr "फिजिकà¥à¤¸"
#: core/project_settings.cpp editor/editor_settings.cpp
#: editor/import/resource_importer_layered_texture.cpp
@@ -772,11 +749,11 @@ msgstr "फिजिकà¥à¤¸ फà¥à¤°à¥‡à¤® %"
#: scene/3d/physics_body.cpp scene/resources/world.cpp
#: servers/physics/space_sw.cpp servers/physics_server.cpp
msgid "3D"
-msgstr ""
+msgstr "3 डी"
#: core/project_settings.cpp
msgid "Smooth Trimesh Collision"
-msgstr ""
+msgstr "तà¥à¤°à¤¿à¤®à¥‡à¤¶ की टकà¥à¤•à¤°"
#: core/project_settings.cpp drivers/gles2/rasterizer_canvas_base_gles2.cpp
#: drivers/gles2/rasterizer_scene_gles2.cpp
@@ -788,7 +765,7 @@ msgstr ""
#: scene/main/viewport.cpp servers/visual/visual_server_scene.cpp
#: servers/visual_server.cpp
msgid "Rendering"
-msgstr ""
+msgstr "रेंडरिंग"
#: core/project_settings.cpp drivers/gles2/rasterizer_storage_gles2.cpp
#: drivers/gles3/rasterizer_scene_gles3.cpp
@@ -798,18 +775,17 @@ msgstr ""
#: scene/resources/multimesh.cpp servers/visual/visual_server_scene.cpp
#: servers/visual_server.cpp
msgid "Quality"
-msgstr ""
+msgstr "कà¥à¤µà¤¾à¤²à¤¿à¤Ÿà¥€"
#: 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 "फिलà¥à¤Ÿà¤°:"
+msgstr "फ़िलà¥à¤Ÿà¤°à¥à¤¸"
#: core/project_settings.cpp scene/main/viewport.cpp
msgid "Sharpen Intensity"
-msgstr ""
+msgstr "शॉरà¥à¤ª गहनता"
#: core/project_settings.cpp editor/editor_export.cpp editor/editor_node.cpp
#: editor/editor_settings.cpp editor/plugins/script_editor_plugin.cpp
@@ -825,86 +801,81 @@ msgstr "डीबग करें"
#: core/project_settings.cpp main/main.cpp modules/gdscript/gdscript.cpp
#: modules/visual_script/visual_script.cpp scene/resources/dynamic_font.cpp
-#, fuzzy
msgid "Settings"
-msgstr "à¤à¤¡à¥€à¤Ÿà¤° सेटिनà¥à¤—स..."
+msgstr "सेटिंगà¥à¤¸"
#: core/project_settings.cpp editor/script_editor_debugger.cpp main/main.cpp
#: modules/mono/mono_gd/gd_mono.cpp
msgid "Profiler"
-msgstr ""
+msgstr "पà¥à¤°à¥‹à¤«à¤¾à¤‡à¤²à¤°"
#: core/project_settings.cpp
-#, fuzzy
msgid "Max Functions"
-msgstr "कारà¥à¤¯à¥‹à¤‚:"
+msgstr "मैकà¥à¤¸ फ़ंकà¥à¤¶à¤¨"
#: core/project_settings.cpp scene/3d/vehicle_body.cpp
-#, fuzzy
msgid "Compression"
-msgstr "सदसà¥à¤¯à¤¤à¤¾ बनाà¤à¤‚"
+msgstr "कंपà¥à¤°à¥‡à¤¶à¤¨"
#: core/project_settings.cpp
msgid "Formats"
-msgstr ""
+msgstr "फारà¥à¤®à¥‡à¤Ÿ"
#: core/project_settings.cpp
msgid "Zstd"
-msgstr ""
+msgstr "Zstd"
#: core/project_settings.cpp
msgid "Long Distance Matching"
-msgstr ""
+msgstr "लंबी दूरी का मिलान"
#: core/project_settings.cpp
msgid "Compression Level"
-msgstr ""
+msgstr "संपीड़न सà¥à¤¤à¤°"
#: core/project_settings.cpp
msgid "Window Log Size"
-msgstr ""
+msgstr "विंडो लॉग आकार"
#: 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 "à¤à¤‚डà¥à¤°à¥‰à¤¯à¤¡"
#: core/project_settings.cpp
msgid "Modules"
-msgstr ""
+msgstr "मॉडà¥à¤¯à¥‚ल"
#: core/register_core_types.cpp
msgid "TCP"
-msgstr ""
+msgstr "टीसीपी"
#: core/register_core_types.cpp
-#, fuzzy
msgid "Connect Timeout Seconds"
-msgstr "Node से कनेकà¥à¤Ÿ करें:"
+msgstr "कनेकà¥à¤Ÿ टाइमआउट सेकंड"
#: core/register_core_types.cpp
msgid "Packet Peer Stream"
-msgstr ""
+msgstr "पैकेट पीयर सà¥à¤Ÿà¥à¤°à¥€à¤®"
#: core/register_core_types.cpp
msgid "Max Buffer (Power of 2)"
-msgstr ""
+msgstr "मैकà¥à¤¸ बफर (2 की शकà¥à¤¤à¤¿)"
#: core/register_core_types.cpp editor/editor_settings.cpp main/main.cpp
msgid "SSL"
-msgstr ""
+msgstr "à¤à¤¸à¤à¤¸à¤à¤²"
#: core/register_core_types.cpp main/main.cpp
-#, fuzzy
msgid "Certificates"
-msgstr "विशेषता"
+msgstr "पà¥à¤°à¤®à¤¾à¤£à¤ªà¤¤à¥à¤°"
#: core/resource.cpp editor/dependency_editor.cpp
#: editor/editor_resource_picker.cpp
@@ -913,9 +884,8 @@ msgid "Resource"
msgstr "संसाधन"
#: core/resource.cpp
-#, fuzzy
msgid "Local To Scene"
-msgstr "कà¥à¤²à¥‹à¤œ सीन"
+msgstr "सà¥à¤¥à¤¾à¤¨à¥€à¤¯ से दृशà¥à¤¯"
#: core/resource.cpp editor/dependency_editor.cpp
#: editor/editor_autoload_settings.cpp editor/plugins/path_editor_plugin.cpp
@@ -925,21 +895,20 @@ msgid "Path"
msgstr "पथ"
#: core/script_language.cpp
-#, fuzzy
msgid "Source Code"
-msgstr "संसाधन"
+msgstr "सà¥à¤°à¥‹à¤¤ कोड"
#: core/translation.cpp editor/project_settings_editor.cpp
msgid "Locale"
-msgstr ""
+msgstr "लोकेल"
#: core/translation.cpp
msgid "Test"
-msgstr ""
+msgstr "टेसà¥à¤Ÿ"
#: core/translation.cpp scene/resources/font.cpp
msgid "Fallback"
-msgstr ""
+msgstr "फ़ॉलबैक"
#: core/ustring.cpp scene/resources/segment_shape_2d.cpp
msgid "B"
@@ -975,17 +944,17 @@ msgstr "EiB"
#: drivers/gles3/rasterizer_scene_gles3.cpp
#: drivers/gles3/rasterizer_storage_gles3.cpp modules/gltf/gltf_state.cpp
msgid "Buffers"
-msgstr ""
+msgstr "बफ़रà¥à¤¸"
#: drivers/gles2/rasterizer_canvas_base_gles2.cpp
#: drivers/gles3/rasterizer_canvas_base_gles3.cpp
msgid "Canvas Polygon Buffer Size (KB)"
-msgstr ""
+msgstr "कैनवास बहà¥à¤­à¥à¤œ बफर आकार (KB)"
#: drivers/gles2/rasterizer_canvas_base_gles2.cpp
#: drivers/gles3/rasterizer_canvas_base_gles3.cpp
msgid "Canvas Polygon Index Buffer Size (KB)"
-msgstr ""
+msgstr "कैनवास बहà¥à¤­à¥à¤œ सूचकांक बफर आकार (KB)"
#: drivers/gles2/rasterizer_canvas_base_gles2.cpp
#: drivers/gles3/rasterizer_canvas_base_gles3.cpp editor/editor_settings.cpp
@@ -997,28 +966,27 @@ msgstr ""
#: servers/physics_2d/space_2d_sw.cpp servers/physics_2d_server.cpp
#: servers/visual_server.cpp
msgid "2D"
-msgstr ""
+msgstr "2डी"
#: drivers/gles2/rasterizer_canvas_base_gles2.cpp
#: drivers/gles3/rasterizer_canvas_base_gles3.cpp
-#, fuzzy
msgid "Snapping"
-msgstr "आकसà¥à¤®à¤¿à¤•:"
+msgstr "सà¥à¤¨à¥ˆà¤ªà¤¿à¤‚ग"
#: drivers/gles2/rasterizer_canvas_base_gles2.cpp
#: drivers/gles3/rasterizer_canvas_base_gles3.cpp
msgid "Use GPU Pixel Snap"
-msgstr ""
+msgstr "GPU Pixel Snap का उपयोग करें"
#: drivers/gles2/rasterizer_scene_gles2.cpp
#: drivers/gles3/rasterizer_scene_gles3.cpp
msgid "Immediate Buffer Size (KB)"
-msgstr ""
+msgstr "ततà¥à¤•à¤¾à¤² बफर आकार (KB)"
#: drivers/gles2/rasterizer_storage_gles2.cpp
#: drivers/gles3/rasterizer_storage_gles3.cpp
msgid "Lightmapping"
-msgstr ""
+msgstr "लाइटमैपिंग"
#: drivers/gles2/rasterizer_storage_gles2.cpp
#: drivers/gles3/rasterizer_storage_gles3.cpp
@@ -13001,9 +12969,10 @@ msgstr "आकसà¥à¤®à¤¿à¤•:"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr ""
@@ -14399,12 +14368,11 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
+msgid "Couldn't save project at '%s' (error %d)."
msgstr ""
#: editor/project_manager.cpp
@@ -23488,6 +23456,15 @@ msgstr "पà¥à¤°à¤¤à¤¿à¤®à¤¾"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "आयात:"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr ""
diff --git a/editor/translations/hr.po b/editor/translations/hr.po
index 21a20978a6..85fcb184f3 100644
--- a/editor/translations/hr.po
+++ b/editor/translations/hr.po
@@ -12654,9 +12654,10 @@ msgstr "Opcije Klase"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr ""
@@ -14032,12 +14033,11 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
+msgid "Couldn't save project at '%s' (error %d)."
msgstr ""
#: editor/project_manager.cpp
@@ -22925,6 +22925,15 @@ msgstr "Greška!"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Zalijepi Animaciju"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr ""
diff --git a/editor/translations/hu.po b/editor/translations/hu.po
index 996249e619..b8bab10568 100644
--- a/editor/translations/hu.po
+++ b/editor/translations/hu.po
@@ -13160,9 +13160,10 @@ msgstr "Illesztési beállítások"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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 "Rács Eltolás:"
@@ -14544,13 +14545,13 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr ""
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "A projekt nem nyitható meg a(z) %s helyen."
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -23781,6 +23782,15 @@ msgstr "Hiba!"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Rendezés"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Geometry"
diff --git a/editor/translations/id.po b/editor/translations/id.po
index ee7e21c0c0..89153d88d3 100644
--- a/editor/translations/id.po
+++ b/editor/translations/id.po
@@ -13105,9 +13105,10 @@ msgstr "Opsi-opsi Snap"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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 "Pengimbangan:"
@@ -14569,16 +14570,17 @@ msgid "Invalid project path (changed anything?)."
msgstr "Lokasi proyek tidak valid (mengubah sesuatu?)."
#: editor/project_manager.cpp
+#, fuzzy
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
"Tidak dapat memuat project.godot dalam lokasi proyek (galat %d). Mungkin "
"berkas itu tidak ada atau rusak."
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr "Tidak dapat menyunting project.godot dalam lokasi proyek."
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "Tidak dapat membuka proyek di '%s'."
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -23964,6 +23966,16 @@ msgstr "Galat"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Urutkan"
+
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Use AABB Center"
+msgstr "Gunakan Sebagai Kemudi"
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Geometry"
diff --git a/editor/translations/ig.po b/editor/translations/ig.po
index 8d96de35f3..e0c1a85c99 100644
--- a/editor/translations/ig.po
+++ b/editor/translations/ig.po
@@ -12357,9 +12357,10 @@ msgstr ""
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr ""
@@ -13688,12 +13689,11 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
+msgid "Couldn't save project at '%s' (error %d)."
msgstr ""
#: editor/project_manager.cpp
@@ -22185,6 +22185,14 @@ msgstr ""
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+msgid "Sorting"
+msgstr ""
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr ""
diff --git a/editor/translations/is.po b/editor/translations/is.po
index 8514155c68..7551598f22 100644
--- a/editor/translations/is.po
+++ b/editor/translations/is.po
@@ -12635,9 +12635,10 @@ msgstr "Val á kvarða"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr ""
@@ -14004,12 +14005,11 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
+msgid "Couldn't save project at '%s' (error %d)."
msgstr ""
#: editor/project_manager.cpp
@@ -22783,6 +22783,15 @@ msgstr ""
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Stillið breyting á:"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr ""
diff --git a/editor/translations/it.po b/editor/translations/it.po
index 027f4609f8..f1ff871a69 100644
--- a/editor/translations/it.po
+++ b/editor/translations/it.po
@@ -61,7 +61,7 @@
# Daniele Basso <tiziodcaio@gmail.com>, 2021.
# Riteo Siuga <riteo@posteo.net>, 2021, 2022.
# Luigi <luibass92@live.it>, 2021.
-# Micky <micheledevita2@gmail.com>, 2021.
+# Micky <micheledevita2@gmail.com>, 2021, 2022.
# Fabio Plos <altre0cose@gmail.com>, 2021.
# Theraloss <danilo.polani@gmail.com>, 2021.
# Pietro Grungo <pietro.grungo@libero.it>, 2021.
@@ -73,13 +73,17 @@
# ale piccia <picciatialessio2@gmail.com>, 2022.
# Simone Starace <simone.starace93@gmail.com>, 2022.
# Daniele Giunta <danielegiunta2007@gmail.com>, 2022.
+# Damiano Guida <damiano.guida22@gmail.com>, 2022.
+# Silvia Scaglione <sissisoad@gmail.com>, 2022.
+# Cosimo Davide Viggiano <cosimod089@gmail.com>, 2022.
+# Francesco Cammarata <francescocammarata.fr@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: 2022-09-27 21:37+0000\n"
-"Last-Translator: Daniele Giunta <danielegiunta2007@gmail.com>\n"
+"PO-Revision-Date: 2022-11-22 20:37+0000\n"
+"Last-Translator: Francesco Cammarata <francescocammarata.fr@gmail.com>\n"
"Language-Team: Italian <https://hosted.weblate.org/projects/godot-engine/"
"godot/it/>\n"
"Language: it\n"
@@ -87,7 +91,7 @@ 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 4.14.1\n"
+"X-Generator: Weblate 4.15-dev\n"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Tablet Driver"
@@ -213,7 +217,7 @@ msgstr "Target FPS"
#: core/bind/core_bind.cpp
msgid "Time Scale"
-msgstr "Scala Temporale"
+msgstr "Scala temporale"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Physics Jitter Fix"
@@ -456,7 +460,6 @@ msgid "Command"
msgstr "Comando"
#: core/os/input_event.cpp
-#, fuzzy
msgid "Physical"
msgstr "Fisico"
@@ -468,14 +471,13 @@ msgstr "Premuto"
#: core/os/input_event.cpp
msgid "Scancode"
-msgstr "Codice di Scansione"
+msgstr "Codice di scansione"
#: core/os/input_event.cpp
msgid "Physical Scancode"
msgstr "Codice di Scansione Fisico"
#: core/os/input_event.cpp
-#, fuzzy
msgid "Unicode"
msgstr "Unicode"
@@ -1020,7 +1022,7 @@ msgstr "2D"
#: drivers/gles2/rasterizer_canvas_base_gles2.cpp
#: drivers/gles3/rasterizer_canvas_base_gles3.cpp
msgid "Snapping"
-msgstr "Ancoraggio"
+msgstr "Scatto"
#: drivers/gles2/rasterizer_canvas_base_gles2.cpp
#: drivers/gles3/rasterizer_canvas_base_gles3.cpp
@@ -2802,9 +2804,8 @@ msgid "Choose"
msgstr "Scegli"
#: editor/editor_export.cpp
-#, fuzzy
msgid "Project export for platform:"
-msgstr "Esportazione del progetto per la piattaforma:"
+msgstr "Esportazione del progetto per piattaforma:"
#: editor/editor_export.cpp
msgid "Completed with warnings."
@@ -2953,7 +2954,6 @@ msgid "ETC2"
msgstr "ETC2"
#: editor/editor_export.cpp
-#, fuzzy
msgid "No BPTC Fallbacks"
msgstr "Nessun fallback per BPTC"
@@ -2970,7 +2970,6 @@ msgid "Custom release template not found."
msgstr "Modello di rilascio personalizzato non trovato."
#: editor/editor_export.cpp
-#, fuzzy
msgid "Prepare Template"
msgstr "Prepara Modello"
@@ -2988,9 +2987,8 @@ msgstr "Copiatura del modello di esportazione fallita."
#: editor/editor_export.cpp platform/windows/export/export.cpp
#: platform/x11/export/export.cpp
-#, fuzzy
msgid "PCK Embedding"
-msgstr "PCK Incorporazione"
+msgstr "Incorporazione PCK"
#: editor/editor_export.cpp
msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB."
@@ -3167,7 +3165,7 @@ msgstr "Rendi attuale"
#: editor/plugins/theme_editor_plugin.cpp editor/project_manager.cpp
#: modules/fbx/editor_scene_importer_fbx.cpp
msgid "Import"
-msgstr "Importa"
+msgstr "Importare"
#: editor/editor_feature_profile.cpp editor/project_export.cpp
#: platform/android/export/export.cpp platform/android/export/export_plugin.cpp
@@ -3289,7 +3287,7 @@ msgstr "Accedi"
#: editor/editor_file_dialog.cpp editor/editor_settings.cpp
msgid "Display Mode"
-msgstr "Modalità Visualizzazione"
+msgstr "Modalità di visualizzazione"
#: editor/editor_file_dialog.cpp
#: editor/import/resource_importer_layered_texture.cpp
@@ -5304,11 +5302,11 @@ msgstr "Lingua dell'Editor"
#: editor/editor_settings.cpp
msgid "Display Scale"
-msgstr "Dimensione Display"
+msgstr "Scala di visualizzazione"
#: editor/editor_settings.cpp
msgid "Custom Display Scale"
-msgstr "Dimensione Display Personalizzata"
+msgstr "Scala di visualizzazione personalizzata"
#: editor/editor_settings.cpp
msgid "Main Font Size"
@@ -5554,14 +5552,12 @@ msgid "Mouse Extra Buttons Navigate History"
msgstr "Uso dei tasti aggiuntivi del mouse per navigare la cronologia"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Drag And Drop Selection"
msgstr "Selezione Drag And Drop"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Stay In Script Editor On Node Selected"
-msgstr "Rimani nell'Editor degli Script quando un Nodo è selezionato"
+msgstr "Rimani nell'editor degli script quando un nodo è selezionato"
#: editor/editor_settings.cpp
msgid "Appearance"
@@ -5601,7 +5597,7 @@ msgstr "Mostra Linee Guida della Lunghezza della Linea"
#: editor/editor_settings.cpp
msgid "Line Length Guideline Soft Column"
-msgstr ""
+msgstr "Margine suggerito per lunghezza riga"
#: editor/editor_settings.cpp
msgid "Line Length Guideline Hard Column"
@@ -5719,7 +5715,6 @@ msgid "Help Font Size"
msgstr "Dimensione Carattere della Guida"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Help Source Font Size"
msgstr "Dimensione dei caratteri della sezione d'assistenza codice sorgente"
@@ -5829,7 +5824,6 @@ msgid "Lightmap Baking Number Of CPU Threads"
msgstr "Numero di Threads CPU del Baking di Lightmap"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Navigation Scheme"
msgstr "Schema di Navigazione"
@@ -5858,9 +5852,8 @@ msgid "Orbit Modifier"
msgstr "Modificatore Orbita"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Pan Modifier"
-msgstr "Modificatore di Pan"
+msgstr "Modificatore Pan"
#: editor/editor_settings.cpp
msgid "Zoom Modifier"
@@ -5871,9 +5864,8 @@ msgid "Warped Mouse Panning"
msgstr "Panning Continuo Del Mouse"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Navigation Feel"
-msgstr "Sensazione Navigazione"
+msgstr "Sensazione della Navigazione"
#: editor/editor_settings.cpp
msgid "Orbit Sensitivity"
@@ -5929,7 +5921,7 @@ msgstr "Colore Guide"
#: editor/editor_settings.cpp
msgid "Smart Snapping Line Color"
-msgstr "Colore Linea Agganciamento Intelligente"
+msgstr "Colore della linea dello scatto intelligente"
#: editor/editor_settings.cpp
msgid "Bone Width"
@@ -5948,9 +5940,8 @@ msgid "Bone Selected Color"
msgstr "Colore Osso Selezionato"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Bone IK Color"
-msgstr "Colore IK Osso"
+msgstr "Colore Osso IK"
#: editor/editor_settings.cpp
msgid "Bone Outline Color"
@@ -5986,7 +5977,6 @@ msgid "Poly Editor"
msgstr "Editor Poly"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Point Grab Radius"
msgstr "Raggio Afferramento Punti"
@@ -6099,9 +6089,8 @@ msgid "Keyword Color"
msgstr "Colore Parola Chiave"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Control Flow Keyword Color"
-msgstr "Colore Parola Chiave Controllo Flusso"
+msgstr "Colore della Parola Chiave del Controllo Flusso"
#: editor/editor_settings.cpp
msgid "Base Type Color"
@@ -6973,7 +6962,7 @@ msgstr "Filtro"
#: editor/import/resource_importer_layered_texture.cpp
#: editor/import/resource_importer_texture.cpp
msgid "Mipmaps"
-msgstr "Mipmaps"
+msgstr "Mappe errate"
#: editor/import/resource_importer_layered_texture.cpp
#: editor/import/resource_importer_texture.cpp
@@ -7079,7 +7068,7 @@ msgstr "Nome Root"
#: editor/import/resource_importer_scene.cpp
msgid "Root Scale"
-msgstr "Scala Root"
+msgstr "Scala di radice"
#: editor/import/resource_importer_scene.cpp
msgid "Custom Script"
@@ -8010,7 +7999,7 @@ msgstr "Posizione animazione (in secondi)."
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Scale animation playback globally for the node."
-msgstr "Scala playback dell'animazione globalmente per il nodo."
+msgstr "Scala la riproduzione dell'animazione globalmente per il nodo."
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Animation Tools"
@@ -8214,7 +8203,6 @@ msgid "Set the end animation. This is useful for sub-transitions."
msgstr "Assegna l'animazione finale. Utile per le sotto-transizioni."
#: editor/plugins/animation_state_machine_editor.cpp
-#, fuzzy
msgid "Transition:"
msgstr "Transizione:"
@@ -8328,12 +8316,13 @@ msgid "Blend4 Node"
msgstr "Nodo Blend4"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
+#, fuzzy
msgid "TimeScale Node"
msgstr "Nodo TimeScale"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "TimeSeek Node"
-msgstr "Nodo TimeScale"
+msgstr "Nodo TimeSeek"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Transition Node"
@@ -8465,7 +8454,7 @@ msgstr "Errore nel fare richiesta"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Idle"
-msgstr "Inattivo"
+msgstr "Inattività"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Install..."
@@ -8655,7 +8644,7 @@ msgstr "Anteprima"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Configure Snap"
-msgstr "Configura Agganciamento"
+msgstr "Configura scatto"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Grid Offset:"
@@ -8731,7 +8720,7 @@ msgstr "Sposta Ancora CanvasItem \"%s\""
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Scale Node2D \"%s\" to (%s, %s)"
-msgstr "Scala Node2D \"%s\" a (%s, %s)"
+msgstr "Ridimensiona Node2D \"%s\" a (%s, %s)"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Resize Control \"%s\" to (%d, %d)"
@@ -8739,11 +8728,11 @@ msgstr "Ridimensiona Control \"%s\" a (%d, %d)"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Scale %d CanvasItems"
-msgstr "Scala %d CanvasItem"
+msgstr "Ridimensiona %d CanvasItem"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Scale CanvasItem \"%s\" to (%s, %s)"
-msgstr "Scala CanvasItem \"%s\" a (%s, %s)"
+msgstr "Ridimensiona CanvasItem \"%s\" a (%s, %s)"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Move %d CanvasItems"
@@ -8960,7 +8949,7 @@ msgstr "Alt+Trascina: Muovi nodo selezionato."
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Alt+Drag: Scale selected node."
-msgstr "Alt+Trascina: Ridimensiona il nodo selezionato."
+msgstr "Alt+Trascinamento: Ridimensiona il nodo selezionato."
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "V: Set selected node's pivot position."
@@ -8994,7 +8983,7 @@ msgstr "Modalità scala"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Shift: Scale proportionally."
-msgstr "Shift: Ridimensiona proporzionalmente."
+msgstr "Maiusc: Ridimensiona proporzionalmente."
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
@@ -9019,7 +9008,7 @@ msgstr "Modalità Righello"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Toggle smart snapping."
-msgstr "Commuta l'agganciamento intelligente."
+msgstr "Commuta lo scatto intelligente."
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Use Smart Snap"
@@ -9035,7 +9024,7 @@ msgstr "Usa la griglia magnetica"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Snapping Options"
-msgstr "Opzioni Agganciamento"
+msgstr "Opzioni dello scatto"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Use Rotation Snap"
@@ -9043,19 +9032,19 @@ msgstr "Aggancia Rotazione"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Use Scale Snap"
-msgstr "Aggancia Ridimensionamento"
+msgstr "Scatta la scala"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Snap Relative"
-msgstr "Agganciamento Relativo"
+msgstr "Scatto relativo"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Use Pixel Snap"
-msgstr "Agganciamento su Pixel"
+msgstr "Scatta sui pixel"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Smart Snapping"
-msgstr "Agganciamento Intelligente"
+msgstr "Scatto intelligente"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
@@ -9154,7 +9143,7 @@ msgstr "Mostra"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Show When Snapping"
-msgstr "Mostra Se Agganciamento"
+msgstr "Mostra durante lo scatto"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Hide"
@@ -9219,7 +9208,7 @@ msgstr "Maschera di rotazione per l'inserimento delle chiavi."
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Scale mask for inserting keys."
-msgstr "Maschera di scala per l'inserimento delle chiavi."
+msgstr "Scala maschera per l'inserimento delle chiavi."
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Insert keys (based on mask)."
@@ -9345,8 +9334,8 @@ msgid ""
"Drag & drop + Shift : Add node as sibling\n"
"Drag & drop + Alt : Change node type"
msgstr ""
-"Trascina & Rilascia + Shift : Aggiungi nodo come fratello\n"
-"Trascina & Rilascia + Alt : Cambia tipo del nodo"
+"Trascina e Rilascia + Shift : Aggiungi nodo come fratello\n"
+"Trascina e Rilascia + Alt : Cambia tipo del nodo"
#: editor/plugins/collision_polygon_editor_plugin.cpp
msgid "Create Polygon3D"
@@ -9442,7 +9431,7 @@ msgstr "Flat 0"
#: editor/plugins/curve_editor_plugin.cpp
msgid "Flat 1"
-msgstr "Flat 1"
+msgstr "Flat 1Flat 1"
#: editor/plugins/curve_editor_plugin.cpp editor/property_editor.cpp
msgid "Ease In"
@@ -9522,7 +9511,7 @@ msgstr "Scambia Punti di Riempimento del Gradiente"
#: editor/plugins/gradient_texture_2d_editor_plugin.cpp
msgid "Toggle Grid Snap"
-msgstr "Commuta Agganciamento Griglia"
+msgstr "Commuta scatto sulla griglia"
#: editor/plugins/item_list_editor_plugin.cpp editor/project_export.cpp
#: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/dialogs.cpp
@@ -9540,7 +9529,6 @@ msgid "Icon"
msgstr "Icona"
#: editor/plugins/item_list_editor_plugin.cpp
-#, fuzzy
msgid "ID"
msgstr "ID"
@@ -9709,7 +9697,6 @@ msgstr ""
"collisioni."
#: editor/plugins/mesh_instance_editor_plugin.cpp
-#, fuzzy
msgid "Create Simplified Convex Collision Sibling"
msgstr "Crea Fratello di Collisione Convessa Semplificato"
@@ -9909,7 +9896,7 @@ msgstr "Inclinazione Casuale:"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Random Scale:"
-msgstr "Scala Casuale:"
+msgstr "Scala casuale:"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Populate"
@@ -10169,7 +10156,7 @@ msgstr ""
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Create Polygon & UV"
-msgstr "Crea Poligono & UV"
+msgstr "Crea Poligono e UV"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Create Internal Vertex"
@@ -10265,7 +10252,7 @@ msgstr "Ruota poligono"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Scale Polygon"
-msgstr "Scala poligono"
+msgstr "Ridimensiona poligono"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Create a custom polygon. Enables custom polygon rendering."
@@ -10406,7 +10393,6 @@ msgid "Flip Portal"
msgstr "Ribalta Portale"
#: editor/plugins/room_manager_editor_plugin.cpp
-#, fuzzy
msgid "Occluder Set Transform"
msgstr "Imposta Trasformazione dell' Occlusore"
@@ -10758,7 +10744,7 @@ msgstr "[Ignora]"
#: editor/plugins/script_text_editor.cpp
msgid "Line"
-msgstr "Linea"
+msgstr "Riga"
#: editor/plugins/script_text_editor.cpp
msgid "Go to Function"
@@ -11006,7 +10992,7 @@ msgstr "Ortogonale dal Basso"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Bottom Perspective"
-msgstr "Prospettica dal Basso"
+msgstr "Prospettica dal basso"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Left Orthogonal"
@@ -11014,7 +11000,7 @@ msgstr "Ortogonale a Sinistra"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Left Perspective"
-msgstr "Prospettica a Sinistra"
+msgstr "Prospettica da sinistra"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Right Orthogonal"
@@ -11022,7 +11008,7 @@ msgstr "Ortogonale a Destra"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Right Perspective"
-msgstr "Prospettica a Destra"
+msgstr "Prospettica da destra"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Front Orthogonal"
@@ -11030,7 +11016,7 @@ msgstr "Ortogonale di Fronte"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Front Perspective"
-msgstr "Prospettica di Fronte"
+msgstr "Prospettica di fronte"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Rear Orthogonal"
@@ -11038,7 +11024,7 @@ msgstr "Ortogonale da Dietro"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Rear Perspective"
-msgstr "Prospettica da Dietro"
+msgstr "Prospettica da dietro"
#. TRANSLATORS: This will be appended to the view name when Auto Orthogonal is enabled.
#: editor/plugins/spatial_editor_plugin.cpp
@@ -11140,7 +11126,6 @@ msgid "Vertices:"
msgstr "Vertici:"
#: editor/plugins/spatial_editor_plugin.cpp
-#, fuzzy
msgid "FPS: %d (%s ms)"
msgstr "FPS: %d (%s ms)"
@@ -11186,31 +11171,31 @@ msgstr "Questa operazione richiede un solo nodo selezionato."
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Auto Orthogonal Enabled"
-msgstr "Ortogonale Automatico Abilitato"
+msgstr "Ortogonale automatica abilitata"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Lock View Rotation"
-msgstr "Blocca Rotazione Vista"
+msgstr "Blocca la rotazione della vista"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Display Normal"
-msgstr "Mostra Normale"
+msgstr "Visualizzazione predefinita"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Display Wireframe"
-msgstr "Mostra Wireframe"
+msgstr "Visualizzazione fildiferro"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Display Overdraw"
-msgstr "Mostra Overdraw"
+msgstr "Visualizza Overdraw"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Display Unshaded"
-msgstr "Mostra Unshaded"
+msgstr "Visualizzazione senza ombre"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Environment"
-msgstr "Mostra Ambiente"
+msgstr "Visualizza ambiente"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Gizmos"
@@ -11388,12 +11373,10 @@ msgid "Orbit View Right"
msgstr "Orbita la visuale a destra"
#: editor/plugins/spatial_editor_plugin.cpp
-#, fuzzy
msgid "Orbit View Up"
msgstr "Orbita la visuale in sù"
#: editor/plugins/spatial_editor_plugin.cpp
-#, fuzzy
msgid "Orbit View 180"
msgstr "Orbita la visuale 180"
@@ -11426,7 +11409,6 @@ msgid "Increase Field of View"
msgstr "Aumenta il Campo Visivo"
#: editor/plugins/spatial_editor_plugin.cpp
-#, fuzzy
msgid "Reset Field of View to Default"
msgstr "Ripristina il Campo Visivo alle impostazioni predefinite"
@@ -11436,7 +11418,7 @@ msgstr "Scatta l'oggetto sul suolo"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Transform Dialog..."
-msgstr "Finestra di Transform..."
+msgstr "Modale di trasformazione..."
#: editor/plugins/spatial_editor_plugin.cpp
msgid "1 Viewport"
@@ -11468,11 +11450,11 @@ msgstr "Gizmos"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Origin"
-msgstr "Visualizza Origine"
+msgstr "Visualizza l'origine"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Grid"
-msgstr "Visualizza Griglia"
+msgstr "Visualizza la griglia"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Portal Culling"
@@ -11489,19 +11471,19 @@ msgstr "Impostazioni…"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Snap Settings"
-msgstr "Impostazioni Agganciamento"
+msgstr "Impostazioni dello scatto"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Translate Snap:"
-msgstr "Agganciamento Traslazione:"
+msgstr "Scatto di traslazione:"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Rotate Snap (deg.):"
-msgstr "Agganciamento Rotazione (gradi):"
+msgstr "Scatto di rotazione (gradi):"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Scale Snap (%):"
-msgstr "Agganciamento Ridimensionamento (%):"
+msgstr "Scatto della scala (%):"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Viewport Settings"
@@ -11521,7 +11503,7 @@ msgstr "Visualizza Z-Far:"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Transform Change"
-msgstr "Cambiamento Transform"
+msgstr "Cambio di trasformazione"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Translate:"
@@ -11537,7 +11519,7 @@ msgstr "Scala (rapporto):"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Transform Type"
-msgstr "Tipo Transform"
+msgstr "Tipo di trasformazione"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Pre"
@@ -11548,14 +11530,12 @@ msgid "Post"
msgstr "Post"
#: editor/plugins/spatial_editor_plugin.cpp
-#, fuzzy
msgid "Manipulator Gizmo Size"
msgstr "Dimensione Gizmo Di Controllo"
#: editor/plugins/spatial_editor_plugin.cpp
-#, fuzzy
msgid "Manipulator Gizmo Opacity"
-msgstr "Opacità Gizmo Di Controllo"
+msgstr "Opacità Gizmo Manipolatore"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Show Viewport Rotation Gizmo"
@@ -11716,9 +11696,8 @@ msgid "New Animation"
msgstr "Nuova Animazione"
#: editor/plugins/sprite_frames_editor_plugin.cpp
-#, fuzzy
msgid "Filter animations"
-msgstr "Modalità di filtraggio animazioni"
+msgstr "Filtraggio animazioni"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Speed:"
@@ -11809,11 +11788,11 @@ msgstr "Modalità dello scatto:"
#: editor/plugins/texture_region_editor_plugin.cpp
msgid "Pixel Snap"
-msgstr "Agganciamento Pixel"
+msgstr "Scatto sui pixel"
#: editor/plugins/texture_region_editor_plugin.cpp
msgid "Grid Snap"
-msgstr "Agganciamento Griglia"
+msgstr "Scatto sulla griglia"
#: editor/plugins/texture_region_editor_plugin.cpp
msgid "Auto Slice"
@@ -12387,7 +12366,7 @@ msgstr "Elemento Modificabile"
#: editor/plugins/theme_editor_preview.cpp
msgid "Subtree"
-msgstr "Sottoalbero"
+msgstr "Subtree"
#: editor/plugins/theme_editor_preview.cpp
msgid "Has,Many,Options"
@@ -12550,7 +12529,7 @@ msgstr "Lato Editor"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Display Grid"
-msgstr "Mostra Griglia"
+msgstr "Visualizza griglia"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Axis Color"
@@ -12706,7 +12685,7 @@ msgstr "Abilita lo scatto e mostra la griglia (configurabile dall'ispettore)."
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Display Tile Names (Hold Alt Key)"
-msgstr "Mostra i Nomi delle Tile (Tenere Premuto Tasto Alt)"
+msgstr "Visualizza i nomi dei tasselli (tenere premuto il tasto alt)"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid ""
@@ -12895,7 +12874,7 @@ msgstr "Questa proprietà non può essere cambiata."
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Snap Options"
-msgstr "Opzioni Agganciamento"
+msgstr "Opzioni dello scatto"
#: editor/plugins/tile_set_editor_plugin.cpp scene/2d/animated_sprite.cpp
#: scene/2d/camera_2d.cpp scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp
@@ -12903,9 +12882,10 @@ msgstr "Opzioni Agganciamento"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr "Scostamento"
@@ -13083,9 +13063,8 @@ msgid "Select SSH private key path"
msgstr "Seleziona il percorso della chiave privata SSH"
#: editor/plugins/version_control_editor_plugin.cpp
-#, fuzzy
msgid "SSH Passphrase"
-msgstr "Frase di accesso SSH"
+msgstr "SSH Passphrase"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Detect new changes"
@@ -13157,11 +13136,11 @@ msgstr "URL Remoto"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Fetch"
-msgstr ""
+msgstr "Fetch"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Pull"
-msgstr ""
+msgstr "Pull"
#: editor/plugins/version_control_editor_plugin.cpp
#, fuzzy
@@ -14328,16 +14307,17 @@ msgid "Invalid project path (changed anything?)."
msgstr "Percorso del progetto invalido (cambiato qualcosa?)."
#: editor/project_manager.cpp
+#, fuzzy
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
"Impossibile caricare project.godot nel percorso del progetto (errore %d). "
"Può essere mancante o corrotto."
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr "Impossibile modificare project.godot nel percorso del progetto."
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "Impossibile aprire il progetto a \"%s\"."
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -14365,7 +14345,7 @@ msgstr "Importa Progetto Esistente"
#: editor/project_manager.cpp
msgid "Import & Edit"
-msgstr "Importa & Modifica"
+msgstr "Importa e Modifica"
#: editor/project_manager.cpp
msgid "Create New Project"
@@ -14373,7 +14353,7 @@ msgstr "Crea Nuovo Progetto"
#: editor/project_manager.cpp
msgid "Create & Edit"
-msgstr "Crea & Modifica"
+msgstr "Crea e Modifica"
#: editor/project_manager.cpp
msgid "Install Project:"
@@ -14381,7 +14361,7 @@ msgstr "Installa Progetto:"
#: editor/project_manager.cpp
msgid "Install & Edit"
-msgstr "Installa & Modifica"
+msgstr "Installa e Modifica"
#: editor/project_manager.cpp
msgid "Project Name:"
@@ -15180,7 +15160,7 @@ msgstr "Mantieni Transform Globale"
#: editor/reparent_dialog.cpp editor/scene_tree_dock.cpp
msgid "Reparent"
-msgstr "Cambia Genitore"
+msgstr "Riaccoppiare"
#: editor/run_settings_dialog.cpp
msgid "Run Mode:"
@@ -15928,7 +15908,7 @@ msgstr "Monitor"
#: editor/script_editor_debugger.cpp
msgid "Pick one or more items from the list to display the graph."
-msgstr "Scegli uno o più elementi dall'elenco per mostrare il grafico."
+msgstr "Scegliere uno o più elementi dall'elenco per mostrare il grafico."
#: editor/script_editor_debugger.cpp
msgid "List of Video Memory Usage by Resource:"
@@ -16234,7 +16214,6 @@ msgid "Flush stdout On Print"
msgstr "Svuota stdout Alla Stampa"
#: main/main.cpp servers/visual_server.cpp
-#, fuzzy
msgid "Logging"
msgstr "Logging"
@@ -16316,11 +16295,11 @@ msgstr "Modello Thread"
#: main/main.cpp
msgid "Thread Safe BVH"
-msgstr ""
+msgstr "Thread sicuro BVH"
#: main/main.cpp
msgid "Handheld"
-msgstr ""
+msgstr "Maneggiato"
#: main/main.cpp platform/javascript/export/export.cpp
#: platform/uwp/export/export.cpp
@@ -16342,7 +16321,7 @@ msgstr "Forza FPS"
#: main/main.cpp
msgid "Enable Pause Aware Picking"
-msgstr ""
+msgstr "Abilita Picking Allerta Pausa"
#: main/main.cpp scene/gui/item_list.cpp scene/gui/popup_menu.cpp
#: scene/gui/scroll_container.cpp scene/gui/text_edit.cpp scene/gui/tree.cpp
@@ -16352,7 +16331,7 @@ msgstr "Interfaccia Grafica"
#: main/main.cpp
msgid "Drop Mouse On GUI Input Disabled"
-msgstr ""
+msgstr "Rilascio del mouse sull'Input della GUI Disabilitato"
#: main/main.cpp
msgid "stdout"
@@ -16399,7 +16378,6 @@ msgid "Input Devices"
msgstr "Dispositivi Input"
#: main/main.cpp
-#, fuzzy
msgid "Pointing"
msgstr "Puntamento"
@@ -16426,7 +16404,6 @@ msgid "Environment"
msgstr "Ambiente"
#: main/main.cpp
-#, fuzzy
msgid "Default Clear Color"
msgstr "Colore Di Sfondo Di Default"
@@ -16468,7 +16445,7 @@ msgstr "Buffering"
#: main/main.cpp
msgid "Agile Event Flushing"
-msgstr ""
+msgstr "Svuotamento degli eventi usando l'algoritmo Agile"
#: main/main.cpp
msgid "Emulate Touch From Mouse"
@@ -16656,16 +16633,15 @@ msgstr "Gradi di Rotazione"
#: modules/csg/csg_shape.cpp
msgid "Spin Sides"
-msgstr ""
+msgstr "Lati rotazione"
#: modules/csg/csg_shape.cpp
msgid "Path Node"
msgstr "Percorso Nodo"
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Path Interval Type"
-msgstr "Crea Vertice Interno"
+msgstr "Tipo di intervallo del Percorso"
#: modules/csg/csg_shape.cpp
msgid "Path Interval"
@@ -16673,7 +16649,7 @@ msgstr "Intervallo Percorso"
#: modules/csg/csg_shape.cpp
msgid "Path Simplify Angle"
-msgstr ""
+msgstr "Angolo di semplificazione Percorso"
#: modules/csg/csg_shape.cpp
msgid "Path Rotation"
@@ -16694,7 +16670,6 @@ msgid "Path U Distance"
msgstr "Scegli la Distanza:"
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Path Joined"
msgstr "Percorsi Uniti"
@@ -16716,15 +16691,15 @@ msgstr "Sempre In Ordine"
#: modules/enet/networked_multiplayer_enet.cpp
msgid "Server Relay"
-msgstr ""
+msgstr "Rimbalzo Server"
#: modules/enet/networked_multiplayer_enet.cpp
msgid "DTLS Verify"
-msgstr ""
+msgstr "Verifica DTLS"
#: modules/enet/networked_multiplayer_enet.cpp
msgid "DTLS Hostname"
-msgstr ""
+msgstr "Nome host DTLS"
#: modules/enet/networked_multiplayer_enet.cpp
msgid "Use DTLS"
@@ -16732,7 +16707,7 @@ msgstr "Usa DTLS"
#: modules/fbx/editor_scene_importer_fbx.cpp
msgid "FBX"
-msgstr ""
+msgstr "FBX"
#: modules/fbx/editor_scene_importer_fbx.cpp
msgid "Use FBX"
@@ -16810,7 +16785,6 @@ msgid "Disabled GDNative Singleton"
msgstr "Singleton GDNative disabilitato"
#: modules/gdnative/gdnative_library_singleton_editor.cpp
-#, fuzzy
msgid "Libraries:"
msgstr "Librerie:"
@@ -16956,11 +16930,11 @@ msgstr "Conteggio Sparso"
#: modules/gltf/gltf_accessor.cpp
msgid "Sparse Indices Buffer View"
-msgstr ""
+msgstr "Vista indici sparsi dei buffer"
#: modules/gltf/gltf_accessor.cpp
msgid "Sparse Indices Byte Offset"
-msgstr ""
+msgstr "Scostamento Byte degli Indici Sparsi"
#: modules/gltf/gltf_accessor.cpp
msgid "Sparse Indices Component Type"
@@ -16968,11 +16942,11 @@ msgstr "Tipo di Componente degli Indici Sparsi"
#: modules/gltf/gltf_accessor.cpp
msgid "Sparse Values Buffer View"
-msgstr ""
+msgstr "Vista buffer dei valori sparsi"
#: modules/gltf/gltf_accessor.cpp
msgid "Sparse Values Byte Offset"
-msgstr ""
+msgstr "Scostamento Byte dei Valori Sparsi"
#: modules/gltf/gltf_buffer_view.cpp
msgid "Buffer"
@@ -16996,11 +16970,11 @@ msgstr "Dimensione Campo VIsivo"
#: modules/gltf/gltf_camera.cpp
msgid "Zfar"
-msgstr ""
+msgstr "Z Lontano"
#: modules/gltf/gltf_camera.cpp
msgid "Znear"
-msgstr "Znear"
+msgstr "Z Vicino"
#: modules/gltf/gltf_light.cpp scene/2d/canvas_modulate.cpp
#: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp
@@ -17048,11 +17022,11 @@ msgstr "Xform"
#: modules/gltf/gltf_node.cpp scene/3d/mesh_instance.cpp
msgid "Skin"
-msgstr ""
+msgstr "Skin"
#: modules/gltf/gltf_node.cpp scene/3d/spatial.cpp
msgid "Translation"
-msgstr "Traslazione"
+msgstr "Traduzione"
#: modules/gltf/gltf_node.cpp
msgid "Children"
@@ -17075,18 +17049,18 @@ msgid "Godot Bone Node"
msgstr "Nodo Osso Godot"
#: modules/gltf/gltf_skin.cpp
-#, fuzzy
msgid "Skin Root"
-msgstr "Nuova Scena Radice"
+msgstr "Radice della Skin"
#: modules/gltf/gltf_skin.cpp
#, fuzzy
msgid "Joints Original"
-msgstr "Centra Origine"
+msgstr "Articolazioni Originali"
#: modules/gltf/gltf_skin.cpp
+#, fuzzy
msgid "Inverse Binds"
-msgstr ""
+msgstr "Inverti Legamenti"
#: modules/gltf/gltf_skin.cpp
msgid "Non Joints"
@@ -17094,11 +17068,11 @@ msgstr "Non Articolazioni"
#: modules/gltf/gltf_skin.cpp
msgid "Joint I To Bone I"
-msgstr ""
+msgstr "Articolazione I ad Osso I"
#: modules/gltf/gltf_skin.cpp
msgid "Joint I To Name"
-msgstr ""
+msgstr "Articolazione I a Nome"
#: modules/gltf/gltf_skin.cpp
msgid "Godot Skin"
@@ -17126,7 +17100,7 @@ msgstr "Immagine Gloss Speculare"
#: modules/gltf/gltf_state.cpp
msgid "Json"
-msgstr ""
+msgstr "Json"
#: modules/gltf/gltf_state.cpp
msgid "Major Version"
@@ -17141,13 +17115,13 @@ msgid "GLB Data"
msgstr "Dati GLB"
#: modules/gltf/gltf_state.cpp
+#, fuzzy
msgid "Use Named Skin Binds"
-msgstr ""
+msgstr "Usa associazioni skin con nome"
#: modules/gltf/gltf_state.cpp
-#, fuzzy
msgid "Buffer Views"
-msgstr "Vista dal retro"
+msgstr "Viste dei Buffer"
#: modules/gltf/gltf_state.cpp
msgid "Accessors"
@@ -17237,17 +17211,15 @@ msgid "Mask"
msgstr "Maschera"
#: modules/gridmap/grid_map.cpp scene/2d/tile_map.cpp
-#, fuzzy
msgid "Bake Navigation"
-msgstr "Navigazione"
+msgstr "Preprocessa Navigazione"
#: modules/gridmap/grid_map.cpp scene/2d/navigation_2d.cpp
#: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_polygon.cpp
#: scene/2d/tile_map.cpp scene/3d/navigation.cpp scene/3d/navigation_agent.cpp
#: scene/3d/navigation_mesh_instance.cpp
-#, fuzzy
msgid "Navigation Layers"
-msgstr "Sensazione Navigazione"
+msgstr "Livelli Navigazione"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Next Plane"
@@ -17282,9 +17254,8 @@ msgid "GridMap Fill Selection"
msgstr "GridMap Riempi Selezione"
#: modules/gridmap/grid_map_editor_plugin.cpp
-#, fuzzy
msgid "GridMap Paste Selection"
-msgstr "Sezione GridMap incolla"
+msgstr "Incolla Selezione GridMap"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "GridMap Paint"
@@ -17299,9 +17270,8 @@ msgid "Snap View"
msgstr "Scatta Visuale"
#: modules/gridmap/grid_map_editor_plugin.cpp
-#, fuzzy
msgid "Clip Disabled"
-msgstr "Clip Disabilitata"
+msgstr "Clip Disabilitato"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Clip Above"
@@ -17409,9 +17379,8 @@ msgid "Plotting lightmaps"
msgstr "Stampando le lightmap"
#: modules/lightmapper_cpu/register_types.cpp
-#, fuzzy
msgid "CPU Lightmapper"
-msgstr "Preprocessa Lightmaps"
+msgstr "CPU Mappatore Della Luce"
#: modules/lightmapper_cpu/register_types.cpp
msgid "Low Quality Ray Count"
@@ -17442,28 +17411,27 @@ msgstr "Altezza Occhio"
#: modules/mobile_vr/mobile_vr_interface.cpp
msgid "IOD"
-msgstr ""
+msgstr "IOD"
#: modules/mobile_vr/mobile_vr_interface.cpp
+#, fuzzy
msgid "Display Width"
msgstr "Larghezza Display"
#: modules/mobile_vr/mobile_vr_interface.cpp
#, fuzzy
msgid "Display To Lens"
-msgstr "Mostra Unshaded"
+msgstr "Mostra alle Lenti"
#: modules/mobile_vr/mobile_vr_interface.cpp
msgid "Oversample"
-msgstr ""
+msgstr "Sovracampionamento"
#: modules/mobile_vr/mobile_vr_interface.cpp
-#, fuzzy
msgid "K1"
msgstr "K1"
#: modules/mobile_vr/mobile_vr_interface.cpp
-#, fuzzy
msgid "K2"
msgstr "K2"
@@ -17482,20 +17450,17 @@ msgstr "Auto-Aggiorna Progetto"
#: modules/mono/godotsharp_dirs.cpp
#, fuzzy
msgid "Assembly Name"
-msgstr "Nome Display"
+msgstr "Nome Assemblaggio"
#: modules/mono/godotsharp_dirs.cpp
-#, fuzzy
msgid "Solution Directory"
-msgstr "Scegli una cartella"
+msgstr "Cartella di Soluzione"
#: modules/mono/godotsharp_dirs.cpp
-#, fuzzy
msgid "C# Project Directory"
-msgstr "Scegli una cartella"
+msgstr "Cartella Progetto C#"
#: modules/mono/mono_gd/gd_mono_utils.cpp
-#, fuzzy
msgid "End of inner exception stack trace"
msgstr "Fine dell'analisi dell’eccezione interna dello stack"
@@ -17620,11 +17585,11 @@ msgstr ""
#: modules/upnp/upnp.cpp
msgid "Discover Local Port"
-msgstr ""
+msgstr "Rileva Porta Locale"
#: modules/upnp/upnp.cpp
msgid "Discover IPv6"
-msgstr ""
+msgstr "Rilevamento IPv6"
#: modules/upnp/upnp_device.cpp
msgid "Description URL"
@@ -17636,21 +17601,19 @@ msgstr "Tipo Di Servizio"
#: modules/upnp/upnp_device.cpp
msgid "IGD Control URL"
-msgstr ""
+msgstr "URL di controllo IGD"
#: modules/upnp/upnp_device.cpp
-#, fuzzy
msgid "IGD Service Type"
-msgstr "Imposta Tipo di Variabile"
+msgstr "Tipo Servizio IGD"
#: modules/upnp/upnp_device.cpp
msgid "IGD Our Addr"
-msgstr ""
+msgstr "Indirizzo locale IGD"
#: modules/upnp/upnp_device.cpp
-#, fuzzy
msgid "IGD Status"
-msgstr "Stato"
+msgstr "Stato IGD"
#: modules/visual_script/visual_script.cpp
msgid ""
@@ -17677,7 +17640,6 @@ msgstr ""
"memoria di lavoro del nodo! Si prega di correggere il nodo."
#: modules/visual_script/visual_script.cpp
-#, fuzzy
msgid "Node returned an invalid sequence output:"
msgstr "Il nodo ha ritornato una sequenza di output invalida:"
@@ -17686,14 +17648,13 @@ msgid "Found sequence bit but not the node in the stack, report bug!"
msgstr "Trovato bit di sequenza ma non il nodo nello stack, segnalare il bug!"
#: modules/visual_script/visual_script.cpp
-#, fuzzy
msgid "Stack overflow with stack depth:"
msgstr "Overflow dello stack con profondità dello stack:"
#: modules/visual_script/visual_script.cpp
#, fuzzy
msgid "Visual Script"
-msgstr "Ricerca VisualScript"
+msgstr "Script Visivo"
#: modules/visual_script/visual_script_editor.cpp
msgid "Change Signal Arguments"
@@ -18014,7 +17975,6 @@ msgstr "Modifica membro"
#: modules/visual_script/visual_script_expression.cpp
#: scene/resources/visual_shader.cpp
-#, fuzzy
msgid "Expression"
msgstr "Espressione"
@@ -18023,9 +17983,8 @@ msgid "Return"
msgstr "Ritorno"
#: modules/visual_script/visual_script_flow_control.cpp
-#, fuzzy
msgid "Return Enabled"
-msgstr "Eseguibile"
+msgstr "Ritorno Abilitato"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "Return Type"
@@ -18038,27 +17997,26 @@ msgstr "Condizione"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "if (cond) is:"
-msgstr "if (cond) is:"
+msgstr "se (cond) è:"
#: modules/visual_script/visual_script_flow_control.cpp
-#, fuzzy
msgid "While"
-msgstr "While"
+msgstr "Mentre"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "while (cond):"
-msgstr ""
+msgstr "mentre (cond):"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "Iterator"
msgstr "Iteratore"
#: modules/visual_script/visual_script_flow_control.cpp
+#, fuzzy
msgid "for (elem) in (input):"
-msgstr ""
+msgstr "per (elem) in (input):"
#: modules/visual_script/visual_script_flow_control.cpp
-#, fuzzy
msgid "Input type not iterable:"
msgstr "Il tipo di input non è iterabile:"
@@ -18067,7 +18025,6 @@ msgid "Iterator became invalid"
msgstr "L'iteratore è diventato invalido"
#: modules/visual_script/visual_script_flow_control.cpp
-#, fuzzy
msgid "Iterator became invalid:"
msgstr "L'iteratore è diventato invalido:"
@@ -18080,9 +18037,8 @@ msgid "in order:"
msgstr "in ordine:"
#: modules/visual_script/visual_script_flow_control.cpp
-#, fuzzy
msgid "Steps"
-msgstr "Passo"
+msgstr "Passi"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "Switch"
@@ -18095,7 +18051,7 @@ msgstr "'input' è:"
#: modules/visual_script/visual_script_flow_control.cpp
#, fuzzy
msgid "Type Cast"
-msgstr "Tipo:"
+msgstr "Conversione Tipo"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "Is %s?"
@@ -18139,9 +18095,8 @@ msgid "Validate"
msgstr "Valida"
#: modules/visual_script/visual_script_func_nodes.cpp
-#, fuzzy
msgid "RPC Call Mode"
-msgstr "Modalità scala"
+msgstr "Modalità Chiamata RPC"
#: modules/visual_script/visual_script_func_nodes.cpp
msgid "Subtract %s"
@@ -18160,34 +18115,38 @@ msgid "Mod %s"
msgstr "Modulo %s"
#: modules/visual_script/visual_script_func_nodes.cpp
+#, fuzzy
msgid "ShiftLeft %s"
-msgstr "ShiftLeft %s"
+msgstr "SpostaSinistra %s"
#: modules/visual_script/visual_script_func_nodes.cpp
+#, fuzzy
msgid "ShiftRight %s"
-msgstr ""
+msgstr "SpostaDestra %s"
#: modules/visual_script/visual_script_func_nodes.cpp
+#, fuzzy
msgid "BitAnd %s"
-msgstr "BitAnd %s"
+msgstr "Bit E %s"
#: modules/visual_script/visual_script_func_nodes.cpp
+#, fuzzy
msgid "BitOr %s"
-msgstr ""
+msgstr "Bit O %s"
#: modules/visual_script/visual_script_func_nodes.cpp
+#, fuzzy
msgid "BitXor %s"
-msgstr ""
+msgstr "Bit XO %s"
#: modules/visual_script/visual_script_func_nodes.cpp
#, fuzzy
msgid "Set Mode"
-msgstr "Modalità di Selezione"
+msgstr "Modalità di Impostazione"
#: modules/visual_script/visual_script_func_nodes.cpp
-#, fuzzy
msgid "Assign Op"
-msgstr "Assegna"
+msgstr "Operatore Assegna"
#: modules/visual_script/visual_script_func_nodes.cpp
#: modules/visual_script/visual_script_nodes.cpp
@@ -18204,7 +18163,6 @@ msgid "Base object is not a Node!"
msgstr "L'oggetto base non è un Nodo!"
#: modules/visual_script/visual_script_func_nodes.cpp
-#, fuzzy
msgid "Path does not lead to Node!"
msgstr "Il percorso non conduce a un Nodo!"
@@ -18213,14 +18171,13 @@ msgid "Invalid index property name '%s' in node %s."
msgstr "Nome proprietà indice invalido \"%s\" nel nodo %s."
#: modules/visual_script/visual_script_func_nodes.cpp
-#, fuzzy
msgid "Emit %s"
-msgstr "Imposta %s"
+msgstr "Emetti %s"
#: modules/visual_script/visual_script_nodes.cpp
#, fuzzy
msgid "Compose Array"
-msgstr "Ridimensiona lista"
+msgstr "Componi Lista"
#: modules/visual_script/visual_script_nodes.cpp scene/resources/material.cpp
#: scene/resources/visual_shader_nodes.cpp
@@ -18228,12 +18185,10 @@ msgid "Operator"
msgstr "Operatore"
#: modules/visual_script/visual_script_nodes.cpp
-#, fuzzy
msgid "Invalid argument of type:"
msgstr "Argomento invalido di tipo:"
#: modules/visual_script/visual_script_nodes.cpp
-#, fuzzy
msgid "Invalid arguments:"
msgstr "Argomenti invalidi:"
@@ -18246,12 +18201,10 @@ msgid "Var Name"
msgstr "Var Nome"
#: modules/visual_script/visual_script_nodes.cpp
-#, fuzzy
msgid "VariableGet not found in script:"
msgstr "VariableGet non trovato nello script:"
#: modules/visual_script/visual_script_nodes.cpp
-#, fuzzy
msgid "VariableSet not found in script:"
msgstr "VariableSet non trovato nello script:"
@@ -18318,46 +18271,40 @@ msgstr ""
"oppure una stringa (errore)."
#: modules/visual_script/visual_script_nodes.cpp
-#, fuzzy
msgid "SubCall"
-msgstr "Chiamate"
+msgstr "SottoChiamata"
#: modules/visual_script/visual_script_nodes.cpp scene/gui/graph_node.cpp
msgid "Title"
msgstr "Titolo"
#: modules/visual_script/visual_script_nodes.cpp
-#, fuzzy
msgid "Construct %s"
-msgstr "Costanti"
+msgstr "Costruisci %s"
#: modules/visual_script/visual_script_nodes.cpp
-#, fuzzy
msgid "Get Local Var"
-msgstr "Usa Spazio Locale"
+msgstr "Ottieni Variabile Locale"
#: modules/visual_script/visual_script_nodes.cpp
-#, fuzzy
msgid "Set Local Var"
-msgstr "Usa Spazio Locale"
+msgstr "Imposta Variabile Locale"
#: modules/visual_script/visual_script_nodes.cpp
-#, fuzzy
msgid "Action %s"
-msgstr "Azione"
+msgstr "Azione %s"
#: modules/visual_script/visual_script_nodes.cpp
msgid "Deconstruct %s"
-msgstr ""
+msgstr "Decostruisci %s"
#: modules/visual_script/visual_script_property_selector.cpp
msgid "Search VisualScript"
msgstr "Ricerca VisualScript"
#: modules/visual_script/visual_script_yield_nodes.cpp
-#, fuzzy
msgid "Yield"
-msgstr "Yield"
+msgstr "Rendi (Yield)"
#: modules/visual_script/visual_script_yield_nodes.cpp
msgid "Wait"
@@ -18382,31 +18329,31 @@ msgstr "Tempo Di Attesa"
#: modules/visual_script/visual_script_yield_nodes.cpp
#, fuzzy
msgid "WaitSignal"
-msgstr "WaitSignal"
+msgstr "SegnaleAspetta"
#: modules/visual_script/visual_script_yield_nodes.cpp
#, fuzzy
msgid "WaitNodeSignal"
-msgstr "WaitNodeSignal"
+msgstr "SegnaleAspettaNodo"
#: modules/visual_script/visual_script_yield_nodes.cpp
#, fuzzy
msgid "WaitInstanceSignal"
-msgstr "WaitInstanceSignal"
+msgstr "SegnaleAspettaIstanza"
#: modules/webrtc/webrtc_data_channel.cpp
#, fuzzy
msgid "Write Mode"
-msgstr "Modalità Priorità"
+msgstr "Modalità Scrittura"
#: modules/webrtc/webrtc_data_channel.h
+#, fuzzy
msgid "WebRTC"
-msgstr ""
+msgstr "RTCWeb"
#: modules/webrtc/webrtc_data_channel.h
-#, fuzzy
msgid "Max Channel In Buffer (KB)"
-msgstr "Dimensione Index Buffer dei Poligoni nel Canvas (KB)"
+msgstr "Canali In Buffer Massimi (KB)"
#: modules/websocket/websocket_client.cpp
msgid "Verify SSL"
@@ -18417,36 +18364,36 @@ msgid "Trusted SSL Certificate"
msgstr "Certificato SSL Fidato"
#: modules/websocket/websocket_macros.h
-#, fuzzy
msgid "WebSocket Client"
-msgstr "Peer di Rete"
+msgstr "Cliente WebSocket"
#: modules/websocket/websocket_macros.h
#, fuzzy
msgid "Max In Buffer (KB)"
-msgstr "Dimensione Massima (KB)"
+msgstr "In Buffer Massimi (KB)"
#: modules/websocket/websocket_macros.h
+#, fuzzy
msgid "Max In Packets"
-msgstr ""
+msgstr "Pacchetti In Massimi"
#: modules/websocket/websocket_macros.h
#, fuzzy
msgid "Max Out Buffer (KB)"
-msgstr "Dimensione Massima (KB)"
+msgstr "Out Buffer Massimi (KB)"
#: modules/websocket/websocket_macros.h
+#, fuzzy
msgid "Max Out Packets"
-msgstr ""
+msgstr "Pacchetti Out Massimi"
#: modules/websocket/websocket_macros.h
-#, fuzzy
msgid "WebSocket Server"
-msgstr "Peer di Rete"
+msgstr "Server WebSocket"
#: modules/websocket/websocket_server.cpp
msgid "Bind IP"
-msgstr ""
+msgstr "Collega IP"
#: modules/websocket/websocket_server.cpp
msgid "Private Key"
@@ -18457,9 +18404,8 @@ msgid "SSL Certificate"
msgstr "Certificato SSL"
#: modules/websocket/websocket_server.cpp
-#, fuzzy
msgid "CA Chain"
-msgstr "Elimina Catena IK"
+msgstr "Catena CA"
#: modules/websocket/websocket_server.cpp
msgid "Handshake Timeout"
@@ -18478,12 +18424,14 @@ msgid "Optional Features"
msgstr "Funzionalità Opzionali"
#: modules/webxr/webxr_interface.cpp
+#, fuzzy
msgid "Requested Reference Space Types"
-msgstr ""
+msgstr "Tipi di Riferimento Spazio Richiesti"
#: modules/webxr/webxr_interface.cpp
+#, fuzzy
msgid "Reference Space Type"
-msgstr ""
+msgstr "Tipi di Riferimento Spazio"
#: modules/webxr/webxr_interface.cpp
msgid "Visibility State"
@@ -18494,26 +18442,25 @@ msgid "Bounds Geometry"
msgstr "Confini Geometria"
#: modules/webxr/webxr_interface.cpp
-#, fuzzy
msgid "XR Standard Mapping"
-msgstr "Agganciamento Intelligente"
+msgstr "Mappamento Standard XR"
#: platform/android/export/export.cpp
msgid "Android SDK Path"
msgstr "Percorso SDK Android"
#: platform/android/export/export.cpp
-#, fuzzy
msgid "Debug Keystore"
-msgstr "Debugger"
+msgstr "Keystore di Debug"
#: platform/android/export/export.cpp
msgid "Debug Keystore User"
-msgstr ""
+msgstr "Keystore di Debug Utente"
#: platform/android/export/export.cpp
+#, fuzzy
msgid "Debug Keystore Pass"
-msgstr ""
+msgstr "Keystore di Debug Pass"
#: platform/android/export/export.cpp
msgid "Force System User"
@@ -18521,23 +18468,23 @@ msgstr "Forza Utente System"
#: platform/android/export/export.cpp
msgid "Shutdown ADB On Exit"
-msgstr ""
+msgstr "Spegni ADB In Uscita"
#: platform/android/export/export_plugin.cpp
msgid "Launcher Icons"
-msgstr ""
+msgstr "Icone del Launcher"
#: platform/android/export/export_plugin.cpp
msgid "Main 192 X 192"
-msgstr ""
+msgstr "Principale 192 X 192"
#: platform/android/export/export_plugin.cpp
msgid "Adaptive Foreground 432 X 432"
-msgstr ""
+msgstr "Primo Piano Adattivo 432 X 432"
#: platform/android/export/export_plugin.cpp
msgid "Adaptive Background 432 X 432"
-msgstr ""
+msgstr "Sfondo Adattivo 432 X 432"
#: platform/android/export/export_plugin.cpp
msgid "Package name is missing."
@@ -18569,9 +18516,8 @@ msgid "The package must have at least one '.' separator."
msgstr "Il pacchetto deve avere almeno un \".\" separatore."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Custom Build"
-msgstr "Utilizza Build Personalizzata"
+msgstr "Build Personalizzata"
#: platform/android/export/export_plugin.cpp
msgid "Use Custom Build"
@@ -18590,22 +18536,20 @@ msgid "Target SDK"
msgstr "Target SDK"
#: platform/android/export/export_plugin.cpp platform/iphone/export/export.cpp
-#, fuzzy
msgid "Architectures"
-msgstr "Architettura"
+msgstr "Architetture"
#: platform/android/export/export_plugin.cpp
msgid "Keystore"
msgstr "Archivio Chiavi"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Debug User"
-msgstr "Debugger"
+msgstr "User di Debug"
#: platform/android/export/export_plugin.cpp platform/uwp/export/export.cpp
msgid "Debug Password"
-msgstr ""
+msgstr "Password di Debug"
#: platform/android/export/export_plugin.cpp
msgid "Release User"
@@ -18617,7 +18561,7 @@ msgstr "Password Di Rilascio"
#: platform/android/export/export_plugin.cpp
msgid "One Click Deploy"
-msgstr ""
+msgstr "Distribuzione con un Click"
#: platform/android/export/export_plugin.cpp
msgid "Clear Previous Install"
@@ -18636,9 +18580,8 @@ msgid "Unique Name"
msgstr "Nome Unico"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Signed"
-msgstr "Segnale"
+msgstr "Firmato"
#: platform/android/export/export_plugin.cpp
msgid "Classify As Game"
@@ -18669,50 +18612,45 @@ msgid "XR Mode"
msgstr "Modalità XR"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Hand Tracking"
-msgstr "Impacchettando"
+msgstr "Tracciamento della Mano"
#: platform/android/export/export_plugin.cpp
msgid "Hand Tracking Frequency"
-msgstr ""
+msgstr "Frequenza Tracciamento della Mano"
#: platform/android/export/export_plugin.cpp
msgid "Passthrough"
-msgstr "Passthrough"
+msgstr "Passaggio"
#: platform/android/export/export_plugin.cpp
msgid "Immersive Mode"
msgstr "Modalità Immersiva"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Support Small"
-msgstr "Supporta"
+msgstr "Supporta Piccolo"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Support Normal"
-msgstr "Supporta"
+msgstr "Supporta Normale"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Support Large"
-msgstr "Supporta"
+msgstr "Supporta Grande"
#: platform/android/export/export_plugin.cpp
#, fuzzy
msgid "Support Xlarge"
-msgstr "Supporta"
+msgstr "Supporta Extra-Grande"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "User Data Backup"
-msgstr "Interfaccia Utente"
+msgstr "Backup Dati Utente"
#: platform/android/export/export_plugin.cpp
msgid "Allow"
-msgstr ""
+msgstr "Permetti"
#: platform/android/export/export_plugin.cpp platform/uwp/export/export.cpp
msgid "Command Line"
@@ -18728,7 +18666,7 @@ msgstr "Espansione APK"
#: platform/android/export/export_plugin.cpp
msgid "Salt"
-msgstr ""
+msgstr "Sale"
#: platform/android/export/export_plugin.cpp
msgid "Public Key"
@@ -18852,6 +18790,7 @@ msgid "Invalid package name:"
msgstr "Nome del pacchetto non valido:"
#: platform/android/export/export_plugin.cpp
+#, fuzzy
msgid ""
"Invalid \"GodotPaymentV3\" module included in the \"android/modules\" "
"project setting (changed in Godot 3.2.2).\n"
@@ -18859,26 +18798,29 @@ msgid ""
"Note that the singleton was also renamed from \"GodotPayments\" to "
"\"GodotGooglePlayBilling\"."
msgstr ""
+"Invalido modulo \"GodotPaymentV3\" incluso nelle impostazioni progetto "
+"\"android/modules\" (cambiato in Godot 3.2.2).\n"
+"Rimpiazzalo con il plugin di prime parti \"GodotGooglePlayBilling\".\n"
+"Da notare che il singleton è stato rinominato da \"GodotPayments\" a "
+"\"GodotGooglePlayBilling\"."
#: platform/android/export/export_plugin.cpp
msgid "\"Use Custom Build\" must be enabled to use the plugins."
msgstr "Per utilizzare i plugin \"Use Custom Build\" deve essere abilitato."
#: 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\" è valido solo quando \"Xr Mode\" è impostato su \"Oculus "
-"Mobile VR\"."
+"\"Tracciamento della Mano\" è valido solo quando \"Modalità XR\" è impostato "
+"su \"Oculus Mobile VrApi\" o \"OpenXR\"."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "\"Passthrough\" is only valid when \"XR Mode\" is \"OpenXR\"."
msgstr ""
-"\"Hand Tracking\" è valido solo quando \"Xr Mode\" è impostato su \"Oculus "
-"Mobile VR\"."
+"\"Oltrepassaggio\" è valido solo quando \"Modalità XR\" è impostato su "
+"\"OpenXR\"."
#: platform/android/export/export_plugin.cpp
msgid "\"Export AAB\" is only valid when \"Use Custom Build\" is enabled."
@@ -18886,52 +18828,60 @@ msgstr ""
"\"Export AAB\" è valido soltanto quanto \"Use Custom Build\" è abilitato."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid ""
"\"Min SDK\" can only be overridden when \"Use Custom Build\" is enabled."
msgstr ""
-"\"Export AAB\" è valido soltanto quanto \"Use Custom Build\" è abilitato."
+"\"Min SDK\" può essere sovrascritto solo se \"Utilizza Build "
+"Personalizzata\" è abilitato."
#: platform/android/export/export_plugin.cpp
msgid "\"Min SDK\" should be a valid integer, but got \"%s\" which is invalid."
msgstr ""
+"\"Min SDK\" dovrebbe essere un intero valido, ma si è ottenuto \"%s\" che è "
+"invalido."
#: 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\" non può essere più basso di %d, che è la versione richiesta "
+"dalla libreria Godot."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid ""
"\"Target SDK\" can only be overridden when \"Use Custom Build\" is enabled."
msgstr ""
-"\"Export AAB\" è valido soltanto quanto \"Use Custom Build\" è abilitato."
+"\"Target SDK\" può essere sovrascritto solo se \"Utilizza Build "
+"Personalizzata\" è abilitato."
#: platform/android/export/export_plugin.cpp
msgid ""
"\"Target SDK\" should be a valid integer, but got \"%s\" which is invalid."
msgstr ""
+"\"Target SDK\" dovrebbe essere un intero valido, ma si è ottenuto \"%s\" che "
+"è invalido."
#: 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 è più alto della versione di default %d. Questo potrebbe "
+"funzionare, ma non è stato testato e potrebbe essere instabile."
#: platform/android/export/export_plugin.cpp
msgid "\"Target SDK\" version must be greater or equal to \"Min SDK\" version."
msgstr ""
+"La versione di \"Target SDK\" dovrebbe essere maggiore o uguale della "
+"versione di \"Min SDK\"."
#: platform/android/export/export_plugin.cpp platform/osx/export/export.cpp
#: platform/windows/export/export.cpp
-#, fuzzy
msgid "Code Signing"
-msgstr "Segnale"
+msgstr "Firmatura Codice"
#: 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."
@@ -18941,7 +18891,7 @@ msgstr ""
#: platform/android/export/export_plugin.cpp
msgid "Signing debug %s..."
-msgstr ""
+msgstr "Firmando debug %s..."
#: platform/android/export/export_plugin.cpp
msgid "Signing release %s..."
@@ -18952,7 +18902,6 @@ msgid "Could not find keystore, unable to export."
msgstr "Non è stato possibile trovare keystore, impossible esportare."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Could not start apksigner executable."
msgstr "Non è stato possibile avviare l'eseguibile apksigner."
@@ -18969,7 +18918,6 @@ msgid "'apksigner' verification of %s failed."
msgstr "Verifica 'apksigner' di %s non riuscita."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Exporting for Android"
msgstr "Esportazione per Android"
@@ -19000,25 +18948,22 @@ msgstr ""
"\"Progetto\"."
#: 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 ""
-"Versione build di Android non coerente: Template installato: %s, Versione "
-"Godot: %s. Per favore, reinstalla il build template di Android dal menu "
-"\"Progetto\"."
+"La Versione build di Android non corrisponde: Template installato: %s, "
+"Versione Godot: %s. Per favore, reinstalla il build template di Android dal "
+"menu \"Progetto\"."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid ""
"Unable to overwrite res://android/build/res/*.xml files with project name."
msgstr ""
"Impossibile sovrascrivere i file res://android/build/res/*.xml con il nome "
-"del progetto"
+"del progetto."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Could not export project files to gradle project."
msgstr "Impossibile esportare i file del progetto in un progetto gradle."
@@ -19031,7 +18976,6 @@ msgid "Building Android Project (gradle)"
msgstr "Compilazione di un progetto Android (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."
@@ -19053,38 +18997,35 @@ msgstr ""
"directory del progetto gradle per gli output."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Package not found: \"%s\"."
-msgstr "Pacchetto non trovato: \"%s\""
+msgstr "Pacchetto non trovato: \"%s\"."
#: platform/android/export/export_plugin.cpp
msgid "Creating APK..."
msgstr "Creazione APK..."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Could not find template APK to export: \"%s\"."
msgstr "Impossibile trovare il template APK per l'esportazione: \"%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 ""
"Librerie mancanti nel modello di esportazione per le architetture "
-"selezionate: %s. Creare un modello con tutte le librerie richieste o "
-"deselezionare le architetture mancanti nella preimpostazione di esportazione."
+"selezionate: %s. Per favore creare un modello con tutte le librerie "
+"richieste, o deselezionare le architetture mancanti nella preimpostazione di "
+"esportazione."
#: platform/android/export/export_plugin.cpp
msgid "Adding files..."
msgstr "Aggiungendo file..."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Could not export project files."
-msgstr "Impossibile esportare i file del progetto"
+msgstr "Impossibile esportare i file del progetto."
#: platform/android/export/export_plugin.cpp
msgid "Aligning APK..."
@@ -19104,243 +19045,225 @@ msgstr "Il carattere \"%s\" non è consentito nell'Identificatore."
#: platform/iphone/export/export.cpp
msgid "Landscape Launch Screens"
-msgstr ""
+msgstr "Schermate di avvio Panorama"
#: 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"
-msgstr ""
+msgstr "Schermate di avvio Ritratto"
#: 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
+#, fuzzy
msgid "App Store Team ID"
-msgstr ""
+msgstr "ID App Store Team"
#: platform/iphone/export/export.cpp
msgid "Provisioning Profile UUID Debug"
-msgstr ""
+msgstr "Profilo di provisioning UUID Debug"
#: platform/iphone/export/export.cpp
+#, fuzzy
msgid "Code Sign Identity Debug"
-msgstr ""
+msgstr "Firma Codice Identità di Debug"
#: platform/iphone/export/export.cpp
-#, fuzzy
msgid "Export Method Debug"
-msgstr "Esporta Con Debug"
+msgstr "Metodo di Esportazione Debug"
#: platform/iphone/export/export.cpp
msgid "Provisioning Profile UUID Release"
-msgstr ""
+msgstr "Profilo di provisioning UUID Release"
#: platform/iphone/export/export.cpp
msgid "Code Sign Identity Release"
-msgstr ""
+msgstr "Identità firma del codice Release"
#: platform/iphone/export/export.cpp
-#, fuzzy
msgid "Export Method Release"
-msgstr "Modalità d'Esportazione:"
+msgstr "Metodo di Esportazione Rilascio"
#: platform/iphone/export/export.cpp
msgid "Targeted Device Family"
-msgstr ""
+msgstr "Famiglia di dispositivi selezionata"
#: 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
-#, fuzzy
msgid "Identifier"
-msgstr "Identificatore non valido:"
+msgstr "Identificatore"
#: platform/iphone/export/export.cpp platform/osx/export/export.cpp
-#, fuzzy
msgid "Signature"
-msgstr "Segnale"
+msgstr "Firma"
#: platform/iphone/export/export.cpp platform/osx/export/export.cpp
-#, fuzzy
msgid "Short Version"
-msgstr "Versione"
+msgstr "Versione Corta"
#: platform/iphone/export/export.cpp platform/osx/export/export.cpp
#: platform/windows/export/export.cpp
-#, fuzzy
msgid "Copyright"
-msgstr "In Alto A Destra"
+msgstr "Copyright"
#: platform/iphone/export/export.cpp
-#, fuzzy
msgid "Capabilities"
-msgstr "Compatibilità"
+msgstr "Possibilità"
#: platform/iphone/export/export.cpp
-#, fuzzy
msgid "Access Wi-Fi"
-msgstr "Accedi"
+msgstr "Accesso al Wi-Fi"
#: platform/iphone/export/export.cpp
-#, fuzzy
msgid "Push Notifications"
-msgstr "Rotazione Casuale:"
+msgstr "Notifiche Push"
#: platform/iphone/export/export.cpp
-#, fuzzy
msgid "User Data"
-msgstr "Interfaccia Utente"
+msgstr "Dati Utente"
#: platform/iphone/export/export.cpp
msgid "Accessible From Files App"
-msgstr ""
+msgstr "Accessibile dall'Applicazione File"
#: platform/iphone/export/export.cpp
msgid "Accessible From iTunes Sharing"
-msgstr ""
+msgstr "Accessibile dalla condivisione di iTunes"
#: platform/iphone/export/export.cpp platform/osx/export/export.cpp
-#, fuzzy
msgid "Privacy"
-msgstr "Tasto Fisico"
+msgstr "Privacy"
#: platform/iphone/export/export.cpp platform/osx/export/export.cpp
-#, fuzzy
msgid "Camera Usage Description"
-msgstr "Descrizione"
+msgstr "Descrizione Utilizzo Camera"
#: platform/iphone/export/export.cpp platform/osx/export/export.cpp
-#, fuzzy
msgid "Microphone Usage Description"
-msgstr "Descrizioni delle proprietà"
+msgstr "Descrizione Utilizzo Microfono"
#: platform/iphone/export/export.cpp
#, fuzzy
msgid "Photolibrary Usage Description"
-msgstr "Descrizioni delle proprietà"
+msgstr "Descrizione Utilizzo Fotolibreria"
#: platform/iphone/export/export.cpp
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"
-msgstr ""
+msgstr "iPad 167 x 167"
#: platform/iphone/export/export.cpp
msgid "App Store 1024 X 1024"
-msgstr ""
+msgstr "App Store 1024 x 1024"
#: platform/iphone/export/export.cpp
msgid "Spotlight 40 X 40"
-msgstr ""
+msgstr "Spotlight 40 X 40"
#: platform/iphone/export/export.cpp
msgid "Spotlight 80 X 80"
-msgstr ""
+msgstr "Spotlight 80 X 80"
#: platform/iphone/export/export.cpp
msgid "Storyboard"
-msgstr ""
+msgstr "Storyboard"
#: platform/iphone/export/export.cpp
msgid "Use Launch Screen Storyboard"
-msgstr ""
+msgstr "Usa schermata di avvio Storyboard"
#: platform/iphone/export/export.cpp
-#, fuzzy
msgid "Image Scale Mode"
-msgstr "Modalità scala"
+msgstr "Modalità di ridimensionamento dell'immagine"
#: platform/iphone/export/export.cpp
-#, fuzzy
msgid "Custom Image @2x"
-msgstr "Immagine Personalizzata"
+msgstr "Immagine Personalizzata @2x"
#: platform/iphone/export/export.cpp
-#, fuzzy
msgid "Custom Image @3x"
-msgstr "Immagine Personalizzata"
+msgstr "Immagine Personalizzata @3x"
#: platform/iphone/export/export.cpp
-#, fuzzy
msgid "Use Custom BG Color"
-msgstr "Taglia nodi"
+msgstr "Utilizza Colore di Sfondo Personalizzato"
#: platform/iphone/export/export.cpp
-#, fuzzy
msgid "Custom BG Color"
-msgstr "Taglia nodi"
+msgstr "Colore di Sfondo Personalizzato"
#: platform/iphone/export/export.cpp
-#, fuzzy
msgid "Export Icons"
-msgstr "Espandi Tutto"
+msgstr "Icone Esportazione"
#: platform/iphone/export/export.cpp platform/javascript/export/export.cpp
#: platform/osx/export/export.cpp
#, fuzzy
msgid "Prepare Templates"
-msgstr "Gestisci i modelli d'esportazione"
+msgstr "Prepara i modelli d'esportazione"
#: platform/iphone/export/export.cpp platform/osx/export/export.cpp
-#, fuzzy
msgid "Export template not found."
-msgstr "Modello di rilascio personalizzato non trovato."
+msgstr "Modello di esportazione non trovato."
#: platform/iphone/export/export.cpp
msgid "App Store Team ID not specified - cannot configure the project."
@@ -19364,122 +19287,110 @@ msgid "Run exported HTML in the system's default browser."
msgstr "Esegui il codice HTML esportato nel browser di sistema predefinito."
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Could not open template for export: \"%s\"."
-msgstr "Impossibile aprire il template per l'esportazione:"
+msgstr "Non è stato possibile aprire il modello per l'esportazione: \"%s\"."
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Invalid export template: \"%s\"."
-msgstr "Template di esportazione non valido:"
+msgstr "Modello di esportazione non valido: \"%s\"."
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Could not write file: \"%s\"."
-msgstr "Impossibile scrivere il file:"
+msgstr "Non è stato possibile scrivere il file: \"%s\"."
#: platform/javascript/export/export.cpp platform/osx/export/export.cpp
-#, fuzzy
msgid "Icon Creation"
-msgstr "Imposta Margine"
+msgstr "Creazione Icona"
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Could not read file: \"%s\"."
-msgstr "Impossibile leggere il file:"
+msgstr "Non è stato possibile leggere il file: \"%s\"."
#: platform/javascript/export/export.cpp
msgid "PWA"
-msgstr ""
+msgstr "PWA"
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Variant"
-msgstr "Separazione:"
+msgstr "Variante"
#: platform/javascript/export/export.cpp
#, fuzzy
msgid "Export Type"
-msgstr "Esporta"
+msgstr "Tipo di Esportazione"
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "VRAM Texture Compression"
-msgstr "Cambia espressione"
+msgstr "Compressione Texture VRAM"
#: platform/javascript/export/export.cpp
msgid "For Desktop"
-msgstr ""
+msgstr "Per il Desktop"
#: platform/javascript/export/export.cpp
msgid "For Mobile"
-msgstr ""
+msgstr "Per dispositivi mobile"
#: platform/javascript/export/export.cpp
msgid "HTML"
-msgstr ""
+msgstr "HTML"
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Export Icon"
-msgstr "Espandi Tutto"
+msgstr "Icona di Esportazione"
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Custom HTML Shell"
-msgstr "Taglia nodi"
+msgstr "Shell HTML Personalizzato"
#: platform/javascript/export/export.cpp
msgid "Head Include"
-msgstr ""
+msgstr "Includi head"
#: platform/javascript/export/export.cpp
msgid "Canvas Resize Policy"
-msgstr ""
+msgstr "Regole di ridimensionamento canvas"
#: platform/javascript/export/export.cpp
msgid "Focus Canvas On Start"
-msgstr ""
+msgstr "Evidenzia Canvas all'avvio"
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Experimental Virtual Keyboard"
-msgstr "Filtra segnali"
+msgstr "Tastiera Virtuale Sperimentale"
#: platform/javascript/export/export.cpp
msgid "Progressive Web App"
-msgstr ""
+msgstr "Applicazione Web progressiva"
#: platform/javascript/export/export.cpp
msgid "Offline Page"
-msgstr ""
+msgstr "Pagina Offline"
#: platform/javascript/export/export.cpp
msgid "Icon 144 X 144"
-msgstr ""
+msgstr "Icona 144 x 144"
#: platform/javascript/export/export.cpp
msgid "Icon 180 X 180"
-msgstr ""
+msgstr "Icona 180 x 180"
#: platform/javascript/export/export.cpp
msgid "Icon 512 X 512"
-msgstr ""
+msgstr "Icona 512 x 512"
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Could not read HTML shell: \"%s\"."
-msgstr "Impossibile leggere la shell HTML:"
+msgstr "Non è stato possibile leggere lo shell HTML: \"%s\"."
#: platform/javascript/export/export.cpp
#, fuzzy
msgid "Could not create HTTP server directory: %s."
-msgstr "Impossibile creare la directory per il server HTTP:"
+msgstr "Impossibile creare la cartella per il server HTTP: %s."
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Error starting HTTP server: %d."
-msgstr "Errore all'avvio del server HTTP:"
+msgstr "Errore all'avvio del server HTTP: %d."
#: platform/javascript/export/export.cpp
msgid "Web"
@@ -19487,69 +19398,63 @@ msgstr "Web"
#: platform/javascript/export/export.cpp
msgid "HTTP Host"
-msgstr ""
+msgstr "Host HTTP"
#: platform/javascript/export/export.cpp
msgid "HTTP Port"
-msgstr ""
+msgstr "Porta HTTP"
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Use SSL"
-msgstr "Usa Scatto"
+msgstr "Usa SSL"
#: platform/javascript/export/export.cpp
msgid "SSL Key"
-msgstr ""
+msgstr "Chiave SSL"
#: platform/osx/export/codesign.cpp
msgid "Can't get filesystem access."
-msgstr ""
+msgstr "Non si può avere accesso al filesystem."
#: platform/osx/export/codesign.cpp
msgid "Failed to get Info.plist hash."
-msgstr ""
+msgstr "Recupero dell'hash di Info.plist fallito."
#: platform/osx/export/codesign.cpp
-#, fuzzy
msgid "Invalid Info.plist, no exe name."
-msgstr "Nome del progetto non valido."
+msgstr "Invalido Info.plist, nessun nome exe."
#: platform/osx/export/codesign.cpp
msgid "Invalid Info.plist, no bundle id."
-msgstr ""
+msgstr "Info.plist invalido, nessun bundle id."
#: platform/osx/export/codesign.cpp
-#, fuzzy
msgid "Invalid Info.plist, can't load."
-msgstr "Geometria non valida, impossibile creare il poligono."
+msgstr "Info.plist non valido, impossibile caricare."
#: platform/osx/export/codesign.cpp
-#, fuzzy
msgid "Failed to create \"%s\" subfolder."
-msgstr "Impossibile creare la cartella."
+msgstr "Impossibile creare la sottocartella \"%s\"."
#: platform/osx/export/codesign.cpp
msgid "Failed to extract thin binary."
-msgstr ""
+msgstr "Estrazione del file binario fallito."
#: platform/osx/export/codesign.cpp
-#, fuzzy
msgid "Invalid binary format."
-msgstr "Percorso di base non valido."
+msgstr "Formato eseguibile non valido."
#: platform/osx/export/codesign.cpp
msgid "Already signed!"
-msgstr ""
+msgstr "Già firmato!"
#: platform/osx/export/codesign.cpp
-#, fuzzy
msgid "Failed to process nested resources."
-msgstr "Caricamento della risorsa fallito."
+msgstr "Elaborazione risorse nidificate fallito."
#: platform/osx/export/codesign.cpp
msgid "Failed to create _CodeSignature subfolder."
-msgstr ""
+msgstr "Creazione sottocartella _CodeSignature fallita."
#: platform/osx/export/codesign.cpp
#, fuzzy
@@ -19557,53 +19462,48 @@ msgid "Failed to get CodeResources hash."
msgstr "Caricamento della risorsa fallito."
#: platform/osx/export/codesign.cpp platform/osx/export/export.cpp
-#, fuzzy
msgid "Invalid entitlements file."
-msgstr "Estensione non valida."
+msgstr "File di permessi non valido."
#: platform/osx/export/codesign.cpp
-#, fuzzy
msgid "Invalid executable file."
-msgstr "Estensione non valida."
+msgstr "File eseguibile non valido."
#: platform/osx/export/codesign.cpp
msgid "Can't resize signature load command."
-msgstr ""
+msgstr "Impossibile ridimensionare il comando caricamento firma."
#: platform/osx/export/codesign.cpp
msgid "Failed to create fat binary."
-msgstr ""
+msgstr "Creazione del file binario fat fallito."
#: platform/osx/export/codesign.cpp
msgid "Unknown bundle type."
-msgstr ""
+msgstr "Tipo di bundle sconosciuto."
#: platform/osx/export/codesign.cpp
msgid "Unknown object type."
-msgstr ""
+msgstr "Tipo di oggetto sconosciuto."
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "App Category"
-msgstr "Categoria:"
+msgstr "Categoria Applicazione"
#: platform/osx/export/export.cpp
msgid "High Res"
-msgstr ""
+msgstr "Alta Risoluzione"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Location Usage Description"
-msgstr "Descrizione"
+msgstr "Descrizione d'uso Posizione"
#: platform/osx/export/export.cpp
msgid "Address Book Usage Description"
-msgstr ""
+msgstr "Descrizione d'uso Rubrica"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Calendar Usage Description"
-msgstr "Descrizione"
+msgstr "Descrizione d'uso Calendario"
#: platform/osx/export/export.cpp
#, fuzzy
@@ -19611,37 +19511,33 @@ msgid "Photos Library Usage Description"
msgstr "Descrizioni delle proprietà"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Desktop Folder Usage Description"
-msgstr "Descrizioni del metodo"
+msgstr "Descrizione d'uso Cartella Desktop"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Documents Folder Usage Description"
-msgstr "Descrizioni del metodo"
+msgstr "Descrizione d'uso Cartella Documenti"
#: platform/osx/export/export.cpp
msgid "Downloads Folder Usage Description"
-msgstr ""
+msgstr "Descrizione d'uso Cartella Downloads"
#: platform/osx/export/export.cpp
msgid "Network Volumes Usage Description"
-msgstr ""
+msgstr "Descrizione d'uso Volumi di Rete"
#: platform/osx/export/export.cpp
msgid "Removable Volumes Usage Description"
-msgstr ""
+msgstr "Descrizione d'uso Volumi Rimovibili"
#: platform/osx/export/export.cpp platform/windows/export/export.cpp
-#, fuzzy
msgid "Codesign"
-msgstr "Nodo"
+msgstr "Firma del codice"
#: platform/osx/export/export.cpp platform/uwp/export/export.cpp
#: platform/windows/export/export.cpp
-#, fuzzy
msgid "Identity"
-msgstr "Indenta"
+msgstr "Identità"
#: platform/osx/export/export.cpp platform/windows/export/export.cpp
#, fuzzy
@@ -19653,59 +19549,52 @@ msgid "Hardened Runtime"
msgstr ""
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Replace Existing Signature"
-msgstr "Sostituisci nei file"
+msgstr "Sostituisci firma esistente"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Entitlements"
-msgstr "Gizmos"
+msgstr "Permessi"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Custom File"
-msgstr "Taglia nodi"
+msgstr "File Personalizzato"
#: platform/osx/export/export.cpp
msgid "Allow JIT Code Execution"
-msgstr ""
+msgstr "Consenti l'esecuzione di codice JIT"
#: platform/osx/export/export.cpp
msgid "Allow Unsigned Executable Memory"
-msgstr ""
+msgstr "Consenti memoria eseguibile non firmata"
#: platform/osx/export/export.cpp
msgid "Allow Dyld Environment Variables"
-msgstr ""
+msgstr "Consenti variabili d'ambiente Dyld"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Disable Library Validation"
-msgstr "Pulsante disabilitato"
+msgstr "Disabilita Convalida Libreria"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Audio Input"
-msgstr "Aggiungi Input"
+msgstr "Ingresso Audio"
#: platform/osx/export/export.cpp
msgid "Address Book"
-msgstr ""
+msgstr "Rubrica"
#: platform/osx/export/export.cpp
msgid "Calendars"
-msgstr ""
+msgstr "Calendari"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Photos Library"
-msgstr "Esporta Libreria"
+msgstr "Libreria Foto"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Apple Events"
-msgstr "Aggiungi Evento"
+msgstr "Eventi Apple"
#: platform/osx/export/export.cpp
#, fuzzy
@@ -19714,60 +19603,51 @@ msgstr "Debug"
#: platform/osx/export/export.cpp
msgid "App Sandbox"
-msgstr ""
+msgstr "Applicazione Sandbox"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Network Server"
-msgstr "Peer di Rete"
+msgstr "Server di Rete"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Network Client"
-msgstr "Peer di Rete"
+msgstr "Client di Rete"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Device USB"
-msgstr "Dispositivo"
+msgstr "Dispositivo USB"
#: platform/osx/export/export.cpp
msgid "Device Bluetooth"
-msgstr ""
+msgstr "Dispositivo Bluetooth"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Files Downloads"
-msgstr "Scarica"
+msgstr "File scaricati"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Files Pictures"
-msgstr "Funzionalità"
+msgstr "File Immagini"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Files Music"
-msgstr "Files"
+msgstr "File Audio"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Files Movies"
-msgstr "Filtra tiles"
+msgstr "File Video"
#: platform/osx/export/export.cpp platform/windows/export/export.cpp
-#, fuzzy
msgid "Custom Options"
-msgstr "Opzioni Bus"
+msgstr "Opzioni personalizzate"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Notarization"
-msgstr "Localizzazione"
+msgstr "Autenticazione"
#: platform/osx/export/export.cpp
msgid "Apple ID Name"
-msgstr ""
+msgstr "Nome Apple ID"
#: platform/osx/export/export.cpp
#, fuzzy
@@ -19789,9 +19669,8 @@ msgid "Could not start xcrun executable."
msgstr "Impossibile avviare l'eseguibile xcrun."
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Notarization failed."
-msgstr "Localizzazione"
+msgstr "Autenticazione fallita."
#: platform/osx/export/export.cpp
msgid "Notarization request UUID: \"%s\""
@@ -19802,22 +19681,30 @@ msgid ""
"The notarization process generally takes less than an hour. When the process "
"is completed, you'll receive an email."
msgstr ""
+"Il processo di autenticazione impiega generalmente meno di un'ora. Riceverai "
+"una email quando il processo sarà concluso."
#: platform/osx/export/export.cpp
msgid ""
"You can check progress manually by opening a Terminal and running the "
"following command:"
msgstr ""
+"Puoi controllare manualmente l'avanzamento aprendo il Terminale e lanciando "
+"il seguente comando:"
#: platform/osx/export/export.cpp
msgid ""
"Run the following command to staple the notarization ticket to the exported "
"application (optional):"
msgstr ""
+"Lancia il seguente comando per agganciare il ticket di notarizzazione "
+"all'applicazione esportata (opzionale):"
#: platform/osx/export/export.cpp
msgid "Timestamping is not compatible with ad-hoc signature, and was disabled!"
msgstr ""
+"La visualizzazione dell'orario non è compatibile con la firma ad-hoc, ed è "
+"stata disabilitata!"
#: platform/osx/export/export.cpp
msgid ""
@@ -19826,17 +19713,19 @@ msgstr ""
#: platform/osx/export/export.cpp
msgid "Built-in CodeSign failed with error \"%s\"."
-msgstr ""
+msgstr "Firma del codice incorporata fallita con errore \"%s\"."
#: platform/osx/export/export.cpp
msgid "Built-in CodeSign require regex module."
-msgstr ""
+msgstr "La firma del codice incorporata richiede il modulo regex."
#: platform/osx/export/export.cpp
msgid ""
"Could not start codesign executable, make sure Xcode command line tools are "
"installed."
msgstr ""
+"Non è stato possibile lanciare l'eseguibile di firma del codice, controllare "
+"che gli strumenti da linea di comando di Xcode siano installati."
#: platform/osx/export/export.cpp platform/windows/export/export.cpp
#, fuzzy
@@ -19851,11 +19740,12 @@ msgstr "Errore nel salvataggio del file: %s"
#: platform/osx/export/export.cpp
msgid "Relative symlinks are not supported, exported \"%s\" might be broken!"
msgstr ""
+"I link simbolici relativi non sono supportati, \"%s\" esportato potrebbe "
+"essere danneggiato!"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "DMG Creation"
-msgstr "Direzione"
+msgstr "Creazione del DMG"
#: platform/osx/export/export.cpp
#, fuzzy
@@ -19864,79 +19754,83 @@ msgstr "Impossibile avviare l'eseguibile hdiutil."
#: platform/osx/export/export.cpp
msgid "`hdiutil create` failed - file exists."
-msgstr ""
+msgstr "`hdutil create` fallito - Il file già esiste."
#: platform/osx/export/export.cpp
msgid "`hdiutil create` failed."
-msgstr ""
+msgstr "`hdutil create` fallito."
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Creating app bundle"
-msgstr "Creando la miniatura"
+msgstr "Creando il pacchetto dell'app"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Could not find template app to export: \"%s\"."
-msgstr "Impossibile trovare il template dell'app per l'esportazione:"
+msgstr "Impossibile trovare il template dell'app per l'esportazione:\"%s\"."
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Invalid export format."
-msgstr "Template di esportazione non valido:"
+msgstr "Formato di esportazione invalido."
#: platform/osx/export/export.cpp
msgid ""
"Relative symlinks are not supported on this OS, the exported project might "
"be broken!"
msgstr ""
+"I link simbolici relativi non sono supportati in questo Sistema Operativo, "
+"il progetto esportato potrebbe essere danneggiato!"
#: platform/osx/export/export.cpp
msgid ""
"Requested template binary \"%s\" not found. It might be missing from your "
"template archive."
msgstr ""
+"Il modello di eseguibile \"%s\" richiesto non è stato trovato. Potrebbe "
+"essere mancante dal tuo archivio dei modelli."
#: platform/osx/export/export.cpp
msgid "Making PKG"
-msgstr ""
+msgstr "Creando il PKG"
#: platform/osx/export/export.cpp
msgid ""
"Ad-hoc signed applications require the 'Disable Library Validation' "
"entitlement to load dynamic libraries."
msgstr ""
+"Le applicazioni firmate ad-hoc richiedono il permesso \"Disabilita verifica "
+"libreria\" per caricare le librerie dinamiche."
#: platform/osx/export/export.cpp
msgid "Code signing bundle"
-msgstr ""
+msgstr "Pacchetto di firma del codice"
#: platform/osx/export/export.cpp
msgid "Making DMG"
-msgstr ""
+msgstr "Creando il DMG"
#: platform/osx/export/export.cpp
msgid "Code signing DMG"
-msgstr ""
+msgstr "Firmando il codice DMG"
#: platform/osx/export/export.cpp
msgid "Making ZIP"
-msgstr ""
+msgstr "Creando lo ZIP"
#: platform/osx/export/export.cpp
msgid ""
"Notarization requires the app to be archived first, select the DMG or ZIP "
"export format instead."
msgstr ""
+"La notarizazzione richiede che l'app sia prima archiviata, seleziona invece "
+"il formato di esportazione DMG o ZIP."
#: platform/osx/export/export.cpp
msgid "Sending archive for notarization"
-msgstr ""
+msgstr "Inviando l'archivio per l'autenticazione"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "ZIP Creation"
-msgstr "Proiezione"
+msgstr "Creazione dello ZIP"
#: platform/osx/export/export.cpp
#, fuzzy
@@ -19952,16 +19846,22 @@ msgid ""
"Warning: Built-in \"codesign\" is selected in the Editor Settings. Code "
"signing is limited to ad-hoc signature only."
msgstr ""
+"Warning: \"firma del codice\" integrato è selezionato nelle impostazioni "
+"dell'editor. La firma del codice è limitata solo alle firme ad-hoc."
#: 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 ""
+"Warning: gli strumenti da linea di comando di Xcode non sono installati, "
+"usando la \"firma del codice\" integrata. La firma del codice è limitata "
+"solo alle firme ad-hoc."
#: platform/osx/export/export.cpp
msgid "Notarization: Notarization with an ad-hoc signature is not supported."
msgstr ""
+"Autenticazione: L'autenticazione con una firma ad-hoc non è supportata."
#: platform/osx/export/export.cpp
#, fuzzy
@@ -19991,12 +19891,16 @@ msgid ""
"Warning: Notarization is disabled. The exported project will be blocked by "
"Gatekeeper if it's downloaded from an unknown source."
msgstr ""
+"Warning: l'autenticazione è disabilitata. Il progetto esportato sarà "
+"bloccato dal Gatekeeper is è scaricato da una sorgente sconosciuta."
#: 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 firma del codice è disabilitata. Il progetto esportato non verrà eseguito "
+"su Mac con Gatekeeper abilitato e Mac alimentati da Apple Silicon."
#: platform/osx/export/export.cpp
msgid ""
@@ -20008,23 +19912,32 @@ msgstr ""
msgid ""
"Timestamping is not compatible with ad-hoc signature, and will be disabled!"
msgstr ""
+"La stampa dell'ora non è compatibile con la firma ad-hoc, e sarà "
+"disabilitata!"
#: platform/osx/export/export.cpp
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 ""
+"Warning: la notarizzazione non è supportata da questo Sistema Operativo. Il "
+"progetto esportato sarà bloccato da Gatekeeper se è scaricato da una "
+"sorgente sconosciuta."
#: platform/osx/export/export.cpp
msgid ""
"Privacy: Microphone access is enabled, but usage description is not "
"specified."
msgstr ""
+"Privacy: L'accesso al microfono è abilitato, ma la descrizione dell'uso non "
+"è specificata."
#: platform/osx/export/export.cpp
msgid ""
"Privacy: Camera access is enabled, but usage description is not specified."
msgstr ""
+"Privacy: L'accesso alla Camera è abilitato, ma la descrizione d'uso non è "
+"specificata."
#: platform/osx/export/export.cpp
msgid ""
@@ -20062,6 +19975,7 @@ msgid "Architecture"
msgstr "Architettura"
#: platform/uwp/export/export.cpp
+#, fuzzy
msgid "Display Name"
msgstr "Nome Display"
@@ -20123,7 +20037,7 @@ msgstr "Cambia espressione"
#: platform/uwp/export/export.cpp
msgid "Landscape"
-msgstr ""
+msgstr "Panorama"
#: platform/uwp/export/export.cpp
#, fuzzy
@@ -20200,6 +20114,7 @@ msgid "Invalid package unique name."
msgstr "Nome univoco del pacchetto non valido."
#: platform/uwp/export/export.cpp
+#, fuzzy
msgid "Invalid package publisher display name."
msgstr "Nome visualizzato del publisher del pacchetto invalido."
@@ -20262,9 +20177,8 @@ msgid "UWP"
msgstr "UWP"
#: platform/uwp/export/export.cpp platform/windows/export/export.cpp
-#, fuzzy
msgid "Signtool"
-msgstr "Signtool"
+msgstr "Strumento di segno"
#: platform/uwp/export/export.cpp
msgid "Debug Certificate"
@@ -20440,7 +20354,7 @@ msgstr "Osslsigncode"
#: platform/windows/export/export.cpp
msgid "Wine"
-msgstr "Wine"
+msgstr "Vino"
#: platform/x11/export/export.cpp
msgid "32-bit executables cannot have embedded data >= 4 GiB."
@@ -20458,13 +20372,13 @@ msgid ""
"order for AnimatedSprite to display frames."
msgstr ""
"Una risorsa SpriteFrames deve essere creata o impostata nella proprietà "
-"\"Frames\" per permettere a AnimatedSprite di visualizzare i frame."
+"\"Frames\" per permettere all'AnimatedSprite di visualizzare i frame."
#: scene/2d/animated_sprite.cpp scene/2d/cpu_particles_2d.cpp
#: scene/2d/particles_2d.cpp scene/3d/cpu_particles.cpp scene/3d/particles.cpp
#, fuzzy
msgid "Speed Scale"
-msgstr "Scala"
+msgstr "Scala della velocità"
#: scene/2d/animated_sprite.cpp scene/2d/audio_stream_player_2d.cpp
#: scene/3d/audio_stream_player_3d.cpp scene/3d/sprite_3d.cpp
@@ -20516,7 +20430,7 @@ msgstr "Genera punti"
#: scene/2d/area_2d.cpp scene/3d/area.cpp
#, fuzzy
msgid "Gravity Distance Scale"
-msgstr "Istanza"
+msgstr "Scala della distanza della gravità"
#: scene/2d/area_2d.cpp scene/3d/area.cpp
#, fuzzy
@@ -20559,7 +20473,7 @@ msgstr "Volume"
#: servers/audio/effects/audio_effect_pitch_shift.cpp
#, fuzzy
msgid "Pitch Scale"
-msgstr "Scala"
+msgstr "Scala del tono"
#: 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
@@ -21389,7 +21303,6 @@ msgid "Antialiased"
msgstr "Inizializza"
#: scene/2d/multimesh_instance_2d.cpp scene/3d/multimesh_instance.cpp
-#, fuzzy
msgid "Multimesh"
msgstr "Multimesh"
@@ -21484,7 +21397,6 @@ msgstr ""
"poligono."
#: scene/2d/navigation_polygon.cpp
-#, fuzzy
msgid "Navpoly"
msgstr "Navpoly"
@@ -21530,7 +21442,7 @@ msgstr "Scatti relativi"
#: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp
#: scene/resources/default_theme/default_theme.cpp
msgid "Scroll"
-msgstr ""
+msgstr "Scorrere"
#: scene/2d/parallax_background.cpp
#, fuzzy
@@ -21841,7 +21753,7 @@ msgstr ""
#: scene/2d/polygon_2d.cpp
msgid "Invert"
-msgstr ""
+msgstr "Invertire"
#: scene/2d/polygon_2d.cpp
#, fuzzy
@@ -21921,12 +21833,10 @@ msgstr ""
"Skeleton2D e impostane una."
#: scene/2d/sprite.cpp scene/3d/sprite_3d.cpp
-#, fuzzy
msgid "Hframes"
msgstr "Hframes"
#: scene/2d/sprite.cpp scene/3d/sprite_3d.cpp
-#, fuzzy
msgid "Vframes"
msgstr "Vframes"
@@ -22328,9 +22238,8 @@ msgid "Projection"
msgstr "Proiezione"
#: scene/3d/camera.cpp
-#, fuzzy
msgid "FOV"
-msgstr "FOV"
+msgstr "Campo Visivo"
#: scene/3d/camera.cpp
#, fuzzy
@@ -22530,7 +22439,6 @@ msgstr ""
"Per rimuovere questo avviso, disattiva la proprietà Compress di GIProbe."
#: scene/3d/gi_probe.cpp
-#, fuzzy
msgid "Subdiv"
msgstr "Subdiv"
@@ -22597,9 +22505,8 @@ msgstr "Forza Modulazione Bianca"
#: scene/3d/label_3d.cpp scene/resources/default_theme/default_theme.cpp
#: scene/resources/dynamic_font.cpp scene/resources/primitive_meshes.cpp
-#, fuzzy
msgid "Font"
-msgstr "Font"
+msgstr "Carattere"
#: scene/3d/label_3d.cpp scene/resources/primitive_meshes.cpp
#, fuzzy
@@ -22683,7 +22590,6 @@ msgid "Depth Range"
msgstr "Profondità"
#: scene/3d/light.cpp
-#, fuzzy
msgid "Omni"
msgstr "Omni"
@@ -23758,6 +23664,16 @@ msgstr "Errore"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Ordina"
+
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Use AABB Center"
+msgstr "Usa Ambiente"
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Geometry"
@@ -24241,6 +24157,7 @@ msgid "Theme Overrides"
msgstr "Sovrascrizioni"
#: scene/gui/control.cpp
+#, fuzzy
msgid ""
"The Hint Tooltip won't be displayed as the control's Mouse Filter is set to "
"\"Ignore\". To solve this, set the Mouse Filter to \"Stop\" or \"Pass\"."
@@ -24406,7 +24323,7 @@ msgstr "Mostra Ossa"
#: scene/gui/graph_edit.cpp scene/gui/text_edit.cpp
#: scene/resources/default_theme/default_theme.cpp
msgid "Minimap"
-msgstr ""
+msgstr "Minimappa"
#: scene/gui/graph_edit.cpp
msgid "Enable grid minimap."
@@ -25269,9 +25186,8 @@ msgid "Use 32 BPC Depth"
msgstr ""
#: scene/main/scene_tree.cpp
-#, fuzzy
msgid "Default Environment"
-msgstr "Mostra Ambiente"
+msgstr "Ambiente predefinito"
#: scene/main/scene_tree.cpp
msgid ""
@@ -27506,9 +27422,8 @@ msgid "Invalid comparison function for that type."
msgstr "Funzione di confronto non valida per quel tipo."
#: scene/resources/world.cpp
-#, fuzzy
msgid "Fallback Environment"
-msgstr "Mostra Ambiente"
+msgstr "Ambiente di ripiego"
#: scene/resources/world.cpp
#, fuzzy
@@ -27821,9 +27736,8 @@ msgid "Feed"
msgstr ""
#: servers/camera/camera_feed.cpp
-#, fuzzy
msgid "Is Active"
-msgstr "Prospettica"
+msgstr "È attiva"
#: servers/physics/space_sw.cpp servers/physics_2d/space_2d_sw.cpp
msgid "Sleep Threshold Linear"
diff --git a/editor/translations/ja.po b/editor/translations/ja.po
index 2570cb6288..dc17329ba7 100644
--- a/editor/translations/ja.po
+++ b/editor/translations/ja.po
@@ -43,13 +43,17 @@
# fadhliazhari <m.fadhliazhari@gmail.com>, 2022.
# Chia-Hsiang Cheng <cche0109@student.monash.edu>, 2022.
# meko <hirono.yoneyama@outlook.com>, 2022.
+# Fire Dingo <snowsable113@icloud.com>, 2022.
+# Narazaki Shuji <shujinarazaki@protonmail.com>, 2022.
+# ta ko <neji.cion@gmail.com>, 2022.
+# T K <kidaaam@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: 2022-09-27 21:37+0000\n"
-"Last-Translator: nitenook <admin@alterbaum.net>\n"
+"PO-Revision-Date: 2022-12-13 13:21+0000\n"
+"Last-Translator: T K <kidaaam@gmail.com>\n"
"Language-Team: Japanese <https://hosted.weblate.org/projects/godot-engine/"
"godot/ja/>\n"
"Language: ja\n"
@@ -57,7 +61,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 4.14.1\n"
+"X-Generator: Weblate 4.15-dev\n"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Tablet Driver"
@@ -480,7 +484,6 @@ msgid "Pressure"
msgstr "圧力"
#: core/os/input_event.cpp
-#, fuzzy
msgid "Pen Inverted"
msgstr "ペンå転"
@@ -906,9 +909,8 @@ msgid "Resource"
msgstr "リソース"
#: core/resource.cpp
-#, fuzzy
msgid "Local To Scene"
-msgstr "シーンを閉ã˜ã‚‹"
+msgstr "シーンã§å›ºæœ‰"
#: core/resource.cpp editor/dependency_editor.cpp
#: editor/editor_autoload_settings.cpp editor/plugins/path_editor_plugin.cpp
@@ -1050,12 +1052,10 @@ msgid "Scale"
msgstr "スケール"
#: drivers/gles3/rasterizer_scene_gles3.cpp
-#, fuzzy
msgid "Follow Surface"
msgstr "サーフェスをフォローã™ã‚‹"
#: drivers/gles3/rasterizer_scene_gles3.cpp
-#, fuzzy
msgid "Weight Samples"
msgstr "é‡é‡ã‚µãƒ³ãƒ—ル"
@@ -1365,14 +1365,12 @@ msgid "Easing:"
msgstr "イージング:"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "In-Handle:"
-msgstr "ãƒãƒ³ãƒ‰ãƒ«ã‚’設定ã™ã‚‹"
+msgstr "インãƒãƒ³ãƒ‰ãƒ«:"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Out-Handle:"
-msgstr "ãƒãƒ³ãƒ‰ãƒ«ã‚’設定ã™ã‚‹"
+msgstr "アウトãƒãƒ³ãƒ‰ãƒ«:"
#: editor/animation_track_editor.cpp
msgid "Stream:"
@@ -1645,9 +1643,8 @@ msgid ""
msgstr "ã“ã®ã‚ªãƒ—ションã¯å˜ä¸€ãƒˆãƒ©ãƒƒã‚¯ã§ã®ãƒ™ã‚¸ã‚§ç·¨é›†ã§ã¯æ©Ÿèƒ½ã—ã¾ã›ã‚“。"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Anim Add RESET Keys"
-msgstr "アニメーションキーã®æ‹¡ç¸®"
+msgstr "リセットキーã®è¿½åŠ "
#: editor/animation_track_editor.cpp
msgid ""
@@ -3377,7 +3374,6 @@ msgid "ScanSources"
msgstr "スキャンソース"
#: editor/editor_file_system.cpp
-#, fuzzy
msgid ""
"There are multiple importers for different types pointing to file %s, import "
"aborted"
@@ -3600,14 +3596,12 @@ msgid "Checked"
msgstr "ãƒã‚§ãƒƒã‚¯æ¸ˆã¿"
#: editor/editor_inspector.cpp
-#, fuzzy
msgid "Draw Red"
-msgstr "ドローコール:"
+msgstr "赤色ã§æç”»"
#: editor/editor_inspector.cpp
-#, fuzzy
msgid "Keying"
-msgstr "実行"
+msgstr "キーイング"
#: editor/editor_inspector.cpp
msgid "Pin value"
@@ -4340,9 +4334,8 @@ msgid "Update Continuously"
msgstr "継続的ã«æ›´æ–°"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Update Vital Only"
-msgstr "マテリアルã®å¤‰æ›´:"
+msgstr "é‡è¦ãªå¤‰æ›´ç‚¹ã®ã¿ã‚’æ›´æ–°"
#: editor/editor_node.cpp
msgid "Localize Settings"
@@ -4377,12 +4370,10 @@ msgid "Auto Unfold Foreign Scenes"
msgstr "外部シーンã®è‡ªå‹•å±•é–‹"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Horizontal Vector2 Editing"
msgstr "水平ベクトル2編集"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Horizontal Vector Types Editing"
msgstr "水平ベクトルタイプ編集"
@@ -5189,9 +5180,8 @@ msgstr "æ–°è¦ %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 "基底型を変更"
+msgstr "基底型"
#: editor/editor_resource_picker.cpp
msgid "Edited Resource"
@@ -5297,7 +5287,6 @@ msgid "Dim Editor On Dialog Popup"
msgstr "ダイアログã®ãƒãƒƒãƒ—アップ時ã«ã‚¨ãƒ‡ã‚£ã‚¿ãƒ¼ã‚’è–„æš—ãã™ã‚‹"
#: editor/editor_settings.cpp main/main.cpp
-#, fuzzy
msgid "Low Processor Mode Sleep (µsec)"
msgstr "低プロセッサ モード スリープ (マイクロ秒)"
@@ -5307,16 +5296,14 @@ msgid "Unfocused Low Processor Mode Sleep (µsec)"
msgstr "フォーカスã•ã‚Œã¦ã„ãªã„低プロセッサ モード スリープ (マイクロ秒)"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Separate Distraction Mode"
-msgstr "集中モード"
+msgstr "集中モードを分離ã™ã‚‹"
#: editor/editor_settings.cpp
msgid "Automatically Open Screenshots"
msgstr "自動的ã«ã‚¹ã‚¯ãƒªãƒ¼ãƒ³ã‚·ãƒ§ãƒƒãƒˆã‚’é–‹ã"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Max Array Dictionary Items Per Page"
msgstr "ページã‚ãŸã‚Šã®æœ€å¤§é…列辞書項目数"
@@ -5347,7 +5334,6 @@ msgid "Contrast"
msgstr "コントラスト"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Relationship Line Opacity"
msgstr "関係線ã®ä¸é€æ˜Žåº¦"
@@ -5397,9 +5383,8 @@ msgid "Compress Binary Resources"
msgstr "ãƒã‚¤ãƒŠãƒªãƒªã‚½ãƒ¼ã‚¹ã®åœ§ç¸®"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Safe Save On Backup Then Rename"
-msgstr "ãƒãƒƒã‚¯ã‚¢ãƒƒãƒ—時ã«å®‰å…¨ã«ä¿å­˜ã—ã¦ã‹ã‚‰åå‰ã‚’変更ã™ã‚‹"
+msgstr "ãƒãƒƒã‚¯ã‚¢ãƒƒãƒ—ã¨ã—ã¦åå‰ã‚’変更ã—ã¦ã‹ã‚‰å®‰å…¨ã«ä¿å­˜ã™ã‚‹"
#: editor/editor_settings.cpp
msgid "File Dialog"
@@ -5434,9 +5419,8 @@ msgid "Auto Refresh Interval"
msgstr "自動リフレッシュã®é–“éš”"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Subresource Hue Tint"
-msgstr "サブリソース"
+msgstr "サブリソースã®è‰²ç›¸ãƒ»è‰²åˆã„"
#: editor/editor_settings.cpp
msgid "Color Theme"
@@ -5512,9 +5496,8 @@ msgid "Minimap Width"
msgstr "ミニマップã®å¹…"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Mouse Extra Buttons Navigate History"
-msgstr "マウス追加ボタンナビゲート履歴"
+msgstr "マウスã®è¿½åŠ ãƒœã‚¿ãƒ³ã§å±¥æ­´ã‚’表示"
#: editor/editor_settings.cpp
msgid "Drag And Drop Selection"
@@ -5537,19 +5520,16 @@ msgid "Line Numbers Zero Padded"
msgstr "行番å·ã‚’ゼロ埋ã‚"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Show Bookmark Gutter"
-msgstr "ブックマークガターを表示"
+msgstr "ブックマークãƒãƒ¼ã‚’表示"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Show Breakpoint Gutter"
-msgstr "ブレークãƒã‚¤ãƒ³ãƒˆã‚’スキップã™ã‚‹"
+msgstr "ブレークãƒã‚¤ãƒ³ãƒˆãƒãƒ¼ã‚’表示"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Show Info Gutter"
-msgstr "情報ガターを表示"
+msgstr "情報ãƒãƒ¼ã‚’表示"
#: editor/editor_settings.cpp
msgid "Code Folding"
@@ -5564,23 +5544,20 @@ msgid "Show Line Length Guidelines"
msgstr "è¡Œã®é•·ã•ã®ã‚¬ã‚¤ãƒ‰ç·šã‚’表示"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Line Length Guideline Soft Column"
-msgstr "行長ガイドラインソフト列"
+msgstr "è¡Œã®é•·ã•ã®ã‚½ãƒ•ãƒˆã‚¬ã‚¤ãƒ‰ãƒ©ã‚¤ãƒ³"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Line Length Guideline Hard Column"
-msgstr "行長ガイドライン ãƒãƒ¼ãƒ‰åˆ—"
+msgstr "è¡Œã®é•·ã•ã®ãƒãƒ¼ãƒ‰ã‚¬ã‚¤ãƒ‰ãƒ©ã‚¤ãƒ³"
#: editor/editor_settings.cpp editor/plugins/script_editor_plugin.cpp
msgid "Script List"
msgstr "スクリプト一覧"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Show Members Overview"
-msgstr "メンãƒãƒ¼æ¦‚è¦ã‚’表示"
+msgstr "クラスメンãƒãƒ¼ã®æ¦‚è¦ã‚’表示"
#: editor/editor_settings.cpp editor/plugins/script_editor_plugin.cpp
msgid "Files"
@@ -5611,9 +5588,8 @@ msgid "Create Signal Callbacks"
msgstr "シグナルã®ã‚³ãƒ¼ãƒ«ãƒãƒƒã‚¯ã‚’作æˆ"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Sort Members Outline Alphabetically"
-msgstr "メンãƒãƒ¼ã®ã‚¢ã‚¦ãƒˆãƒ©ã‚¤ãƒ³ã‚’アルファベット順ã«ä¸¦ã¹æ›¿ãˆã‚‹"
+msgstr "クラスメンãƒãƒ¼ã®æ¦‚è¦ã‚’アルファベット順ã«ä¸¦ã¹ã‚‹"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Cursor"
@@ -5643,7 +5619,7 @@ msgstr "å³ã‚¯ãƒªãƒƒã‚¯ã§ã‚­ãƒ£ãƒ¬ãƒƒãƒˆã‚’移動"
#: modules/gdscript/gdscript_editor.cpp
#: scene/resources/default_theme/default_theme.cpp
msgid "Completion"
-msgstr "完了"
+msgstr "自動補完"
#: editor/editor_settings.cpp
msgid "Idle Parse Delay"
@@ -5670,9 +5646,8 @@ msgid "Complete File Paths"
msgstr "ファイルパスã®è£œå®Œ"
#: editor/editor_settings.cpp modules/gdscript/gdscript_editor.cpp
-#, fuzzy
msgid "Add Type Hints"
-msgstr "タイプを追加"
+msgstr "型ヒントを追加"
#: editor/editor_settings.cpp
msgid "Use Single Quotes"
@@ -5699,9 +5674,8 @@ msgid "Grid Map"
msgstr "グリッドマップ"
#: editor/editor_settings.cpp modules/gridmap/grid_map_editor_plugin.cpp
-#, fuzzy
msgid "Pick Distance"
-msgstr "è·é›¢ã‚’å–å¾—:"
+msgstr "è·é›¢ã‚’é¸æŠž"
#: editor/editor_settings.cpp editor/plugins/tile_map_editor_plugin.cpp
msgid "Preview Size"
@@ -5749,9 +5723,8 @@ msgid "Shape"
msgstr "シェイプ"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Primary Grid Steps"
-msgstr "グリッドã®ã‚¹ãƒ†ãƒƒãƒ—:"
+msgstr "プライマリグリッドã®ã‚¹ãƒ†ãƒƒãƒ—æ•°"
#: editor/editor_settings.cpp
msgid "Grid Size"
@@ -6899,14 +6872,12 @@ msgid "Collada"
msgstr "Collada"
#: editor/import/editor_import_collada.cpp
-#, fuzzy
msgid "Use Ambient"
msgstr "アンビエントを使用"
#: editor/import/resource_importer_bitmask.cpp
-#, fuzzy
msgid "Create From"
-msgstr "フォルダーを作æˆ"
+msgstr "作æˆå…ƒ"
#: editor/import/resource_importer_bitmask.cpp
#: servers/audio/effects/audio_effect_compressor.cpp
@@ -6927,7 +6898,7 @@ msgstr "区切り文字"
#: editor/import/resource_importer_layered_texture.cpp
msgid "ColorCorrect"
-msgstr "ColorCorrect"
+msgstr "カラーコレクト"
#: editor/import/resource_importer_layered_texture.cpp
msgid "No BPTC If RGB"
@@ -6960,7 +6931,6 @@ msgstr "ミップマップ"
#: editor/import/resource_importer_layered_texture.cpp
#: editor/import/resource_importer_texture.cpp
-#, fuzzy
msgid "Anisotropic"
msgstr "異方性"
@@ -6992,9 +6962,8 @@ msgid "Generate Tangents"
msgstr "接線を生æˆ"
#: editor/import/resource_importer_obj.cpp
-#, fuzzy
msgid "Scale Mesh"
-msgstr "スケールモード"
+msgstr "スケールメッシュ"
#: editor/import/resource_importer_obj.cpp
msgid "Offset Mesh"
@@ -7002,14 +6971,12 @@ msgstr "メッシュã®ã‚ªãƒ•ã‚»ãƒƒãƒˆ"
#: editor/import/resource_importer_obj.cpp
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Octahedral Compression"
-msgstr "圧縮"
+msgstr "å…«é¢ä½“圧縮"
#: editor/import/resource_importer_obj.cpp
-#, fuzzy
msgid "Optimize Mesh Flags"
-msgstr "サイズ: "
+msgstr "メッシュ最é©åŒ–フラグ"
#: editor/import/resource_importer_scene.cpp
msgid "Import as Single Scene"
@@ -7069,9 +7036,8 @@ msgid "Root Scale"
msgstr "ルートã®ã‚¹ã‚±ãƒ¼ãƒ«"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Custom Script"
-msgstr "ノードを切りå–ã‚‹"
+msgstr "カスタムスクリプト"
#: editor/import/resource_importer_scene.cpp scene/resources/texture.cpp
msgid "Storage"
@@ -7086,28 +7052,24 @@ msgid "Materials"
msgstr "マテリアル"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Keep On Reimport"
-msgstr "å†ã‚¤ãƒ³ãƒãƒ¼ãƒˆ"
+msgstr "å†ã‚¤ãƒ³ãƒãƒ¼ãƒˆæ™‚ã«ä¿æŒ(Keep On Reimport)"
#: editor/import/resource_importer_scene.cpp modules/gltf/gltf_state.cpp
msgid "Meshes"
msgstr "メッシュ"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Ensure Tangents"
-msgstr "接線を計算"
+msgstr "接線ã®ç¢ºä¿"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Light Baking"
-msgstr "ライトマップ"
+msgstr "ライトベーキング(Light Baking)"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Lightmap Texel Size"
-msgstr "ライトマップを焼ã込む"
+msgstr "ライトマップã®ãƒ†ã‚¯ã‚»ãƒ«ã‚µã‚¤ã‚º"
#: editor/import/resource_importer_scene.cpp modules/gltf/gltf_state.cpp
msgid "Skins"
@@ -7130,14 +7092,12 @@ msgid "Filter Script"
msgstr "スクリプトを絞り込む"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Keep Custom Tracks"
-msgstr "トランスフォーム"
+msgstr "カスタムトラックをä¿æŒ"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Optimizer"
-msgstr "最é©åŒ–"
+msgstr "オプティマイザー(Optimizer)"
#: editor/import/resource_importer_scene.cpp
#: editor/plugins/item_list_editor_plugin.cpp main/main.cpp
@@ -7155,19 +7115,16 @@ msgid "Enabled"
msgstr "有効"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Max Linear Error"
-msgstr "最大。線形エラー:"
+msgstr "最大リニアエラー"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Max Angular Error"
-msgstr "最大。角度エラー:"
+msgstr "最大角度エラー"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Max Angle"
-msgstr "値"
+msgstr "最大角度"
#: editor/import/resource_importer_scene.cpp
msgid "Remove Unused Tracks"
@@ -7197,9 +7154,8 @@ msgid "Generating Lightmaps"
msgstr "ライトマップã®ç”Ÿæˆ"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Generating for Mesh:"
-msgstr "メッシュã®ç”Ÿæˆ: "
+msgstr "メッシュã®ç”Ÿæˆ:"
#: editor/import/resource_importer_scene.cpp
msgid "Running Custom Script..."
@@ -7227,38 +7183,33 @@ msgid "Saving..."
msgstr "ä¿å­˜ä¸­..."
#: editor/import/resource_importer_texture.cpp
-#, fuzzy
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: 3Dã§æ³•ç·šãƒžãƒƒãƒ—ã¨ã—ã¦ä½¿ç”¨ã•ã‚Œã¦ã„るテクスãƒãƒ£ãŒæ¤œå‡ºã•ã‚Œã¾ã—ãŸã€‚赤緑テクス"
-"ãƒãƒ£åœ§ç¸®ã‚’有効ã«ã—ã¦ãƒ¡ãƒ¢ãƒªä½¿ç”¨é‡ã‚’削減ã—ã¾ã™ï¼ˆé’ãƒãƒ£ãƒ³ãƒãƒ«ã¯ã™ã§ã«ç ´æ£„ã•ã‚Œã¾"
-"ã—ãŸï¼‰ã€‚"
+"%s: 3Dã§æ³•ç·šãƒžãƒƒãƒ—ã¨ã—ã¦ä½¿ç”¨ã•ã‚Œã¦ã„るテクスãƒãƒ£ãŒæ¤œå‡ºã•ã‚Œã¾ã—ãŸã€‚赤ã¨ç·‘ã®ãƒ†"
+"クスãƒãƒ£åœ§ç¸®ã‚’有効ã«ã—ã¦ãƒ¡ãƒ¢ãƒªä½¿ç”¨é‡ã‚’削減ã—ã¾ã™ï¼ˆé’ãƒãƒ£ãƒ³ãƒãƒ«ã¯ç ´æ£„ã•ã‚Œã¾"
+"ã™ï¼‰ã€‚"
#: editor/import/resource_importer_texture.cpp
-#, fuzzy
msgid ""
"%s: Texture detected as used in 3D. Enabling filter, repeat, mipmap "
"generation and VRAM texture compression."
msgstr ""
-"%s: 3Dã§ä½¿ç”¨ã•ã‚Œã¦ã„るテクスãƒãƒ£ãŒæ¤œå‡ºã•ã‚Œã¾ã—ãŸã€‚フィルターã€ç¹°ã‚Šè¿”ã—ã€ãƒŸãƒƒ"
-"プマップ生æˆã€VRAMテクスãƒãƒ£åœ§ç¸®ã‚’有効ã«ã—ã¾ã™ã€‚"
+"%s: 3Dã§ä½¿ç”¨ã•ã‚Œã‚‹ãƒ†ã‚¯ã‚¹ãƒãƒ£ãŒæ¤œå‡ºã•ã‚Œã¾ã—ãŸã€‚フィルターã€ç¹°ã‚Šè¿”ã—ã€ãƒŸãƒƒãƒ—"
+"マップ生æˆã€VRAMテクスãƒãƒ£åœ§ç¸®ã‚’有効ã«ã—ã¾ã™ã€‚"
#: editor/import/resource_importer_texture.cpp
-#, fuzzy
msgid "2D, Detect 3D"
msgstr "2Dã€3D検出"
#: editor/import/resource_importer_texture.cpp
-#, fuzzy
msgid "2D Pixel"
msgstr "2Dピクセル"
#: editor/import/resource_importer_texture.cpp scene/resources/texture.cpp
-#, fuzzy
msgid "Lossy Quality"
-msgstr "æ失ã®ã‚ã‚‹å“質"
+msgstr "éžå¯é€†å“質"
#: editor/import/resource_importer_texture.cpp
msgid "HDR Mode"
@@ -7276,12 +7227,10 @@ msgid "Normal Map"
msgstr "法線マップ"
#: editor/import/resource_importer_texture.cpp
-#, fuzzy
msgid "Process"
-msgstr "å‰å‡¦ç†"
+msgstr "プロセス"
#: editor/import/resource_importer_texture.cpp
-#, fuzzy
msgid "Fix Alpha Border"
msgstr "アルファボーダーを修正"
@@ -7296,21 +7245,18 @@ msgid "Hdr As Srgb"
msgstr "Srgbã¨ã—ã¦Hdr"
#: editor/import/resource_importer_texture.cpp
-#, fuzzy
msgid "Invert Color"
-msgstr "頂点"
+msgstr "色ã®å転"
#: editor/import/resource_importer_texture.cpp
-#, fuzzy
msgid "Normal Map Invert Y"
-msgstr "ランダムãªç¸®å°º:"
+msgstr "法線マップã®Yã‚’å転"
#: editor/import/resource_importer_texture.cpp
msgid "Size Limit"
msgstr "サイズ制é™"
#: editor/import/resource_importer_texture.cpp
-#, fuzzy
msgid "Detect 3D"
msgstr "3Dを検出"
@@ -7335,19 +7281,16 @@ msgid "Import Mode"
msgstr "インãƒãƒ¼ãƒˆãƒ¢ãƒ¼ãƒ‰"
#: editor/import/resource_importer_texture_atlas.cpp
-#, fuzzy
msgid "Crop To Region"
-msgstr "タイル領域を設定"
+msgstr "領域ã«ã‚ã‚ã›ã¦ãƒˆãƒªãƒŸãƒ³ã‚°"
#: editor/import/resource_importer_texture_atlas.cpp
-#, fuzzy
msgid "Trim Alpha Border From Region"
-msgstr "アルファ境界線を領域ã‹ã‚‰ãƒˆãƒªãƒŸãƒ³ã‚°"
+msgstr "領域ã‹ã‚‰ã‚¢ãƒ«ãƒ•ã‚¡ãƒœãƒ¼ãƒ€ãƒ¼ã‚’トリミング"
#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp
-#, fuzzy
msgid "Force"
-msgstr "強制プッシュ"
+msgstr "強制"
#: editor/import/resource_importer_wav.cpp
msgid "8 Bit"
@@ -7360,14 +7303,12 @@ msgid "Mono"
msgstr "Mono"
#: editor/import/resource_importer_wav.cpp
-#, fuzzy
msgid "Max Rate"
-msgstr "ミックス ノード"
+msgstr "最大レート"
#: editor/import/resource_importer_wav.cpp
-#, fuzzy
msgid "Max Rate Hz"
-msgstr "ミックス ノード"
+msgstr "最大レート(Hz)"
#: editor/import/resource_importer_wav.cpp
msgid "Trim"
@@ -12888,9 +12829,8 @@ msgid "This property can't be changed."
msgstr "ã“ã®ãƒ—ロパティã¯å¤‰æ›´ã§ãã¾ã›ã‚“。"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Snap Options"
-msgstr "スナッピングオプション"
+msgstr "スナップオプション"
#: editor/plugins/tile_set_editor_plugin.cpp scene/2d/animated_sprite.cpp
#: scene/2d/camera_2d.cpp scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp
@@ -12898,9 +12838,10 @@ msgstr "スナッピングオプション"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr "オフセット"
@@ -12913,14 +12854,12 @@ msgstr "ステップ"
#: editor/plugins/tile_set_editor_plugin.cpp
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Separation"
-msgstr "分離:"
+msgstr "分離"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Selected Tile"
-msgstr "é¸æŠž"
+msgstr "タイルã®é¸æŠž"
#: 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
@@ -12933,9 +12872,8 @@ msgid "Texture"
msgstr "テクスãƒãƒ£"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Tex Offset"
-msgstr "ãƒã‚¤ãƒˆã®ã‚ªãƒ•ã‚»ãƒƒãƒˆ"
+msgstr "テクスãƒãƒ£ã®ã‚ªãƒ•ã‚»ãƒƒãƒˆ"
#: editor/plugins/tile_set_editor_plugin.cpp modules/csg/csg_shape.cpp
#: scene/2d/canvas_item.cpp scene/2d/particles_2d.cpp
@@ -12945,18 +12883,16 @@ msgstr "マテリアル"
#: 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 "データã®æŠ•å…¥"
+msgstr "変調"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Tile Mode"
msgstr "タイルモード"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Autotile Bitmask Mode"
-msgstr "ビットマスクモード"
+msgstr "オートタイル ビットマスクモード"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Subtile Size"
@@ -12975,44 +12911,36 @@ msgid "Navigation Offset"
msgstr "ナビゲーションã®ã‚ªãƒ•ã‚»ãƒƒãƒˆ"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Shape Offset"
-msgstr "オフセット:"
+msgstr "シェイプオフセット"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Shape Transform"
-msgstr "トランスフォーム"
+msgstr "シェイプトランスフォーム"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Selected Collision"
-msgstr "コリジョンを使用"
+msgstr "コリジョンをé¸æŠž"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Selected Collision One Way"
-msgstr "é¸æŠžç¯„囲ã®ã¿"
+msgstr "片方å‘ã®ã‚³ãƒªã‚¸ãƒ§ãƒ³ã‚’é¸æŠž"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Selected Collision One Way Margin"
-msgstr "BVHコリジョンマージン"
+msgstr "片方å‘ã®ã‚³ãƒªã‚¸ãƒ§ãƒ³ã®ãƒžãƒ¼ã‚¸ãƒ³"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Selected Navigation"
-msgstr "ナビゲーションを表示"
+msgstr "ナビゲーションをé¸æŠž"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Selected Occlusion"
-msgstr "é¸æŠž"
+msgstr "オクルージョンã®é¸æŠž"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Tileset Script"
-msgstr "スクリプトを絞り込む"
+msgstr "タイルセットスクリプト"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "TileSet"
@@ -14094,6 +14022,8 @@ msgstr "定義ã•ã‚ŒãŸã™ã¹ã¦ã®ãƒ—リセットã®ãƒ—ロジェクトをエク
#: editor/project_export.cpp
msgid "All presets must have an export path defined for Export All to work."
msgstr ""
+"å…¨ã¦ã®ãƒ—リセットã¯ã‚¨ã‚¯ã‚¹ãƒãƒ¼ãƒˆãŒå…¨ã¦æ©Ÿèƒ½ã™ã‚‹ãŸã‚ã«ã€ã‚¨ã‚¯ã‚¹ãƒãƒ¼ãƒˆãƒ‘スを定義ã™"
+"ã‚‹å¿…è¦ãŒã‚ã‚Šã¾ã™ã€‚"
#: editor/project_export.cpp
msgid "Delete preset '%s'?"
@@ -14312,16 +14242,17 @@ msgid "Invalid project path (changed anything?)."
msgstr "無効ãªãƒ—ロジェクトパスã§ã™ (ãªã«ã‹å¤‰æ›´ãŒã‚ã‚Šã¾ã—ãŸã‹ï¼Ÿ)。"
#: editor/project_manager.cpp
+#, fuzzy
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
"プロジェクトパス㮠project.godot を読ã¿è¾¼ã‚ã¾ã›ã‚“ã§ã—ãŸã€‚ (エラー %d)。見ã¤ã‹"
"らãªã„ã‹ç ´æã—ã¦ã„ã‚‹å¯èƒ½æ€§ãŒã‚ã‚Šã¾ã™ã€‚"
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr "プロジェクトパス㮠project.godot を編集ã§ãã¾ã›ã‚“ã§ã—ãŸã€‚"
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "次ã®å ´æ‰€ã®ãƒ—ロジェクトを開ã‘ã¾ã›ã‚“ '%s'。"
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -15353,19 +15284,16 @@ msgid "Make Local"
msgstr "ローカルã«ã™ã‚‹"
#: editor/scene_tree_dock.cpp
-#, fuzzy
msgid "Enable Scene Unique Name(s)"
-msgstr "ノードå:"
+msgstr "シーン固有åを有効ã«ã™ã‚‹"
#: editor/scene_tree_dock.cpp
-#, fuzzy
msgid "Unique names already used by another node in the scene:"
-msgstr "ä»–ã®é–¢æ•°/変数/シグナルã«ã‚ˆã‚Šã™ã§ã«ä½¿ã‚ã‚Œã¦ã„ã‚‹åå‰:"
+msgstr "固有åãŒã‚·ãƒ¼ãƒ³å†…ã®ä»–ã®ãƒŽãƒ¼ãƒ‰ã«æ—¢ã«ä½¿ã‚ã‚Œã¦ã„ã¾ã™:"
#: editor/scene_tree_dock.cpp
-#, fuzzy
msgid "Disable Scene Unique Name(s)"
-msgstr "ノードå:"
+msgstr "シーン固有åを無効ã«ã™ã‚‹"
#: editor/scene_tree_dock.cpp
msgid "New Scene Root"
@@ -15441,7 +15369,7 @@ msgstr "サブリソース"
#: editor/scene_tree_dock.cpp
msgid "Access as Scene Unique Name"
-msgstr ""
+msgstr "シーン固有åã§ã‚¢ã‚¯ã‚»ã‚¹"
#: editor/scene_tree_dock.cpp
msgid "Clear Inheritance"
@@ -15541,18 +15469,16 @@ msgid "Clear Inheritance? (No Undo!)"
msgstr "継承をクリアã—ã¾ã™ã‹ï¼Ÿ (å…ƒã«æˆ»ã›ã¾ã›ã‚“ï¼)"
#: editor/scene_tree_dock.cpp
-#, fuzzy
msgid "Show Scene Tree Root Selection"
-msgstr "é¸æŠžå¯¾è±¡ã‚’中央ã«"
+msgstr "シーンツリーã®ãƒ«ãƒ¼ãƒˆé¸æŠžå¯¾è±¡ã‚’表示"
#: editor/scene_tree_dock.cpp
msgid "Derive Script Globals By Name"
-msgstr ""
+msgstr "åå‰ã«ã‚ˆã‚‹ã‚¹ã‚¯ãƒªãƒ—トグローãƒãƒ«ã®å°Žå‡º"
#: editor/scene_tree_dock.cpp
-#, fuzzy
msgid "Use Favorites Root Selection"
-msgstr "é¸æŠžå¯¾è±¡ã‚’å…¨é¢ã«"
+msgstr "ãŠæ°—ã«å…¥ã‚Šã®ãƒ«ãƒ¼ãƒˆé¸æŠžå¯¾è±¡ã‚’使用"
#: editor/scene_tree_editor.cpp
msgid "Toggle Visible"
@@ -15567,9 +15493,8 @@ msgid "Button Group"
msgstr "ボタングループ"
#: editor/scene_tree_editor.cpp
-#, fuzzy
msgid "Disable Scene Unique Name"
-msgstr "ノードå:"
+msgstr "シーン固有åを無効ã«ã™ã‚‹"
#: editor/scene_tree_editor.cpp
msgid "(Connecting From)"
@@ -15592,7 +15517,7 @@ msgid ""
"Click to show signals dock."
msgstr ""
"ノードã«ã¯ %s 接続㨠%s グループãŒã‚ã‚Šã¾ã™ã€‚\n"
-"クリックã™ã‚‹ã¨ã€ä¿¡å·ãƒ‰ãƒƒã‚¯ãŒè¡¨ç¤ºã•ã‚Œã¾ã™ã€‚"
+"クリックã™ã‚‹ã¨ã€ã‚·ã‚°ãƒŠãƒ«ãƒ‰ãƒƒã‚¯ãŒè¡¨ç¤ºã•ã‚Œã¾ã™ã€‚"
#: editor/scene_tree_editor.cpp
msgid ""
@@ -16422,7 +16347,7 @@ msgstr "ボーンを表示ã™ã‚‹"
#: main/main.cpp
msgid "Image"
-msgstr ""
+msgstr "ç”»åƒ"
#: main/main.cpp
msgid "Fullsize"
@@ -16446,7 +16371,7 @@ msgstr "Windowsã®ãƒã‚¤ãƒ†ã‚£ãƒ–アイコン"
#: main/main.cpp
msgid "Buffering"
-msgstr ""
+msgstr "ãƒãƒƒãƒ•ã‚¡ãƒªãƒ³ã‚°"
#: main/main.cpp
msgid "Agile Event Flushing"
@@ -16618,7 +16543,7 @@ msgstr "ガイドを表示"
#: modules/csg/csg_shape.cpp
msgid "Cone"
-msgstr ""
+msgstr "円éŒ"
#: modules/csg/csg_shape.cpp
#, fuzzy
@@ -16922,14 +16847,12 @@ msgid "Byte Offset"
msgstr "ãƒã‚¤ãƒˆã®ã‚ªãƒ•ã‚»ãƒƒãƒˆ"
#: modules/gltf/gltf_accessor.cpp
-#, fuzzy
msgid "Component Type"
-msgstr "コンãƒãƒ¼ãƒãƒ³ãƒˆ"
+msgstr "コンãƒãƒ¼ãƒãƒ³ãƒˆã®åž‹"
#: modules/gltf/gltf_accessor.cpp
-#, fuzzy
msgid "Normalized"
-msgstr "フォーマット"
+msgstr "æ­£è¦åŒ–"
#: modules/gltf/gltf_accessor.cpp
#, fuzzy
@@ -16937,19 +16860,16 @@ msgid "Count"
msgstr "ç·è¨ˆ:"
#: modules/gltf/gltf_accessor.cpp scene/resources/visual_shader_nodes.cpp
-#, fuzzy
msgid "Min"
-msgstr "MiB"
+msgstr "最å°"
#: modules/gltf/gltf_accessor.cpp scene/resources/visual_shader_nodes.cpp
-#, fuzzy
msgid "Max"
-msgstr "ミックス"
+msgstr "最大"
#: modules/gltf/gltf_accessor.cpp
-#, fuzzy
msgid "Sparse Count"
-msgstr "インスタンス"
+msgstr "スパースカウント"
#: modules/gltf/gltf_accessor.cpp
msgid "Sparse Indices Buffer View"
@@ -17016,12 +16936,11 @@ msgstr "色"
#: modules/gltf/gltf_light.cpp scene/3d/reflection_probe.cpp
#: scene/resources/environment.cpp
msgid "Intensity"
-msgstr ""
+msgstr "強度"
#: modules/gltf/gltf_light.cpp scene/2d/light_2d.cpp scene/3d/light.cpp
-#, fuzzy
msgid "Range"
-msgstr "変更"
+msgstr "範囲"
#: modules/gltf/gltf_light.cpp
msgid "Inner Cone Angle"
@@ -17032,14 +16951,12 @@ msgid "Outer Cone Angle"
msgstr ""
#: modules/gltf/gltf_mesh.cpp
-#, fuzzy
msgid "Blend Weights"
-msgstr "ライトマップを焼ã込む"
+msgstr "ブレンドウエイト"
#: modules/gltf/gltf_mesh.cpp
-#, fuzzy
msgid "Instance Materials"
-msgstr "マテリアルã®å¤‰æ›´:"
+msgstr "マテリアルインスタンス"
#: modules/gltf/gltf_node.cpp scene/3d/skeleton.cpp
msgid "Parent"
@@ -17074,7 +16991,7 @@ msgstr ""
#: modules/gltf/gltf_skeleton.cpp modules/gltf/gltf_state.cpp
msgid "Unique Names"
-msgstr ""
+msgstr "固有å"
#: modules/gltf/gltf_skeleton.cpp
#, fuzzy
@@ -17177,7 +17094,7 @@ msgstr "テクスãƒãƒ£"
#: modules/gltf/gltf_state.cpp platform/uwp/export/export.cpp
msgid "Images"
-msgstr ""
+msgstr "ç”»åƒ"
#: modules/gltf/gltf_state.cpp
msgid "Cameras"
@@ -17188,9 +17105,8 @@ msgid "Lights"
msgstr "ライト"
#: modules/gltf/gltf_state.cpp
-#, fuzzy
msgid "Unique Animation Names"
-msgstr "æ–°è¦ã‚¢ãƒ‹ãƒ¡ãƒ¼ã‚·ãƒ§ãƒ³å:"
+msgstr "固有アニメーションå"
#: modules/gltf/gltf_state.cpp
msgid "Skeletons"
@@ -17225,7 +17141,7 @@ msgstr "ライトマップを焼ã込む"
#: modules/gridmap/grid_map.cpp scene/2d/tile_map.cpp
msgid "Cell"
-msgstr ""
+msgstr "セル"
#: modules/gridmap/grid_map.cpp
#, fuzzy
@@ -17582,13 +17498,12 @@ msgid "Seamless"
msgstr "シームレス"
#: modules/opensimplex/noise_texture.cpp
-#, fuzzy
msgid "As Normal Map"
-msgstr "ランダムãªç¸®å°º:"
+msgstr "法線マップã¨ã—ã¦"
#: modules/opensimplex/noise_texture.cpp
msgid "Bump Strength"
-msgstr ""
+msgstr "ãƒãƒ³ãƒ—強度"
#: modules/opensimplex/noise_texture.cpp
msgid "Noise"
@@ -17607,9 +17522,8 @@ msgid "Period"
msgstr "周期"
#: modules/opensimplex/open_simplex_noise.cpp
-#, fuzzy
msgid "Persistence"
-msgstr "é€è¦–投影"
+msgstr "パーシステンス"
#: modules/opensimplex/open_simplex_noise.cpp
#, fuzzy
@@ -17622,7 +17536,6 @@ msgid "Subject"
msgstr "対象"
#: modules/regex/regex.cpp
-#, fuzzy
msgid "Names"
msgstr "åå‰"
@@ -18048,14 +17961,12 @@ msgid "Return"
msgstr "Return(戻り値)"
#: modules/visual_script/visual_script_flow_control.cpp
-#, fuzzy
msgid "Return Enabled"
-msgstr "実行å¯èƒ½"
+msgstr "戻り値ãŒæœ‰åŠ¹"
#: modules/visual_script/visual_script_flow_control.cpp
-#, fuzzy
msgid "Return Type"
-msgstr "Return(戻り値)"
+msgstr "戻り値ã®åž‹"
#: modules/visual_script/visual_script_flow_control.cpp
#: scene/resources/visual_shader_nodes.cpp
@@ -18067,9 +17978,8 @@ msgid "if (cond) is:"
msgstr ""
#: modules/visual_script/visual_script_flow_control.cpp
-#, fuzzy
msgid "While"
-msgstr "一方"
+msgstr "〜ã®é–“(While)"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "while (cond):"
@@ -18084,18 +17994,16 @@ msgid "for (elem) in (input):"
msgstr ""
#: modules/visual_script/visual_script_flow_control.cpp
-#, fuzzy
msgid "Input type not iterable:"
-msgstr "入力タイプã¯å復å¯èƒ½ã§ã¯ã‚ã‚Šã¾ã›ã‚“: "
+msgstr "入力タイプã¯å復å¯èƒ½ã§ã¯ã‚ã‚Šã¾ã›ã‚“:"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "Iterator became invalid"
msgstr "イテレーターãŒç„¡åŠ¹ã«ãªã‚Šã¾ã—ãŸ"
#: modules/visual_script/visual_script_flow_control.cpp
-#, fuzzy
msgid "Iterator became invalid:"
-msgstr "イテレーターãŒç„¡åŠ¹ã«ãªã‚Šã¾ã—ãŸ: "
+msgstr "イテレーターãŒç„¡åŠ¹ã«ãªã‚Šã¾ã—ãŸ:"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "Sequence"
@@ -18192,11 +18100,11 @@ msgstr ""
#: modules/visual_script/visual_script_func_nodes.cpp
msgid "ShiftLeft %s"
-msgstr ""
+msgstr "左シフト%s"
#: modules/visual_script/visual_script_func_nodes.cpp
msgid "ShiftRight %s"
-msgstr ""
+msgstr "å³ã‚·ãƒ•ãƒˆ%s"
#: modules/visual_script/visual_script_func_nodes.cpp
msgid "BitAnd %s"
@@ -18255,9 +18163,8 @@ msgstr "é…列ã®ã‚µã‚¤ã‚ºã‚’変更"
#: modules/visual_script/visual_script_nodes.cpp scene/resources/material.cpp
#: scene/resources/visual_shader_nodes.cpp
-#, fuzzy
msgid "Operator"
-msgstr "イテレータ"
+msgstr "演算å­"
#: modules/visual_script/visual_script_nodes.cpp
msgid "Invalid argument of type:"
@@ -18336,9 +18243,8 @@ msgid "Get Self"
msgstr "自己"
#: modules/visual_script/visual_script_nodes.cpp
-#, fuzzy
msgid "CustomNode"
-msgstr "ノードを切りå–ã‚‹"
+msgstr "カスタムノード"
#: modules/visual_script/visual_script_nodes.cpp
msgid "Custom node has no _step() method, can't process graph."
@@ -18661,7 +18567,7 @@ msgstr "パッケージ"
#: platform/android/export/export_plugin.cpp platform/uwp/export/export.cpp
msgid "Unique Name"
-msgstr "ユニークå"
+msgstr "固有å"
#: platform/android/export/export_plugin.cpp
msgid "Signed"
@@ -19020,7 +18926,6 @@ msgstr ""
"情報ãŒå­˜åœ¨ã—ã¾ã›ã‚“。 「プロジェクトã€ãƒ¡ãƒ‹ãƒ¥ãƒ¼ã‹ã‚‰å†ã‚¤ãƒ³ã‚¹ãƒˆãƒ¼ãƒ«ã—ã¦ãã ã•ã„。"
#: 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."
@@ -20964,19 +20869,17 @@ msgstr "æ–¹å‘"
#: scene/resources/particles_material.cpp
#: servers/audio/effects/audio_effect_reverb.cpp
msgid "Spread"
-msgstr ""
+msgstr "広ãŒã‚Š"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Initial Velocity"
-msgstr "åˆæœŸåŒ–"
+msgstr "åˆæœŸé€Ÿåº¦"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Velocity Random"
-msgstr "オービットビュー å³"
+msgstr "速度ランダム化"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp servers/physics_2d_server.cpp
@@ -20986,15 +20889,13 @@ msgstr ""
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Velocity Curve"
-msgstr "オービットビュー å³"
+msgstr "速度曲線"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Orbit Velocity"
-msgstr "オービットビュー å³"
+msgstr "オービット速度"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
@@ -21004,25 +20905,23 @@ msgstr "リニア"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Accel"
-msgstr "アクセス"
+msgstr "加速度"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
msgid "Accel Random"
-msgstr ""
+msgstr "加速度ランダム化"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Accel Curve"
-msgstr "曲線を分割ã™ã‚‹"
+msgstr "加速度曲線"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
msgid "Radial Accel"
-msgstr ""
+msgstr "角化速度"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
@@ -21051,7 +20950,7 @@ msgstr "曲線を分割ã™ã‚‹"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp scene/3d/light.cpp
#: scene/resources/particles_material.cpp
msgid "Angle"
-msgstr ""
+msgstr "角度"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
@@ -21121,21 +21020,18 @@ msgstr "スケール"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Speed Curve"
-msgstr "曲線を分割ã™ã‚‹"
+msgstr "速度曲線"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Offset Random"
-msgstr "オフセット:"
+msgstr "オフセットランダム化"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Offset Curve"
-msgstr "曲線を閉ã˜ã‚‹"
+msgstr "オフセット曲線"
#: scene/2d/joints_2d.cpp
msgid "Node A and Node B must be PhysicsBody2Ds"
@@ -21333,7 +21229,7 @@ msgstr ""
#: scene/2d/line_2d.cpp
msgid "Round Precision"
-msgstr ""
+msgstr "丸ã‚精度"
#: scene/2d/line_2d.cpp scene/2d/polygon_2d.cpp
#: scene/resources/dynamic_font.cpp
@@ -21349,7 +21245,7 @@ msgstr ""
#: 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 "セルサイズ"
#: scene/2d/navigation_2d.cpp scene/3d/navigation.cpp
#, fuzzy
@@ -22023,7 +21919,7 @@ msgstr "ARVRCameraã¯ARVROriginノードを親ã«æŒã¤å¿…è¦ãŒã‚ã‚Šã¾ã™ã€‚"
#: scene/3d/arvr_nodes.cpp
msgid "Controller ID"
-msgstr ""
+msgstr "コントローラーID"
#: scene/3d/arvr_nodes.cpp servers/arvr/arvr_positional_tracker.cpp
msgid "Rumble"
@@ -22081,7 +21977,7 @@ msgstr ""
#: scene/3d/audio_stream_player_3d.cpp
msgid "Max dB"
-msgstr ""
+msgstr "最大dB"
#: scene/3d/audio_stream_player_3d.cpp
msgid "Out Of Range Mode"
@@ -22807,15 +22703,15 @@ msgstr "リニア"
#: scene/3d/physics_body.cpp
msgid "Angular X"
-msgstr ""
+msgstr "角度X"
#: scene/3d/physics_body.cpp
msgid "Angular Y"
-msgstr ""
+msgstr "角度Y"
#: scene/3d/physics_body.cpp
msgid "Angular Z"
-msgstr ""
+msgstr "角度Z"
#: scene/3d/physics_body.cpp
#, fuzzy
@@ -23026,7 +22922,7 @@ msgstr "Node A 㨠Node B ã¯ç•°ãªã‚‹ PhysicsBody ã§ãªã‘ã‚Œã°ãªã‚Šã¾ã›ã‚
#: scene/3d/physics_joint.cpp
msgid "Solver"
-msgstr ""
+msgstr "ソルãƒãƒ¼"
#: scene/3d/physics_joint.cpp
#, fuzzy
@@ -23553,11 +23449,11 @@ msgstr ""
#: scene/3d/soft_body.cpp
msgid "Pressure Coefficient"
-msgstr ""
+msgstr "圧力係数"
#: scene/3d/soft_body.cpp
msgid "Damping Coefficient"
-msgstr ""
+msgstr "減衰係数"
#: scene/3d/soft_body.cpp
msgid "Drag Coefficient"
@@ -23604,7 +23500,7 @@ msgstr ""
#: scene/3d/sprite_3d.cpp scene/gui/graph_edit.cpp
msgid "Opacity"
-msgstr ""
+msgstr "ä¸é€æ˜Žåº¦"
#: scene/3d/sprite_3d.cpp scene/resources/material.cpp
#, fuzzy
@@ -23685,6 +23581,16 @@ msgstr "エラー"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "ソート"
+
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Use AABB Center"
+msgstr "アンビエントを使用"
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Geometry"
@@ -24265,7 +24171,7 @@ msgstr "テーマ プロパティ"
#: scene/gui/dialogs.cpp
msgid "Window Title"
-msgstr ""
+msgstr "ウィンドウタイトル"
#: scene/gui/dialogs.cpp
#, fuzzy
@@ -24355,7 +24261,7 @@ msgstr "コミット"
#: scene/gui/graph_node.cpp
msgid "Overlay"
-msgstr ""
+msgstr "オーãƒãƒ¼ãƒ¬ã‚¤"
#: scene/gui/grid_container.cpp scene/gui/item_list.cpp scene/gui/tree.cpp
#, fuzzy
@@ -24438,7 +24344,7 @@ msgstr ""
#: scene/gui/line_edit.cpp scene/resources/navigation_mesh.cpp
msgid "Max Length"
-msgstr ""
+msgstr "最大長"
#: scene/gui/line_edit.cpp
msgid "Secret"
@@ -24825,7 +24731,7 @@ msgstr ""
#: scene/gui/text_edit.cpp
msgid "Readonly"
-msgstr ""
+msgstr "読ã¿å–り専用"
#: scene/gui/text_edit.cpp
#, fuzzy
@@ -25344,14 +25250,12 @@ msgid "Clear Mode"
msgstr "定è¦ãƒ¢ãƒ¼ãƒ‰"
#: scene/main/viewport.cpp
-#, fuzzy
msgid "Enable 2D"
-msgstr "有効"
+msgstr "2D有効化"
#: scene/main/viewport.cpp
-#, fuzzy
msgid "Enable 3D"
-msgstr "有効"
+msgstr "3D有効化"
#: scene/main/viewport.cpp
#, fuzzy
@@ -25359,9 +25263,8 @@ msgid "Object Picking"
msgstr "オニオンスキンを有効ã«ã™ã‚‹"
#: scene/main/viewport.cpp
-#, fuzzy
msgid "Disable Input"
-msgstr "アイテムを無効ã«ã™ã‚‹"
+msgstr "入力無効化"
#: scene/main/viewport.cpp servers/visual_server.cpp
msgid "Shadow Atlas"
@@ -26310,11 +26213,11 @@ msgstr "データ付"
#: scene/resources/environment.cpp
msgid "Background"
-msgstr ""
+msgstr "背景"
#: scene/resources/environment.cpp scene/resources/sky.cpp
msgid "Sky"
-msgstr ""
+msgstr "空"
#: scene/resources/environment.cpp
#, fuzzy
@@ -26322,19 +26225,16 @@ msgid "Sky Custom FOV"
msgstr "ノードを切りå–ã‚‹"
#: scene/resources/environment.cpp
-#, fuzzy
msgid "Sky Orientation"
-msgstr "オンラインドキュメント"
+msgstr "空ã®æ–¹å‘"
#: scene/resources/environment.cpp
-#, fuzzy
msgid "Sky Rotation"
-msgstr "回転ã®ã‚¹ãƒ†ãƒƒãƒ—:"
+msgstr "空ã®å›žè»¢"
#: scene/resources/environment.cpp
-#, fuzzy
msgid "Sky Rotation Degrees"
-msgstr "%s 度回転。"
+msgstr "空ã®å›žè»¢è§’度"
#: scene/resources/environment.cpp
msgid "Canvas Max Layer"
@@ -26497,7 +26397,7 @@ msgstr "UVãƒãƒ£ãƒ³ãƒãƒ« デãƒãƒƒã‚°"
#: scene/resources/environment.cpp
msgid "Blur"
-msgstr ""
+msgstr "ブラー"
#: scene/resources/environment.cpp
msgid "Edge Sharpness"
@@ -26564,7 +26464,7 @@ msgstr ""
#: scene/resources/environment.cpp
msgid "Bloom"
-msgstr ""
+msgstr "ブルーム"
#: scene/resources/environment.cpp
msgid "HDR Threshold"
@@ -26789,7 +26689,7 @@ msgstr ""
#: scene/resources/material.cpp
msgid "NormalMap"
-msgstr ""
+msgstr "法線マップ"
#: scene/resources/material.cpp
msgid "Rim"
@@ -28128,17 +28028,15 @@ msgstr ""
#: servers/visual_server.cpp
msgid "Disable Half Float"
-msgstr ""
+msgstr "åŠç²¾åº¦å°æ•°ã‚’無効化"
#: servers/visual_server.cpp
-#, fuzzy
msgid "Enable High Float"
-msgstr "優先順ä½ã‚’有効化"
+msgstr "高精度å°æ•°ã‚’有効化"
#: servers/visual_server.cpp
-#, fuzzy
msgid "Precision"
-msgstr "ãƒãƒ¼ã‚¸ãƒ§ãƒ³"
+msgstr "精度"
#: servers/visual_server.cpp
msgid "UV Contract"
diff --git a/editor/translations/ka.po b/editor/translations/ka.po
index f085051bf7..629afaa429 100644
--- a/editor/translations/ka.po
+++ b/editor/translations/ka.po
@@ -12951,9 +12951,10 @@ msgstr "მáƒáƒœáƒ˜áƒ¨áƒœáƒ£áƒšáƒ˜ მხáƒáƒšáƒáƒ“"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr ""
@@ -14349,12 +14350,11 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
+msgid "Couldn't save project at '%s' (error %d)."
msgstr ""
#: editor/project_manager.cpp
@@ -23337,6 +23337,15 @@ msgstr "სáƒáƒ áƒ™áƒ”"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "გáƒáƒ“áƒáƒ¡áƒ•áƒšáƒ”ბი"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr ""
diff --git a/editor/translations/km.po b/editor/translations/km.po
index 3d39686d68..ade147ec7e 100644
--- a/editor/translations/km.po
+++ b/editor/translations/km.po
@@ -12389,9 +12389,10 @@ msgstr "Anim ផ្លាស់ប្ážáž¼ážš Transform"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr ""
@@ -13726,12 +13727,11 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
+msgid "Couldn't save project at '%s' (error %d)."
msgstr ""
#: editor/project_manager.cpp
@@ -22256,6 +22256,14 @@ msgstr "កញ្ចក់"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+msgid "Sorting"
+msgstr ""
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr ""
diff --git a/editor/translations/ko.po b/editor/translations/ko.po
index e1940d698c..f43830b1e9 100644
--- a/editor/translations/ko.po
+++ b/editor/translations/ko.po
@@ -39,13 +39,15 @@
# 박민규 <80dots@gmail.com>, 2022.
# ì´ì§€ë¯¼ <jiminaleejung@gmail.com>, 2022.
# nulltable <un5450@naver.com>, 2022.
+# Godoto <aicompose@gmail.com>, 2022.
+# gaenyang <gaenyang@outlook.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: 2022-09-23 04:16+0000\n"
-"Last-Translator: nulltable <un5450@naver.com>\n"
+"PO-Revision-Date: 2022-10-24 12:41+0000\n"
+"Last-Translator: Godoto <aicompose@gmail.com>\n"
"Language-Team: Korean <https://hosted.weblate.org/projects/godot-engine/"
"godot/ko/>\n"
"Language: ko\n"
@@ -53,7 +55,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 4.14.1\n"
+"X-Generator: Weblate 4.14.2-dev\n"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Tablet Driver"
@@ -270,7 +272,7 @@ msgstr "ì²­í¬ í¬ê¸° ì½ê¸°"
#: core/io/marshalls.cpp
msgid "Object ID"
-msgstr "오브ì íŠ¸ ID"
+msgstr "오브ì íŠ¸ ì•„ì´ë””"
#: core/io/multiplayer_api.cpp core/io/packet_peer.cpp
msgid "Allow Object Decoding"
@@ -394,9 +396,8 @@ msgid "Mouse Mode"
msgstr "마우스 모드"
#: core/os/input.cpp
-#, fuzzy
msgid "Use Accumulated Input"
-msgstr "입력 삭제"
+msgstr "ëˆ„ì  ìž…ë ¥ 사용"
#: core/os/input_event.cpp editor/project_settings_editor.cpp
#: servers/audio_server.cpp
@@ -479,7 +480,7 @@ msgstr "ì••ë ¥"
#: core/os/input_event.cpp
msgid "Pen Inverted"
-msgstr ""
+msgstr "펜 반전"
#: core/os/input_event.cpp
msgid "Relative"
@@ -682,11 +683,11 @@ msgstr "스í¬ë¦½íŠ¸ 템플릿 검색 경로"
#: core/project_settings.cpp
msgid "Version Control Autoload On Startup"
-msgstr "시작할 ë•Œ ìžë™ìœ¼ë¡œ Version Control 로드"
+msgstr "시작 ì‹œ 버전 관리 ìžë™ì‹¤í–‰"
#: core/project_settings.cpp
msgid "Version Control Plugin Name"
-msgstr "버전 컨트롤 í”ŒëŸ¬ê·¸ì¸ ì´ë¦„"
+msgstr "버전 관리 í”ŒëŸ¬ê·¸ì¸ ì´ë¦„"
#: core/project_settings.cpp scene/2d/collision_object_2d.cpp
#: scene/3d/collision_object.cpp scene/gui/control.cpp
@@ -1606,7 +1607,7 @@ msgstr "변형"
#: editor/animation_track_editor.cpp editor/editor_help.cpp
msgid "Methods"
-msgstr "메서드"
+msgstr "방법"
#: editor/animation_track_editor.cpp
msgid "Bezier"
@@ -2071,7 +2072,7 @@ msgstr "\"%s\" 시그ë„ì˜ ëª¨ë“  ì—°ê²°ì„ ì œê±°í•˜ì‹œê² ìŠµë‹ˆê¹Œ?"
#: editor/connections_dialog.cpp editor/editor_help.cpp editor/node_dock.cpp
msgid "Signals"
-msgstr "시그ë„"
+msgstr "신호"
#: editor/connections_dialog.cpp
msgid "Filter signals"
@@ -2200,7 +2201,7 @@ msgstr "열기"
#: editor/dependency_editor.cpp
msgid "Owners of: %s (Total: %d)"
-msgstr ""
+msgstr "소유ìž: %s(ì´: %d)"
#: editor/dependency_editor.cpp
msgid ""
@@ -2756,16 +2757,15 @@ msgstr "ì„ íƒ"
#: editor/editor_export.cpp
msgid "Project export for platform:"
-msgstr "플랫í¼ìœ¼ë¡œ 프로ì íŠ¸ 내보내기:"
+msgstr "플랫í¼ìš© 프로ì íŠ¸ 내보내기:"
#: editor/editor_export.cpp
msgid "Completed with warnings."
msgstr "완료하였지만 경고가 있습니다."
#: editor/editor_export.cpp
-#, fuzzy
msgid "Completed successfully."
-msgstr "패키지를 성공ì ìœ¼ë¡œ 설치했습니다!"
+msgstr "성공ì ìœ¼ë¡œ 완료ë˜ì—ˆìŠµë‹ˆë‹¤."
#: editor/editor_export.cpp
msgid "Failed."
@@ -2921,9 +2921,8 @@ msgid "Custom release template not found."
msgstr "커스텀 릴리스 í…œí”Œë¦¿ì„ ì°¾ì„ ìˆ˜ 없습니다."
#: editor/editor_export.cpp
-#, fuzzy
msgid "Prepare Template"
-msgstr "템플릿 관리"
+msgstr "템플릿 준비"
#: editor/editor_export.cpp platform/osx/export/export.cpp
msgid "The given export path doesn't exist."
@@ -2939,9 +2938,8 @@ msgstr "내보내기 í…œí”Œë¦¿ì„ ë³µì‚¬í•˜ì§€ 못했습니다."
#: editor/editor_export.cpp platform/windows/export/export.cpp
#: platform/x11/export/export.cpp
-#, fuzzy
msgid "PCK Embedding"
-msgstr "패딩"
+msgstr "PCK 임베딩"
#: editor/editor_export.cpp
msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB."
@@ -3435,7 +3433,7 @@ msgstr "스타ì¼"
#: editor/editor_help.cpp
msgid "Enumerations"
-msgstr "열거형"
+msgstr "목ë¡"
#: editor/editor_help.cpp
msgid "Property Descriptions"
@@ -5472,7 +5470,7 @@ msgstr "ì„ íƒëœ í•­ëª©ì„ Drag and drop"
#: editor/editor_settings.cpp
msgid "Stay In Script Editor On Node Selected"
-msgstr ""
+msgstr "ì„ íƒí•œ 노드ì—ì„œ 스í¬ë¦½íŠ¸ 편집기 유지"
#: editor/editor_settings.cpp
msgid "Appearance"
@@ -5774,7 +5772,7 @@ msgstr "줌 변경"
#: editor/editor_settings.cpp editor/plugins/spatial_editor_plugin.cpp
msgid "Warped Mouse Panning"
-msgstr ""
+msgstr "뒤틀린 마우스 패ë‹"
#: editor/editor_settings.cpp
msgid "Navigation Feel"
@@ -5782,56 +5780,47 @@ msgstr "내비게ì´ì…˜ ê°ë„"
#: editor/editor_settings.cpp
msgid "Orbit Sensitivity"
-msgstr ""
+msgstr "ê¶¤ë„ ê°ë„"
#: editor/editor_settings.cpp
msgid "Orbit Inertia"
-msgstr ""
+msgstr "ê¶¤ë„ ê´€ì„±"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Translation Inertia"
-msgstr "번역"
+msgstr "번역 관성"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Zoom Inertia"
-msgstr "줌 ì¸"
+msgstr "줌 관성"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Freelook"
-msgstr "ìžìœ  ì‹œì  ìœ„ë¡œ"
+msgstr "ìžìœ  ì‹œì "
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Freelook Navigation Scheme"
-msgstr "내비게ì´ì…˜ 메시 만들기"
+msgstr "ìžìœ  ì‹œì  ë‚´ë¹„ê²Œì´ì…˜ 계íš"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Freelook Sensitivity"
-msgstr "ìžìœ  ì‹œì  ì™¼ìª½ìœ¼ë¡œ"
+msgstr "ìžìœ  ì‹œì  ê°ë„"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Freelook Inertia"
-msgstr "ìžìœ  ì‹œì  ì™¼ìª½ìœ¼ë¡œ"
+msgstr "ìžìœ  ì‹œì  ê´€ì„±"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Freelook Base Speed"
-msgstr "ìžìœ  ì‹œì  ì†ë„ 수정ìž"
+msgstr "ìžìœ  ì‹œì  ê¸°ë³¸ ì†ë ¥"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Freelook Activation Modifier"
-msgstr "ìžìœ  ì‹œì  ëŠë¦° 수정ìž"
+msgstr "ìžìœ  ì‹œì  í™œì„±í™” 수정ìž"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Freelook Speed Zoom Link"
-msgstr "ìžìœ  ì‹œì  ì†ë„ 수정ìž"
+msgstr "ìžìœ  ì‹œì  ì†ë„ 확대 ë§í¬"
#: editor/editor_settings.cpp editor/plugins/tile_map_editor_plugin.cpp
msgid "Grid Color"
@@ -5867,98 +5856,89 @@ msgstr "본 IK 색ìƒ"
#: editor/editor_settings.cpp
msgid "Bone Outline Color"
-msgstr ""
+msgstr "뼈 윤곽선 색ìƒ"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Bone Outline Size"
-msgstr "윤곽선 í¬ê¸°:"
+msgstr "뼈 윤곽선 í¬ê¸°"
#: editor/editor_settings.cpp
msgid "Viewport Border Color"
-msgstr ""
+msgstr "표시 ì˜ì—­ í…Œë‘리 색ìƒ"
#: editor/editor_settings.cpp
msgid "Constrain Editor View"
-msgstr ""
+msgstr "제약 편집기 보기"
#: editor/editor_settings.cpp
msgid "Simple Panning"
-msgstr ""
+msgstr "간단한 패ë‹"
#: editor/editor_settings.cpp
msgid "Scroll To Pan"
-msgstr ""
+msgstr "팬으로 스í¬ë¡¤"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Pan Speed"
-msgstr "ì†ë„:"
+msgstr "팬 ì†ë„"
#: editor/editor_settings.cpp editor/plugins/polygon_2d_editor_plugin.cpp
-#, fuzzy
msgid "Poly Editor"
-msgstr "í´ë¦¬ê³¤ 2D UV ì—디터"
+msgstr "í´ë¦¬ ì—디터"
#: editor/editor_settings.cpp
msgid "Point Grab Radius"
-msgstr ""
+msgstr "í¬ì¸íŠ¸ 잡기 반경"
#: editor/editor_settings.cpp editor/plugins/polygon_2d_editor_plugin.cpp
-#, fuzzy
msgid "Show Previous Outline"
-msgstr "ì´ì „ í‰ë©´"
+msgstr "ì´ì „ 아웃ë¼ì¸ 보기"
#: editor/editor_settings.cpp editor/scene_tree_dock.cpp
-#, fuzzy
msgid "Autorename Animation Tracks"
-msgstr "애니메ì´ì…˜ ì´ë¦„ 바꾸기"
+msgstr "애니메ì´ì…˜ 트랙 ìžë™ ì´ë¦„ 바꾸기"
#: editor/editor_settings.cpp
msgid "Default Create Bezier Tracks"
-msgstr ""
+msgstr "기본 베지어 트랙 만들기"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Default Create Reset Tracks"
-msgstr "재설정 트랙 만들기"
+msgstr "기본 재설정 트랙 만들기"
#: editor/editor_settings.cpp
msgid "Onion Layers Past Color"
-msgstr ""
+msgstr "양파 ë ˆì´ì–´ 과거 색ìƒ"
#: editor/editor_settings.cpp
msgid "Onion Layers Future Color"
-msgstr ""
+msgstr "양파 ë ˆì´ì–´ 미래 색ìƒ"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Visual Editors"
-msgstr "그룹 ì—디터"
+msgstr "비주얼 편집기"
#: editor/editor_settings.cpp
msgid "Minimap Opacity"
-msgstr ""
+msgstr "미니맵 불투명ë„"
#: editor/editor_settings.cpp
msgid "Window Placement"
-msgstr ""
+msgstr "창 배치"
#: 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 "사ê°í˜• ì „ì²´"
+msgstr "ì§ì‚¬ê°í˜•"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Rect Custom Position"
-msgstr "ê³¡ì„ ì˜ ì•„ì›ƒ 위치 설정"
+msgstr "ì§ì‚¬ê°í˜• ì‚¬ìš©ìž ì •ì˜ ìœ„ì¹˜"
#: editor/editor_settings.cpp platform/android/export/export_plugin.cpp
msgid "Screen"
-msgstr ""
+msgstr "화면"
#: editor/editor_settings.cpp
msgid "Auto Save"
@@ -5974,20 +5954,17 @@ msgstr "í°íŠ¸ í¬ê¸°"
#: editor/editor_settings.cpp
#: modules/gdscript/language_server/gdscript_language_server.cpp
-#, fuzzy
msgid "Remote Host"
-msgstr "ì›ê²© "
+msgstr "ì›ê²© 호스트"
#: editor/editor_settings.cpp
#: modules/gdscript/language_server/gdscript_language_server.cpp
-#, fuzzy
msgid "Remote Port"
-msgstr "ì  ì œê±°"
+msgstr "ì›ê²© í¬íŠ¸"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Editor SSL Certificates"
-msgstr "ì—디터 설정"
+msgstr "íŽ¸ì§‘ìž SSL ì¸ì¦ì„œ"
#: editor/editor_settings.cpp
msgid "HTTP Proxy"
@@ -5995,13 +5972,13 @@ msgstr "HTTP 프ë¡ì‹œ"
#: editor/editor_settings.cpp
msgid "Host"
-msgstr ""
+msgstr "호스트"
#: 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 "í¬íŠ¸"
#. TRANSLATORS: Project Manager here refers to the tool used to create/manage Godot projects.
#: editor/editor_settings.cpp
@@ -6019,28 +5996,27 @@ msgstr "ìƒì§• 색"
#: editor/editor_settings.cpp
msgid "Keyword Color"
-msgstr ""
+msgstr "키워드 색ìƒ"
#: editor/editor_settings.cpp
msgid "Control Flow Keyword Color"
-msgstr ""
+msgstr "플로우 키워드 ìƒ‰ìƒ ì œì–´"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Base Type Color"
-msgstr "기본 타입 바꾸기"
+msgstr "기본 유형 색ìƒ"
#: editor/editor_settings.cpp
msgid "Engine Type Color"
-msgstr ""
+msgstr "엔진 유형 색ìƒ"
#: editor/editor_settings.cpp
msgid "User Type Color"
-msgstr ""
+msgstr "ì‚¬ìš©ìž ìœ í˜• 색ìƒ"
#: editor/editor_settings.cpp
msgid "Comment Color"
-msgstr ""
+msgstr "댓글 색ìƒ"
#: editor/editor_settings.cpp
msgid "String Color"
@@ -6057,35 +6033,32 @@ msgid "Completion Background Color"
msgstr "완성 배경 색"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Completion Selected Color"
-msgstr "ì„ íƒëœ 항목 가져오기"
+msgstr "ì„ íƒ ìƒ‰ìƒ ì™„ë£Œ"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Completion Existing Color"
-msgstr ""
+msgstr "기존 ìƒ‰ìƒ ì™„ì„±"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Completion Scroll Color"
-msgstr ""
+msgstr "스í¬ë¡¤ ìƒ‰ìƒ ì™„ë£Œ"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Completion Font Color"
-msgstr ""
+msgstr "글꼴 ìƒ‰ìƒ ì™„ë£Œ"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Text Color"
-msgstr "ë‹¤ìŒ ì¸µ"
+msgstr "글ìžìƒ‰"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Line Number Color"
msgstr "í–‰ ë²ˆí˜¸ì˜ ìƒ‰"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Safe Line Number Color"
-msgstr "행 번호:"
+msgstr "안전 ë¼ì¸ 번호 색ìƒ"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Caret Color"
@@ -6096,93 +6069,82 @@ msgid "Caret Background Color"
msgstr "íƒˆìž ê¸°í˜¸ ë°°ê²½ 색"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Text Selected Color"
-msgstr "ì„ íƒ í•­ëª© ì‚­ì œ"
+msgstr "ì„ íƒí•œ í…스트 색ìƒ"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Selection Color"
-msgstr "ì„ íƒ ì˜ì—­ë§Œ"
+msgstr "ì„ íƒ ìƒ‰ìƒ"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Brace Mismatch Color"
-msgstr ""
+msgstr "중괄호 불ì¼ì¹˜ 색ìƒ"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Current Line Color"
-msgstr "현재 씬"
+msgstr "현재 줄 색ìƒ"
#: editor/editor_settings.cpp
msgid "Line Length Guideline Color"
-msgstr ""
+msgstr "ë¼ì¸ ê¸¸ì´ ê°€ì´ë“œë¼ì¸ 색ìƒ"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Word Highlighted Color"
-msgstr "구문 강조"
+msgstr "구문 ê°•ì¡° 색ìƒ"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Number Color"
-msgstr ""
+msgstr "ìˆ«ìž ìƒ‰ìƒ"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Function Color"
-msgstr "함수(Function)"
+msgstr "함수 색ìƒ"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Member Variable Color"
-msgstr "변수명 바꾸기"
+msgstr "멤버 변수 색ìƒ"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Mark Color"
-msgstr "ìƒ‰ìƒ ì„ íƒ"
+msgstr "ë§ˆí¬ ìƒ‰ìƒ"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Bookmark Color"
-msgstr "ë¶ë§ˆí¬"
+msgstr "ë¶ë§ˆí¬ 색ìƒ"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Breakpoint Color"
-msgstr "중단ì "
+msgstr "ì¤‘ë‹¨ì  ìƒ‰ìƒ"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Executing Line Color"
-msgstr ""
+msgstr "ë¼ì¸ ìƒ‰ìƒ ì‹¤í–‰"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Code Folding Color"
-msgstr ""
+msgstr "코드 í´ë”© 색ìƒ"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Search Result Color"
-msgstr "검색 결과"
+msgstr "검색 ê²°ê³¼ 색ìƒ"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Search Result Border Color"
-msgstr "검색 결과"
+msgstr "검색 ê²°ê³¼ í…Œë‘리 색ìƒ"
#: editor/editor_spin_slider.cpp
msgid "Hold %s to round to integers. Hold Shift for more precise changes."
-msgstr "%s를 눌러 정수로 반올림합니다. Shift를 눌러 좀 ë” ì •ë°€í•˜ê²Œ 조작합니다."
+msgstr ""
+"정수로 반올림하려면 %s 키를 누르세요. ë” ì •ë°€í•œ ë³€ê²½ì„ í•˜ë ¤ë©´ Shift 키를 누르"
+"세요."
#: editor/editor_spin_slider.cpp scene/gui/button.cpp
-#, fuzzy
msgid "Flat"
-msgstr "플랫 0"
+msgstr "í‰ë©´"
#: editor/editor_spin_slider.cpp
-#, fuzzy
msgid "Hide Slider"
-msgstr "콜리전 모드"
+msgstr "슬ë¼ì´ë” 숨기기"
#: editor/editor_sub_scene.cpp
msgid "Select Node(s) to Import"
@@ -6190,11 +6152,11 @@ msgstr "가져올 노드 ì„ íƒ"
#: editor/editor_sub_scene.cpp editor/project_manager.cpp
msgid "Browse"
-msgstr "íƒìƒ‰"
+msgstr "검색"
#: editor/editor_sub_scene.cpp
msgid "Scene Path:"
-msgstr "씬 경로:"
+msgstr "장면 경로:"
#: editor/editor_sub_scene.cpp
msgid "Import From Node:"
@@ -6202,13 +6164,12 @@ msgstr "노드ì—ì„œ 가져오기:"
#. TRANSLATORS: %s refers to the name of a version control system (e.g. "Git").
#: editor/editor_vcs_interface.cpp
-#, fuzzy
msgid "%s Error"
-msgstr "오류"
+msgstr "%s 오류"
#: editor/export_template_manager.cpp
msgid "Open the folder containing these templates."
-msgstr "ì´ í…œí”Œë¦¿ì„ í¬í•¨í•˜ëŠ” í´ë”를 엽니다."
+msgstr "ì´ í…œí”Œë¦¿ì´ í¬í•¨ëœ í´ë”를 엽니다."
#: editor/export_template_manager.cpp
msgid "Uninstall these templates."
@@ -6220,11 +6181,11 @@ msgstr "사용 가능한 미러가 없습니다."
#: editor/export_template_manager.cpp
msgid "Retrieving the mirror list..."
-msgstr "미러 목ë¡ì„ 검색하는 중..."
+msgstr "미러 목ë¡ì„ 가져오는 중..."
#: editor/export_template_manager.cpp
msgid "Starting the download..."
-msgstr "다운로드를 시작하는 중..."
+msgstr "다운로드 시작 중..."
#: editor/export_template_manager.cpp
msgid "Error requesting URL:"
@@ -6232,11 +6193,11 @@ msgstr "URL 요청 중 오류:"
#: editor/export_template_manager.cpp
msgid "Connecting to the mirror..."
-msgstr "ë¯¸ëŸ¬ì— ì—°ê²° 중..."
+msgstr "미러 연결 중..."
#: editor/export_template_manager.cpp
msgid "Can't resolve the requested address."
-msgstr "ìš”ì²­ëœ ì£¼ì†Œë¥¼ í•´ê²°í•  수 없습니다."
+msgstr "요청한 주소를 확ì¸í•  수 없습니다."
#: editor/export_template_manager.cpp
msgid "Can't connect to the mirror."
@@ -6472,13 +6433,13 @@ msgstr ""
#: editor/fileserver/editor_file_server.cpp
msgid "File Server"
-msgstr ""
+msgstr "íŒŒì¼ ì„œë²„"
#: 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 "비밀번호"
#: editor/filesystem_dock.cpp
msgid "Favorites"
@@ -6539,6 +6500,9 @@ msgid ""
"After renaming to an unknown extension, the file won't be shown in the "
"editor anymore."
msgstr ""
+"ì´ íŒŒì¼ í™•ìž¥ìžëŠ” 편집기ì—ì„œ ì¸ì‹ë˜ì§€ 않습니다.\n"
+"ì´ë¦„ì„ ë³€ê²½í•˜ë ¤ë©´ ìš´ì˜ ì²´ì œì˜ íŒŒì¼ íƒìƒ‰ê¸°ë¥¼ 사용하십시오.\n"
+"ì•Œ 수 없는 확장ìžë¡œ ì´ë¦„ì„ ë°”ê¾¸ë©´ 파ì¼ì´ ë” ì´ìƒ íŽ¸ì§‘ê¸°ì— í‘œì‹œë˜ì§€ 않습니다."
#: editor/filesystem_dock.cpp
msgid ""
@@ -6760,14 +6724,12 @@ msgid "Replace..."
msgstr "바꾸기..."
#: editor/find_in_files.cpp editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "Replace in Files"
-msgstr "ëª¨ë‘ ë°”ê¾¸ê¸°"
+msgstr "파ì¼ì—ì„œ 바꾸기"
#: editor/find_in_files.cpp
-#, fuzzy
msgid "Replace All (NO UNDO)"
-msgstr "ëª¨ë‘ ë°”ê¾¸ê¸°"
+msgstr "ëª¨ë‘ ë°”ê¾¸ê¸°(실행 취소 ì—†ìŒ)"
#: editor/find_in_files.cpp
msgid "Searching..."
@@ -6840,43 +6802,40 @@ msgstr "그룹 관리"
#: editor/import/editor_import_collada.cpp
msgid "Collada"
-msgstr ""
+msgstr "COLLADA"
#: editor/import/editor_import_collada.cpp
msgid "Use Ambient"
-msgstr ""
+msgstr "주변광 사용"
#: editor/import/resource_importer_bitmask.cpp
-#, fuzzy
msgid "Create From"
-msgstr "í´ë” 만들기"
+msgstr "다ìŒì—ì„œ 만들기"
#: editor/import/resource_importer_bitmask.cpp
#: servers/audio/effects/audio_effect_compressor.cpp
msgid "Threshold"
-msgstr ""
+msgstr "스레숄드"
#: editor/import/resource_importer_csv_translation.cpp
#: editor/import/resource_importer_layered_texture.cpp
#: editor/import/resource_importer_scene.cpp
#: editor/import/resource_importer_texture.cpp
#: editor/import/resource_importer_wav.cpp scene/3d/gi_probe.cpp
-#, fuzzy
msgid "Compress"
-msgstr "구성 요소"
+msgstr "컴프레스"
#: editor/import/resource_importer_csv_translation.cpp
msgid "Delimiter"
-msgstr ""
+msgstr "디리미터"
#: editor/import/resource_importer_layered_texture.cpp
-#, fuzzy
msgid "ColorCorrect"
-msgstr "ìƒ‰ìƒ í•¨ìˆ˜."
+msgstr "컬러코렉트"
#: editor/import/resource_importer_layered_texture.cpp
msgid "No BPTC If RGB"
-msgstr ""
+msgstr "RGBì¸ ê²½ìš° BPTC ì—†ìŒ"
#: editor/import/resource_importer_layered_texture.cpp
#: editor/import/resource_importer_texture.cpp scene/2d/cpu_particles_2d.cpp
@@ -6884,13 +6843,13 @@ msgstr ""
#: scene/resources/material.cpp scene/resources/particles_material.cpp
#: scene/resources/texture.cpp scene/resources/visual_shader.cpp
msgid "Flags"
-msgstr ""
+msgstr "플래그"
#: 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 "반복"
#: editor/import/resource_importer_layered_texture.cpp
#: editor/import/resource_importer_texture.cpp scene/2d/light_2d.cpp
@@ -6900,14 +6859,13 @@ msgstr "í•„í„°"
#: editor/import/resource_importer_layered_texture.cpp
#: editor/import/resource_importer_texture.cpp
-#, fuzzy
msgid "Mipmaps"
-msgstr "시그ë„"
+msgstr "밉맵"
#: editor/import/resource_importer_layered_texture.cpp
#: editor/import/resource_importer_texture.cpp
msgid "Anisotropic"
-msgstr ""
+msgstr "ì´ë°©ì„±"
#: editor/import/resource_importer_layered_texture.cpp
#: editor/import/resource_importer_texture.cpp
@@ -6915,9 +6873,8 @@ msgid "sRGB"
msgstr "sRGB"
#: editor/import/resource_importer_layered_texture.cpp
-#, fuzzy
msgid "Slices"
-msgstr "ìžë™ ìžë¥´ê¸°"
+msgstr "슬ë¼ì´ìŠ¤"
#: editor/import/resource_importer_layered_texture.cpp
#: scene/gui/aspect_ratio_container.cpp scene/gui/control.cpp
@@ -6934,14 +6891,12 @@ msgid "Vertical"
msgstr "수ì§"
#: editor/import/resource_importer_obj.cpp
-#, fuzzy
msgid "Generate Tangents"
-msgstr "ìƒì„±í•œ ì  ê°œìˆ˜"
+msgstr "ì ‘ì„  ìƒì„±"
#: editor/import/resource_importer_obj.cpp
-#, fuzzy
msgid "Scale Mesh"
-msgstr "ìŠ¤ì¼€ì¼ ëª¨ë“œ"
+msgstr "ìŠ¤ì¼€ì¼ ë©”ì‰¬"
#: editor/import/resource_importer_obj.cpp
msgid "Offset Mesh"
@@ -6949,9 +6904,8 @@ msgstr "오프셋 메시"
#: editor/import/resource_importer_obj.cpp
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Octahedral Compression"
-msgstr "í‘œí˜„ì‹ ì„¤ì •"
+msgstr "팔면체 압축"
#: editor/import/resource_importer_obj.cpp
msgid "Optimize Mesh Flags"
@@ -6999,100 +6953,84 @@ msgstr "여러 ê°œì˜ ì”¬ê³¼ 머티리얼로 가져오기"
#: editor/import/resource_importer_scene.cpp modules/gltf/gltf_state.cpp
#: scene/3d/physics_joint.cpp
-#, fuzzy
msgid "Nodes"
msgstr "노드"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Root Type"
-msgstr "멤버 타입"
+msgstr "루트 유형"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Root Name"
-msgstr "ì›ê²© ì´ë¦„"
+msgstr "루트 ì´ë¦„"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Root Scale"
-msgstr "스케ì¼"
+msgstr "루트 스케ì¼"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Custom Script"
-msgstr "노드 잘ë¼ë‚´ê¸°"
+msgstr "ì‚¬ìš©ìž ì •ì˜ ìŠ¤í¬ë¦½íŠ¸"
#: editor/import/resource_importer_scene.cpp scene/resources/texture.cpp
-#, fuzzy
msgid "Storage"
-msgstr "저장하려는 파ì¼:"
+msgstr "보관소"
#: editor/import/resource_importer_scene.cpp
msgid "Use Legacy Names"
-msgstr ""
+msgstr "기존 ì´ë¦„ 사용"
#: editor/import/resource_importer_scene.cpp modules/gltf/gltf_state.cpp
msgid "Materials"
msgstr "머티리얼"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Keep On Reimport"
-msgstr "다시 가져오기"
+msgstr "ê³„ì† ë‹¤ì‹œ 가져오기"
#: editor/import/resource_importer_scene.cpp modules/gltf/gltf_state.cpp
-#, fuzzy
msgid "Meshes"
-msgstr "메시"
+msgstr "메쉬"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Ensure Tangents"
-msgstr "곡선 탄젠트 수정"
+msgstr "ì ‘ì„  확ì¸"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Light Baking"
-msgstr "ë¼ì´íŠ¸ë§µ 굽기"
+msgstr "ë¼ì´íŠ¸ ë² ì´í‚¹"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Lightmap Texel Size"
-msgstr "ë¼ì´íŠ¸ë§µ 굽기"
+msgstr "ë¼ì´íŠ¸ë§µ í…ì…€ í¬ê¸°"
#: editor/import/resource_importer_scene.cpp modules/gltf/gltf_state.cpp
msgid "Skins"
-msgstr ""
+msgstr "스킨"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Use Named Skins"
-msgstr "ìŠ¤ì¼€ì¼ ìŠ¤ëƒ… 사용"
+msgstr "네임드 스킨 사용"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "External Files"
-msgstr "íŒŒì¼ ì—´ê¸°"
+msgstr "외부 파ì¼"
#: editor/import/resource_importer_scene.cpp
msgid "Store In Subdir"
-msgstr ""
+msgstr "하위 ë””ë ‰í† ë¦¬ì— ì €ìž¥"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Filter Script"
-msgstr "스í¬ë¦½íŠ¸ í•„í„°"
+msgstr "í•„í„° 스í¬ë¦½íŠ¸"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Keep Custom Tracks"
-msgstr "변형"
+msgstr "맞춤 트랙 유지"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Optimizer"
-msgstr "최ì í™”"
+msgstr "최ì í™” ë„구"
#: editor/import/resource_importer_scene.cpp
#: editor/plugins/item_list_editor_plugin.cpp main/main.cpp
@@ -7106,9 +7044,8 @@ msgstr "최ì í™”"
#: 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 "활성화"
+msgstr "활성화ë¨"
#: editor/import/resource_importer_scene.cpp
msgid "Max Linear Error"
@@ -7119,19 +7056,16 @@ msgid "Max Angular Error"
msgstr "최대 ê°ë„ 오류"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Max Angle"
-msgstr "ê°’"
+msgstr "최대 ê°ë„"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Remove Unused Tracks"
-msgstr "애니메ì´ì…˜ 트랙 제거"
+msgstr "미사용 트랙 제거"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Clips"
-msgstr "애니메ì´ì…˜ í´ë¦½"
+msgstr "í´ë¦½"
#: 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
@@ -7185,64 +7119,63 @@ 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: í…스처가 3Dì—ì„œ 노멀 맵으로 사용ë˜ëŠ” 것으로 ê°ì§€ë˜ì—ˆìŠµë‹ˆë‹¤. 메모리 사용량"
+"ì„ ì¤„ì´ê¸° 위해 빨강-ì´ˆë¡ í…스처 ì••ì¶•ì„ í™œì„±í™”í•©ë‹ˆë‹¤(파란색 채ë„ì€ ë²„ë ¤ì§)."
#: 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: í…스처가 3Dì—ì„œ ì‚¬ìš©ëœ ê²ƒìœ¼ë¡œ ê°ì§€ë˜ì—ˆìŠµë‹ˆë‹¤. í•„í„°, 반복, 밉맵 ìƒì„± ë° "
+"VRAM í…스처 ì••ì¶•ì„ í™œì„±í™”í•©ë‹ˆë‹¤."
#: editor/import/resource_importer_texture.cpp
msgid "2D, Detect 3D"
-msgstr ""
+msgstr "2D, 3D ê°ì§€"
#: editor/import/resource_importer_texture.cpp
-#, fuzzy
msgid "2D Pixel"
-msgstr "전면 픽셀"
+msgstr "2D 픽셀"
#: editor/import/resource_importer_texture.cpp scene/resources/texture.cpp
msgid "Lossy Quality"
-msgstr ""
+msgstr "ì†ì‹¤ 품질"
#: editor/import/resource_importer_texture.cpp
-#, fuzzy
msgid "HDR Mode"
-msgstr "모드 ì„ íƒ"
+msgstr "HDR 모드"
#: 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 "ì¼ë°˜ 맵"
#: editor/import/resource_importer_texture.cpp
-#, fuzzy
msgid "Process"
-msgstr "후처리"
+msgstr "프로세스"
#: editor/import/resource_importer_texture.cpp
msgid "Fix Alpha Border"
-msgstr ""
+msgstr "알파 í…Œë‘리 수정"
#: editor/import/resource_importer_texture.cpp
-#, fuzzy
msgid "Premult Alpha"
-msgstr "í´ë¦¬ê³¤ 편집"
+msgstr "프리멀트 알파"
#: editor/import/resource_importer_texture.cpp
msgid "Hdr As Srgb"
-msgstr ""
+msgstr "Srgb로 HDR"
#: editor/import/resource_importer_texture.cpp
-#, fuzzy
msgid "Invert Color"
-msgstr "꼭짓ì "
+msgstr "ìƒ‰ìƒ ë°˜ì „"
#: editor/import/resource_importer_texture.cpp
msgid "Normal Map Invert Y"
@@ -7254,18 +7187,19 @@ msgstr "í¬ê¸° 제한"
#: editor/import/resource_importer_texture.cpp
msgid "Detect 3D"
-msgstr ""
+msgstr "3D ê°ì§€"
#: 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 ""
+"경고, 프로ì íŠ¸ 설정ì—ì„œ í™œì„±í™”ëœ ì ì ˆí•œ PC VRAM ì••ì¶•ì´ ì—†ìŠµë‹ˆë‹¤. ì´ í…스처는 "
+"PCì—ì„œ 올바르게 표시ë˜ì§€ 않습니다."
#: editor/import/resource_importer_texture_atlas.cpp
msgid "Atlas File"
@@ -7276,65 +7210,57 @@ msgid "Import Mode"
msgstr "가져오기 모드"
#: editor/import/resource_importer_texture_atlas.cpp
-#, fuzzy
msgid "Crop To Region"
-msgstr "íƒ€ì¼ ì˜ì—­ 설정"
+msgstr "ì˜ì—­ìœ¼ë¡œ ìžë¥´ê¸°"
#: editor/import/resource_importer_texture_atlas.cpp
msgid "Trim Alpha Border From Region"
-msgstr ""
+msgstr "ì˜ì—­ì—ì„œ 알파 í…Œë‘리 ìžë¥´ê¸°"
#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp
-#, fuzzy
msgid "Force"
-msgstr "ì›ë³¸ 메시:"
+msgstr "힘"
#: editor/import/resource_importer_wav.cpp
msgid "8 Bit"
-msgstr ""
+msgstr "8비트"
#: editor/import/resource_importer_wav.cpp main/main.cpp
#: modules/mono/editor/csharp_project.cpp modules/mono/godotsharp_dirs.cpp
#: modules/mono/mono_gd/gd_mono.cpp
msgid "Mono"
-msgstr ""
+msgstr "모노"
#: editor/import/resource_importer_wav.cpp
-#, fuzzy
msgid "Max Rate"
-msgstr "믹스 노드"
+msgstr "최대 비율"
#: editor/import/resource_importer_wav.cpp
-#, fuzzy
msgid "Max Rate Hz"
-msgstr "믹스 노드"
+msgstr "최대 ì†ë„ Hz"
#: editor/import/resource_importer_wav.cpp
msgid "Trim"
-msgstr ""
+msgstr "ì†ì§ˆ"
#: editor/import/resource_importer_wav.cpp
-#, fuzzy
msgid "Normalize"
-msgstr "형ì‹"
+msgstr "정규화"
#: editor/import/resource_importer_wav.cpp
#: scene/resources/audio_stream_sample.cpp
-#, fuzzy
msgid "Loop Mode"
-msgstr "ì´ë™ 모드"
+msgstr "루프 모드"
#: editor/import/resource_importer_wav.cpp
#: scene/resources/audio_stream_sample.cpp
-#, fuzzy
msgid "Loop Begin"
-msgstr "ì´ë™ 모드"
+msgstr "루프 시작"
#: editor/import/resource_importer_wav.cpp
#: scene/resources/audio_stream_sample.cpp
-#, fuzzy
msgid "Loop End"
-msgstr "ì´ë™ 모드"
+msgstr "루프 종료"
#: editor/import_defaults_editor.cpp
msgid "Select Importer"
@@ -7346,7 +7272,7 @@ msgstr "ìž„í¬í„°:"
#: editor/import_defaults_editor.cpp
msgid "Reset to Defaults"
-msgstr "ë””í´íŠ¸ë¡œ 재설정"
+msgstr "기본값으로 재설정"
#: editor/import_dock.cpp
msgid "Keep File (No Import)"
@@ -7358,11 +7284,11 @@ msgstr "íŒŒì¼ %dê°œ"
#: editor/import_dock.cpp
msgid "Set as Default for '%s'"
-msgstr "'%s'ì„(를) ë””í´íŠ¸ë¡œ 설정"
+msgstr "기본값으로 '%s' 설정"
#: editor/import_dock.cpp
msgid "Clear Default for '%s'"
-msgstr "'%s'ì„(를) ë””í´íŠ¸ì—ì„œ 지우기"
+msgstr "'%s'ì˜ ê¸°ë³¸ê°’ 지우기"
#: editor/import_dock.cpp
msgid "Reimport"
@@ -7382,55 +7308,54 @@ msgstr ""
#: editor/import_dock.cpp
msgid "Import As:"
-msgstr "ë‹¤ìŒ í˜•ì‹ìœ¼ë¡œ 가져오기:"
+msgstr "다ìŒìœ¼ë¡œ 가져오기:"
#: editor/import_dock.cpp
msgid "Save Scenes, Re-Import, and Restart"
-msgstr "씬 저장, 다시 가져오기 ë° ë‹¤ì‹œ 시작"
+msgstr "장면 저장, 다시 가져오기 ë° ìž¬ì‹œìž‘"
#: editor/import_dock.cpp
msgid "Changing the type of an imported file requires editor restart."
-msgstr "가져온 파ì¼ì˜ íƒ€ìž…ì„ ë°”ê¾¸ë ¤ë©´ ì—디터를 다시 시작해야 합니다."
+msgstr "가져온 파ì¼ì˜ ìœ í˜•ì„ ë³€ê²½í•˜ë ¤ë©´ 편집기를 다시 시작해야 합니다."
#: editor/import_dock.cpp
msgid ""
"WARNING: Assets exist that use this resource, they may stop loading properly."
msgstr ""
-"경고: ì´ ë¦¬ì†ŒìŠ¤ë¥¼ 사용하는 ì• ì…‹ì´ ìžˆìŠµë‹ˆë‹¤. ì •ìƒì ìœ¼ë¡œ 불러오지 못할 ìˆ˜ë„ ìžˆ"
-"습니다."
+"경고: ì´ ë¦¬ì†ŒìŠ¤ë¥¼ 사용하는 ì• ì…‹ì´ ìžˆìŠµë‹ˆë‹¤. ì •ìƒì ìœ¼ë¡œ 불러오지 못할 수 있습"
+"니다."
#: editor/import_dock.cpp
msgid ""
"Select a resource file in the filesystem or in the inspector to adjust "
"import settings."
msgstr ""
+"íŒŒì¼ ì‹œìŠ¤í…œ ë˜ëŠ” 검사기ì—ì„œ 리소스 파ì¼ì„ ì„ íƒí•˜ì—¬ 가져오기 ì„¤ì •ì„ ì¡°ì •í•˜ì‹­ì‹œ"
+"오."
#: editor/inspector_dock.cpp
msgid "Failed to load resource."
-msgstr "리소스 ë¶ˆëŸ¬ì˜¤ê¸°ì— ì‹¤íŒ¨í–ˆìŠµë‹ˆë‹¤."
+msgstr "리소스를 불러오지 못했습니다."
#: editor/inspector_dock.cpp
-#, fuzzy
msgid "Property Name Style"
-msgstr "프로ì íŠ¸ ì´ë¦„:"
+msgstr "ì†ì„± ì´ë¦„ 스타ì¼"
#: editor/inspector_dock.cpp scene/gui/color_picker.cpp
msgid "Raw"
-msgstr "Raw"
+msgstr "RAW"
#: editor/inspector_dock.cpp
-#, fuzzy
msgid "Capitalized"
msgstr "대문ìžë¡œ 시작"
#: editor/inspector_dock.cpp
-#, fuzzy
msgid "Localized"
-msgstr "로케ì¼"
+msgstr "현지화"
#: editor/inspector_dock.cpp
msgid "Localization not available for current language."
-msgstr ""
+msgstr "현재 언어로는 현지화가 불가능합니다."
#: editor/inspector_dock.cpp
msgid "Copy Properties"
@@ -7973,9 +7898,8 @@ msgid "New"
msgstr "새로 만들기"
#: editor/plugins/animation_player_editor_plugin.cpp
-#, fuzzy
msgid "Paste As Reference"
-msgstr "%s í´ëž˜ìŠ¤ 참조"
+msgstr "참조로 붙여넣기"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Edit Transitions..."
@@ -8303,7 +8227,7 @@ msgstr "í•„í„°..."
#: editor/plugins/asset_library_editor_plugin.cpp scene/main/http_request.cpp
msgid "Use Threads"
-msgstr ""
+msgstr "스레드 사용"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Contents:"
@@ -8430,9 +8354,8 @@ msgid "Download Error"
msgstr "다운로드 오류"
#: editor/plugins/asset_library_editor_plugin.cpp
-#, fuzzy
msgid "Available URLs"
-msgstr "사용 가능한 프로필:"
+msgstr "사용 가능한 URL"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Download for this asset is already in progress!"
@@ -8467,28 +8390,24 @@ msgid "Loading..."
msgstr "불러오는 중..."
#: editor/plugins/asset_library_editor_plugin.cpp
-#, fuzzy
msgctxt "Pagination"
msgid "First"
-msgstr "처ìŒìœ¼ë¡œ"
+msgstr "처ìŒ"
#: editor/plugins/asset_library_editor_plugin.cpp
-#, fuzzy
msgctxt "Pagination"
msgid "Previous"
msgstr "ì´ì „"
#: editor/plugins/asset_library_editor_plugin.cpp
-#, fuzzy
msgctxt "Pagination"
msgid "Next"
msgstr "다ìŒ"
#: editor/plugins/asset_library_editor_plugin.cpp
-#, fuzzy
msgctxt "Pagination"
msgid "Last"
-msgstr "ë으로"
+msgstr "마지막"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "All"
@@ -8536,7 +8455,7 @@ msgstr "테스트"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Failed to get repository configuration."
-msgstr ""
+msgstr "저장소 êµ¬ì„±ì„ ê°€ì ¸ì˜¤ì§€ 못했습니다."
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Assets ZIP File"
@@ -8592,7 +8511,7 @@ msgstr "ë¼ì´íŠ¸ë§µ 굽기"
#: editor/plugins/baked_lightmap_editor_plugin.cpp
msgid "LightMap Bake"
-msgstr ""
+msgstr "ë¼ì´íŠ¸ë§µ ë² ì´í‚¹"
#: editor/plugins/baked_lightmap_editor_plugin.cpp
msgid "Select lightmap bake file:"
@@ -8902,9 +8821,8 @@ msgid "Alt+Drag: Move selected node."
msgstr "Alt+드래그: ì„ íƒëœ 노드를 ì´ë™í•©ë‹ˆë‹¤."
#: editor/plugins/canvas_item_editor_plugin.cpp
-#, fuzzy
msgid "Alt+Drag: Scale selected node."
-msgstr "Alt+드래그: ì„ íƒëœ 노드를 ì´ë™í•©ë‹ˆë‹¤."
+msgstr "Alt+드래그: ì„ íƒí•œ ë…¸ë“œì˜ í¬ê¸°ë¥¼ 조절합니다."
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "V: Set selected node's pivot position."
@@ -8937,7 +8855,7 @@ msgstr "ìŠ¤ì¼€ì¼ ëª¨ë“œ"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Shift: Scale proportionally."
-msgstr ""
+msgstr "Shift: 비례ì ìœ¼ë¡œ 조정합니다."
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
@@ -9036,9 +8954,8 @@ msgstr "ì„ íƒëœ 오브ì íŠ¸ë¥¼ ê·¸ ìžë¦¬ì— 잠급니다 (움ì§ì¼ 수 ì—†ì
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
-#, fuzzy
msgid "Lock Selected Node(s)"
-msgstr "ì„ íƒ í•­ëª© 잠그기"
+msgstr "ì„ íƒí•œ 노드 잠금"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
@@ -9047,9 +8964,8 @@ msgstr "ì„ íƒëœ 오브ì íŠ¸ë¥¼ 잠금ì—ì„œ 풉니다 (움ì§ì¼ 수 있습ë‹
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
-#, fuzzy
msgid "Unlock Selected Node(s)"
-msgstr "ì„ íƒ í•­ëª© 잠금 풀기"
+msgstr "ì„ íƒí•œ 노드 잠금 í•´ì œ"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
@@ -9058,9 +8974,8 @@ msgstr "오브ì íŠ¸ì˜ ìžì‹ì„ ì„ íƒí•˜ì§€ ì•Šë„ë¡ í•©ë‹ˆë‹¤."
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
-#, fuzzy
msgid "Group Selected Node(s)"
-msgstr "ì„ íƒ í•­ëª© 묶기"
+msgstr "ì„ íƒí•œ 노드 그룹화"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
@@ -9069,9 +8984,8 @@ msgstr "오브ì íŠ¸ì˜ ìžì‹ì„ ì„ íƒí•  수 있ë„ë¡ ë³µì›í•©ë‹ˆë‹¤."
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
-#, fuzzy
msgid "Ungroup Selected Node(s)"
-msgstr "ì„ íƒ í•­ëª© ë¬¶ìŒ í’€ê¸°"
+msgstr "ì„ íƒí•œ 노드 그룹 í•´ì œ"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Skeleton Options"
@@ -9096,23 +9010,20 @@ msgid "View"
msgstr "보기"
#: editor/plugins/canvas_item_editor_plugin.cpp
-#, fuzzy
msgid "Show"
-msgstr "ê²©ìž ë³´ì´ê¸°"
+msgstr "표시"
#: editor/plugins/canvas_item_editor_plugin.cpp
-#, fuzzy
msgid "Show When Snapping"
-msgstr "스마트 스냅"
+msgstr "스냅할 때 표시"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Hide"
-msgstr ""
+msgstr "숨김"
#: editor/plugins/canvas_item_editor_plugin.cpp
-#, fuzzy
msgid "Toggle Grid"
-msgstr "모드 토글"
+msgstr "토글 그리드"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/polygon_2d_editor_plugin.cpp
@@ -9463,16 +9374,15 @@ msgstr "기울기 편집ë¨"
#: editor/plugins/gradient_texture_2d_editor_plugin.cpp
msgid "Swap GradientTexture2D Fill Points"
-msgstr ""
+msgstr "ê·¸ë¼ë””언트í…스처2D 채우기 í¬ì¸íŠ¸ êµì²´"
#: editor/plugins/gradient_texture_2d_editor_plugin.cpp
msgid "Swap Gradient Fill Points"
-msgstr ""
+msgstr "ê·¸ë¼ë””언트 채우기 í¬ì¸íŠ¸ êµì²´"
#: editor/plugins/gradient_texture_2d_editor_plugin.cpp
-#, fuzzy
msgid "Toggle Grid Snap"
-msgstr "모드 토글"
+msgstr "토글 그리드 스냅"
#: editor/plugins/item_list_editor_plugin.cpp editor/project_export.cpp
#: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/dialogs.cpp
@@ -9491,13 +9401,12 @@ msgstr "ì•„ì´ì½˜"
#: 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 "간격:"
+msgstr "분리 기호"
#: editor/plugins/item_list_editor_plugin.cpp
msgid "Item %d"
@@ -9730,9 +9639,8 @@ msgstr ""
"%s"
#: editor/plugins/mesh_library_editor_plugin.cpp
-#, fuzzy
msgid "MeshLibrary"
-msgstr "메시 ë¼ì´ë¸ŒëŸ¬ë¦¬"
+msgstr "메쉬 ë¼ì´ë¸ŒëŸ¬ë¦¬"
#: editor/plugins/mesh_library_editor_plugin.cpp
msgid "Add Item"
@@ -9755,14 +9663,12 @@ msgid "Update from Scene"
msgstr "씬ì—ì„œ ì—…ë°ì´íŠ¸"
#: editor/plugins/mesh_library_editor_plugin.cpp
-#, fuzzy
msgid "Apply without Transforms"
-msgstr "MeshInstance 변형 ì ìš©"
+msgstr "변환 ì—†ì´ ì ìš©"
#: editor/plugins/mesh_library_editor_plugin.cpp
-#, fuzzy
msgid "Apply with Transforms"
-msgstr "MeshInstance 변형 ì ìš©"
+msgstr "변환과 함께 ì ìš©"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "No mesh source specified (and no MultiMesh set in node)."
@@ -10286,7 +10192,7 @@ msgstr "ë³¸ì„ í´ë¦¬ê³¤ì— ë™ê¸°í™”"
#: editor/plugins/ray_cast_2d_editor_plugin.cpp
msgid "Set cast_to"
-msgstr ""
+msgstr "cast_to 설정"
#: editor/plugins/resource_preloader_editor_plugin.cpp
msgid "ERROR: Couldn't load resource!"
@@ -10617,57 +10523,51 @@ msgstr "검색 결과"
#: editor/plugins/script_editor_plugin.cpp
msgid "Open Dominant Script On Scene Change"
-msgstr ""
+msgstr "장면 변경 ì‹œ 주요 스í¬ë¦½íŠ¸ 열기"
#: editor/plugins/script_editor_plugin.cpp
msgid "External"
-msgstr ""
+msgstr "외부"
#: editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "Use External Editor"
-msgstr "외부 ì—디터로 디버깅"
+msgstr "외부 편집기 사용"
#: editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "Exec Path"
-msgstr "경로 내보내기"
+msgstr "실행 경로"
#: editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "Script Temperature Enabled"
-msgstr "템플릿 íŒŒì¼ ì„ íƒ"
+msgstr "스í¬ë¦½íŠ¸ ì˜¨ë„ í™œì„±í™”ë¨"
#: editor/plugins/script_editor_plugin.cpp
msgid "Highlight Current Script"
-msgstr ""
+msgstr "현재 스í¬ë¦½íŠ¸ ê°•ì¡° 표시"
#: editor/plugins/script_editor_plugin.cpp
msgid "Script Temperature History Size"
-msgstr ""
+msgstr "스í¬ë¦½íŠ¸ ì˜¨ë„ ê¸°ë¡ í¬ê¸°"
#: editor/plugins/script_editor_plugin.cpp
msgid "Current Script Background Color"
msgstr "현재 스í¬ë¦½íŠ¸ ë°°ê²½ 색"
#: editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "Group Help Pages"
-msgstr "ì„ íƒ í•­ëª© 묶기"
+msgstr "그룹 ë„ì›€ë§ íŽ˜ì´ì§€"
#: editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "Sort Scripts By"
-msgstr "스í¬ë¦½íŠ¸ 만들기"
+msgstr "스í¬ë¦½íŠ¸ ì •ë ¬ 기준"
#: editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "List Script Names As"
-msgstr "스í¬ë¦½íŠ¸ ì´ë¦„:"
+msgstr "스í¬ë¦½íŠ¸ ì´ë¦„ 나열"
#: editor/plugins/script_editor_plugin.cpp
msgid "Exec Flags"
-msgstr ""
+msgstr "실행 플래그"
#: editor/plugins/script_editor_plugin.cpp
msgid "Clear Recent Scripts"
@@ -10823,9 +10723,8 @@ msgid "Find in Files..."
msgstr "파ì¼ì—ì„œ 찾기..."
#: editor/plugins/script_text_editor.cpp
-#, fuzzy
msgid "Replace in Files..."
-msgstr "바꾸기..."
+msgstr "파ì¼ì—ì„œ 바꾸기..."
#: editor/plugins/script_text_editor.cpp
msgid "Contextual Help"
@@ -11029,15 +10928,13 @@ msgstr "ì´ë™"
#. TRANSLATORS: Refers to changing the scale of a node in the 3D editor.
#: editor/plugins/spatial_editor_plugin.cpp
-#, fuzzy
msgid "Scaling:"
-msgstr "í¬ê¸° ì¡°ì ˆ 중: "
+msgstr "스케ì¼ë§:"
#. TRANSLATORS: Refers to changing the position of a node in the 3D editor.
#: editor/plugins/spatial_editor_plugin.cpp
-#, fuzzy
msgid "Translating:"
-msgstr "ì´ë™ 중: "
+msgstr "번역 중:"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Rotating %s degrees."
@@ -11185,13 +11082,14 @@ msgstr "시네마틱 미리보기"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "(Not in GLES2)"
-msgstr ""
+msgstr "(GLES2ì—는 ì—†ìŒ)"
#: editor/plugins/spatial_editor_plugin.cpp
-#, fuzzy
msgid ""
"Debug draw modes are only available when using the GLES3 renderer, not GLES2."
-msgstr "GLES2 ë Œë”러ì—ì„œ 사용할 수 없습니다."
+msgstr ""
+"디버그 그리기 모드는 GLES2ê°€ ì•„ë‹Œ GLES3 ë Œë”러를 사용할 때만 사용할 수 있습니"
+"다."
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Freelook Left"
@@ -11354,16 +11252,15 @@ msgstr "ìžìœ  ì‹œì  í† ê¸€"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Decrease Field of View"
-msgstr ""
+msgstr "시야 ê°ì†Œ"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Increase Field of View"
-msgstr ""
+msgstr "시야 확대"
#: editor/plugins/spatial_editor_plugin.cpp
-#, fuzzy
msgid "Reset Field of View to Default"
-msgstr "ë””í´íŠ¸ë¡œ 재설정"
+msgstr "시야를 기본값으로 재설정"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Snap Object to Floor"
@@ -11484,16 +11381,15 @@ msgstr "후"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Manipulator Gizmo Size"
-msgstr ""
+msgstr "조작기 기즈모 í¬ê¸°"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Manipulator Gizmo Opacity"
-msgstr ""
+msgstr "조작기 기즈모 불투명ë„"
#: editor/plugins/spatial_editor_plugin.cpp
-#, fuzzy
msgid "Show Viewport Rotation Gizmo"
-msgstr "뷰 회전 잠금"
+msgstr "ë·°í¬íŠ¸ 회전 기즈모 표시"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Unnamed Gizmo"
@@ -11544,9 +11440,8 @@ msgid "Invalid geometry, can't replace by mesh."
msgstr "ìž˜ëª»ëœ ì§€ì˜¤ë©”íŠ¸ë¦¬. 메시로 대체할 수 없습니다."
#: editor/plugins/sprite_editor_plugin.cpp
-#, fuzzy
msgid "Convert to MeshInstance2D"
-msgstr "Mesh2D로 변환"
+msgstr "메쉬ì¸ìŠ¤í„´ìŠ¤2Dë¡œ 변환"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Invalid geometry, can't create polygon."
@@ -11577,19 +11472,16 @@ msgid "Sprite"
msgstr "스프ë¼ì´íŠ¸"
#: editor/plugins/sprite_editor_plugin.cpp
-#, fuzzy
msgid "Simplification:"
-msgstr "단순화: "
+msgstr "단순화:"
#: editor/plugins/sprite_editor_plugin.cpp
-#, fuzzy
msgid "Shrink (Pixels):"
-msgstr "수축 (픽셀): "
+msgstr "축소(픽셀):"
#: editor/plugins/sprite_editor_plugin.cpp
-#, fuzzy
msgid "Grow (Pixels):"
-msgstr "성장 (픽셀): "
+msgstr "확대(픽셀):"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Update Preview"
@@ -11652,9 +11544,8 @@ msgid "New Animation"
msgstr "새 애니메ì´ì…˜"
#: editor/plugins/sprite_frames_editor_plugin.cpp
-#, fuzzy
msgid "Filter animations"
-msgstr "메서드 필터"
+msgstr "애니메ì´ì…˜ í•„í„°ë§"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Speed:"
@@ -11953,9 +11844,8 @@ msgstr ""
"무시하고 닫으시겠습니까?"
#: editor/plugins/theme_editor_plugin.cpp
-#, fuzzy
msgid "Remove Type"
-msgstr "íƒ€ì¼ ì œê±°"
+msgstr "유형 제거"
#: editor/plugins/theme_editor_plugin.cpp
msgid ""
@@ -11998,14 +11888,12 @@ msgstr ""
"ì§ì ‘ ë˜ëŠ” 다른 테마ì—ì„œ 가져와서 í…Œë§ˆì— ë” ë§Žì€ í•­ëª©ì„ ì¶”ê°€í•˜ì„¸ìš”."
#: editor/plugins/theme_editor_plugin.cpp
-#, fuzzy
msgid "Add Theme Type"
-msgstr "항목 타입 추가"
+msgstr "테마 유형 추가"
#: editor/plugins/theme_editor_plugin.cpp
-#, fuzzy
msgid "Remove Theme Type"
-msgstr "항목 제거"
+msgstr "테마 유형 제거"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Add Color Item"
@@ -12120,9 +12008,8 @@ msgid "Select Another Theme Resource:"
msgstr "다른 테마 리소스 ì„ íƒ:"
#: editor/plugins/theme_editor_plugin.cpp
-#, fuzzy
msgid "Theme Resource"
-msgstr "리소스 ì´ë¦„ 바꾸기"
+msgstr "테마 리소스"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Another Theme"
@@ -12134,22 +12021,19 @@ msgstr "타입 추가"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Filter the list of types or create a new custom type:"
-msgstr ""
+msgstr "유형 목ë¡ì„ í•„í„°ë§í•˜ê±°ë‚˜ 새 ì‚¬ìš©ìž ì •ì˜ ìœ í˜•ì„ ë§Œë“œì„¸ìš”:"
#: editor/plugins/theme_editor_plugin.cpp
-#, fuzzy
msgid "Available Node-based types:"
-msgstr "사용 가능한 프로필:"
+msgstr "사용 가능한 노드 기반 유형:"
#: editor/plugins/theme_editor_plugin.cpp
-#, fuzzy
msgid "Type name is empty!"
-msgstr "íŒŒì¼ ì´ë¦„ì´ ë¹„ì—ˆìŠµë‹ˆë‹¤."
+msgstr "유형 ì´ë¦„ì´ ë¹„ì–´ 있습니다!"
#: editor/plugins/theme_editor_plugin.cpp
-#, fuzzy
msgid "Are you sure you want to create an empty type?"
-msgstr "ë‘ ê°œ ì´ìƒì˜ 프로ì íŠ¸ë¥¼ 여시겠습니까?"
+msgstr "빈 ìœ í˜•ì„ ë§Œë“œì‹œê² ìŠµë‹ˆê¹Œ?"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Confirm Item Rename"
@@ -12180,14 +12064,12 @@ msgid "Add Item Type"
msgstr "항목 타입 추가"
#: editor/plugins/theme_editor_plugin.cpp
-#, fuzzy
msgid "Set Variation Base Type"
-msgstr "변수 타입 설정"
+msgstr "변형 기본 유형 설정"
#: editor/plugins/theme_editor_plugin.cpp
-#, fuzzy
msgid "Set Base Type"
-msgstr "기본 타입 바꾸기"
+msgstr "기본 유형 설정"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Show Default"
@@ -12207,13 +12089,13 @@ msgstr "모든 ë””í´íŠ¸ 타입 í•­ëª©ì„ ì˜¤ë²„ë¼ì´ë“œí•©ë‹ˆë‹¤."
#: editor/plugins/theme_editor_plugin.cpp
msgid "Select the variation base type from a list of available types."
-msgstr ""
+msgstr "사용 가능한 유형 목ë¡ì—ì„œ 변형 기본 ìœ í˜•ì„ ì„ íƒí•©ë‹ˆë‹¤."
#: editor/plugins/theme_editor_plugin.cpp
msgid ""
"A type associated with a built-in class cannot be marked as a variation of "
"another type."
-msgstr ""
+msgstr "내장 í´ëž˜ìŠ¤ì™€ ì—°ê²°ëœ ìœ í˜•ì€ ë‹¤ë¥¸ ìœ í˜•ì˜ ë³€í˜•ìœ¼ë¡œ 표시할 수 없습니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid "Theme:"
@@ -12450,55 +12332,46 @@ msgid "Clear Transform"
msgstr "변형 지우기"
#: editor/plugins/tile_map_editor_plugin.cpp
-#, fuzzy
msgid "Tile Map"
-msgstr "타ì¼ë§µ 칠하기"
+msgstr "íƒ€ì¼ ë§µ"
#: editor/plugins/tile_map_editor_plugin.cpp
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Palette Min Width"
-msgstr ""
+msgstr "팔레트 최소 너비"
#: editor/plugins/tile_map_editor_plugin.cpp
-#, fuzzy
msgid "Palette Item H Separation"
-msgstr "ì´ë¦„ 있는 구분ìž"
+msgstr "팔레트 항목 H 분리"
#: editor/plugins/tile_map_editor_plugin.cpp
-#, fuzzy
msgid "Show Tile Names"
-msgstr "모든 ë¡œì¼€ì¼ ë³´ì´ê¸°"
+msgstr "íƒ€ì¼ ì´ë¦„ 표시"
#: editor/plugins/tile_map_editor_plugin.cpp
-#, fuzzy
msgid "Show Tile Ids"
-msgstr "ìž ë³´ì´ê¸°"
+msgstr "íƒ€ì¼ ì•„ì´ë”” 표시"
#: editor/plugins/tile_map_editor_plugin.cpp
-#, fuzzy
msgid "Sort Tiles By Name"
-msgstr "íŒŒì¼ ì •ë ¬"
+msgstr "ì´ë¦„별로 íƒ€ì¼ ì •ë ¬"
#: editor/plugins/tile_map_editor_plugin.cpp
-#, fuzzy
msgid "Bucket Fill Preview"
-msgstr "버킷 채우기"
+msgstr "버킷 채우기 미리보기"
#: editor/plugins/tile_map_editor_plugin.cpp
#: modules/gridmap/grid_map_editor_plugin.cpp
-#, fuzzy
msgid "Editor Side"
-msgstr "ì—디터"
+msgstr "편집기 사ì´ë“œ"
#: editor/plugins/tile_map_editor_plugin.cpp
-#, fuzzy
msgid "Display Grid"
-msgstr "오버드로 표시"
+msgstr "그리드 표시"
#: editor/plugins/tile_map_editor_plugin.cpp
-#, fuzzy
msgid "Axis Color"
-msgstr "ìƒ‰ìƒ ì„ íƒ"
+msgstr "축 색ìƒ"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Add Texture(s) to TileSet."
@@ -12560,7 +12433,7 @@ msgstr "콜리전"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Occlusion"
-msgstr "오í´ë£¨ì „"
+msgstr "ì°¨í"
#: editor/plugins/tile_set_editor_plugin.cpp scene/2d/touch_screen_button.cpp
msgid "Bitmask"
@@ -12835,7 +12708,6 @@ msgid "This property can't be changed."
msgstr "ì´ ì†ì„±ì€ 바꿀 수 없습니다."
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Snap Options"
msgstr "스냅 설정"
@@ -12845,9 +12717,10 @@ msgstr "스냅 설정"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr "오프셋"
@@ -12860,14 +12733,12 @@ msgstr "단계"
#: editor/plugins/tile_set_editor_plugin.cpp
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Separation"
-msgstr "간격:"
+msgstr "분리"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Selected Tile"
-msgstr "ì„ íƒ"
+msgstr "ì„ íƒí•œ 타ì¼"
#: 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
@@ -12876,14 +12747,12 @@ msgstr "ì„ íƒ"
#: 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 "í…스트"
+msgstr "í…스ì³"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Tex Offset"
-msgstr "ê²©ìž ì˜¤í”„ì…‹:"
+msgstr "í…스 오프셋"
#: editor/plugins/tile_set_editor_plugin.cpp modules/csg/csg_shape.cpp
#: scene/2d/canvas_item.cpp scene/2d/particles_2d.cpp
@@ -12893,112 +12762,95 @@ msgstr "머티리얼"
#: 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 "만들기"
+msgstr "변조"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Tile Mode"
-msgstr "모드 토글"
+msgstr "íƒ€ì¼ ëª¨ë“œ"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Autotile Bitmask Mode"
-msgstr "비트 ë§ˆìŠ¤í¬ ëª¨ë“œ"
+msgstr "ì˜¤í† íƒ€ì¼ ë¹„íŠ¸ë§ˆìŠ¤í¬ ëª¨ë“œ"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Subtile Size"
-msgstr "윤곽선 í¬ê¸°:"
+msgstr "ì„œë¸Œíƒ€ì¼ í¬ê¸°"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Subtile Spacing"
-msgstr "애니메ì´ì…˜ 반복"
+msgstr "ì„œë¸Œíƒ€ì¼ ê°„ê²©"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Occluder Offset"
-msgstr "Occluder í´ë¦¬ê³¤ 만들기"
+msgstr "오í´ë£¨ë” 오프셋"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Navigation Offset"
-msgstr "내비게ì´ì…˜ 모드"
+msgstr "내비게ì´ì…˜ 오프셋"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Shape Offset"
-msgstr "오프셋:"
+msgstr "모양 오프셋"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Shape Transform"
-msgstr "변형"
+msgstr "모양 변형"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Selected Collision"
-msgstr "콜리전"
+msgstr "ì„ íƒëœ 충ëŒ"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Selected Collision One Way"
-msgstr "ì„ íƒ ì˜ì—­ë§Œ"
+msgstr "ì„ íƒëœ 단방향 충ëŒ"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Selected Collision One Way Margin"
-msgstr "콜리전 모드"
+msgstr "ì„ íƒëœ 단방향 ì¶©ëŒ ì—¬ë°±"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Selected Navigation"
-msgstr "내비게ì´ì…˜ ë³´ì´ê¸°"
+msgstr "ì„ íƒí•œ 내비게ì´ì…˜"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Selected Occlusion"
-msgstr "ì„ íƒ"
+msgstr "ì„ íƒëœ ì°¨í"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Tileset Script"
-msgstr "스í¬ë¦½íŠ¸ í•„í„°"
+msgstr "타ì¼ì…‹ 스í¬ë¦½íŠ¸"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "TileSet"
msgstr "타ì¼ì…‹"
#: editor/plugins/version_control_editor_plugin.cpp
-#, fuzzy
msgid "No VCS plugins are available."
-msgstr "ì´ìš©í•  수 있는 버전 관리 시스템(VCS)ì´ ì—†ìŠµë‹ˆë‹¤."
+msgstr "VCS 플러그ì¸ì„ 사용할 수 없습니다."
#: editor/plugins/version_control_editor_plugin.cpp
msgid ""
"Remote settings are empty. VCS features that use the network may not work."
msgstr ""
+"ì›ê²© ì„¤ì •ì´ ë¹„ì–´ 있습니다. 네트워í¬ë¥¼ 사용하는 VCS ê¸°ëŠ¥ì´ ìž‘ë™í•˜ì§€ ì•Šì„ ìˆ˜ 있"
+"습니다."
#: editor/plugins/version_control_editor_plugin.cpp
-#, fuzzy
msgid "No commit message was provided."
-msgstr "ì´ë¦„ì„ ì œê³µí•˜ì§€ 않았습니다."
+msgstr "커밋 메시지가 제공ë˜ì§€ 않았습니다."
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Commit"
msgstr "커밋"
#: editor/plugins/version_control_editor_plugin.cpp
-#, fuzzy
msgid "Staged Changes"
-msgstr "ì…°ì´ë” 바꾸기:"
+msgstr "ë‹¨ê³„ì  ë³€ê²½"
#: editor/plugins/version_control_editor_plugin.cpp
-#, fuzzy
msgid "Unstaged Changes"
-msgstr "ì…°ì´ë” 바꾸기:"
+msgstr "ë¹„ë‹¨ê³„ì  ë³€ê²½"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Commit:"
@@ -13006,26 +12858,23 @@ msgstr "커밋:"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Date:"
-msgstr ""
+msgstr "날짜:"
#: editor/plugins/version_control_editor_plugin.cpp
-#, fuzzy
msgid "Subtitle:"
-msgstr "하위 트리"
+msgstr "부제:"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Do you want to remove the %s branch?"
-msgstr ""
+msgstr "%s 분기를 제거하시겠습니까?"
#: editor/plugins/version_control_editor_plugin.cpp
-#, fuzzy
msgid "Do you want to remove the %s remote?"
-msgstr "ë‘ ê°œ ì´ìƒì˜ 프로ì íŠ¸ë¥¼ 여시겠습니까?"
+msgstr "%s 리모트를 제거하시겠습니까?"
#: editor/plugins/version_control_editor_plugin.cpp
-#, fuzzy
msgid "Apply"
-msgstr "재설정 ì ìš©"
+msgstr "ì ìš©"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Version Control System"
@@ -14037,11 +13886,13 @@ msgstr "실행가능"
#: editor/project_export.cpp
msgid "Export the project for all the presets defined."
-msgstr ""
+msgstr "ì •ì˜ëœ 모든 사전 ì„¤ì •ì˜ í”„ë¡œì íŠ¸ë¥¼ 내보냅니다."
#: editor/project_export.cpp
msgid "All presets must have an export path defined for Export All to work."
msgstr ""
+"모든 사전 설정ì—는 ëª¨ë‘ ë‚´ë³´ë‚´ê¸°ê°€ ìž‘ë™í•˜ë„ë¡ ì •ì˜ëœ 내보내기 경로가 있어야 "
+"합니다."
#: editor/project_export.cpp
msgid "Delete preset '%s'?"
@@ -14152,11 +14003,12 @@ msgid ""
"Note: Encryption key needs to be stored in the binary,\n"
"you need to build the export templates from source."
msgstr ""
+"참고: 암호화 키는 ë°”ì´ë„ˆë¦¬ì— 저장ë˜ì–´ì•¼ 하며,\n"
+"소스ì—ì„œ 내보내기 í…œí”Œë¦¿ì„ ë¹Œë“œí•´ì•¼ 합니다."
#: editor/project_export.cpp
-#, fuzzy
msgid "More Info..."
-msgstr "여기로 ì´ë™..."
+msgstr "추가 정보..."
#: editor/project_export.cpp
msgid "Export PCK/Zip..."
@@ -14183,18 +14035,16 @@ msgid "ZIP File"
msgstr "ZIP 파ì¼"
#: editor/project_export.cpp
-#, fuzzy
msgid "Godot Project Pack"
-msgstr "Godot 게임 팩"
+msgstr "Godot 프로ì íŠ¸ 팩"
#: editor/project_export.cpp
msgid "Export templates for this platform are missing:"
msgstr "ì´ í”Œëž«í¼ì— 대한 내보내기 í…œí”Œë¦¿ì´ ëˆ„ë½ë¨:"
#: editor/project_export.cpp
-#, fuzzy
msgid "Project Export"
-msgstr "프로ì íŠ¸ 창립ìž"
+msgstr "프로ì íŠ¸ 내보내기"
#: editor/project_export.cpp
msgid "Manage Export Templates"
@@ -14260,16 +14110,17 @@ msgid "Invalid project path (changed anything?)."
msgstr "ìž˜ëª»ëœ í”„ë¡œì íŠ¸ 경로 (무언가를 변경하셨습니까?)."
#: editor/project_manager.cpp
+#, fuzzy
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
"프로ì íŠ¸ 경로ì—ì„œ project.godotì„ ë¶ˆëŸ¬ì˜¬ 수 없습니다 (오류 %d). 누ë½ë˜ê±°ë‚˜ ì†"
"ìƒëœ 모양입니다."
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr "프로ì íŠ¸ 경로ì—ì„œ project.godot 파ì¼ì„ 편집할 수 없습니다."
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "'%s'ì—ì„œ 프로ì íŠ¸ë¥¼ ì—´ 수 없습니다."
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -14501,7 +14352,6 @@ msgstr ""
#. TRANSLATORS: This refers to the application where users manage their Godot projects.
#: editor/project_manager.cpp
-#, fuzzy
msgctxt "Application"
msgid "Project Manager"
msgstr "프로ì íŠ¸ 매니저"
@@ -15255,6 +15105,9 @@ msgid ""
"To save this branch into its own scene, open the original scene, right click "
"on this branch, and select \"Save Branch as Scene\"."
msgstr ""
+"ì´ë¯¸ ì¸ìŠ¤í„´ìŠ¤í™”ëœ ìž¥ë©´ì˜ í•˜ìœ„ í•­ëª©ì¸ ë¶„ê¸°ë¥¼ 저장할 수 없습니다.\n"
+"ì´ ë¶„ê¸°ë¥¼ ìžì²´ ìž¥ë©´ì— ì €ìž¥í•˜ë ¤ë©´ ì›ë³¸ ìž¥ë©´ì„ ì—´ê³  ì´ ë¶„ê¸°ë¥¼ 마우스 오른쪽 버"
+"튼으로 í´ë¦­í•œ ë‹¤ìŒ \"분기를 장면으로 저장\"ì„ ì„ íƒí•˜ì„¸ìš”."
#: editor/scene_tree_dock.cpp
msgid ""
@@ -15262,6 +15115,9 @@ msgid ""
"To save this branch into its own scene, open the original scene, right click "
"on this branch, and select \"Save Branch as Scene\"."
msgstr ""
+"ìƒì†ëœ ìž¥ë©´ì˜ ì¼ë¶€ì¸ 분기를 저장할 수 없습니다.\n"
+"ì´ ë¶„ê¸°ë¥¼ ìžì²´ ìž¥ë©´ì— ì €ìž¥í•˜ë ¤ë©´ ì›ë³¸ ìž¥ë©´ì„ ì—´ê³  ì´ ë¶„ê¸°ë¥¼ 마우스 오른쪽 버"
+"튼으로 í´ë¦­í•œ ë‹¤ìŒ \"분기를 장면으로 저장\"ì„ ì„ íƒí•˜ì„¸ìš”."
#: editor/scene_tree_dock.cpp
msgid "Save New Scene As..."
@@ -15291,9 +15147,8 @@ msgid "Enable Scene Unique Name(s)"
msgstr "씬 고유 ì´ë¦„ 활성화"
#: editor/scene_tree_dock.cpp
-#, fuzzy
msgid "Unique names already used by another node in the scene:"
-msgstr "ì´ë¯¸ 다른 함수/변수/시그ë„ë¡œ ì‚¬ìš©ëœ ì´ë¦„:"
+msgstr "ìž¥ë©´ì˜ ë‹¤ë¥¸ 노드ì—ì„œ ì´ë¯¸ 사용 ì¤‘ì¸ ê³ ìœ  ì´ë¦„:"
#: editor/scene_tree_dock.cpp
msgid "Disable Scene Unique Name(s)"
@@ -15372,7 +15227,7 @@ msgstr "하위 리소스"
#: editor/scene_tree_dock.cpp
msgid "Access as Scene Unique Name"
-msgstr ""
+msgstr "장면 고유 ì´ë¦„으로 액세스"
#: editor/scene_tree_dock.cpp
msgid "Clear Inheritance"
@@ -15469,18 +15324,16 @@ msgid "Clear Inheritance? (No Undo!)"
msgstr "ìƒì†ì„ 지울까요? (ë˜ëŒë¦´ 수 없습니다!)"
#: editor/scene_tree_dock.cpp
-#, fuzzy
msgid "Show Scene Tree Root Selection"
-msgstr "ì„ íƒ í•­ëª© 중앙으로"
+msgstr "장면 트리 루트 ì„ íƒ í‘œì‹œ"
#: editor/scene_tree_dock.cpp
msgid "Derive Script Globals By Name"
-msgstr ""
+msgstr "ì´ë¦„으로 스í¬ë¦½íŠ¸ ì „ì—­ 파ìƒ"
#: editor/scene_tree_dock.cpp
-#, fuzzy
msgid "Use Favorites Root Selection"
-msgstr "프레임 ì„ íƒ"
+msgstr "ì¦ê²¨ì°¾ê¸° 루트 ì„ íƒ ì‚¬ìš©"
#: editor/scene_tree_editor.cpp
msgid "Toggle Visible"
@@ -15512,6 +15365,9 @@ msgid ""
"with the '%s' prefix in a node path.\n"
"Click to disable this."
msgstr ""
+"ì´ ë…¸ë“œëŠ” 노드 경로ì—ì„œ '%s' ì ‘ë‘사를 ì•žì— ë¶™ì—¬ ìž¥ë©´ì˜ ì–´ëŠ ê³³ì—서나 액세스"
+"할 수 있습니다.\n"
+"비활성화하려면 í´ë¦­í•˜ì„¸ìš”."
#: editor/scene_tree_editor.cpp
msgid ""
@@ -15575,7 +15431,7 @@ msgstr "ìž˜ëª»ëœ ë…¸ë“œ ì´ë¦„입니다. ë‹¤ìŒ ë¬¸ìžëŠ” 허용하지 않습ë‹
#: editor/scene_tree_editor.cpp
msgid "Another node already uses this unique name in the scene."
-msgstr ""
+msgstr "다른 노드가 ì´ë¯¸ 장면ì—ì„œ ì´ ê³ ìœ í•œ ì´ë¦„ì„ ì‚¬ìš©í•˜ê³  있습니다."
#: editor/scene_tree_editor.cpp
msgid "Rename Node"
@@ -15802,21 +15658,20 @@ msgid "Stack Frames"
msgstr "ìŠ¤íƒ í”„ë ˆìž„"
#: editor/script_editor_debugger.cpp
-#, fuzzy
msgid "Filter stack variables"
-msgstr "íƒ€ì¼ í•„í„°"
+msgstr "ìŠ¤íƒ ë³€ìˆ˜ í•„í„°ë§"
#: editor/script_editor_debugger.cpp
msgid "Auto Switch To Remote Scene Tree"
-msgstr ""
+msgstr "ì›ê²© 장면 트리로 ìžë™ 전환"
#: editor/script_editor_debugger.cpp
msgid "Remote Scene Tree Refresh Interval"
-msgstr ""
+msgstr "ì›ê²© 장면 트리 새로 고침 간격"
#: editor/script_editor_debugger.cpp
msgid "Remote Inspect Refresh Interval"
-msgstr ""
+msgstr "ì›ê²© 검사 새로 고침 간격"
#: editor/script_editor_debugger.cpp
msgid "Network Profiler"
@@ -15914,7 +15769,7 @@ msgstr "ë¼ì´íŠ¸ 반경 바꾸기"
#: editor/spatial_editor_gizmos.cpp
msgid "Stream Player 3D"
-msgstr ""
+msgstr "스트림 플레ì´ì–´ 3D"
#: editor/spatial_editor_gizmos.cpp
msgid "Change AudioStreamPlayer3D Emission Angle"
@@ -15924,7 +15779,7 @@ msgstr "AudioStreamPlayer3D 방출 ê°ë„ 바꾸기"
#: platform/osx/export/export.cpp
#: scene/resources/default_theme/default_theme.cpp
msgid "Camera"
-msgstr ""
+msgstr "ì¹´ë©”ë¼"
#: editor/spatial_editor_gizmos.cpp
msgid "Change Camera FOV"
@@ -15936,7 +15791,7 @@ msgstr "ì¹´ë©”ë¼ í¬ê¸° 바꾸기"
#: editor/spatial_editor_gizmos.cpp
msgid "Visibility Notifier"
-msgstr ""
+msgstr "가시성 알리미"
#: editor/spatial_editor_gizmos.cpp
msgid "Change Notifier AABB"
@@ -15947,18 +15802,16 @@ msgid "Change Particles AABB"
msgstr "íŒŒí‹°í´ AABB 바꾸기"
#: editor/spatial_editor_gizmos.cpp
-#, fuzzy
msgid "Reflection Probe"
-msgstr "ì†ì„± ì„ íƒ"
+msgstr "반사 프로브"
#: editor/spatial_editor_gizmos.cpp
msgid "Change Probe Extents"
msgstr "프로브 범위 바꾸기"
#: editor/spatial_editor_gizmos.cpp
-#, fuzzy
msgid "GI Probe"
-msgstr "GI 프로브 굽기"
+msgstr "GI 프로브"
#: editor/spatial_editor_gizmos.cpp
msgid "Baked Indirect Light"
@@ -15993,57 +15846,52 @@ msgid "Change Ray Shape Length"
msgstr "ê´‘ì„  모양 ê¸¸ì´ ë°”ê¾¸ê¸°"
#: editor/spatial_editor_gizmos.cpp
-#, fuzzy
msgid "Navigation Edge"
-msgstr "내비게ì´ì…˜ 모드"
+msgstr "내비게ì´ì…˜ 엣지"
#: editor/spatial_editor_gizmos.cpp
-#, fuzzy
msgid "Navigation Edge Disabled"
-msgstr "내비게ì´ì…˜ 모드"
+msgstr "내비게ì´ì…˜ 엣지 비활성화"
#: editor/spatial_editor_gizmos.cpp
-#, fuzzy
msgid "Navigation Solid"
-msgstr "내비게ì´ì…˜ 모드"
+msgstr "내비게ì´ì…˜ 솔리드"
#: editor/spatial_editor_gizmos.cpp
-#, fuzzy
msgid "Navigation Solid Disabled"
-msgstr "내비게ì´ì…˜ 모드"
+msgstr "내비게ì´ì…˜ 솔리드 비활성화ë¨"
#: editor/spatial_editor_gizmos.cpp
msgid "Joint Body A"
-msgstr ""
+msgstr "ì¡°ì¸íŠ¸ 바디 A"
#: editor/spatial_editor_gizmos.cpp
msgid "Joint Body B"
-msgstr ""
+msgstr "ì¡°ì¸íŠ¸ 바디 B"
#: editor/spatial_editor_gizmos.cpp
msgid "Room Edge"
-msgstr ""
+msgstr "ë°© 가장ìžë¦¬"
#: editor/spatial_editor_gizmos.cpp
msgid "Room Overlap"
-msgstr ""
+msgstr "룸 겹침"
#: editor/spatial_editor_gizmos.cpp
msgid "Set Room Point Position"
-msgstr "룸 ì  ìœ„ì¹˜ 설정"
+msgstr "룸 í¬ì¸íŠ¸ 위치 설정"
#: editor/spatial_editor_gizmos.cpp scene/3d/portal.cpp
-#, fuzzy
msgid "Portal Margin"
-msgstr "여백 설정"
+msgstr "í¬í„¸ 여백"
#: editor/spatial_editor_gizmos.cpp
msgid "Portal Edge"
-msgstr ""
+msgstr "í¬í„¸ 엣지"
#: editor/spatial_editor_gizmos.cpp
msgid "Portal Arrow"
-msgstr ""
+msgstr "í¬í„¸ 애로우"
#: editor/spatial_editor_gizmos.cpp
msgid "Set Portal Point Position"
@@ -16051,18 +15899,16 @@ msgstr "í¬í„¸ ì  ìœ„ì¹˜ 설정"
#: editor/spatial_editor_gizmos.cpp
msgid "Portal Front"
-msgstr ""
+msgstr "í¬í„¸ ì „ë©´"
#: editor/spatial_editor_gizmos.cpp
-#, fuzzy
msgid "Portal Back"
-msgstr "뒤로"
+msgstr "í¬í„¸ 뒤로"
#: editor/spatial_editor_gizmos.cpp scene/2d/light_occluder_2d.cpp
#: scene/2d/tile_map.cpp
-#, fuzzy
msgid "Occluder"
-msgstr "ì–´í´ë£¨ì „ 모드"
+msgstr "오í´ë£¨ë”"
#: editor/spatial_editor_gizmos.cpp
msgid "Set Occluder Sphere Radius"
@@ -16073,109 +15919,98 @@ msgid "Set Occluder Sphere Position"
msgstr "ì–´í´ë£¨ë” 구체 위치 설정"
#: editor/spatial_editor_gizmos.cpp
-#, fuzzy
msgid "Set Occluder Polygon Point Position"
-msgstr "í¬í„¸ ì  ìœ„ì¹˜ 설정"
+msgstr "오í´ë£¨ë” í´ë¦¬ê³¤ í¬ì¸íŠ¸ 위치 설정"
#: editor/spatial_editor_gizmos.cpp
-#, fuzzy
msgid "Set Occluder Hole Point Position"
-msgstr "곡선 ì  ìœ„ì¹˜ 설정"
+msgstr "오í´ë£¨ë” 홀 í¬ì¸íŠ¸ 위치 설정"
#: editor/spatial_editor_gizmos.cpp
-#, fuzzy
msgid "Occluder Polygon Front"
-msgstr "Occluder í´ë¦¬ê³¤ 만들기"
+msgstr "오í´ë£¨ë” í´ë¦¬ê³¤ 프론트"
#: editor/spatial_editor_gizmos.cpp
-#, fuzzy
msgid "Occluder Polygon Back"
-msgstr "Occluder í´ë¦¬ê³¤ 만들기"
+msgstr "오í´ë£¨ë” í´ë¦¬ê³¤ ë°±"
#: editor/spatial_editor_gizmos.cpp
-#, fuzzy
msgid "Occluder Hole"
-msgstr "Occluder í´ë¦¬ê³¤ 만들기"
+msgstr "오í´ë£¨ë” 홀"
#: main/main.cpp
msgid "Godot Physics"
-msgstr ""
+msgstr "Godot 물리"
#: main/main.cpp servers/physics_2d/physics_2d_server_sw.cpp
#: servers/visual/visual_server_scene.cpp
msgid "Use BVH"
-msgstr ""
+msgstr "BVH 사용"
#: main/main.cpp servers/physics_2d/physics_2d_server_sw.cpp
#: servers/visual/visual_server_scene.cpp
-#, fuzzy
msgid "BVH Collision Margin"
-msgstr "콜리전 모드"
+msgstr "BVH ì¶©ëŒ ì—¬ë°±"
#: main/main.cpp
-#, fuzzy
msgid "Crash Handler"
-msgstr "핸들 설정"
+msgstr "ì¶©ëŒ ì²˜ë¦¬ê¸°"
#: main/main.cpp
-#, fuzzy
msgid "Multithreaded Server"
-msgstr "다중 노드 설정"
+msgstr "멀티스레드 서버"
#: main/main.cpp
msgid "RID Pool Prealloc"
-msgstr ""
+msgstr "RID 풀 사전 할당"
#: main/main.cpp
-#, fuzzy
msgid "Debugger stdout"
-msgstr "디버거"
+msgstr "디버거 표준 출력"
#: main/main.cpp
msgid "Max Chars Per Second"
-msgstr ""
+msgstr "초당 최대 문ìž"
#: main/main.cpp
msgid "Max Messages Per Frame"
-msgstr ""
+msgstr "프레임당 최대 메시지"
#: main/main.cpp
msgid "Max Errors Per Second"
-msgstr ""
+msgstr "초당 최대 오류"
#: main/main.cpp
msgid "Max Warnings Per Second"
-msgstr ""
+msgstr "초당 최대 경고"
#: main/main.cpp
msgid "Flush stdout On Print"
-msgstr ""
+msgstr "ì¸ì‡„ ì‹œ stdout 플러시"
#: main/main.cpp servers/visual_server.cpp
msgid "Logging"
-msgstr ""
+msgstr "로깅"
#: main/main.cpp
msgid "File Logging"
-msgstr ""
+msgstr "íŒŒì¼ ë¡œê¹…"
#: main/main.cpp
-#, fuzzy
msgid "Enable File Logging"
-msgstr "필터 활성화"
+msgstr "íŒŒì¼ ë¡œê¹… 활성화"
#: main/main.cpp
-#, fuzzy
msgid "Log Path"
-msgstr "경로 복사"
+msgstr "로그 경로"
#: main/main.cpp
msgid "Max Log Files"
-msgstr ""
+msgstr "최대 로그 파ì¼"
#: main/main.cpp
msgid "Driver"
-msgstr ""
+msgstr "ë“œë¼ì´ë²„"
#: main/main.cpp
msgid "Driver Name"
@@ -16183,85 +16018,77 @@ msgstr "ë“œë¼ì´ë²„ ì´ë¦„"
#: main/main.cpp
msgid "Fallback To GLES2"
-msgstr ""
+msgstr "GLES2로 대체"
#: main/main.cpp
msgid "Use Nvidia Rect Flicker Workaround"
-msgstr ""
+msgstr "Nvidia Rect 깜박임 해결 방법 사용"
#: main/main.cpp
msgid "DPI"
-msgstr ""
+msgstr "DPI"
#: main/main.cpp
msgid "Allow hiDPI"
-msgstr ""
+msgstr "hiDPI 허용"
#: main/main.cpp
-#, fuzzy
msgid "V-Sync"
-msgstr "ë™ê¸°í™”"
+msgstr "수ì§ë™ê¸°í™”"
#: main/main.cpp
-#, fuzzy
msgid "Use V-Sync"
-msgstr "스냅 사용"
+msgstr "V-Sync 사용"
#: main/main.cpp
msgid "Per Pixel Transparency"
-msgstr ""
+msgstr "픽셀당 투명ë„"
#: main/main.cpp
msgid "Allowed"
-msgstr ""
+msgstr "허용ë¨"
#: main/main.cpp
msgid "Intended Usage"
-msgstr ""
+msgstr "사용 목ì "
#: main/main.cpp
-#, fuzzy
msgid "Framebuffer Allocation"
-msgstr "프레임 ì„ íƒ"
+msgstr "프레임 ë²„í¼ í• ë‹¹"
#: main/main.cpp platform/uwp/os_uwp.cpp
-#, fuzzy
msgid "Energy Saving"
-msgstr "저장 중 오류"
+msgstr "ì—너지 절약"
#: main/main.cpp
msgid "Threads"
-msgstr ""
+msgstr "스레드"
#: main/main.cpp servers/physics_2d/physics_2d_server_wrap_mt.h
-#, fuzzy
msgid "Thread Model"
-msgstr "모드 토글"
+msgstr "스레드 모ë¸"
#: main/main.cpp
msgid "Thread Safe BVH"
-msgstr ""
+msgstr "스레드 세ì´í”„ BVH"
#: main/main.cpp
msgid "Handheld"
-msgstr ""
+msgstr "휴대용"
#: main/main.cpp platform/javascript/export/export.cpp
#: platform/uwp/export/export.cpp
-#, fuzzy
msgid "Orientation"
-msgstr "온ë¼ì¸ 문서"
+msgstr "오리엔테ì´ì…˜"
#: 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 "커뮤니티"
+msgstr "ì¼ë°˜"
#: main/main.cpp
-#, fuzzy
msgid "Physics FPS"
-msgstr "물리 프레임 %"
+msgstr "물리 FPS"
#: main/main.cpp
msgid "Force FPS"
@@ -16269,177 +16096,163 @@ msgstr "FPS 강제"
#: main/main.cpp
msgid "Enable Pause Aware Picking"
-msgstr ""
+msgstr "ì¼ì‹œ 중지 ì¸ì‹ ì„ íƒ í™œì„±í™”"
#: main/main.cpp scene/gui/item_list.cpp scene/gui/popup_menu.cpp
#: scene/gui/scroll_container.cpp scene/gui/text_edit.cpp scene/gui/tree.cpp
#: scene/main/viewport.cpp scene/register_scene_types.cpp
msgid "GUI"
-msgstr ""
+msgstr "GUI"
#: main/main.cpp
msgid "Drop Mouse On GUI Input Disabled"
-msgstr ""
+msgstr "GUI ìž…ë ¥ ì‹œ 마우스 놓기 비활성화ë¨"
#: main/main.cpp
msgid "stdout"
-msgstr ""
+msgstr "표준 출력"
#: main/main.cpp
msgid "Print FPS"
-msgstr ""
+msgstr "FPS ì¸ì‡„"
#: main/main.cpp
msgid "Verbose stdout"
-msgstr ""
+msgstr "ìžì„¸í•œ 표준 출력"
#: main/main.cpp scene/main/scene_tree.cpp scene/resources/multimesh.cpp
-#, fuzzy
msgid "Physics Interpolation"
-msgstr "보간 모드"
+msgstr "물리 보간"
#: main/main.cpp
-#, fuzzy
msgid "Enable Warnings"
-msgstr "필터 활성화"
+msgstr "경고 활성화"
#: main/main.cpp
-#, fuzzy
msgid "Frame Delay Msec"
-msgstr "프레임 ì„ íƒ"
+msgstr "프레임 지연 Msec"
#: main/main.cpp
msgid "Low Processor Mode"
-msgstr ""
+msgstr "ë‚®ì€ í”„ë¡œì„¸ì„œ 모드"
#: main/main.cpp
msgid "Delta Sync After Draw"
-msgstr ""
+msgstr "그리기 후 ë¸íƒ€ ë™ê¸°í™”"
#: main/main.cpp
msgid "iOS"
-msgstr ""
+msgstr "iOS"
#: main/main.cpp
msgid "Hide Home Indicator"
-msgstr ""
+msgstr "홈 표시기 숨기기"
#: main/main.cpp
-#, fuzzy
msgid "Input Devices"
-msgstr "모든 기기"
+msgstr "입력 장치"
#: main/main.cpp
-#, fuzzy
msgid "Pointing"
-msgstr "ì "
+msgstr "í¬ì¸íŒ…"
#: main/main.cpp
msgid "Touch Delay"
-msgstr ""
+msgstr "터치 지연"
#: main/main.cpp servers/visual_server.cpp
msgid "GLES3"
-msgstr ""
+msgstr "GLES3"
#: main/main.cpp servers/visual_server.cpp
-#, fuzzy
msgid "Shaders"
msgstr "ì…°ì´ë”"
#: main/main.cpp
msgid "Debug Shader Fallbacks"
-msgstr ""
+msgstr "ì…°ì´ë” í´ë°± 디버그"
#: 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 "환경 보기"
+msgstr "환경"
#: main/main.cpp
msgid "Default Clear Color"
-msgstr ""
+msgstr "기본 í´ë¦¬ì–´ 컬러"
#: main/main.cpp
msgid "Boot Splash"
-msgstr ""
+msgstr "부트 스플래쉬"
#: main/main.cpp
-#, fuzzy
msgid "Show Image"
-msgstr "본 ë³´ì´ê¸°"
+msgstr "ì´ë¯¸ì§€ 표시"
#: main/main.cpp
msgid "Image"
-msgstr ""
+msgstr "ì˜ìƒ"
#: main/main.cpp
msgid "Fullsize"
-msgstr ""
+msgstr "ì „ì²´ í¬ê¸°"
#: main/main.cpp scene/resources/dynamic_font.cpp
msgid "Use Filter"
msgstr "필터 사용"
#: main/main.cpp scene/resources/style_box.cpp
-#, fuzzy
msgid "BG Color"
-msgstr "색ìƒ"
+msgstr "배경색"
#: main/main.cpp
-#, fuzzy
msgid "macOS Native Icon"
-msgstr "íƒ€ì¼ ì•„ì´ì½˜ 설정"
+msgstr "맥OS 네ì´í‹°ë¸Œ ì•„ì´ì½˜"
#: main/main.cpp
msgid "Windows Native Icon"
-msgstr ""
+msgstr "윈ë„ìš° 네ì´í‹°ë¸Œ ì•„ì´ì½˜"
#: main/main.cpp
msgid "Buffering"
-msgstr ""
+msgstr "버í¼ë§"
#: main/main.cpp
msgid "Agile Event Flushing"
-msgstr ""
+msgstr "ì• ìžì¼ ì´ë²¤íŠ¸ 플러싱"
#: main/main.cpp
msgid "Emulate Touch From Mouse"
-msgstr ""
+msgstr "마우스 터치 ì—뮬레ì´íŠ¸"
#: main/main.cpp
msgid "Emulate Mouse From Touch"
-msgstr ""
+msgstr "터치로 마우스 ì—뮬레ì´íŠ¸"
#: main/main.cpp
-#, fuzzy
msgid "Mouse Cursor"
-msgstr "마우스 버튼"
+msgstr "마우스 커서"
#: main/main.cpp
-#, fuzzy
msgid "Custom Image"
-msgstr "노드 잘ë¼ë‚´ê¸°"
+msgstr "ì‚¬ìš©ìž ì •ì˜ ì´ë¯¸ì§€"
#: main/main.cpp
msgid "Custom Image Hotspot"
-msgstr ""
+msgstr "ì‚¬ìš©ìž ì •ì˜ ì´ë¯¸ì§€ 핫스팟"
#: main/main.cpp
msgid "Tooltip Position Offset"
msgstr "íˆ´íŒ ìœ„ì¹˜ 오프셋"
#: main/main.cpp modules/mono/mono_gd/gd_mono.cpp
-#, fuzzy
msgid "Debugger Agent"
-msgstr "디버거"
+msgstr "디버거 ì—ì´ì „트"
#: main/main.cpp modules/mono/mono_gd/gd_mono.cpp
-#, fuzzy
msgid "Wait For Debugger"
-msgstr "디버거"
+msgstr "디버거 대기"
#: main/main.cpp modules/mono/mono_gd/gd_mono.cpp
msgid "Wait Timeout"
@@ -16447,60 +16260,56 @@ msgstr "대기 타임아웃"
#: main/main.cpp
msgid "Runtime"
-msgstr ""
+msgstr "런타임"
#: main/main.cpp
msgid "Unhandled Exception Policy"
-msgstr ""
+msgstr "처리ë˜ì§€ ì•Šì€ ì˜ˆì™¸ ì •ì±…"
#: main/main.cpp
-#, fuzzy
msgid "Main Loop Type"
-msgstr "노드 타입 찾기"
+msgstr "ë©”ì¸ ë£¨í”„ 유형"
#: main/main.cpp scene/gui/texture_progress.cpp
#: scene/gui/viewport_container.cpp
msgid "Stretch"
-msgstr ""
+msgstr "스트레치"
#: main/main.cpp
-#, fuzzy
msgid "Aspect"
-msgstr "ì¸ìŠ¤íŽ™í„°"
+msgstr "ì–‘ìƒ"
#: main/main.cpp
msgid "Shrink"
-msgstr ""
+msgstr "수축"
#: main/main.cpp scene/main/scene_tree.cpp
msgid "Auto Accept Quit"
-msgstr ""
+msgstr "ìžë™ ìˆ˜ë½ ì¢…ë£Œ"
#: main/main.cpp scene/main/scene_tree.cpp
-#, fuzzy
msgid "Quit On Go Back"
-msgstr "뒤로"
+msgstr "ëŒì•„가면서 종료"
#: main/main.cpp scene/main/viewport.cpp
-#, fuzzy
msgid "Snap Controls To Pixels"
-msgstr "노드 ì˜†ë©´ì— ìŠ¤ëƒ…"
+msgstr "í”½ì…€ì— ì»¨íŠ¸ë¡¤ 스냅"
#: main/main.cpp
msgid "Dynamic Fonts"
-msgstr ""
+msgstr "ë™ì  글꼴"
#: main/main.cpp
msgid "Use Oversampling"
-msgstr ""
+msgstr "ì˜¤ë²„ìƒ˜í”Œë§ ì‚¬ìš©"
#: modules/bullet/register_types.cpp modules/bullet/space_bullet.cpp
msgid "Active Soft World"
-msgstr ""
+msgstr "액티브 소프트 월드"
#: modules/csg/csg_gizmos.cpp
msgid "CSG"
-msgstr ""
+msgstr "CSG"
#: modules/csg/csg_gizmos.cpp
msgid "Change Cylinder Radius"
@@ -16519,35 +16328,30 @@ msgid "Change Torus Outer Radius"
msgstr "ë„ë„› 외부 반지름 바꾸기"
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Operation"
-msgstr "설정"
+msgstr "오í¼ë ˆì´ì…˜"
#: modules/csg/csg_shape.cpp
msgid "Calculate Tangents"
-msgstr ""
+msgstr "접선 계산"
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Use Collision"
-msgstr "콜리전"
+msgstr "ì¶©ëŒ ì‚¬ìš©"
#: modules/csg/csg_shape.cpp servers/physics_2d_server.cpp
-#, fuzzy
msgid "Collision Layer"
-msgstr "콜리전 모드"
+msgstr "ì¶©ëŒ ë ˆì´ì–´"
#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp scene/3d/camera.cpp
#: scene/3d/ray_cast.cpp scene/3d/spring_arm.cpp
#: scene/resources/navigation_mesh.cpp servers/physics_server.cpp
-#, fuzzy
msgid "Collision Mask"
-msgstr "콜리전 모드"
+msgstr "ì¶©ëŒ ë§ˆìŠ¤í¬"
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Invert Faces"
-msgstr "ëŒ€ì†Œë¬¸ìž ë³€í™˜"
+msgstr "면 반전"
#: modules/csg/csg_shape.cpp scene/2d/navigation_agent_2d.cpp
#: scene/2d/navigation_obstacle_2d.cpp scene/3d/navigation_agent.cpp
@@ -16561,170 +16365,147 @@ msgid "Radius"
msgstr "반지름"
#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp
-#, fuzzy
msgid "Radial Segments"
-msgstr "ë©”ì¸ ì”¬ ì¸ìˆ˜:"
+msgstr "방사형 세그먼트"
#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp
-#, fuzzy
msgid "Rings"
-msgstr "경고"
+msgstr "ë§"
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Smooth Faces"
-msgstr "부드러운 단계"
+msgstr "부드러운 얼굴"
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Sides"
-msgstr "ê°€ì´ë“œ ë³´ì´ê¸°"
+msgstr "사ì´ë“œ"
#: modules/csg/csg_shape.cpp
msgid "Cone"
-msgstr ""
+msgstr "ì›ë¿”"
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Inner Radius"
-msgstr "ë„ë„› 내부 반지름 바꾸기"
+msgstr "내부 반경"
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Outer Radius"
-msgstr "ë„ë„› 외부 반지름 바꾸기"
+msgstr "외부 반경"
#: modules/csg/csg_shape.cpp
msgid "Ring Sides"
-msgstr ""
+msgstr "ë§ ì‚¬ì´ë“œ"
#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp
#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp
#: scene/3d/collision_polygon.cpp
-#, fuzzy
msgid "Polygon"
msgstr "í´ë¦¬ê³¤"
#: modules/csg/csg_shape.cpp
msgid "Spin Degrees"
-msgstr ""
+msgstr "회전 ì •ë„"
#: modules/csg/csg_shape.cpp
msgid "Spin Sides"
-msgstr ""
+msgstr "스핀 사ì´ë“œ"
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Path Node"
-msgstr "노드 붙여넣기"
+msgstr "경로 노드"
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Path Interval Type"
-msgstr "내부 ê¼­ì§“ì  ë§Œë“¤ê¸°"
+msgstr "경로 간격 유형"
#: modules/csg/csg_shape.cpp
msgid "Path Interval"
-msgstr ""
+msgstr "경로 간격"
#: modules/csg/csg_shape.cpp
msgid "Path Simplify Angle"
-msgstr ""
+msgstr "경로 단순화 ê°ë„"
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Path Rotation"
-msgstr "무작위 회전:"
+msgstr "경로 회전"
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Path Local"
-msgstr "로컬로 만들기"
+msgstr "경로 로컬"
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Path Continuous U"
-msgstr "ì—°ì†ì "
+msgstr "경로 ì—°ì† U"
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Path U Distance"
-msgstr "거리 ì„ íƒ:"
+msgstr "경로 U 거리"
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Path Joined"
-msgstr "무작위 회전:"
+msgstr "ê²°í•©ëœ ê²½ë¡œ"
#: modules/enet/networked_multiplayer_enet.cpp
-#, fuzzy
msgid "Compression Mode"
-msgstr "콜리전 모드"
+msgstr "압축 모드"
#: modules/enet/networked_multiplayer_enet.cpp
-#, fuzzy
msgid "Transfer Channel"
-msgstr "변형 바꾸기"
+msgstr "전송 채ë„"
#: modules/enet/networked_multiplayer_enet.cpp
-#, fuzzy
msgid "Channel Count"
-msgstr "ì¸ìŠ¤í„´ìŠ¤í•˜ê¸°"
+msgstr "ì±„ë„ ì¹´ìš´íŠ¸"
#: modules/enet/networked_multiplayer_enet.cpp
-#, fuzzy
msgid "Always Ordered"
-msgstr "í•­ìƒ ê²©ìž ë³´ì´ê¸°"
+msgstr "í•­ìƒ ì£¼ë¬¸"
#: modules/enet/networked_multiplayer_enet.cpp
msgid "Server Relay"
-msgstr ""
+msgstr "서버 릴레ì´"
#: modules/enet/networked_multiplayer_enet.cpp
msgid "DTLS Verify"
-msgstr ""
+msgstr "DTLS 확ì¸"
#: modules/enet/networked_multiplayer_enet.cpp
msgid "DTLS Hostname"
-msgstr ""
+msgstr "DTLS 호스트 ì´ë¦„"
#: modules/enet/networked_multiplayer_enet.cpp
-#, fuzzy
msgid "Use DTLS"
-msgstr "스냅 사용"
+msgstr "DTLS 사용"
#: modules/fbx/editor_scene_importer_fbx.cpp
msgid "FBX"
-msgstr ""
+msgstr "FBX"
#: modules/fbx/editor_scene_importer_fbx.cpp
msgid "Use FBX"
-msgstr ""
+msgstr "FBX 사용"
#: modules/gdnative/gdnative.cpp
msgid "Config File"
msgstr "설정 파ì¼"
#: modules/gdnative/gdnative.cpp
-#, fuzzy
msgid "Load Once"
-msgstr "리소스 불러오기"
+msgstr "한 번 로드"
#: modules/gdnative/gdnative.cpp
#: modules/visual_script/visual_script_func_nodes.cpp
-#, fuzzy
msgid "Singleton"
-msgstr "스켈레톤"
+msgstr "싱글톤"
#: modules/gdnative/gdnative.cpp
-#, fuzzy
msgid "Symbol Prefix"
-msgstr "ì ‘ë‘사:"
+msgstr "기호 ì ‘ë‘ì–´"
#: modules/gdnative/gdnative.cpp
-#, fuzzy
msgid "Reloadable"
-msgstr "새로고침"
+msgstr "다시 로드 가능"
#: modules/gdnative/gdnative.cpp
#: modules/gdnative/gdnative_library_singleton_editor.cpp
@@ -16789,9 +16570,8 @@ msgid "Script Class"
msgstr "스í¬ë¦½íŠ¸ í´ëž˜ìŠ¤"
#: modules/gdnative/nativescript/nativescript.cpp
-#, fuzzy
msgid "Icon Path"
-msgstr "경로 í¬ì»¤ìŠ¤"
+msgstr "ì•„ì´ì½˜ 경로"
#: modules/gdnative/register_types.cpp
msgid "GDNative"
@@ -16799,34 +16579,32 @@ msgstr "GDNative"
#: modules/gdscript/editor/gdscript_highlighter.cpp
#: modules/gdscript/gdscript.cpp
-#, fuzzy
msgid "GDScript"
-msgstr "스í¬ë¦½íŠ¸"
+msgstr "GD스í¬ë¦½íŠ¸"
#: modules/gdscript/editor/gdscript_highlighter.cpp
msgid "Function Definition Color"
-msgstr ""
+msgstr "함수 ì •ì˜ ìƒ‰ìƒ"
#: modules/gdscript/editor/gdscript_highlighter.cpp
-#, fuzzy
msgid "Node Path Color"
-msgstr "노드 경로 복사"
+msgstr "노드 경로 색ìƒ"
#: modules/gdscript/gdscript.cpp modules/visual_script/visual_script.cpp
msgid "Max Call Stack"
-msgstr ""
+msgstr "최대 호출 스íƒ"
#: modules/gdscript/gdscript.cpp
msgid "Treat Warnings As Errors"
-msgstr ""
+msgstr "경고를 오류로 처리"
#: modules/gdscript/gdscript.cpp
msgid "Exclude Addons"
-msgstr ""
+msgstr "애드온 제외"
#: modules/gdscript/gdscript.cpp
msgid "Autocomplete Setters And Getters"
-msgstr ""
+msgstr "ìžë™ 완성 ì„¤ì •ìž ë° ê²Œí„°"
#: modules/gdscript/gdscript_functions.cpp
msgid "Step argument is zero!"
@@ -16869,17 +16647,16 @@ msgid "Language Server"
msgstr "언어 서버"
#: modules/gdscript/language_server/gdscript_language_server.cpp
-#, fuzzy
msgid "Enable Smart Resolve"
-msgstr "í•´ê²°í•  수 ì—†ìŒ"
+msgstr "스마트 해결 활성화"
#: modules/gdscript/language_server/gdscript_language_server.cpp
msgid "Show Native Symbols In Editor"
-msgstr ""
+msgstr "편집기ì—ì„œ 기본 기호 표시"
#: modules/gdscript/language_server/gdscript_language_server.cpp
msgid "Use Thread"
-msgstr ""
+msgstr "스레드 사용"
#: modules/gltf/editor_scene_exporter_gltf_plugin.cpp
msgid "Export Mesh GLTF2"
@@ -16890,96 +16667,84 @@ msgid "Export GLTF..."
msgstr "GLTF 내보내기..."
#: modules/gltf/gltf_accessor.cpp
-#, fuzzy
msgid "Buffer View"
-msgstr "후면 뷰"
+msgstr "ë²„í¼ ë³´ê¸°"
#: modules/gltf/gltf_accessor.cpp modules/gltf/gltf_buffer_view.cpp
msgid "Byte Offset"
msgstr "ë°”ì´íŠ¸ 오프셋"
#: modules/gltf/gltf_accessor.cpp
-#, fuzzy
msgid "Component Type"
-msgstr "구성 요소"
+msgstr "구성 요소 유형"
#: modules/gltf/gltf_accessor.cpp
-#, fuzzy
msgid "Normalized"
-msgstr "형ì‹"
+msgstr "정규화"
#: modules/gltf/gltf_accessor.cpp
msgid "Count"
msgstr "ì–‘"
#: modules/gltf/gltf_accessor.cpp scene/resources/visual_shader_nodes.cpp
-#, fuzzy
msgid "Min"
-msgstr "MiB"
+msgstr "최소"
#: modules/gltf/gltf_accessor.cpp scene/resources/visual_shader_nodes.cpp
-#, fuzzy
msgid "Max"
-msgstr "믹스"
+msgstr "최대"
#: modules/gltf/gltf_accessor.cpp
-#, fuzzy
msgid "Sparse Count"
-msgstr "ì¸ìŠ¤í„´ìŠ¤í•˜ê¸°"
+msgstr "í¬ì†Œ 카운트"
#: modules/gltf/gltf_accessor.cpp
msgid "Sparse Indices Buffer View"
-msgstr ""
+msgstr "í¬ì†Œ ì¸ë±ìŠ¤ ë²„í¼ ë³´ê¸°"
#: modules/gltf/gltf_accessor.cpp
msgid "Sparse Indices Byte Offset"
-msgstr ""
+msgstr "í¬ì†Œ ì¸ë±ìŠ¤ ë°”ì´íŠ¸ 오프셋"
#: modules/gltf/gltf_accessor.cpp
-#, fuzzy
msgid "Sparse Indices Component Type"
-msgstr "지오메트리 ë¶„ì„ ì¤‘..."
+msgstr "í¬ì†Œ ì¸ë±ìŠ¤ 구성 요소 유형"
#: modules/gltf/gltf_accessor.cpp
msgid "Sparse Values Buffer View"
-msgstr ""
+msgstr "í¬ì†Œ ê°’ ë²„í¼ ë³´ê¸°"
#: modules/gltf/gltf_accessor.cpp
msgid "Sparse Values Byte Offset"
-msgstr ""
+msgstr "í¬ì†Œ ê°’ ë°”ì´íŠ¸ 오프셋"
#: modules/gltf/gltf_buffer_view.cpp
-#, fuzzy
msgid "Buffer"
-msgstr "후면 뷰"
+msgstr "버í¼"
#: modules/gltf/gltf_buffer_view.cpp
-#, fuzzy
msgid "Byte Length"
-msgstr "ë””í´íŠ¸ 테마"
+msgstr "ë°”ì´íŠ¸ 길ì´"
#: modules/gltf/gltf_buffer_view.cpp
msgid "Byte Stride"
-msgstr ""
+msgstr "ë°”ì´íŠ¸ 스트ë¼ì´ë“œ"
#: modules/gltf/gltf_buffer_view.cpp
-#, fuzzy
msgid "Indices"
-msgstr "모든 기기"
+msgstr "ì¸ë±ìŠ¤"
#: modules/gltf/gltf_camera.cpp
-#, fuzzy
msgid "FOV Size"
-msgstr "í¬ê¸°:"
+msgstr "FOV í¬ê¸°"
#: modules/gltf/gltf_camera.cpp
msgid "Zfar"
-msgstr ""
+msgstr "Z 멀리"
#: modules/gltf/gltf_camera.cpp
-#, fuzzy
msgid "Znear"
-msgstr "ì§ì„ í˜•"
+msgstr "Z 근처"
#: modules/gltf/gltf_light.cpp scene/2d/canvas_modulate.cpp
#: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp
@@ -16989,273 +16754,239 @@ msgstr "ì§ì„ í˜•"
#: 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 "색ìƒ"
#: modules/gltf/gltf_light.cpp scene/3d/reflection_probe.cpp
#: scene/resources/environment.cpp
msgid "Intensity"
-msgstr ""
+msgstr "강함"
#: modules/gltf/gltf_light.cpp scene/2d/light_2d.cpp scene/3d/light.cpp
-#, fuzzy
msgid "Range"
-msgstr "바꾸기"
+msgstr "범위"
#: modules/gltf/gltf_light.cpp
msgid "Inner Cone Angle"
-msgstr ""
+msgstr "내부 ì›ë¿” ê°ë„"
#: modules/gltf/gltf_light.cpp
msgid "Outer Cone Angle"
-msgstr ""
+msgstr "외부 ì›ë¿” ê°ë„"
#: modules/gltf/gltf_mesh.cpp
-#, fuzzy
msgid "Blend Weights"
-msgstr "ë¼ì´íŠ¸ë§µ 굽기"
+msgstr "혼합 가중치"
#: modules/gltf/gltf_mesh.cpp
-#, fuzzy
msgid "Instance Materials"
-msgstr "머티리얼 바꾸기:"
+msgstr "ì¸ìŠ¤í„´ìŠ¤ 재료"
#: modules/gltf/gltf_node.cpp scene/3d/skeleton.cpp
-#, fuzzy
msgid "Parent"
-msgstr "부모 다시 지정"
+msgstr "부모"
#: modules/gltf/gltf_node.cpp
-#, fuzzy
msgid "Xform"
-msgstr "플랫í¼"
+msgstr "변형"
#: modules/gltf/gltf_node.cpp scene/3d/mesh_instance.cpp
msgid "Skin"
-msgstr ""
+msgstr "스킨"
#: modules/gltf/gltf_node.cpp scene/3d/spatial.cpp
-#, fuzzy
msgid "Translation"
msgstr "번역"
#: modules/gltf/gltf_node.cpp
-#, fuzzy
msgid "Children"
-msgstr "편집할 수 있는 ìžì‹"
+msgstr "어린ì´"
#: modules/gltf/gltf_skeleton.cpp modules/gltf/gltf_skin.cpp
-#, fuzzy
msgid "Joints"
-msgstr "ì "
+msgstr "관절"
#: modules/gltf/gltf_skeleton.cpp modules/gltf/gltf_skin.cpp
msgid "Roots"
-msgstr ""
+msgstr "루트"
#: modules/gltf/gltf_skeleton.cpp modules/gltf/gltf_state.cpp
msgid "Unique Names"
-msgstr ""
+msgstr "고유한 ì´ë¦„"
#: modules/gltf/gltf_skeleton.cpp
-#, fuzzy
msgid "Godot Bone Node"
-msgstr "시간 íƒìƒ‰ 노드"
+msgstr "Godot 본 노드"
#: modules/gltf/gltf_skin.cpp
-#, fuzzy
msgid "Skin Root"
-msgstr "새 씬 루트"
+msgstr "스킨 루트"
#: modules/gltf/gltf_skin.cpp
-#, fuzzy
msgid "Joints Original"
-msgstr "ì›ì  í¬ì»¤ìŠ¤"
+msgstr "관절 ì›ë³¸"
#: modules/gltf/gltf_skin.cpp
msgid "Inverse Binds"
-msgstr ""
+msgstr "ì—­ê²°í•©"
#: modules/gltf/gltf_skin.cpp
-#, fuzzy
msgid "Non Joints"
-msgstr "관절 ì´ë™"
+msgstr "비 관절"
#: modules/gltf/gltf_skin.cpp
msgid "Joint I To Bone I"
-msgstr ""
+msgstr "관절 Iì—ì„œ 뼈 I"
#: modules/gltf/gltf_skin.cpp
msgid "Joint I To Name"
-msgstr ""
+msgstr "관절 I ì´ë¦„"
#: modules/gltf/gltf_skin.cpp
msgid "Godot Skin"
-msgstr ""
+msgstr "Godot 스킨"
#: modules/gltf/gltf_spec_gloss.cpp
msgid "Diffuse Img"
-msgstr ""
+msgstr "확산 ì´ë¯¸ì§€"
#: modules/gltf/gltf_spec_gloss.cpp
msgid "Diffuse Factor"
-msgstr ""
+msgstr "확산 계수"
#: modules/gltf/gltf_spec_gloss.cpp
msgid "Gloss Factor"
-msgstr ""
+msgstr "ê´‘íƒ ê³„ìˆ˜"
#: modules/gltf/gltf_spec_gloss.cpp
-#, fuzzy
msgid "Specular Factor"
-msgstr "ìŠ¤ì¹¼ë¼ ì—°ì‚°ìž."
+msgstr "반사 ì¸ìž"
#: modules/gltf/gltf_spec_gloss.cpp
msgid "Spec Gloss Img"
-msgstr ""
+msgstr "반사광 ì´ë¯¸ì§€"
#: modules/gltf/gltf_state.cpp
msgid "Json"
-msgstr ""
+msgstr "Json"
#: modules/gltf/gltf_state.cpp
-#, fuzzy
msgid "Major Version"
-msgstr "버전"
+msgstr "ë©”ì´ì € 버전"
#: modules/gltf/gltf_state.cpp
-#, fuzzy
msgid "Minor Version"
-msgstr "버전"
+msgstr "마ì´ë„ˆ 버전"
#: modules/gltf/gltf_state.cpp
-#, fuzzy
msgid "GLB Data"
-msgstr "ë°ì´í„°ì™€ 함께"
+msgstr "GLB ë°ì´í„°"
#: modules/gltf/gltf_state.cpp
msgid "Use Named Skin Binds"
-msgstr ""
+msgstr "네임드 스킨 ë°”ì¸ë”© 사용"
#: modules/gltf/gltf_state.cpp
-#, fuzzy
msgid "Buffer Views"
-msgstr "후면 뷰"
+msgstr "ë²„í¼ ë³´ê¸°"
#: modules/gltf/gltf_state.cpp
msgid "Accessors"
-msgstr ""
+msgstr "ì ‘ê·¼ìž"
#: modules/gltf/gltf_state.cpp
msgid "Scene Name"
msgstr "씬 ì´ë¦„"
#: modules/gltf/gltf_state.cpp
-#, fuzzy
msgid "Root Nodes"
-msgstr "루트 노드 ì´ë¦„"
+msgstr "루트 노드"
#: modules/gltf/gltf_state.cpp scene/2d/particles_2d.cpp
#: scene/gui/texture_button.cpp scene/gui/texture_progress.cpp
-#, fuzzy
msgid "Textures"
-msgstr "기능"
+msgstr "í…스처"
#: modules/gltf/gltf_state.cpp platform/uwp/export/export.cpp
msgid "Images"
-msgstr ""
+msgstr "ì´ë¯¸ì§€"
#: modules/gltf/gltf_state.cpp
msgid "Cameras"
-msgstr ""
+msgstr "ì¹´ë©”ë¼"
#: modules/gltf/gltf_state.cpp servers/visual_server.cpp
-#, fuzzy
msgid "Lights"
-msgstr "ë¼ì´íŠ¸"
+msgstr "ë¹›"
#: modules/gltf/gltf_state.cpp
-#, fuzzy
msgid "Unique Animation Names"
-msgstr "새 애니메ì´ì…˜ ì´ë¦„:"
+msgstr "고유한 애니메ì´ì…˜ ì´ë¦„"
#: modules/gltf/gltf_state.cpp
-#, fuzzy
msgid "Skeletons"
msgstr "스켈레톤"
#: modules/gltf/gltf_state.cpp
-#, fuzzy
msgid "Skeleton To Node"
-msgstr "노드를 ì„ íƒí•˜ì„¸ìš”"
+msgstr "스켈레톤ì—ì„œ 노드로"
#: modules/gltf/gltf_state.cpp
-#, fuzzy
msgid "Animations"
-msgstr "애니메ì´ì…˜:"
+msgstr "애니메ì´ì…˜"
#: modules/gltf/gltf_texture.cpp
-#, fuzzy
msgid "Src Image"
-msgstr "본 ë³´ì´ê¸°"
+msgstr "SRC ì´ë¯¸ì§€"
#: modules/gridmap/grid_map.cpp
msgid "Mesh Library"
msgstr "메시 ë¼ì´ë¸ŒëŸ¬ë¦¬"
#: modules/gridmap/grid_map.cpp
-#, fuzzy
msgid "Physics Material"
-msgstr "물리 프레임 %"
+msgstr "물리 재료"
#: modules/gridmap/grid_map.cpp scene/3d/visual_instance.cpp
-#, fuzzy
msgid "Use In Baked Light"
-msgstr "ë¼ì´íŠ¸ë§µ 굽기"
+msgstr "ë² ì´í‚¹ ë¼ì´íŠ¸ì—ì„œ 사용"
#: modules/gridmap/grid_map.cpp scene/2d/tile_map.cpp
msgid "Cell"
-msgstr ""
+msgstr "ì…€"
#: modules/gridmap/grid_map.cpp
-#, fuzzy
msgid "Octant Size"
-msgstr "ì •ë©´ ë·°"
+msgstr "옥탄트 í¬ê¸°"
#: modules/gridmap/grid_map.cpp
-#, fuzzy
msgid "Center X"
-msgstr "중앙"
+msgstr "중앙 X"
#: modules/gridmap/grid_map.cpp
-#, fuzzy
msgid "Center Y"
-msgstr "중앙"
+msgstr "중앙 Y"
#: modules/gridmap/grid_map.cpp
-#, fuzzy
msgid "Center Z"
-msgstr "중앙"
+msgstr "중앙 Z"
#: modules/gridmap/grid_map.cpp scene/2d/collision_object_2d.cpp
#: scene/2d/tile_map.cpp scene/3d/collision_object.cpp scene/3d/soft_body.cpp
#: scene/resources/material.cpp
msgid "Mask"
-msgstr ""
+msgstr "마스í¬"
#: modules/gridmap/grid_map.cpp scene/2d/tile_map.cpp
-#, fuzzy
msgid "Bake Navigation"
-msgstr "네비게ì´ì…˜"
+msgstr "ë² ì´í¬ 내비게ì´ì…˜"
#: modules/gridmap/grid_map.cpp scene/2d/navigation_2d.cpp
#: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_polygon.cpp
#: scene/2d/tile_map.cpp scene/3d/navigation.cpp scene/3d/navigation_agent.cpp
#: scene/3d/navigation_mesh_instance.cpp
-#, fuzzy
msgid "Navigation Layers"
-msgstr "내비게ì´ì…˜ ê°ë„"
+msgstr "내비게ì´ì…˜ ë ˆì´ì–´"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Next Plane"
@@ -17414,63 +17145,59 @@ msgid "Plotting lightmaps"
msgstr "ë¼ì´íŠ¸ë§µ 그리는 중"
#: modules/lightmapper_cpu/register_types.cpp
-#, fuzzy
msgid "CPU Lightmapper"
-msgstr "ë¼ì´íŠ¸ë§µ 굽기"
+msgstr "CPU ë¼ì´íŠ¸ë§¤í¼"
#: modules/lightmapper_cpu/register_types.cpp
msgid "Low Quality Ray Count"
-msgstr ""
+msgstr "ë‚®ì€ í’ˆì§ˆì˜ ê´‘ì„  수"
#: modules/lightmapper_cpu/register_types.cpp
msgid "Medium Quality Ray Count"
-msgstr ""
+msgstr "중간 품질 광선 수"
#: modules/lightmapper_cpu/register_types.cpp
msgid "High Quality Ray Count"
-msgstr ""
+msgstr "고품질 광선 수"
#: modules/lightmapper_cpu/register_types.cpp
msgid "Ultra Quality Ray Count"
-msgstr ""
+msgstr "초고품질 광선 수"
#: modules/minimp3/audio_stream_mp3.cpp
#: 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 "오프셋:"
+msgstr "루프 오프셋"
#: modules/mobile_vr/mobile_vr_interface.cpp
msgid "Eye Height"
-msgstr ""
+msgstr "눈 높ì´"
#: modules/mobile_vr/mobile_vr_interface.cpp
msgid "IOD"
-msgstr ""
+msgstr "IOD"
#: modules/mobile_vr/mobile_vr_interface.cpp
-#, fuzzy
msgid "Display Width"
-msgstr "와ì´ì–´í”„레임 표시"
+msgstr "ë””ìŠ¤í”Œë ˆì´ ë„ˆë¹„"
#: modules/mobile_vr/mobile_vr_interface.cpp
-#, fuzzy
msgid "Display To Lens"
-msgstr "ì…°ì´ë” ì—†ìŒ í‘œì‹œ"
+msgstr "ë Œì¦ˆì— í‘œì‹œ"
#: modules/mobile_vr/mobile_vr_interface.cpp
msgid "Oversample"
-msgstr ""
+msgstr "오버샘플"
#: modules/mobile_vr/mobile_vr_interface.cpp
msgid "K1"
-msgstr ""
+msgstr "K1"
#: modules/mobile_vr/mobile_vr_interface.cpp
msgid "K2"
-msgstr ""
+msgstr "K2"
#: modules/mono/csharp_script.cpp
msgid "Class name can't be a reserved keyword"
@@ -17481,24 +17208,20 @@ msgid "Build Solution"
msgstr "솔루션 빌드"
#: modules/mono/editor/csharp_project.cpp
-#, fuzzy
msgid "Auto Update Project"
-msgstr "ì´ë¦„ 없는 프로ì íŠ¸"
+msgstr "ìžë™ ì—…ë°ì´íŠ¸ 프로ì íŠ¸"
#: modules/mono/godotsharp_dirs.cpp
-#, fuzzy
msgid "Assembly Name"
-msgstr "ëª¨ë‘ í‘œì‹œ"
+msgstr "어셈블리 ì´ë¦„"
#: modules/mono/godotsharp_dirs.cpp
-#, fuzzy
msgid "Solution Directory"
-msgstr "디렉토리를 ì„ íƒí•˜ì„¸ìš”"
+msgstr "솔루션 디렉토리"
#: modules/mono/godotsharp_dirs.cpp
-#, fuzzy
msgid "C# Project Directory"
-msgstr "디렉토리를 ì„ íƒí•˜ì„¸ìš”"
+msgstr "C# 프로ì íŠ¸ 디렉토리"
#: modules/mono/mono_gd/gd_mono_utils.cpp
msgid "End of inner exception stack trace"
@@ -17572,20 +17295,19 @@ msgstr "완료!"
#: modules/opensimplex/noise_texture.cpp
msgid "Seamless"
-msgstr ""
+msgstr "ì›í™œí•œ"
#: modules/opensimplex/noise_texture.cpp
-#, fuzzy
msgid "As Normal Map"
-msgstr "무작위 스케ì¼:"
+msgstr "노멀 맵으로"
#: modules/opensimplex/noise_texture.cpp
msgid "Bump Strength"
-msgstr ""
+msgstr "범프 ê°•ë„"
#: modules/opensimplex/noise_texture.cpp
msgid "Noise"
-msgstr ""
+msgstr "소ìŒ"
#: modules/opensimplex/noise_texture.cpp
msgid "Noise Offset"
@@ -17593,27 +17315,25 @@ msgstr "ë…¸ì´ì¦ˆ 오프셋"
#: modules/opensimplex/open_simplex_noise.cpp
msgid "Octaves"
-msgstr ""
+msgstr "옥타브"
#: modules/opensimplex/open_simplex_noise.cpp
msgid "Period"
-msgstr ""
+msgstr "기간"
#: modules/opensimplex/open_simplex_noise.cpp
-#, fuzzy
msgid "Persistence"
-msgstr "ì›ê·¼"
+msgstr "지ì†ì„±"
#: modules/opensimplex/open_simplex_noise.cpp
msgid "Lacunarity"
-msgstr ""
+msgstr "세심함"
#: modules/regex/regex.cpp
msgid "Subject"
-msgstr ""
+msgstr "서브ì íŠ¸"
#: modules/regex/regex.cpp
-#, fuzzy
msgid "Names"
msgstr "ì´ë¦„"
@@ -17623,43 +17343,39 @@ msgstr "문ìžì—´"
#: modules/upnp/upnp.cpp
msgid "Discover Multicast If"
-msgstr ""
+msgstr "멀티ìºìŠ¤íŠ¸ë¥¼ 발견하면"
#: modules/upnp/upnp.cpp
msgid "Discover Local Port"
-msgstr ""
+msgstr "로컬 í¬íŠ¸ 검색"
#: modules/upnp/upnp.cpp
msgid "Discover IPv6"
-msgstr ""
+msgstr "IPv6 발견"
#: modules/upnp/upnp_device.cpp
-#, fuzzy
msgid "Description URL"
-msgstr "설명"
+msgstr "설명 URL"
#: modules/upnp/upnp_device.cpp
-#, fuzzy
msgid "Service Type"
-msgstr "변수 타입 설정"
+msgstr "서비스 유형"
#: modules/upnp/upnp_device.cpp
msgid "IGD Control URL"
-msgstr ""
+msgstr "IGD 제어 URL"
#: modules/upnp/upnp_device.cpp
-#, fuzzy
msgid "IGD Service Type"
-msgstr "변수 타입 설정"
+msgstr "IGD 서비스 유형"
#: modules/upnp/upnp_device.cpp
msgid "IGD Our Addr"
-msgstr ""
+msgstr "IGD ìš°ë¦¬ì˜ ì£¼ì†Œ"
#: modules/upnp/upnp_device.cpp
-#, fuzzy
msgid "IGD Status"
-msgstr "ìƒíƒœ"
+msgstr "IGD ìƒíƒœ"
#: modules/visual_script/visual_script.cpp
msgid ""
@@ -17694,14 +17410,12 @@ msgstr ""
"시퀀스 비트를 발견했지만 ìŠ¤íƒ ì•ˆì˜ ë…¸ë“œì—는 없습니다. 버그를 신고하세요!"
#: modules/visual_script/visual_script.cpp
-#, fuzzy
msgid "Stack overflow with stack depth:"
-msgstr "ìŠ¤íƒ ê¹Šì´ë¡œ 오버플로우한 스íƒ: "
+msgstr "ìŠ¤íƒ ê¹Šì´ê°€ 있는 ìŠ¤íƒ ì˜¤ë²„í”Œë¡œ:"
#: modules/visual_script/visual_script.cpp
-#, fuzzy
msgid "Visual Script"
-msgstr "비주얼스í¬ë¦½íŠ¸ 검색"
+msgstr "비주얼 스í¬ë¦½íŠ¸"
#: modules/visual_script/visual_script_editor.cpp
msgid "Change Signal Arguments"
@@ -18022,122 +17736,108 @@ msgstr "멤버 편집"
#: modules/visual_script/visual_script_expression.cpp
#: scene/resources/visual_shader.cpp
-#, fuzzy
msgid "Expression"
-msgstr "í‘œí˜„ì‹ ì„¤ì •"
+msgstr "표현"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "Return"
-msgstr ""
+msgstr "반환"
#: modules/visual_script/visual_script_flow_control.cpp
-#, fuzzy
msgid "Return Enabled"
-msgstr "실행가능"
+msgstr "반환 활성화ë¨"
#: modules/visual_script/visual_script_flow_control.cpp
-#, fuzzy
msgid "Return Type"
-msgstr "멤버 타입"
+msgstr "반환 유형"
#: modules/visual_script/visual_script_flow_control.cpp
#: scene/resources/visual_shader_nodes.cpp
-#, fuzzy
msgid "Condition"
-msgstr "애니메ì´ì…˜"
+msgstr "ì¡°ê±´"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "if (cond) is:"
-msgstr ""
+msgstr "(ì¡°ê±´)ì´ ë‹¤ìŒê³¼ 같으면:"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "While"
-msgstr "While"
+msgstr "ë™ì•ˆ"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "while (cond):"
-msgstr ""
+msgstr "ë™ì•ˆ(ì¡°ê±´):"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "Iterator"
-msgstr ""
+msgstr "반복ìž"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "for (elem) in (input):"
-msgstr ""
+msgstr "(ìž…ë ¥)ì—ì„œ (요소):"
#: modules/visual_script/visual_script_flow_control.cpp
-#, fuzzy
msgid "Input type not iterable:"
-msgstr "반복할 수 없는 입력 타입: "
+msgstr "반복할 수 없는 입력 유형:"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "Iterator became invalid"
-msgstr "Iteratorê°€ 잘못ë˜ì—ˆìŠµë‹ˆë‹¤"
+msgstr "반복ìžê°€ 잘못ë˜ì—ˆìŠµë‹ˆë‹¤"
#: modules/visual_script/visual_script_flow_control.cpp
-#, fuzzy
msgid "Iterator became invalid:"
-msgstr "Iteratorê°€ 잘못ë¨: "
+msgstr "반복ìžê°€ 잘못ë˜ì—ˆìŠµë‹ˆë‹¤:"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "Sequence"
-msgstr ""
+msgstr "순서"
#: modules/visual_script/visual_script_flow_control.cpp
-#, fuzzy
msgid "in order:"
-msgstr "í´ë” ì´ë¦„ 바꾸기:"
+msgstr "규칙대로:"
#: modules/visual_script/visual_script_flow_control.cpp
-#, fuzzy
msgid "Steps"
msgstr "단계"
#: modules/visual_script/visual_script_flow_control.cpp
-#, fuzzy
msgid "Switch"
-msgstr "Pitch:"
+msgstr "스위치"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "'input' is:"
-msgstr ""
+msgstr "'ìž…ë ¥'ì€:"
#: modules/visual_script/visual_script_flow_control.cpp
-#, fuzzy
msgid "Type Cast"
-msgstr "타입:"
+msgstr "유형 ìºìŠ¤íŠ¸"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "Is %s?"
-msgstr ""
+msgstr "%sì¸ê°€ìš”?"
#: modules/visual_script/visual_script_flow_control.cpp
#: modules/visual_script/visual_script_func_nodes.cpp
-#, fuzzy
msgid "Base Script"
-msgstr "새 스í¬ë¦½íŠ¸"
+msgstr "기본 스í¬ë¦½íŠ¸"
#: modules/visual_script/visual_script_func_nodes.cpp
msgid "On %s"
-msgstr ""
+msgstr "%sì—"
#: modules/visual_script/visual_script_func_nodes.cpp
-#, fuzzy
msgid "On Self"
-msgstr "ìžì²´"
+msgstr "온 셀프"
#: modules/visual_script/visual_script_func_nodes.cpp
#: modules/visual_script/visual_script_yield_nodes.cpp
-#, fuzzy
msgid "Call Mode"
-msgstr "ìŠ¤ì¼€ì¼ ëª¨ë“œ"
+msgstr "호출 모드"
#: modules/visual_script/visual_script_func_nodes.cpp
#: modules/visual_script/visual_script_nodes.cpp
-#, fuzzy
msgid "Basic Type"
-msgstr "기본 타입 바꾸기"
+msgstr "기본형"
#: modules/visual_script/visual_script_func_nodes.cpp
#: modules/visual_script/visual_script_nodes.cpp
@@ -20129,7 +19829,7 @@ msgstr "개정"
#: platform/uwp/export/export.cpp
msgid "Landscape"
-msgstr ""
+msgstr "í’ê²½"
#: platform/uwp/export/export.cpp
#, fuzzy
@@ -20426,7 +20126,7 @@ msgstr ""
#: platform/windows/export/export.cpp
msgid "Wine"
-msgstr ""
+msgstr "와ì¸"
#: platform/x11/export/export.cpp
msgid "32-bit executables cannot have embedded data >= 4 GiB."
@@ -20982,7 +20682,7 @@ msgstr "선회 뷰 오른쪽으로"
#: scene/resources/particles_material.cpp servers/physics_2d_server.cpp
#: servers/physics_server.cpp
msgid "Angular Velocity"
-msgstr ""
+msgstr "ê°ì†ë„"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
@@ -21427,7 +21127,7 @@ msgstr "ë„ë„› 외부 반지름 바꾸기"
msgid ""
"The NavigationObstacle2D only serves to provide collision avoidance to a "
"Node2D object."
-msgstr ""
+msgstr "NavigationObstacle2D는 Node2D ê°œì²´ì— ëŒ€í•œ ì¶©ëŒ ë°©ì§€ 기능만 제공합니다."
#: scene/2d/navigation_polygon.cpp
msgid ""
@@ -23668,6 +23368,16 @@ msgstr "오류"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "ì •ë ¬"
+
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Use AABB Center"
+msgstr "주변광 사용"
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Geometry"
@@ -26547,7 +26257,7 @@ msgstr ""
#: scene/resources/environment.cpp
msgid "Bloom"
-msgstr ""
+msgstr "블룸"
#: scene/resources/environment.cpp
msgid "HDR Threshold"
@@ -27176,9 +26886,8 @@ msgid "Bind"
msgstr "ë°”ì¸ë”©"
#: scene/resources/skin.cpp
-#, fuzzy
msgid "Bone"
-msgstr "본"
+msgstr "뼈"
#: scene/resources/sky.cpp
#, fuzzy
diff --git a/editor/translations/lt.po b/editor/translations/lt.po
index e89e801a9b..5f0c068dbb 100644
--- a/editor/translations/lt.po
+++ b/editor/translations/lt.po
@@ -12948,9 +12948,10 @@ msgstr "Žingsnis(iai):"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr ""
@@ -14343,12 +14344,11 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
+msgid "Couldn't save project at '%s' (error %d)."
msgstr ""
#: editor/project_manager.cpp
@@ -23371,6 +23371,15 @@ msgstr "Įvyko klaida kraunant šriftą."
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Importuojama:"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Geometry"
diff --git a/editor/translations/lv.po b/editor/translations/lv.po
index 7234ac270a..51836c627b 100644
--- a/editor/translations/lv.po
+++ b/editor/translations/lv.po
@@ -12808,9 +12808,10 @@ msgstr "Opcijas"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr ""
@@ -14176,12 +14177,11 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
+msgid "Couldn't save project at '%s' (error %d)."
msgstr ""
#: editor/project_manager.cpp
@@ -23214,6 +23214,15 @@ msgstr "%s Kļūda"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Å Ä·irot"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Geometry"
diff --git a/editor/translations/mk.po b/editor/translations/mk.po
index d0be6e7036..6d725ac82b 100644
--- a/editor/translations/mk.po
+++ b/editor/translations/mk.po
@@ -9,7 +9,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-07-23 03:57+0000\n"
+"PO-Revision-Date: 2022-10-24 12:41+0000\n"
"Last-Translator: Kristijan Fremen Velkovski <me@krisfremen.com>\n"
"Language-Team: Macedonian <https://hosted.weblate.org/projects/godot-engine/"
"godot/mk/>\n"
@@ -17,11 +17,11 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n==1 || n%10==1 ? 0 : 1;\n"
-"X-Generator: Weblate 4.14-dev\n"
+"X-Generator: Weblate 4.14.2-dev\n"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Tablet Driver"
-msgstr ""
+msgstr "Драјвер за Таблет"
#: core/bind/core_bind.cpp
msgid "Clipboard"
@@ -49,7 +49,7 @@ msgstr "Делта Измазнување"
#: core/bind/core_bind.cpp
msgid "Low Processor Usage Mode"
-msgstr ""
+msgstr "Режим за ниÑка употреба на процеÑор"
#: core/bind/core_bind.cpp
msgid "Low Processor Usage Mode Sleep (µsec)"
@@ -186,19 +186,19 @@ msgstr "Ред за наредби"
#: core/command_queue_mt.cpp
msgid "Multithreading Queue Size (KB)"
-msgstr ""
+msgstr "Големина на редот за Мултитрединг"
#: core/func_ref.cpp modules/visual_script/visual_script_builtin_funcs.cpp
#: modules/visual_script/visual_script_func_nodes.cpp
#: modules/visual_script/visual_script_nodes.cpp
#: scene/resources/visual_shader_nodes.cpp
msgid "Function"
-msgstr ""
+msgstr "Функција"
#: core/image.cpp core/packed_data_container.cpp scene/2d/polygon_2d.cpp
#: scene/3d/baked_lightmap.cpp scene/3d/gi_probe.cpp
msgid "Data"
-msgstr ""
+msgstr "Дата"
#: core/io/file_access_network.cpp core/register_core_types.cpp
#: editor/editor_file_dialog.cpp editor/editor_settings.cpp main/main.cpp
@@ -206,16 +206,15 @@ msgstr ""
#: modules/webrtc/webrtc_data_channel.h modules/websocket/websocket_macros.h
#: scene/gui/file_dialog.cpp
msgid "Network"
-msgstr ""
+msgstr "Мрежа"
#: core/io/file_access_network.cpp
-#, fuzzy
msgid "Remote FS"
-msgstr "Избриши невалидни клучеви"
+msgstr "Далечен ФС"
#: core/io/file_access_network.cpp
msgid "Page Size"
-msgstr ""
+msgstr "Големина на Страница"
#: core/io/file_access_network.cpp
msgid "Page Read Ahead"
@@ -3357,7 +3356,7 @@ msgstr ""
#: editor/editor_help.cpp
msgid "Enumerations"
-msgstr ""
+msgstr "Енумерации"
#: editor/editor_help.cpp
msgid "Property Descriptions"
@@ -12418,9 +12417,10 @@ msgstr "СвојÑтва на анимацијата."
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr ""
@@ -13759,12 +13759,11 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
+msgid "Couldn't save project at '%s' (error %d)."
msgstr ""
#: editor/project_manager.cpp
@@ -22313,6 +22312,14 @@ msgstr "Огледало"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+msgid "Sorting"
+msgstr ""
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr ""
diff --git a/editor/translations/ml.po b/editor/translations/ml.po
index 35845df066..171cc17fdb 100644
--- a/editor/translations/ml.po
+++ b/editor/translations/ml.po
@@ -12440,9 +12440,10 @@ msgstr "à´ªàµà´°à´µàµƒà´¤àµà´¤à´¿à´•àµ¾:"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr ""
@@ -13783,12 +13784,11 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
+msgid "Couldn't save project at '%s' (error %d)."
msgstr ""
#: editor/project_manager.cpp
@@ -22389,6 +22389,14 @@ msgstr "à´•à´£àµà´£à´¾à´Ÿà´¿"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+msgid "Sorting"
+msgstr ""
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr ""
diff --git a/editor/translations/mr.po b/editor/translations/mr.po
index 6baf1dc52e..24300da41a 100644
--- a/editor/translations/mr.po
+++ b/editor/translations/mr.po
@@ -12432,9 +12432,10 @@ msgstr "अâ€à¥…निमेशन टà¥à¤°à¥€"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr ""
@@ -13776,12 +13777,11 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
+msgid "Couldn't save project at '%s' (error %d)."
msgstr ""
#: editor/project_manager.cpp
@@ -22411,6 +22411,14 @@ msgstr "तà¥à¤°à¥à¤Ÿà¥€!"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+msgid "Sorting"
+msgstr ""
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr ""
diff --git a/editor/translations/ms.po b/editor/translations/ms.po
index adb377d13a..3b34efe6f2 100644
--- a/editor/translations/ms.po
+++ b/editor/translations/ms.po
@@ -12936,9 +12936,10 @@ msgstr "Pilihan Snap"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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 "Grid Offset:"
@@ -14318,12 +14319,11 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
+msgid "Couldn't save project at '%s' (error %d)."
msgstr ""
#: editor/project_manager.cpp
@@ -23441,6 +23441,15 @@ msgstr "%s Ralat"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Mengimport:"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Geometry"
diff --git a/editor/translations/nb.po b/editor/translations/nb.po
index b39bc2a602..9d831aee5d 100644
--- a/editor/translations/nb.po
+++ b/editor/translations/nb.po
@@ -18,7 +18,7 @@
# Patrick Sletvold <patricksletvold@hotmail.com>, 2021.
# Kristoffer <kskau93@gmail.com>, 2021.
# Lili Zoey <sayaks1@gmail.com>, 2021.
-# slasken06 <ask.skivdal@gmail.com>, 2021.
+# slasken06 <ask.skivdal@gmail.com>, 2021, 2022.
# Daniel Skogly <daniel@klungo.no>, 2021.
# Imre Kristoffer Eilertsen <imreeil42@gmail.com>, 2022.
# Edvard Ekrem Sæther <edvardekrem@gmail.com>, 2022.
@@ -28,8 +28,8 @@ 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: 2022-03-20 03:01+0000\n"
-"Last-Translator: Changry <c@changry.no>\n"
+"PO-Revision-Date: 2022-12-08 10:28+0000\n"
+"Last-Translator: slasken06 <ask.skivdal@gmail.com>\n"
"Language-Team: Norwegian Bokmål <https://hosted.weblate.org/projects/godot-"
"engine/godot/nb_NO/>\n"
"Language: nb\n"
@@ -37,7 +37,7 @@ 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 4.12-dev\n"
+"X-Generator: Weblate 4.15-dev\n"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Tablet Driver"
@@ -118,9 +118,8 @@ msgstr "Minimert"
#: core/bind/core_bind.cpp core/project_settings.cpp scene/gui/dialogs.cpp
#: scene/gui/graph_node.cpp
-#, fuzzy
msgid "Resizable"
-msgstr "Kan Endre Størrelse"
+msgstr "Skalerbar"
#: core/bind/core_bind.cpp core/os/input_event.cpp scene/2d/node_2d.cpp
#: scene/2d/physics_body_2d.cpp scene/2d/remote_transform_2d.cpp
@@ -230,7 +229,6 @@ msgid "Network"
msgstr "Nettverk"
#: core/io/file_access_network.cpp
-#, fuzzy
msgid "Remote FS"
msgstr "Fjernstyrt FS"
@@ -243,7 +241,6 @@ msgid "Page Read Ahead"
msgstr ""
#: core/io/http_client.cpp
-#, fuzzy
msgid "Blocking Mode Enabled"
msgstr "Blokkeringsmodus Aktivert"
@@ -252,7 +249,6 @@ msgid "Connection"
msgstr "Tilkobling"
#: core/io/http_client.cpp
-#, fuzzy
msgid "Read Chunk Size"
msgstr "Les Chunk Størrelse"
@@ -286,7 +282,7 @@ msgstr "Overføringsmodus"
#: core/io/packet_peer.cpp
msgid "Encode Buffer Max Size"
-msgstr ""
+msgstr "Enkodingsbuffer Maks Størrelse"
#: core/io/packet_peer.cpp
msgid "Input Buffer Max Size"
@@ -13499,9 +13495,10 @@ msgstr "Snapping innstillinger"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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 "Avstand:"
@@ -14927,16 +14924,17 @@ msgid "Invalid project path (changed anything?)."
msgstr ""
#: editor/project_manager.cpp
+#, fuzzy
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
"Kunne ikke laste project.godot i prosjektstien (feil %d). Den kan mangle "
"eller være korrupt."
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr "Kunne ikke endre project.godot i projsektstien."
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "Kan ikke åpne prosjekt"
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -24341,6 +24339,15 @@ msgstr "Feil!"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Sortering"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Geometry"
diff --git a/editor/translations/nl.po b/editor/translations/nl.po
index 2b09ed5abc..5e80c53732 100644
--- a/editor/translations/nl.po
+++ b/editor/translations/nl.po
@@ -13261,9 +13261,10 @@ msgstr "Kleefinstellingen"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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 "Afstand:"
@@ -14731,16 +14732,17 @@ msgid "Invalid project path (changed anything?)."
msgstr "Ongeldig projectpad (iets veranderd?)."
#: editor/project_manager.cpp
+#, fuzzy
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
"Kan project.godot in project pad niet laden (error %d). Mogelijk is het "
"bestand niet aanwezig of corrupt."
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr "Kan project.godot niet bewerken in projectpad."
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "Kan project niet openen op '%s'."
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -24277,6 +24279,15 @@ msgstr "Fout"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Sorteren"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Geometry"
diff --git a/editor/translations/pl.po b/editor/translations/pl.po
index 7b7e680cff..47b7bfe98a 100644
--- a/editor/translations/pl.po
+++ b/editor/translations/pl.po
@@ -64,13 +64,18 @@
# Dawid Skubij <davidsd@tlen.pl>, 2022.
# kingofsponges <q.patex.q@gmail.com>, 2022.
# Patryk Morawski <gormit7@gmail.com>, 2022.
+# Adrians <adrianspl@o2.pl>, 2022.
+# Wodorek <Krol.w94@gmail.com>, 2022.
+# Filip Gliszczyński <filipgliszczynski@gmail.com>, 2022.
+# Piotr Åšlusarz <piotrekslusarz@outlook.com>, 2022.
+# Jan Kurzak <Iqaz0oki@outlook.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: 2022-08-17 18:20+0000\n"
-"Last-Translator: Patryk Morawski <gormit7@gmail.com>\n"
+"PO-Revision-Date: 2022-12-12 09:46+0000\n"
+"Last-Translator: Tomek <kobewi4e@gmail.com>\n"
"Language-Team: Polish <https://hosted.weblate.org/projects/godot-engine/"
"godot/pl/>\n"
"Language: pl\n"
@@ -79,7 +84,7 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=3; plural=n==1 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 "
"|| n%100>=20) ? 1 : 2;\n"
-"X-Generator: Weblate 4.14-dev\n"
+"X-Generator: Weblate 4.15-dev\n"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Tablet Driver"
@@ -902,9 +907,8 @@ msgid "Connect Timeout Seconds"
msgstr "Sekundowy limit czasu połączenia"
#: core/register_core_types.cpp
-#, fuzzy
msgid "Packet Peer Stream"
-msgstr "Strumień członków pakietów"
+msgstr "Strumień pakietów równorzędnych"
#: core/register_core_types.cpp
msgid "Max Buffer (Power of 2)"
@@ -1159,9 +1163,8 @@ msgstr "Animacja Wywołanie funkcji"
#: 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 "Klatka %"
+msgstr "Klatka"
#: editor/animation_track_editor.cpp editor/editor_profiler.cpp
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
@@ -1172,16 +1175,14 @@ msgstr "Czas"
#: editor/animation_track_editor.cpp editor/import/resource_importer_scene.cpp
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Location"
msgstr "Lokalizacja"
#: 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 "Krok obrotu:"
+msgstr "Obrót"
#: editor/animation_track_editor.cpp editor/script_editor_debugger.cpp
#: modules/visual_script/visual_script_nodes.cpp scene/gui/range.cpp
@@ -1189,9 +1190,8 @@ msgid "Value"
msgstr "Wartość"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Arg Count"
-msgstr "Ilośc:"
+msgstr "Liczba argumentów"
#: editor/animation_track_editor.cpp main/main.cpp
#: modules/mono/mono_gd/gd_mono.cpp
@@ -1206,14 +1206,12 @@ msgid "Type"
msgstr "Typ"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "In Handle"
-msgstr "Ustaw uchwyt"
+msgstr "Uchwyt wejściowy"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Out Handle"
-msgstr "Ustaw uchwyt"
+msgstr "Uchwyt wyjściowy"
#: editor/animation_track_editor.cpp
#: editor/import/resource_importer_texture.cpp
@@ -1223,14 +1221,12 @@ msgid "Stream"
msgstr "Strumień"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Start Offset"
-msgstr "Offset siatki:"
+msgstr "Rozpocznij przesunięcie"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "End Offset"
-msgstr "Przesunięcie:"
+msgstr "Koniec przesunięcia"
#: editor/animation_track_editor.cpp editor/editor_settings.cpp
#: editor/import/resource_importer_scene.cpp
@@ -1243,9 +1239,8 @@ msgid "Animation"
msgstr "Animacja"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Easing"
-msgstr "Åagodne wejÅ›cie-wyjÅ›cie"
+msgstr "Wygładzanie"
#: editor/animation_track_editor.cpp
msgid "Anim Multi Change Keyframe Time"
@@ -1354,19 +1349,16 @@ msgid "Remove this track."
msgstr "Usuń tę ścieżkę."
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Time (s):"
-msgstr "Czas (s): "
+msgstr "Czas (s):"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Position:"
-msgstr "Pozycja"
+msgstr "Pozycja:"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Rotation:"
-msgstr "Krok obrotu:"
+msgstr "Obrót:"
#: editor/animation_track_editor.cpp
#: editor/plugins/animation_tree_player_editor_plugin.cpp
@@ -1383,44 +1375,36 @@ msgid "Type:"
msgstr "Typ:"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "(Invalid, expected type: %s)"
-msgstr "Szablon eksportu nieprawidłowy:"
+msgstr "(Nieprawidłowy, oczekiwano typ: %s)"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Easing:"
-msgstr "Åagodne wejÅ›cie-wyjÅ›cie"
+msgstr "Åagodne wejÅ›cie-wyjÅ›cie:"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "In-Handle:"
-msgstr "Ustaw uchwyt"
+msgstr "Uchwyt wew.:"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Out-Handle:"
-msgstr "Ustaw uchwyt"
+msgstr "Uchwyt zew.:"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Stream:"
-msgstr "Członek transmisji"
+msgstr "Strumień:"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Start (s):"
-msgstr "Restart(y):"
+msgstr "Start (s):"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "End (s):"
-msgstr "Zanikanie w (s):"
+msgstr "Koniec (s):"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Animation Clip:"
-msgstr "Animacje:"
+msgstr "Animacja:"
#: editor/animation_track_editor.cpp
msgid "Toggle Track Enabled"
@@ -1634,9 +1618,8 @@ msgid "Add Method Track Key"
msgstr "Dodaj klucz ścieżki metody"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Method not found in object:"
-msgstr "Metoda nie znaleziona w obiekcie: "
+msgstr "Metoda nie znaleziona w obiekcie:"
#: editor/animation_track_editor.cpp
msgid "Anim Move Keys"
@@ -2601,9 +2584,8 @@ msgid "There is no '%s' file."
msgstr "Nie ma pliku \"%s\"."
#: editor/editor_audio_buses.cpp
-#, fuzzy
msgid "Layout:"
-msgstr "Układ"
+msgstr "Układ:"
#: editor/editor_audio_buses.cpp
msgid "Invalid file, not an audio bus layout."
@@ -2809,19 +2791,16 @@ msgid "Project export for platform:"
msgstr "Eksportowanie projektu dla platformy:"
#: editor/editor_export.cpp
-#, fuzzy
msgid "Completed with warnings."
-msgstr "Skopiuj ścieżkę węzła"
+msgstr "Ukończone z ostrzeżeniami."
#: editor/editor_export.cpp
-#, fuzzy
msgid "Completed successfully."
-msgstr "Pakiet zainstalowano poprawnie!"
+msgstr "Zakończono pomyślnie."
#: editor/editor_export.cpp
-#, fuzzy
msgid "Failed."
-msgstr "Nie powiodło się:"
+msgstr "Nie powiodło się."
#: editor/editor_export.cpp
msgid "Storing File:"
@@ -2844,19 +2823,16 @@ msgid "Cannot create file \"%s\"."
msgstr "Nie można utworzyć pliku \"%s\"."
#: editor/editor_export.cpp
-#, fuzzy
msgid "Failed to export project files."
-msgstr "Nie udało się eksportować plików projektu"
+msgstr "Eksportowanie plików projektu nie powiodło się."
#: editor/editor_export.cpp
-#, fuzzy
msgid "Can't open file to read from path \"%s\"."
msgstr "Nie można otworzyć pliku do zapisu:"
#: editor/editor_export.cpp
-#, fuzzy
msgid "Save ZIP"
-msgstr "Zapisz jako"
+msgstr "Zapisz plik ZIP"
#: editor/editor_export.cpp
msgid ""
@@ -2929,9 +2905,8 @@ msgid "Release"
msgstr "Wydanie"
#: editor/editor_export.cpp
-#, fuzzy
msgid "Binary Format"
-msgstr "Operator koloru."
+msgstr "Format binarny"
#: editor/editor_export.cpp
msgid "64 Bits"
@@ -2942,9 +2917,8 @@ msgid "Embed PCK"
msgstr "Osadź PCK"
#: editor/editor_export.cpp platform/osx/export/export.cpp
-#, fuzzy
msgid "Texture Format"
-msgstr "Obszar tekstury"
+msgstr "Format tekstury"
#: editor/editor_export.cpp
msgid "BPTC"
@@ -2955,19 +2929,16 @@ msgid "S3TC"
msgstr "S3TC"
#: editor/editor_export.cpp platform/osx/export/export.cpp
-#, fuzzy
msgid "ETC"
-msgstr "TCP"
+msgstr "ETC"
#: editor/editor_export.cpp platform/osx/export/export.cpp
-#, fuzzy
msgid "ETC2"
msgstr "ETC2"
#: editor/editor_export.cpp
-#, fuzzy
msgid "No BPTC Fallbacks"
-msgstr "Fallback"
+msgstr "Brak fallbacków BPTC"
#: editor/editor_export.cpp platform/android/export/export_plugin.cpp
#: platform/iphone/export/export.cpp platform/javascript/export/export.cpp
@@ -2982,30 +2953,25 @@ msgid "Custom release template not found."
msgstr "Nie znaleziono własnego szablonu wydania."
#: editor/editor_export.cpp
-#, fuzzy
msgid "Prepare Template"
-msgstr "ZarzÄ…dzaj szablonami"
+msgstr "Przygotuj szablon"
#: editor/editor_export.cpp platform/osx/export/export.cpp
-#, fuzzy
msgid "The given export path doesn't exist."
-msgstr "Podana ścieżka eksportu nie istnieje:"
+msgstr "Podana ścieżka eksportu nie istnieje."
#: editor/editor_export.cpp platform/javascript/export/export.cpp
-#, fuzzy
msgid "Template file not found: \"%s\"."
-msgstr "Nie znaleziono pliku szablonu:"
+msgstr "Nie znaleziono pliku szablonu: \"%s\"."
#: editor/editor_export.cpp
-#, fuzzy
msgid "Failed to copy export template."
-msgstr "Szablon eksportu nieprawidłowy:"
+msgstr "Kopiowanie szablonu eksportu nie powiodło się."
#: editor/editor_export.cpp platform/windows/export/export.cpp
#: platform/x11/export/export.cpp
-#, fuzzy
msgid "PCK Embedding"
-msgstr "Wyrównanie"
+msgstr "Osadzanie plików PCK"
#: editor/editor_export.cpp
msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB."
@@ -3218,9 +3184,8 @@ msgid "Manage Editor Feature Profiles"
msgstr "Zarządzaj profilami funkcjonalności edytora"
#: editor/editor_feature_profile.cpp
-#, fuzzy
msgid "Default Feature Profile"
-msgstr "Profil funkcjonalności Godota"
+msgstr "Profil domyślnych funkcji"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Select Current Folder"
@@ -3292,14 +3257,12 @@ msgid "Save a File"
msgstr "Zapisz plik"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
-#, fuzzy
msgid "Access"
-msgstr "Sukces!"
+msgstr "Dostęp"
#: editor/editor_file_dialog.cpp editor/editor_settings.cpp
-#, fuzzy
msgid "Display Mode"
-msgstr "Tryb odtwarzania:"
+msgstr "Tryb wyświetlania"
#: editor/editor_file_dialog.cpp
#: editor/import/resource_importer_layered_texture.cpp
@@ -3312,30 +3275,25 @@ msgstr "Tryb odtwarzania:"
#: scene/resources/environment.cpp scene/resources/material.cpp
#: scene/resources/visual_shader.cpp
#: servers/audio/effects/audio_effect_distortion.cpp
-#, fuzzy
msgid "Mode"
-msgstr "Tryb przesuwania"
+msgstr "Tryb"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
-#, fuzzy
msgid "Current Dir"
-msgstr "Bieżący:"
+msgstr "Bieżący katalog"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
-#, fuzzy
msgid "Current File"
-msgstr "Bieżący profil:"
+msgstr "Bieżący Plik"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
-#, fuzzy
msgid "Current Path"
-msgstr "Bieżący:"
+msgstr "Bieżąca ścieżka"
#: editor/editor_file_dialog.cpp editor/editor_settings.cpp
#: scene/gui/file_dialog.cpp
-#, fuzzy
msgid "Show Hidden Files"
-msgstr "Przełącz ukryte pliki"
+msgstr "Pokaż ukryte pliki"
#: editor/editor_file_dialog.cpp
msgid "Disable Overwrite Warning"
@@ -3439,7 +3397,6 @@ msgid "(Re)Importing Assets"
msgstr "(Ponowne) importowanie zasobów"
#: editor/editor_file_system.cpp
-#, fuzzy
msgid "Reimport Missing Imported Files"
msgstr "Zaimportuj ponownie brakujÄ…ce importowane pliki"
@@ -3632,36 +3589,30 @@ msgid "Property:"
msgstr "Właściwość:"
#: editor/editor_inspector.cpp editor/editor_spin_slider.cpp
-#, fuzzy
msgid "Label"
-msgstr "Wartość"
+msgstr "Etykieta"
#: editor/editor_inspector.cpp editor/editor_spin_slider.cpp
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Read Only"
-msgstr "Tylko metody"
+msgstr "Tylko do odczytu"
#: editor/editor_inspector.cpp editor/plugins/item_list_editor_plugin.cpp
-#, fuzzy
msgid "Checkable"
-msgstr "Element wyboru"
+msgstr "Zaznaczalne"
#: editor/editor_inspector.cpp editor/plugins/item_list_editor_plugin.cpp
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Checked"
-msgstr "Zaznaczony element wyboru"
+msgstr "Sprawdzone"
#: editor/editor_inspector.cpp
-#, fuzzy
msgid "Draw Red"
-msgstr "Wywołania rysowania:"
+msgstr "Rysuj czerwony"
#: editor/editor_inspector.cpp
-#, fuzzy
msgid "Keying"
-msgstr "Uruchom"
+msgstr "Kluczowanie"
#: editor/editor_inspector.cpp
msgid "Pin value"
@@ -4024,14 +3975,12 @@ msgid "Quick Open Script..."
msgstr "Szybkie otwieranie skryptu..."
#: editor/editor_node.cpp
-#, fuzzy
msgid "Save & Reload"
msgstr "Zapisz i zrestartuj"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Save changes to '%s' before reloading?"
-msgstr "Zapisać zmiany w \"%s\" przed zamknięciem?"
+msgstr "Zapisać zmiany w '%s' przed zrestartowaniem?"
#: editor/editor_node.cpp
msgid "Save & Close"
@@ -4150,9 +4099,8 @@ msgid "Open Project Manager?"
msgstr "Otworzyć menadżera projektów?"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Save changes to the following scene(s) before reloading?"
-msgstr "Czy zapisać zmiany w aktualnej scenie/scenach przed wyjściem?"
+msgstr "Czy zapisać zmiany w aktualnej scenie/scenach przed zrestartowaniem?"
#: editor/editor_node.cpp
msgid "Save & Quit"
@@ -4343,24 +4291,20 @@ msgstr ""
#: editor/editor_node.cpp editor/editor_settings.cpp editor/scene_tree_dock.cpp
#: servers/arvr/arvr_interface.cpp
-#, fuzzy
msgid "Interface"
-msgstr "Interfejs użytkownika"
+msgstr "Interfejs"
#: editor/editor_node.cpp editor/editor_settings.cpp
-#, fuzzy
msgid "Scene Tabs"
-msgstr "Przełącz zakładkę sceny"
+msgstr "Zakładki scen"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Always Show Close Button"
-msgstr "Zawsze pokazuj siatkÄ™"
+msgstr "Zawsze pokazuj przycisk wyjścia"
#: editor/editor_node.cpp editor/editor_settings.cpp
-#, fuzzy
msgid "Resize If Many Tabs"
-msgstr "Zmień rozmiar jeśli wyświetlonych jest wiele zakładek"
+msgstr "Rozszerz rozmiar jeżeli jest wiele zakładek"
#: editor/editor_node.cpp editor/editor_settings.cpp
msgid "Minimum Width"
@@ -4371,9 +4315,8 @@ msgid "Output"
msgstr "Konsola"
#: editor/editor_node.cpp editor/editor_settings.cpp
-#, fuzzy
msgid "Always Clear Output On Play"
-msgstr "Wyczyść wyjście"
+msgstr "Zawsze wyczyszczaj wyjście gdy włączono grę"
#: editor/editor_node.cpp editor/editor_settings.cpp
msgid "Always Open Output On Play"
@@ -4388,41 +4331,34 @@ msgid "Save On Focus Loss"
msgstr "Zapisz przy utracie skupienia"
#: editor/editor_node.cpp editor/editor_settings.cpp
-#, fuzzy
msgid "Save Each Scene On Quit"
-msgstr "Zapisz gałąź jako scenę"
+msgstr "Zapisz każdą scenę przed wyjściem"
#: editor/editor_node.cpp editor/editor_settings.cpp
-#, fuzzy
msgid "Quit Confirmation"
-msgstr "Wyświetlaj informacje"
+msgstr "Potwierdzenie wyjścia"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Show Update Spinner"
-msgstr "Ukryj wiatraczek aktualizacji"
+msgstr "Pokaż suwak aktualizacji"
#: editor/editor_node.cpp
msgid "Update Continuously"
msgstr "Aktualizuj ciÄ…gle"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Update Vital Only"
-msgstr "Zaktualizuj istotne zmiany"
+msgstr "Aktualizuj tylko istotne"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Localize Settings"
-msgstr "Lokalizacja"
+msgstr "Lokalizuj ustawienia"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Restore Scenes On Load"
-msgstr "Pozyskaj węzeł sceny"
+msgstr "Przywracaj sceny po załadowaniu"
#: editor/editor_node.cpp editor/editor_settings.cpp
-#, fuzzy
msgid "Show Thumbnail On Hover"
msgstr "Pokaż miniaturę po najechaniu kursorem"
@@ -4431,18 +4367,16 @@ msgid "Inspector"
msgstr "Inspektor"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Default Property Name Style"
-msgstr "Ścieżka do projektu:"
+msgstr "Domyślny styl nazw właściwości"
#: editor/editor_node.cpp
msgid "Default Float Step"
msgstr "Domyślny krok zmiennoprzecinkowy"
#: editor/editor_node.cpp scene/gui/tree.cpp
-#, fuzzy
msgid "Disable Folding"
-msgstr "Wyłączony przycisk"
+msgstr "Wyłącz zwijanie"
#: editor/editor_node.cpp
msgid "Auto Unfold Foreign Scenes"
@@ -4457,19 +4391,16 @@ msgid "Horizontal Vector Types Editing"
msgstr "Edycja poziomych typów wektorów"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Open Resources In Current Inspector"
-msgstr "Otwórz w inspektorze"
+msgstr "Otwórz zasoby w aktualnym inspektorze"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Resources To Open In New Inspector"
-msgstr "Otwórz w inspektorze"
+msgstr "Zasoby do otwarcia w nowym inspektorze"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Default Color Picker Mode"
-msgstr "Domyślny tryb pipety"
+msgstr "Domyślny tryb pobieracza kolorów"
#: editor/editor_node.cpp editor/plugins/version_control_editor_plugin.cpp
msgid "Version Control"
@@ -4477,7 +4408,7 @@ msgstr "Kontrola wersji"
#: editor/editor_node.cpp editor/plugins/version_control_editor_plugin.cpp
msgid "Username"
-msgstr "Użytkownik"
+msgstr "Nazwa użytkownika"
#: editor/editor_node.cpp editor/plugins/version_control_editor_plugin.cpp
msgid "SSH Public Key Path"
@@ -5121,14 +5052,12 @@ msgid "Debugger"
msgstr "Debugger"
#: editor/editor_profiler.cpp
-#, fuzzy
msgid "Profiler Frame History Size"
msgstr "Rozmiar historii klatek profilera"
#: editor/editor_profiler.cpp
-#, fuzzy
msgid "Profiler Frame Max Functions"
-msgstr "Zmień nazwę funkcji"
+msgstr "Maksymalna ilość funkcji klatki profilera"
#: editor/editor_properties.cpp
msgid "Edit Text:"
@@ -5197,9 +5126,8 @@ msgid "Size:"
msgstr "Rozmiar:"
#: editor/editor_properties_array_dict.cpp
-#, fuzzy
msgid "Page:"
-msgstr "Strona: "
+msgstr "Strona:"
#: editor/editor_properties_array_dict.cpp
#: editor/plugins/theme_editor_plugin.cpp
@@ -5261,20 +5189,17 @@ msgstr "Nowy %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 "Zmień typ podstawowy"
+msgstr "Typ bazowy"
#: editor/editor_resource_picker.cpp
-#, fuzzy
msgid "Edited Resource"
-msgstr "Dodaj Zasób"
+msgstr "Edytowany zasób"
#: editor/editor_resource_picker.cpp scene/gui/line_edit.cpp
#: scene/gui/slider.cpp scene/gui/spin_box.cpp
-#, fuzzy
msgid "Editable"
-msgstr "Edytowalny element"
+msgstr "Edytowalny"
#: editor/editor_resource_picker.cpp editor/property_editor.cpp
msgid "New Script"
@@ -5285,9 +5210,8 @@ msgid "Extend Script"
msgstr "Rozszerz skrypt"
#: editor/editor_resource_picker.cpp
-#, fuzzy
msgid "Script Owner"
-msgstr "Nazwa skryptu:"
+msgstr "Właściciel skryptu"
#: editor/editor_run_native.cpp
msgid ""
@@ -5300,9 +5224,8 @@ msgstr ""
"jako uruchamialny."
#: editor/editor_run_native.cpp
-#, fuzzy
msgid "Project Run"
-msgstr "Projekt"
+msgstr "Uruchom projekt"
#: editor/editor_run_script.cpp
msgid "Write your logic in the _run() method."
@@ -5329,14 +5252,12 @@ msgid "Did you forget the '_run' method?"
msgstr "Zapomniano metody \"_run\"?"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Editor Language"
-msgstr "Układ edytora"
+msgstr "Język edytora"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Display Scale"
-msgstr "Pokaż wszystko"
+msgstr "Rozmiar wyświetlania"
#: editor/editor_settings.cpp
msgid "Custom Display Scale"
@@ -5359,21 +5280,18 @@ msgid "Font Hinting"
msgstr "Czcionka podpowiedzi"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Main Font"
-msgstr "Scena główna"
+msgstr "Główna czcionka"
#: editor/editor_settings.cpp
msgid "Main Font Bold"
msgstr "Główna czcionka pogrubiona"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Code Font"
-msgstr "Dodaj punkt węzła"
+msgstr "Czcionka kodu"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Dim Editor On Dialog Popup"
msgstr "PrzygaÅ› edytor przy wyskakujÄ…cym oknie"
@@ -5386,9 +5304,8 @@ msgid "Unfocused Low Processor Mode Sleep (µsec)"
msgstr "Nieskoncentrowany tryb uśpienia w trybie niskiego procesora (µsec)"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Separate Distraction Mode"
-msgstr "Tryb bez rozproszeń"
+msgstr "Oddzielny tryb bez rozproszeń"
#: editor/editor_settings.cpp
msgid "Automatically Open Screenshots"
@@ -5413,14 +5330,12 @@ msgid "Icon And Font Color"
msgstr "Kolor ikony i czcionki"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Base Color"
-msgstr "Kolory"
+msgstr "Kolor podstawowy"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Accent Color"
-msgstr "Wybierz Kolor"
+msgstr "Kolor akcentu"
#: editor/editor_settings.cpp scene/resources/environment.cpp
msgid "Contrast"
@@ -5431,109 +5346,92 @@ msgid "Relationship Line Opacity"
msgstr "Przezroczystość linii relacji"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Highlight Tabs"
-msgstr "Zapisywanie map światła"
+msgstr "Podświetl zakładki"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Border Size"
-msgstr "Brzegowe piksele"
+msgstr "Rozmiar obwódki"
#: editor/editor_settings.cpp
msgid "Use Graph Node Headers"
msgstr "Użyj wykresu nagłówków węzłów"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Additional Spacing"
-msgstr "Zapętlenie animacji"
+msgstr "Dodatkowe odstępy"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Custom Theme"
-msgstr "Motyw edytora"
+msgstr "WÅ‚asny motyw"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Show Script Button"
-msgstr "Kółko w prawo"
+msgstr "Pokaż przycisk skryptu"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Directories"
-msgstr "Kierunki"
+msgstr "Katalogi"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Autoscan Project Path"
-msgstr "Ścieżka do projektu:"
+msgstr "Automatycznie skanuj ścieżkę projektu"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Default Project Path"
-msgstr "Ścieżka do projektu:"
+msgstr "Domyślna ścieżka projektu"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "On Save"
-msgstr "Zapisz"
+msgstr "Przy zapisie"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Compress Binary Resources"
-msgstr "Kopiuj zasób"
+msgstr "Skompresuj binarne zasoby"
#: editor/editor_settings.cpp
msgid "Safe Save On Backup Then Rename"
msgstr "Bezpieczne zapisywanie kopii zapasowej, a następnie zmiana nazwy"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "File Dialog"
-msgstr "Okno dialogowe XForm"
+msgstr "Dialog plików"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Thumbnail Size"
-msgstr "Miniatura..."
+msgstr "Rozmiar miniaturki"
#: editor/editor_settings.cpp
msgid "Docks"
msgstr "Doki"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Scene Tree"
-msgstr "Pozyskaj drzewo sceny"
+msgstr "Drzewo sceny"
#: editor/editor_settings.cpp
msgid "Start Create Dialog Fully Expanded"
msgstr "Rozpocznij tworzenie w pełni rozwiniętego okna dialogowego"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Always Show Folders"
-msgstr "Zawsze pokazuj siatkÄ™"
+msgstr "Zawsze pokazuj foldery"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Property Editor"
-msgstr "Edytor grup"
+msgstr "Edytor właściwości"
#: editor/editor_settings.cpp
msgid "Auto Refresh Interval"
msgstr "Czas między automatycznym odświeżaniem"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Subresource Hue Tint"
-msgstr "Zasoby"
+msgstr "Odcień barwy zasobów podrzędnych"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Color Theme"
-msgstr "Motyw edytora"
+msgstr "Motyw koloru"
#: editor/editor_settings.cpp scene/3d/label_3d.cpp
#: scene/resources/default_theme/default_theme.cpp
@@ -5542,14 +5440,12 @@ msgstr "Odstępy między liniami"
#: editor/editor_settings.cpp editor/plugins/script_text_editor.cpp
#: modules/gdscript/editor/gdscript_highlighter.cpp
-#, fuzzy
msgid "Highlighting"
-msgstr "Oświetlenie bezpośrednie"
+msgstr "Podświetlanie"
#: editor/editor_settings.cpp scene/gui/text_edit.cpp
-#, fuzzy
msgid "Syntax Highlighting"
-msgstr "Podświetlacz składni"
+msgstr "Podświetlanie składni"
#: editor/editor_settings.cpp scene/gui/text_edit.cpp
msgid "Highlight All Occurrences"
@@ -5564,28 +5460,24 @@ msgid "Highlight Type Safe Lines"
msgstr "Wyróżnij typy bezpiecznych linii"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Indent"
-msgstr "Wcięcie w lewo"
+msgstr "Wcięcie"
#: editor/editor_settings.cpp editor/plugins/script_text_editor.cpp
msgid "Auto Indent"
msgstr "Automatyczne wcięcie"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Convert Indent On Save"
-msgstr "Zamień wcięcia na spacje"
+msgstr "Zamień wcięcia przy zapisie"
#: editor/editor_settings.cpp scene/gui/text_edit.cpp
-#, fuzzy
msgid "Draw Tabs"
-msgstr "Wywołania rysowania:"
+msgstr "Rysuj taby"
#: editor/editor_settings.cpp scene/gui/text_edit.cpp
-#, fuzzy
msgid "Draw Spaces"
-msgstr "Wywołania rysowania:"
+msgstr "Rysuj spacje"
#: editor/editor_settings.cpp editor/plugins/spatial_editor_plugin.cpp
#: editor/plugins/tile_set_editor_plugin.cpp scene/2d/tile_map.cpp
@@ -5603,9 +5495,8 @@ msgid "V Scroll Speed"
msgstr "Pionowa szybkość przewijania"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Show Minimap"
-msgstr "Pokaż pozycję początkową"
+msgstr "Pokaż minimapę"
#: editor/editor_settings.cpp
msgid "Minimap Width"
@@ -5616,9 +5507,8 @@ msgid "Mouse Extra Buttons Navigate History"
msgstr "Historia nawigacji dodatkowych przycisków myszy"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Drag And Drop Selection"
-msgstr "Wybór GridMap"
+msgstr "Przeciągnij i upuść zaznaczenie"
#: editor/editor_settings.cpp
msgid "Stay In Script Editor On Node Selected"
@@ -5629,9 +5519,8 @@ msgid "Appearance"
msgstr "WyglÄ…d"
#: editor/editor_settings.cpp scene/gui/text_edit.cpp
-#, fuzzy
msgid "Show Line Numbers"
-msgstr "Numer linii:"
+msgstr "Pokaż numery linii"
#: editor/editor_settings.cpp
#, fuzzy
@@ -5669,7 +5558,7 @@ msgstr "Wytyczne dotyczące długości linii miękkiej kolumny"
#: editor/editor_settings.cpp
msgid "Line Length Guideline Hard Column"
-msgstr ""
+msgstr "Wytyczne dotyczące długości linii twardej kolumny"
#: editor/editor_settings.cpp editor/plugins/script_editor_plugin.cpp
#, fuzzy
@@ -5678,33 +5567,31 @@ msgstr "Edytor skryptów"
#: editor/editor_settings.cpp
msgid "Show Members Overview"
-msgstr ""
+msgstr "Pokaż podgląd członków"
#: editor/editor_settings.cpp editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "Files"
-msgstr "Plik"
+msgstr "Pliki"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Trim Trailing Whitespace On Save"
-msgstr "Przytnij końcowe białe znaki"
+msgstr "Przytnij końcowe białe znaki przy zapisie"
#: editor/editor_settings.cpp
msgid "Autosave Interval Secs"
-msgstr ""
+msgstr "czas autozapisu sek"
#: editor/editor_settings.cpp editor/plugins/script_editor_plugin.cpp
msgid "Restore Scripts On Load"
-msgstr ""
+msgstr "Przywróć skrypty przy załadowaniu"
#: editor/editor_settings.cpp
msgid "Auto Reload And Parse Scripts On Save"
-msgstr ""
+msgstr "Automatycznie przeładuj i zanalizuj skrypty przy zapisie"
#: editor/editor_settings.cpp
msgid "Auto Reload Scripts On External Change"
-msgstr ""
+msgstr "Automatycznie przeładuj skrypty przy zmianie zewnętrznej"
#: editor/editor_settings.cpp
#, fuzzy
@@ -5713,7 +5600,7 @@ msgstr "Opóźnienia wymuszania shaderów"
#: editor/editor_settings.cpp
msgid "Sort Members Outline Alphabetically"
-msgstr ""
+msgstr "Posortuj szkic członków alfabetycznie"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Cursor"
@@ -5721,19 +5608,19 @@ msgstr "Kursor"
#: editor/editor_settings.cpp
msgid "Scroll Past End Of File"
-msgstr ""
+msgstr "Przewijaj za koniec pliku"
#: editor/editor_settings.cpp
msgid "Block Caret"
-msgstr ""
+msgstr "Zablokuj Karete"
#: editor/editor_settings.cpp
msgid "Caret Blink"
-msgstr ""
+msgstr "Mignięcie karety"
#: editor/editor_settings.cpp
msgid "Caret Blink Speed"
-msgstr ""
+msgstr "Prędkość migania karety"
#: editor/editor_settings.cpp
#, fuzzy
@@ -5748,15 +5635,15 @@ msgstr "Ukończenie"
#: editor/editor_settings.cpp
msgid "Idle Parse Delay"
-msgstr ""
+msgstr "Opóźnienie interpretacji"
#: editor/editor_settings.cpp
msgid "Auto Brace Complete"
-msgstr ""
+msgstr "Automatyczne zamykanie nawiasów"
#: editor/editor_settings.cpp
msgid "Code Complete Delay"
-msgstr ""
+msgstr "Opóźnienie zakończenia kodu"
#: editor/editor_settings.cpp
msgid "Put Callhint Tooltip Below Current Line"
@@ -13095,9 +12982,10 @@ msgstr "Opcje przyciÄ…gania"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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 "Przesunięcie:"
@@ -14534,16 +14422,17 @@ msgid "Invalid project path (changed anything?)."
msgstr "Niepoprawna ścieżka projektu (zmienić cokolwiek?)."
#: editor/project_manager.cpp
+#, fuzzy
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
"Nie udało się wczytać project.godot w ścieżce projektu (błąd %d). Może go "
"brakować lub być uszkodzony."
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr "Nie można było edytować engine.cfg w ścieżce projektu."
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "Nie można otworzyć projektu w \"%s\"."
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -17074,7 +16963,7 @@ msgstr "Dodaj pole architektury"
#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "GDNativeLibrary"
-msgstr "GDNativeLibrary"
+msgstr "Natywna biblioteka GD"
#: modules/gdnative/gdnative_library_singleton_editor.cpp
msgid "Enabled GDNative Singleton"
@@ -18383,7 +18272,7 @@ msgstr "Iterator"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "for (elem) in (input):"
-msgstr "for (element) in (wejście):"
+msgstr "dla (elementu) w (input)"
#: modules/visual_script/visual_script_flow_control.cpp
#, fuzzy
@@ -18555,9 +18444,8 @@ msgstr "Utwórz Tablicę"
#: modules/visual_script/visual_script_nodes.cpp scene/resources/material.cpp
#: scene/resources/visual_shader_nodes.cpp
-#, fuzzy
msgid "Operator"
-msgstr "Iterator"
+msgstr "Operator"
#: modules/visual_script/visual_script_nodes.cpp
#, fuzzy
@@ -18634,7 +18522,7 @@ msgstr "Pozyskaj samego siebie"
#: modules/visual_script/visual_script_nodes.cpp
msgid "CustomNode"
-msgstr "NiestandardowyWęzeł"
+msgstr "Niestandardowy węzeł"
#: modules/visual_script/visual_script_nodes.cpp
msgid "Custom node has no _step() method, can't process graph."
@@ -24139,6 +24027,15 @@ msgstr "BÅ‚Ä…d"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Sortuj"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Geometry"
@@ -24954,7 +24851,7 @@ msgstr ""
#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp
msgid "Caret"
-msgstr "Karetka"
+msgstr "Kareta"
#: 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 e8e4e5c79d..45bbc8daf0 100644
--- a/editor/translations/pr.po
+++ b/editor/translations/pr.po
@@ -12947,9 +12947,10 @@ msgstr "Yar, Blow th' Selected Down!"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr ""
@@ -14341,12 +14342,11 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
+msgid "Couldn't save project at '%s' (error %d)."
msgstr ""
#: editor/project_manager.cpp
@@ -23398,6 +23398,15 @@ msgstr "Error loading yer Calligraphy Pen."
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Discharge ye' Signal"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr ""
diff --git a/editor/translations/pt.po b/editor/translations/pt.po
index 3052fff9bb..85814ded34 100644
--- a/editor/translations/pt.po
+++ b/editor/translations/pt.po
@@ -13,7 +13,7 @@
# Rueben Stevens <supercell03@gmail.com>, 2017.
# SARDON <fabio3_Santos@hotmail.com>, 2017.
# Vinicius Gonçalves <viniciusgoncalves21@gmail.com>, 2017.
-# ssantos <ssantos@web.de>, 2018, 2019, 2020, 2021.
+# ssantos <ssantos@web.de>, 2018, 2019, 2020, 2021, 2022.
# Gonçalo Dinis Guerreiro João <goncalojoao205@gmail.com>, 2019.
# Manuela Silva <mmsrs@sky.com>, 2020.
# Murilo Gama <murilovsky2030@gmail.com>, 2020, 2022.
@@ -29,13 +29,15 @@
# Rafael Testa <rafael1testa@gmail.com>, 2022.
# Baiterson <baiter160@gmail.com>, 2022.
# Tuily <brizolla.tuily@gmail.com>, 2022.
+# Thuany <thutymsoares@gmail.com>, 2022.
+# Isaque Mendes <isaquemendes405@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: 2022-09-19 05:22+0000\n"
-"Last-Translator: Tuily <brizolla.tuily@gmail.com>\n"
+"PO-Revision-Date: 2022-11-19 08:35+0000\n"
+"Last-Translator: ssantos <ssantos@web.de>\n"
"Language-Team: Portuguese <https://hosted.weblate.org/projects/godot-engine/"
"godot/pt/>\n"
"Language: pt\n"
@@ -43,7 +45,7 @@ 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 4.14.1\n"
+"X-Generator: Weblate 4.15-dev\n"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Tablet Driver"
@@ -2901,9 +2903,8 @@ msgid "ETC2"
msgstr "ETC2"
#: editor/editor_export.cpp
-#, fuzzy
msgid "No BPTC Fallbacks"
-msgstr "Forçar Shader de Reserva"
+msgstr "Sem Fallbacks para imagens BPTC"
#: editor/editor_export.cpp platform/android/export/export_plugin.cpp
#: platform/iphone/export/export.cpp platform/javascript/export/export.cpp
@@ -5593,9 +5594,8 @@ msgid "Caret Blink Speed"
msgstr "Velocidade do Piscamento do Cursor"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Right Click Moves Caret"
-msgstr "Clique direito para adicionar ponto"
+msgstr "Clique direito move cursor de texto"
#: editor/editor_settings.cpp modules/gdscript/gdscript.cpp
#: modules/gdscript/gdscript_editor.cpp
@@ -5624,23 +5624,20 @@ msgid "Callhint Tooltip Offset"
msgstr "Deslocamento da Sugestão de Chamada"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Complete File Paths"
-msgstr "Copiar Caminho do Nó"
+msgstr "Caminhos Completos dos Arquivos"
#: editor/editor_settings.cpp modules/gdscript/gdscript_editor.cpp
-#, fuzzy
msgid "Add Type Hints"
-msgstr "Adicionar Tipo"
+msgstr "Adicionar Dicas de Tipo"
#: editor/editor_settings.cpp
msgid "Use Single Quotes"
msgstr "Use Citação Única"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Show Help Index"
-msgstr "Mostrar Ajudantes"
+msgstr "Mostrar Ãndice de Dicas"
#: editor/editor_settings.cpp
msgid "Help Font Size"
@@ -5675,32 +5672,27 @@ msgid "Secondary Grid Color"
msgstr "Cor da Grade Secundária"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Selection Box Color"
-msgstr "Apenas seleção"
+msgstr "Seleção de Cor da Caixa"
#: 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 "Bugigangas"
+msgstr "Bugigangas 3D"
#: 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 "Cores de Emissão"
+msgstr "Cores das Bugigangas"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Instanced"
-msgstr "Instância"
+msgstr "Instânciado"
#: editor/editor_settings.cpp modules/gltf/gltf_node.cpp
#: scene/3d/physics_body.cpp
-#, fuzzy
msgid "Joint"
-msgstr "Ponto"
+msgstr "Conjunto"
#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp
#: scene/2d/cpu_particles_2d.cpp scene/2d/touch_screen_button.cpp
@@ -5732,58 +5724,48 @@ msgid "Grid Division Level Bias"
msgstr "Viés de Nível de Divisão de Grade"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Grid XZ Plane"
-msgstr "Pintura do GridMap"
+msgstr "Grade do Plano XZ"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Grid XY Plane"
-msgstr "Pintura do GridMap"
+msgstr "Grade do Plano XY"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Grid YZ Plane"
-msgstr "Pintura do GridMap"
+msgstr "Grade do Plano YZ"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Default FOV"
-msgstr "Predefinição"
+msgstr "Campo de Visão (FOV) Padrão"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Default Z Near"
-msgstr "Tema Predefinido"
+msgstr "Z Padrão Próximo"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Default Z Far"
-msgstr "Predefinição"
+msgstr "Z Padrão Longe"
#: editor/editor_settings.cpp
msgid "Lightmap Baking Number Of CPU Threads"
msgstr "Número de threads da CPU para Baking do Mapa de luz"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Navigation Scheme"
-msgstr "Modo Navegação"
+msgstr "Esquema de Navegação"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Invert Y Axis"
-msgstr "Editar Eixo Y"
+msgstr "Inverter Eixo Y"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Invert X Axis"
-msgstr "Editar Eixo X"
+msgstr "Inverter Eixo X"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Zoom Style"
-msgstr "Diminuir Zoom"
+msgstr "Estilo de Zoom"
#: editor/editor_settings.cpp
msgid "Emulate Numpad"
@@ -5794,28 +5776,24 @@ msgid "Emulate 3 Button Mouse"
msgstr "Emular Mouse de 3 Botões"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Orbit Modifier"
-msgstr "Ordenar por Primeiro Modificado"
+msgstr "Modificador de Órbita"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Pan Modifier"
-msgstr "Modo deslocamento"
+msgstr "Modificador de Panorâmica"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Zoom Modifier"
-msgstr "Modificado"
+msgstr "Modificador de Zoom"
#: editor/editor_settings.cpp editor/plugins/spatial_editor_plugin.cpp
msgid "Warped Mouse Panning"
msgstr "Panorama do Mouse Distorcido"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Navigation Feel"
-msgstr "Modo Navegação"
+msgstr "Sensação de Navegação"
#: editor/editor_settings.cpp
msgid "Orbit Sensitivity"
@@ -5826,82 +5804,68 @@ msgid "Orbit Inertia"
msgstr "Inércia da Órbita"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Translation Inertia"
-msgstr "Traduções"
+msgstr "Inércia de Translação"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Zoom Inertia"
-msgstr "Aumentar Zoom"
+msgstr "Inércia de Zoom"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Freelook"
-msgstr "Freelook Cima"
+msgstr "Visão Livre"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Freelook Navigation Scheme"
-msgstr "Criar Malha de Navegação"
+msgstr "Esquema de Navegação de Visão Livre"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Freelook Sensitivity"
-msgstr "Freelook Esquerda"
+msgstr "Sensibilidade de visualização livre"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Freelook Inertia"
-msgstr "Freelook Esquerda"
+msgstr "Inércia de Visualização livre"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Freelook Base Speed"
-msgstr "Freelook Modificador de Velocidade"
+msgstr "Velocidade Base de Visão Livre"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Freelook Activation Modifier"
-msgstr "Freelook Modificador de Lentidão"
+msgstr "Modificador de Ativação de Visão Livre"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Freelook Speed Zoom Link"
-msgstr "Freelook Modificador de Velocidade"
+msgstr "Velocidade de Ligação do Visão Livre"
#: editor/editor_settings.cpp editor/plugins/tile_map_editor_plugin.cpp
-#, fuzzy
msgid "Grid Color"
-msgstr "Escolher cor"
+msgstr "Cor da Grade"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Guides Color"
-msgstr "Escolher cor"
+msgstr "Cor Guia"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Smart Snapping Line Color"
-msgstr "Ajuste Inteligente"
+msgstr "Cor da Linha de Encaixe Inteligente"
#: editor/editor_settings.cpp
msgid "Bone Width"
msgstr "Largura do Osso"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Bone Color 1"
-msgstr "Renomear Item Cor"
+msgstr "Cor de Osso 1"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Bone Color 2"
-msgstr "Renomear Item Cor"
+msgstr "Cor de Osso 2"
#: editor/editor_settings.cpp
msgid "Bone Selected Color"
-msgstr "Cor dos Ossos Selecionados"
+msgstr "Cor Selecionada do Osso"
#: editor/editor_settings.cpp
msgid "Bone IK Color"
@@ -5936,32 +5900,28 @@ msgid "Pan Speed"
msgstr "Velocidade de Rotação"
#: editor/editor_settings.cpp editor/plugins/polygon_2d_editor_plugin.cpp
-#, fuzzy
msgid "Poly Editor"
-msgstr "Editor UV de Polígono 2D"
+msgstr "Editor de Polígonos"
#: editor/editor_settings.cpp
msgid "Point Grab Radius"
msgstr "Raio do Ponto de Captura"
#: editor/editor_settings.cpp editor/plugins/polygon_2d_editor_plugin.cpp
-#, fuzzy
msgid "Show Previous Outline"
-msgstr "Plano Anterior"
+msgstr "Exibir Prévia Anterior"
#: editor/editor_settings.cpp editor/scene_tree_dock.cpp
-#, fuzzy
msgid "Autorename Animation Tracks"
-msgstr "Renomear Animação"
+msgstr "Renomear Automaticamente Faixa de Animação"
#: editor/editor_settings.cpp
msgid "Default Create Bezier Tracks"
msgstr "Criar Faixas de Bézier Padrão"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Default Create Reset Tracks"
-msgstr "Criar Pista(s) RESET"
+msgstr "Criar Faixa RESET Por Padrão"
#: editor/editor_settings.cpp
msgid "Onion Layers Past Color"
@@ -6877,9 +6837,8 @@ msgid "Use Ambient"
msgstr "Usar Ambiente"
#: editor/import/resource_importer_bitmask.cpp
-#, fuzzy
msgid "Create From"
-msgstr "Criar Pasta"
+msgstr "Criar à Partir de"
#: editor/import/resource_importer_bitmask.cpp
#: servers/audio/effects/audio_effect_compressor.cpp
@@ -6891,18 +6850,16 @@ msgstr "Limite"
#: editor/import/resource_importer_scene.cpp
#: editor/import/resource_importer_texture.cpp
#: editor/import/resource_importer_wav.cpp scene/3d/gi_probe.cpp
-#, fuzzy
msgid "Compress"
-msgstr "Componentes"
+msgstr "Comprimir"
#: editor/import/resource_importer_csv_translation.cpp
msgid "Delimiter"
msgstr "Delimitador"
#: editor/import/resource_importer_layered_texture.cpp
-#, fuzzy
msgid "ColorCorrect"
-msgstr "Função Cor."
+msgstr "Corrigir as Cores"
#: editor/import/resource_importer_layered_texture.cpp
msgid "No BPTC If RGB"
@@ -6945,9 +6902,8 @@ msgid "sRGB"
msgstr "sRGB"
#: editor/import/resource_importer_layered_texture.cpp
-#, fuzzy
msgid "Slices"
-msgstr "Corte automático"
+msgstr "Fatias"
#: editor/import/resource_importer_layered_texture.cpp
#: scene/gui/aspect_ratio_container.cpp scene/gui/control.cpp
@@ -6964,9 +6920,8 @@ msgid "Vertical"
msgstr "Vertical"
#: editor/import/resource_importer_obj.cpp
-#, fuzzy
msgid "Generate Tangents"
-msgstr "Gerar Pontos"
+msgstr "Gerar Tangentes"
#: editor/import/resource_importer_obj.cpp
msgid "Scale Mesh"
@@ -7095,19 +7050,16 @@ msgid "Store In Subdir"
msgstr "Armazenar no Subdiretório"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Filter Script"
-msgstr "Scripts de filtro"
+msgstr "Filtrar Script"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Keep Custom Tracks"
-msgstr "Transformar"
+msgstr "Manter Faixas Personalizadas"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Optimizer"
-msgstr "Otimizar"
+msgstr "Otimizador"
#: editor/import/resource_importer_scene.cpp
#: editor/plugins/item_list_editor_plugin.cpp main/main.cpp
@@ -7121,9 +7073,8 @@ msgstr "Otimizar"
#: 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 "Ativar"
+msgstr "Ativado"
#: editor/import/resource_importer_scene.cpp
msgid "Max Linear Error"
@@ -7134,19 +7085,16 @@ msgid "Max Angular Error"
msgstr "Máximo de Erros Angulares"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Max Angle"
-msgstr "Valor"
+msgstr "Ângulo Máximo"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Remove Unused Tracks"
-msgstr "Remover Pista de Animação"
+msgstr "Remover Faixas não Utilizadas"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Clips"
-msgstr "Clips Anim"
+msgstr "Clipes"
#: 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
@@ -7428,14 +7376,12 @@ msgid "Raw"
msgstr "Raw"
#: editor/inspector_dock.cpp
-#, fuzzy
msgid "Capitalized"
-msgstr "Capitalizar"
+msgstr "Capitalizado"
#: editor/inspector_dock.cpp
-#, fuzzy
msgid "Localized"
-msgstr "Localização"
+msgstr "Localizado"
#: editor/inspector_dock.cpp
msgid "Localization not available for current language."
@@ -7984,9 +7930,8 @@ msgid "New"
msgstr "Novo"
#: editor/plugins/animation_player_editor_plugin.cpp
-#, fuzzy
msgid "Paste As Reference"
-msgstr "Referência de classe %s"
+msgstr "Colar como Referência"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Edit Transitions..."
@@ -8176,9 +8121,8 @@ msgid "Set the end animation. This is useful for sub-transitions."
msgstr "Definir a animação final. Útil para sub-transições."
#: editor/plugins/animation_state_machine_editor.cpp
-#, fuzzy
msgid "Transition:"
-msgstr "Transição: "
+msgstr "Transição:"
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Play Mode:"
@@ -8478,25 +8422,21 @@ msgid "Loading..."
msgstr "A Carregar..."
#: editor/plugins/asset_library_editor_plugin.cpp
-#, fuzzy
msgctxt "Pagination"
msgid "First"
msgstr "Primeiro"
#: editor/plugins/asset_library_editor_plugin.cpp
-#, fuzzy
msgctxt "Pagination"
msgid "Previous"
msgstr "Anterior"
#: editor/plugins/asset_library_editor_plugin.cpp
-#, fuzzy
msgctxt "Pagination"
msgid "Next"
msgstr "Próximo"
#: editor/plugins/asset_library_editor_plugin.cpp
-#, fuzzy
msgctxt "Pagination"
msgid "Last"
msgstr "Último"
@@ -9110,23 +9050,20 @@ msgid "View"
msgstr "Vista"
#: editor/plugins/canvas_item_editor_plugin.cpp
-#, fuzzy
msgid "Show"
-msgstr "Mostrar grelha"
+msgstr "Exibir"
#: editor/plugins/canvas_item_editor_plugin.cpp
-#, fuzzy
msgid "Show When Snapping"
-msgstr "Ajuste Inteligente"
+msgstr "Exibir ao Encaixar"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Hide"
msgstr "Esconder"
#: editor/plugins/canvas_item_editor_plugin.cpp
-#, fuzzy
msgid "Toggle Grid"
-msgstr "Alternar Modo"
+msgstr "Alternar Grade"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/polygon_2d_editor_plugin.cpp
@@ -9485,9 +9422,8 @@ msgid "Swap Gradient Fill Points"
msgstr "Trocar Pontos de Preenchimento de Gradiente"
#: editor/plugins/gradient_texture_2d_editor_plugin.cpp
-#, fuzzy
msgid "Toggle Grid Snap"
-msgstr "Alternar Modo"
+msgstr "Alternar Encaixe da Grade"
#: editor/plugins/item_list_editor_plugin.cpp editor/project_export.cpp
#: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/dialogs.cpp
@@ -9510,9 +9446,8 @@ msgstr "ID"
#: editor/plugins/item_list_editor_plugin.cpp
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Separator"
-msgstr "Separação:"
+msgstr "Separador"
#: editor/plugins/item_list_editor_plugin.cpp
msgid "Item %d"
@@ -9747,9 +9682,8 @@ msgstr ""
"%s"
#: editor/plugins/mesh_library_editor_plugin.cpp
-#, fuzzy
msgid "MeshLibrary"
-msgstr "Bib. de Malhas"
+msgstr "Biblioteca de Malhas"
#: editor/plugins/mesh_library_editor_plugin.cpp
msgid "Add Item"
@@ -9772,14 +9706,12 @@ msgid "Update from Scene"
msgstr "Atualizar a partir da Cena"
#: editor/plugins/mesh_library_editor_plugin.cpp
-#, fuzzy
msgid "Apply without Transforms"
-msgstr "Aplicar Transformações do MeshInstance"
+msgstr "Aplicar sem Transformações"
#: editor/plugins/mesh_library_editor_plugin.cpp
-#, fuzzy
msgid "Apply with Transforms"
-msgstr "Aplicar Transformações do MeshInstance"
+msgstr "Aplicar com Transformações"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "No mesh source specified (and no MultiMesh set in node)."
@@ -9945,9 +9877,8 @@ msgid "Volume"
msgstr "Volume"
#: editor/plugins/particles_editor_plugin.cpp
-#, fuzzy
msgid "Emission Source:"
-msgstr "Fonte de emissão: "
+msgstr "Fonte de emissão:"
#: editor/plugins/particles_editor_plugin.cpp
msgid "A processor material of type 'ParticlesMaterial' is required."
@@ -10641,19 +10572,16 @@ msgid "External"
msgstr "Externo"
#: editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "Use External Editor"
-msgstr "Depurar com Editor Externo"
+msgstr "Utilizar Editor Externo"
#: editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "Exec Path"
-msgstr "Exportar Caminho"
+msgstr "Caminho de Execução"
#: editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "Script Temperature Enabled"
-msgstr "Selecionar Ficheiro de Modelo"
+msgstr "Temperatura de Script Ativado"
#: editor/plugins/script_editor_plugin.cpp
msgid "Highlight Current Script"
@@ -10668,19 +10596,16 @@ msgid "Current Script Background Color"
msgstr "Cor de Fundo Script Atual"
#: editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "Group Help Pages"
-msgstr "Agrupar Seleção"
+msgstr "Agrupar Páginas de Ajuda"
#: editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "Sort Scripts By"
-msgstr "Criar Script"
+msgstr "Ordenar Scripts Por"
#: editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "List Script Names As"
-msgstr "Nome do Script:"
+msgstr "Listar Nomes de Script Como"
#: editor/plugins/script_editor_plugin.cpp
msgid "Exec Flags"
@@ -11042,15 +10967,13 @@ msgstr "Translação"
#. TRANSLATORS: Refers to changing the scale of a node in the 3D editor.
#: editor/plugins/spatial_editor_plugin.cpp
-#, fuzzy
msgid "Scaling:"
-msgstr "A escalar: "
+msgstr "Escala:"
#. TRANSLATORS: Refers to changing the position of a node in the 3D editor.
#: editor/plugins/spatial_editor_plugin.cpp
-#, fuzzy
msgid "Translating:"
-msgstr "A transladar: "
+msgstr "Traduzir:"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Rotating %s degrees."
@@ -11201,10 +11124,11 @@ msgid "(Not in GLES2)"
msgstr "(Não em GLES2)"
#: editor/plugins/spatial_editor_plugin.cpp
-#, fuzzy
msgid ""
"Debug draw modes are only available when using the GLES3 renderer, not GLES2."
-msgstr "Não disponível para o renderizador GLES2."
+msgstr ""
+"Modos de Debug draw só estão disponíveis para uso com o renderizador GLES3. "
+"GLES2 não suporta esta funcionalidade."
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Freelook Left"
@@ -11506,9 +11430,8 @@ msgid "Manipulator Gizmo Opacity"
msgstr "Opacidade do Gizmo do Manipulador"
#: editor/plugins/spatial_editor_plugin.cpp
-#, fuzzy
msgid "Show Viewport Rotation Gizmo"
-msgstr "Bloquear Rotação da Vista"
+msgstr "Exibir Gizmo de Rotação do Viewport"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Unnamed Gizmo"
@@ -11559,9 +11482,8 @@ msgid "Invalid geometry, can't replace by mesh."
msgstr "Geometria inválida, não substituível por malha."
#: editor/plugins/sprite_editor_plugin.cpp
-#, fuzzy
msgid "Convert to MeshInstance2D"
-msgstr "Converter para Mesh2D"
+msgstr "Converter para MeshInstance2D"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Invalid geometry, can't create polygon."
@@ -11592,19 +11514,16 @@ msgid "Sprite"
msgstr "Sprite"
#: editor/plugins/sprite_editor_plugin.cpp
-#, fuzzy
msgid "Simplification:"
-msgstr "Simplificação: "
+msgstr "Simplificação:"
#: editor/plugins/sprite_editor_plugin.cpp
-#, fuzzy
msgid "Shrink (Pixels):"
-msgstr "Encolher (Pixeis): "
+msgstr "Encolher (Pixels):"
#: editor/plugins/sprite_editor_plugin.cpp
-#, fuzzy
msgid "Grow (Pixels):"
-msgstr "Aumentar (Pixeis): "
+msgstr "Crescer (Pixels):"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Update Preview"
@@ -11667,9 +11586,8 @@ msgid "New Animation"
msgstr "Nova Animação"
#: editor/plugins/sprite_frames_editor_plugin.cpp
-#, fuzzy
msgid "Filter animations"
-msgstr "Métodos de filtro"
+msgstr "Filtrar animações"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Speed:"
@@ -11969,9 +11887,8 @@ msgstr ""
"Fechar na mesma?"
#: editor/plugins/theme_editor_plugin.cpp
-#, fuzzy
msgid "Remove Type"
-msgstr "Remover Tile"
+msgstr "Remover Tipo"
#: editor/plugins/theme_editor_plugin.cpp
msgid ""
@@ -12015,14 +11932,12 @@ msgstr ""
"Adicione-lhe mais itens manualmente ou importando-os de outro tema."
#: editor/plugins/theme_editor_plugin.cpp
-#, fuzzy
msgid "Add Theme Type"
-msgstr "Adicionar Tipo de Item"
+msgstr "Adicionar Tipo de Tema"
#: editor/plugins/theme_editor_plugin.cpp
-#, fuzzy
msgid "Remove Theme Type"
-msgstr "Remover Remoto"
+msgstr "Remover Tipo de Tema"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Add Color Item"
@@ -12137,9 +12052,8 @@ msgid "Select Another Theme Resource:"
msgstr "Selecionar Outro Recurso Tema:"
#: editor/plugins/theme_editor_plugin.cpp
-#, fuzzy
msgid "Theme Resource"
-msgstr "Renomear recurso"
+msgstr "Recurso de Tema"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Another Theme"
@@ -12476,45 +12390,37 @@ msgid "Palette Min Width"
msgstr "Largura Mínima da Paleta"
#: editor/plugins/tile_map_editor_plugin.cpp
-#, fuzzy
msgid "Palette Item H Separation"
-msgstr "Separador Nomeado"
+msgstr "Separação Horizontal dos Itens de Paleta"
#: editor/plugins/tile_map_editor_plugin.cpp
-#, fuzzy
msgid "Show Tile Names"
-msgstr "Mostrar Todos os Idiomas"
+msgstr "Mostrar Nomes dos Tiles"
#: editor/plugins/tile_map_editor_plugin.cpp
-#, fuzzy
msgid "Show Tile Ids"
-msgstr "Mostrar réguas"
+msgstr "Mostrar Ids dos Tiles"
#: editor/plugins/tile_map_editor_plugin.cpp
-#, fuzzy
msgid "Sort Tiles By Name"
-msgstr "Ordenar ficheiros"
+msgstr "Ordenar Tiles por Nome"
#: editor/plugins/tile_map_editor_plugin.cpp
-#, fuzzy
msgid "Bucket Fill Preview"
-msgstr "Balde de Enchimento"
+msgstr "Pré-visualização do Preenchimento de Balde"
#: editor/plugins/tile_map_editor_plugin.cpp
#: modules/gridmap/grid_map_editor_plugin.cpp
-#, fuzzy
msgid "Editor Side"
-msgstr "Editor"
+msgstr "Lado do Editor"
#: editor/plugins/tile_map_editor_plugin.cpp
-#, fuzzy
msgid "Display Grid"
-msgstr "Vista Overdraw"
+msgstr "Mostrar Grid"
#: editor/plugins/tile_map_editor_plugin.cpp
-#, fuzzy
msgid "Axis Color"
-msgstr "Escolher cor"
+msgstr "Cor do Eixo"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Add Texture(s) to TileSet."
@@ -12851,9 +12757,8 @@ msgid "This property can't be changed."
msgstr "Esta propriedade não pode ser alterada."
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Snap Options"
-msgstr "Opções de Ajuste"
+msgstr "Opções de Encaixe"
#: editor/plugins/tile_set_editor_plugin.cpp scene/2d/animated_sprite.cpp
#: scene/2d/camera_2d.cpp scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp
@@ -12861,12 +12766,12 @@ msgstr "Opções de Ajuste"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
-msgstr "Compensação:"
+msgstr "Deslocamento"
#: editor/plugins/tile_set_editor_plugin.cpp editor/rename_dialog.cpp
#: scene/gui/range.cpp scene/resources/animation.cpp
@@ -12877,14 +12782,12 @@ msgstr "Passo"
#: editor/plugins/tile_set_editor_plugin.cpp
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Separation"
-msgstr "Separação:"
+msgstr "Separação"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Selected Tile"
-msgstr "Selecionar"
+msgstr "Selecionar Tile"
#: 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
@@ -12893,97 +12796,79 @@ msgstr "Selecionar"
#: 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 "Texto"
+msgstr "Textura"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Tex Offset"
-msgstr "Compensação da grelha:"
+msgstr "Deslocamento da Textura"
#: 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 "Mudanças de Material:"
+msgstr "Material"
#: 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 "Povoar"
+msgstr "Modular"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Tile Mode"
-msgstr "Alternar Modo"
+msgstr "Modo de Tiles"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Autotile Bitmask Mode"
-msgstr "Modo Bitmask"
+msgstr "Modo Bitmask do Autotile"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Subtile Size"
-msgstr "Tamanho do contorno:"
+msgstr "Tamanho do Subtile"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Subtile Spacing"
-msgstr "Loop da Animação"
+msgstr "Espaçamento dos Subtiles"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Occluder Offset"
-msgstr "Criar Polígono Oclusor"
+msgstr "Deslocamento de Oclusor"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Navigation Offset"
-msgstr "Modo Navegação"
+msgstr "Deslocamento da Navegação"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Shape Offset"
-msgstr "Compensação:"
+msgstr "Deslocamento da Forma"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Shape Transform"
-msgstr "Transformar"
+msgstr "Transformação da Forma"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Selected Collision"
-msgstr "Colisão"
+msgstr "Colisão Selecionada"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Selected Collision One Way"
-msgstr "Apenas seleção"
+msgstr "Colisão em sentido único selecionada"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Selected Collision One Way Margin"
-msgstr "Modo Colisão"
+msgstr "Margem de colisão em sentido único selecionada"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Selected Navigation"
-msgstr "Navegação Visível"
+msgstr "Navegação Selecionada"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Selected Occlusion"
-msgstr "Selecionar"
+msgstr "Oclusão Selecionada"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Tileset Script"
-msgstr "Scripts de filtro"
+msgstr "Scripts do Tileset"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "TileSet"
@@ -14188,51 +14073,44 @@ msgstr ""
"você precisa construir os modelos de exportação da fonte."
#: editor/project_export.cpp
-#, fuzzy
msgid "More Info..."
-msgstr "Mover para..."
+msgstr "Mais Informações..."
#: editor/project_export.cpp
-#, fuzzy
msgid "Export PCK/Zip..."
-msgstr "Exportar PCK/Zip"
+msgstr "Exportar PCK/Zip..."
#: editor/project_export.cpp
-#, fuzzy
msgid "Export Project..."
-msgstr "Exportar Projeto"
+msgstr "Exportar Projeto…"
#: editor/project_export.cpp
msgid "Export All"
msgstr "Exportar Tudo"
#: editor/project_export.cpp
-#, fuzzy
msgid "Choose an export mode:"
-msgstr "Por favor escolha uma pasta vazia."
+msgstr "Escolha um modo de exportação:"
#: editor/project_export.cpp
-#, fuzzy
msgid "Export All..."
-msgstr "Exportar Tudo"
+msgstr "Exportar tudo…"
#: editor/project_export.cpp editor/project_manager.cpp
msgid "ZIP File"
msgstr "Ficheiro ZIP"
#: editor/project_export.cpp
-#, fuzzy
msgid "Godot Project Pack"
-msgstr "Pacote de Jogo Godot"
+msgstr "Pacote do Projeto Godot"
#: editor/project_export.cpp
msgid "Export templates for this platform are missing:"
msgstr "Não existem Modelos de exportação para esta plataforma:"
#: editor/project_export.cpp
-#, fuzzy
msgid "Project Export"
-msgstr "Fundadores do Projeto"
+msgstr "Exportar Projeto"
#: editor/project_export.cpp
msgid "Manage Export Templates"
@@ -14298,16 +14176,17 @@ msgid "Invalid project path (changed anything?)."
msgstr "Caminho de projeto inválido (alguma alteração?)."
#: editor/project_manager.cpp
+#, fuzzy
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
"Não consegui carregar o project.godot no caminho do projeto (erro %d). "
"Poderá estar em falta ou corrompido."
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr "Incapaz de editar project.godot no caminho do projeto."
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "Incapaz de abrir projeto em '%s'."
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -14546,7 +14425,6 @@ msgstr ""
#. TRANSLATORS: This refers to the application where users manage their Godot projects.
#: editor/project_manager.cpp
-#, fuzzy
msgctxt "Application"
msgid "Project Manager"
msgstr "Gestor de Projetos"
@@ -15343,19 +15221,16 @@ msgid "Make Local"
msgstr "Tornar Local"
#: editor/scene_tree_dock.cpp
-#, fuzzy
msgid "Enable Scene Unique Name(s)"
-msgstr "Nome do Nó:"
+msgstr "Ativar Nome(s) Único(s) de Cena"
#: editor/scene_tree_dock.cpp
-#, fuzzy
msgid "Unique names already used by another node in the scene:"
-msgstr "Outro nó já usa esse nome exclusivo na cena."
+msgstr "Nomes únicos já estão sendo usados por outro nó na cena:"
#: editor/scene_tree_dock.cpp
-#, fuzzy
msgid "Disable Scene Unique Name(s)"
-msgstr "Nome do Nó:"
+msgstr "Desativar Nome(s) Único(s) de Cena"
#: editor/scene_tree_dock.cpp
msgid "New Scene Root"
@@ -15530,18 +15405,16 @@ msgid "Clear Inheritance? (No Undo!)"
msgstr "Limpar herança? (Definitivo!)"
#: editor/scene_tree_dock.cpp
-#, fuzzy
msgid "Show Scene Tree Root Selection"
-msgstr "Centrar Seleção"
+msgstr "Mostrar seleção da hierarquia de cenas"
#: editor/scene_tree_dock.cpp
msgid "Derive Script Globals By Name"
msgstr "Derivar Globais de Script Por Nome"
#: editor/scene_tree_dock.cpp
-#, fuzzy
msgid "Use Favorites Root Selection"
-msgstr "Seleção de Frame"
+msgstr "Seleção de favoritos da raíz"
#: editor/scene_tree_editor.cpp
msgid "Toggle Visible"
@@ -15556,9 +15429,8 @@ msgid "Button Group"
msgstr "Grupo Botão"
#: editor/scene_tree_editor.cpp
-#, fuzzy
msgid "Disable Scene Unique Name"
-msgstr "Nome do Nó:"
+msgstr "Desativar Nome Único de Cena"
#: editor/scene_tree_editor.cpp
msgid "(Connecting From)"
@@ -15791,9 +15663,8 @@ msgid "Attach Node Script"
msgstr "Anexar Script de Nó"
#: editor/script_editor_debugger.cpp
-#, fuzzy
msgid "Remote %s:"
-msgstr "Remoto "
+msgstr "%s remoto:"
#: editor/script_editor_debugger.cpp
msgid "Bytes:"
@@ -15868,9 +15739,8 @@ msgid "Stack Frames"
msgstr "Empilhar Frames"
#: editor/script_editor_debugger.cpp
-#, fuzzy
msgid "Filter stack variables"
-msgstr "Filtrar Tiles"
+msgstr "Filtrar variáveis stack"
#: editor/script_editor_debugger.cpp
msgid "Auto Switch To Remote Scene Tree"
@@ -16547,26 +16417,22 @@ msgid "Calculate Tangents"
msgstr "Calcular Tangentes"
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Use Collision"
-msgstr "Colisão"
+msgstr "Usar Colisão"
#: modules/csg/csg_shape.cpp servers/physics_2d_server.cpp
-#, fuzzy
msgid "Collision Layer"
-msgstr "Modo Colisão"
+msgstr "Camada de Colisão"
#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp scene/3d/camera.cpp
#: scene/3d/ray_cast.cpp scene/3d/spring_arm.cpp
#: scene/resources/navigation_mesh.cpp servers/physics_server.cpp
-#, fuzzy
msgid "Collision Mask"
-msgstr "Modo Colisão"
+msgstr "Máscara de Colisão"
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Invert Faces"
-msgstr "Converter maiúsculas/minúsculas"
+msgstr "Inverter Faces"
#: modules/csg/csg_shape.cpp scene/2d/navigation_agent_2d.cpp
#: scene/2d/navigation_obstacle_2d.cpp scene/3d/navigation_agent.cpp
@@ -16576,43 +16442,36 @@ msgstr "Converter maiúsculas/minúsculas"
#: 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 "Raio:"
+msgstr "Raio"
#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp
-#, fuzzy
msgid "Radial Segments"
-msgstr "Argumentos da Cena Principal:"
+msgstr "Segmentos Radiais"
#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp
-#, fuzzy
msgid "Rings"
-msgstr "Avisos"
+msgstr "Anéis"
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Smooth Faces"
-msgstr "Smoothstep"
+msgstr "Suavizar Faces"
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Sides"
-msgstr "Mostrar Guias"
+msgstr "Lados"
#: modules/csg/csg_shape.cpp
msgid "Cone"
msgstr "Cone"
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Inner Radius"
-msgstr "Mudar Raio Interno do Toro"
+msgstr "Raio Interno"
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Outer Radius"
-msgstr "Mudar Raio Externo do Toro"
+msgstr "Raio Externo"
#: modules/csg/csg_shape.cpp
msgid "Ring Sides"
@@ -16621,9 +16480,8 @@ msgstr "Lados do Anel"
#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp
#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp
#: scene/3d/collision_polygon.cpp
-#, fuzzy
msgid "Polygon"
-msgstr "Polígonos"
+msgstr "Polígono"
#: modules/csg/csg_shape.cpp
msgid "Spin Degrees"
@@ -16634,14 +16492,12 @@ msgid "Spin Sides"
msgstr "Girar Lados"
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Path Node"
-msgstr "Colar Nós"
+msgstr "Caminho do Nó"
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Path Interval Type"
-msgstr "Criar vértice interno"
+msgstr "Tipo de Intervalo de Caminho"
#: modules/csg/csg_shape.cpp
msgid "Path Interval"
@@ -16652,14 +16508,12 @@ msgid "Path Simplify Angle"
msgstr "Simplifique o Ângulo do Caminho"
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Path Rotation"
-msgstr "Rotação aleatória:"
+msgstr "Rotação do Caminho"
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Path Local"
-msgstr "Tornar Local"
+msgstr "Caminho Local"
#: modules/csg/csg_shape.cpp
#, fuzzy
@@ -16667,34 +16521,28 @@ msgid "Path Continuous U"
msgstr "Contínuo"
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Path U Distance"
-msgstr "Distância de escolha:"
+msgstr "Distância do Caminho U"
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Path Joined"
-msgstr "Rotação aleatória:"
+msgstr "Caminho Unido"
#: modules/enet/networked_multiplayer_enet.cpp
-#, fuzzy
msgid "Compression Mode"
-msgstr "Modo Colisão"
+msgstr "Modo de Compressão"
#: modules/enet/networked_multiplayer_enet.cpp
-#, fuzzy
msgid "Transfer Channel"
-msgstr "Mudar Transformação"
+msgstr "Transferir Canal"
#: modules/enet/networked_multiplayer_enet.cpp
-#, fuzzy
msgid "Channel Count"
-msgstr "Instância"
+msgstr "Quantidade de Canais"
#: modules/enet/networked_multiplayer_enet.cpp
-#, fuzzy
msgid "Always Ordered"
-msgstr "Mostrar Grelha Sempre"
+msgstr "Sempre Ordenado"
#: modules/enet/networked_multiplayer_enet.cpp
msgid "Server Relay"
@@ -16709,9 +16557,8 @@ msgid "DTLS Hostname"
msgstr "Nome do Host DTLS"
#: modules/enet/networked_multiplayer_enet.cpp
-#, fuzzy
msgid "Use DTLS"
-msgstr "Usar Ajuste"
+msgstr "Usar DTLS"
#: modules/fbx/editor_scene_importer_fbx.cpp
msgid "FBX"
@@ -16722,14 +16569,12 @@ msgid "Use FBX"
msgstr "Usar FBX"
#: modules/gdnative/gdnative.cpp
-#, fuzzy
msgid "Config File"
-msgstr "Armazenar o Ficheiro:"
+msgstr "Ficheiro de Configuração"
#: modules/gdnative/gdnative.cpp
-#, fuzzy
msgid "Load Once"
-msgstr "Carregar recurso"
+msgstr "Carregar Apenas uma Vez"
#: modules/gdnative/gdnative.cpp
#: modules/visual_script/visual_script_func_nodes.cpp
@@ -16738,14 +16583,12 @@ msgid "Singleton"
msgstr "Esqueleto"
#: modules/gdnative/gdnative.cpp
-#, fuzzy
msgid "Symbol Prefix"
-msgstr "Prefixo:"
+msgstr "Prefixo do Símbolo"
#: modules/gdnative/gdnative.cpp
-#, fuzzy
msgid "Reloadable"
-msgstr "Recarregar"
+msgstr "Recarregável"
#: modules/gdnative/gdnative.cpp
#: modules/gdnative/gdnative_library_singleton_editor.cpp
@@ -16798,24 +16641,20 @@ msgid "Disabled GDNative Singleton"
msgstr "Instância única GDNative desativada"
#: modules/gdnative/gdnative_library_singleton_editor.cpp
-#, fuzzy
msgid "Libraries:"
-msgstr "Bibliotecas: "
+msgstr "Bibliotecas:"
#: modules/gdnative/nativescript/nativescript.cpp
-#, fuzzy
msgid "Class Name"
-msgstr "Nome de Classe:"
+msgstr "Nome da Classe"
#: modules/gdnative/nativescript/nativescript.cpp
-#, fuzzy
msgid "Script Class"
-msgstr "Nome do Script:"
+msgstr "Classe do Script"
#: modules/gdnative/nativescript/nativescript.cpp
-#, fuzzy
msgid "Icon Path"
-msgstr "Caminho de Foco"
+msgstr "Caminho para Ãcone"
#: modules/gdnative/register_types.cpp
msgid "GDNative"
@@ -16823,18 +16662,16 @@ 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 "Função de Definição de Cor"
#: modules/gdscript/editor/gdscript_highlighter.cpp
-#, fuzzy
msgid "Node Path Color"
-msgstr "Copiar Caminho do Nó"
+msgstr "Cor do Caminho do Nó"
#: modules/gdscript/gdscript.cpp modules/visual_script/visual_script.cpp
msgid "Max Call Stack"
@@ -16891,9 +16728,8 @@ msgid "Object can't provide a length."
msgstr "Objeto não fornece um comprimento."
#: modules/gdscript/language_server/gdscript_language_server.cpp
-#, fuzzy
msgid "Language Server"
-msgstr "Linguagem:"
+msgstr "Servidor de Idioma"
#: modules/gdscript/language_server/gdscript_language_server.cpp
msgid "Enable Smart Resolve"
@@ -16916,44 +16752,36 @@ msgid "Export GLTF..."
msgstr "Exportar GLTF..."
#: modules/gltf/gltf_accessor.cpp
-#, fuzzy
msgid "Buffer View"
-msgstr "Vista de Trás"
+msgstr "Visão de Buffer"
#: modules/gltf/gltf_accessor.cpp modules/gltf/gltf_buffer_view.cpp
-#, fuzzy
msgid "Byte Offset"
-msgstr "Compensação da grelha:"
+msgstr "Deslocamento do Byte"
#: modules/gltf/gltf_accessor.cpp
-#, fuzzy
msgid "Component Type"
-msgstr "Componentes"
+msgstr "Tipo do Componente"
#: modules/gltf/gltf_accessor.cpp
-#, fuzzy
msgid "Normalized"
-msgstr "Formato"
+msgstr "Normalizado"
#: modules/gltf/gltf_accessor.cpp
-#, fuzzy
msgid "Count"
-msgstr "Valor:"
+msgstr "Quantidade"
#: modules/gltf/gltf_accessor.cpp scene/resources/visual_shader_nodes.cpp
-#, fuzzy
msgid "Min"
-msgstr "MiB"
+msgstr "Min"
#: modules/gltf/gltf_accessor.cpp scene/resources/visual_shader_nodes.cpp
-#, fuzzy
msgid "Max"
-msgstr "Combinar"
+msgstr "Max"
#: modules/gltf/gltf_accessor.cpp
-#, fuzzy
msgid "Sparse Count"
-msgstr "Instância"
+msgstr "Contagem Escassa"
#: modules/gltf/gltf_accessor.cpp
msgid "Sparse Indices Buffer View"
@@ -16964,9 +16792,8 @@ msgid "Sparse Indices Byte Offset"
msgstr "Deslocamento de Bytes de Ãndices Esparsos"
#: modules/gltf/gltf_accessor.cpp
-#, fuzzy
msgid "Sparse Indices Component Type"
-msgstr "A analisar geometria..."
+msgstr "Tipo de Componente de Ãndices Esparsos"
#: modules/gltf/gltf_accessor.cpp
msgid "Sparse Values Buffer View"
@@ -16977,37 +16804,32 @@ msgid "Sparse Values Byte Offset"
msgstr "Deslocamento de Bytes de Valores Esparsos"
#: modules/gltf/gltf_buffer_view.cpp
-#, fuzzy
msgid "Buffer"
-msgstr "Vista de Trás"
+msgstr "Buffer"
#: modules/gltf/gltf_buffer_view.cpp
-#, fuzzy
msgid "Byte Length"
-msgstr "Tema Predefinido"
+msgstr "Largura do byte"
#: modules/gltf/gltf_buffer_view.cpp
msgid "Byte Stride"
msgstr "Passo de Byte"
#: modules/gltf/gltf_buffer_view.cpp
-#, fuzzy
msgid "Indices"
-msgstr "Todos os Aparelhos"
+msgstr "Ãndices"
#: modules/gltf/gltf_camera.cpp
-#, fuzzy
msgid "FOV Size"
-msgstr "Tamanho:"
+msgstr "Tamanho do FOV"
#: modules/gltf/gltf_camera.cpp
msgid "Zfar"
msgstr "Zfar"
#: modules/gltf/gltf_camera.cpp
-#, fuzzy
msgid "Znear"
-msgstr "Linear"
+msgstr "Z perto"
#: modules/gltf/gltf_light.cpp scene/2d/canvas_modulate.cpp
#: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp
@@ -17017,9 +16839,8 @@ msgstr "Linear"
#: 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 "Cores"
+msgstr "Cor"
#: modules/gltf/gltf_light.cpp scene/3d/reflection_probe.cpp
#: scene/resources/environment.cpp
@@ -17027,9 +16848,8 @@ msgid "Intensity"
msgstr "Intensidade"
#: modules/gltf/gltf_light.cpp scene/2d/light_2d.cpp scene/3d/light.cpp
-#, fuzzy
msgid "Range"
-msgstr "Mudar"
+msgstr "Intervalo"
#: modules/gltf/gltf_light.cpp
msgid "Inner Cone Angle"
@@ -17040,19 +16860,16 @@ msgid "Outer Cone Angle"
msgstr "Ângulo do Cone Externo"
#: modules/gltf/gltf_mesh.cpp
-#, fuzzy
msgid "Blend Weights"
-msgstr "Consolidar Lightmaps"
+msgstr "Peso da mesclagem"
#: modules/gltf/gltf_mesh.cpp
-#, fuzzy
msgid "Instance Materials"
-msgstr "Mudanças de Material:"
+msgstr "Materiais da Instância"
#: modules/gltf/gltf_node.cpp scene/3d/skeleton.cpp
-#, fuzzy
msgid "Parent"
-msgstr "Reassociar"
+msgstr "Pai"
#: modules/gltf/gltf_node.cpp
#, fuzzy
@@ -17064,19 +16881,16 @@ msgid "Skin"
msgstr "Skin"
#: modules/gltf/gltf_node.cpp scene/3d/spatial.cpp
-#, fuzzy
msgid "Translation"
-msgstr "Traduções"
+msgstr "Tradução"
#: modules/gltf/gltf_node.cpp
-#, fuzzy
msgid "Children"
-msgstr "Filhos editáveis"
+msgstr "Filhos"
#: modules/gltf/gltf_skeleton.cpp modules/gltf/gltf_skin.cpp
-#, fuzzy
msgid "Joints"
-msgstr "Ponto"
+msgstr "Pontos"
#: modules/gltf/gltf_skeleton.cpp modules/gltf/gltf_skin.cpp
msgid "Roots"
@@ -17087,28 +16901,24 @@ msgid "Unique Names"
msgstr "Nomes Únicos"
#: modules/gltf/gltf_skeleton.cpp
-#, fuzzy
msgid "Godot Bone Node"
-msgstr "Obter Nó da Cena"
+msgstr "Nó de Osso Godot"
#: modules/gltf/gltf_skin.cpp
-#, fuzzy
msgid "Skin Root"
-msgstr "Nova Raiz da Cena"
+msgstr "Raiz da Skin"
#: modules/gltf/gltf_skin.cpp
-#, fuzzy
msgid "Joints Original"
-msgstr "Focar na Origem"
+msgstr "Pontos Originais"
#: modules/gltf/gltf_skin.cpp
msgid "Inverse Binds"
msgstr "Inverter Ligações"
#: modules/gltf/gltf_skin.cpp
-#, fuzzy
msgid "Non Joints"
-msgstr "Mover Junta"
+msgstr "Não-Juntas"
#: modules/gltf/gltf_skin.cpp
msgid "Joint I To Bone I"
@@ -17147,48 +16957,41 @@ msgid "Json"
msgstr "Json"
#: modules/gltf/gltf_state.cpp
-#, fuzzy
msgid "Major Version"
-msgstr "Versão"
+msgstr "Versão Importante"
#: modules/gltf/gltf_state.cpp
-#, fuzzy
msgid "Minor Version"
-msgstr "Versão"
+msgstr "Versão Minoritária"
#: modules/gltf/gltf_state.cpp
-#, fuzzy
msgid "GLB Data"
-msgstr "Com Dados"
+msgstr "Dados do GLB"
#: modules/gltf/gltf_state.cpp
msgid "Use Named Skin Binds"
msgstr "Usar Ligações de Skin Nomeadas"
#: modules/gltf/gltf_state.cpp
-#, fuzzy
msgid "Buffer Views"
-msgstr "Vista de Trás"
+msgstr "Visão Buffer"
#: modules/gltf/gltf_state.cpp
msgid "Accessors"
msgstr "Assessores"
#: modules/gltf/gltf_state.cpp
-#, fuzzy
msgid "Scene Name"
-msgstr "Caminho da Cena:"
+msgstr "Nome da Cena"
#: modules/gltf/gltf_state.cpp
-#, fuzzy
msgid "Root Nodes"
-msgstr "Nome do nó raiz"
+msgstr "Nós Raízes"
#: modules/gltf/gltf_state.cpp scene/2d/particles_2d.cpp
#: scene/gui/texture_button.cpp scene/gui/texture_progress.cpp
-#, fuzzy
msgid "Textures"
-msgstr "Funcionalidades"
+msgstr "Texturas"
#: modules/gltf/gltf_state.cpp platform/uwp/export/export.cpp
msgid "Images"
@@ -17199,72 +17002,60 @@ msgid "Cameras"
msgstr "Câmeras"
#: modules/gltf/gltf_state.cpp servers/visual_server.cpp
-#, fuzzy
msgid "Lights"
-msgstr "Luz"
+msgstr "Luzes"
#: modules/gltf/gltf_state.cpp
-#, fuzzy
msgid "Unique Animation Names"
-msgstr "Novo Nome da Animação:"
+msgstr "Nomes de Animação Únicos"
#: modules/gltf/gltf_state.cpp
-#, fuzzy
msgid "Skeletons"
-msgstr "Esqueleto"
+msgstr "Esqueletos"
#: modules/gltf/gltf_state.cpp
-#, fuzzy
msgid "Skeleton To Node"
-msgstr "Selecione um Nó"
+msgstr "Esqueleto Para Nó"
#: modules/gltf/gltf_state.cpp
-#, fuzzy
msgid "Animations"
-msgstr "Animações:"
+msgstr "Animações"
#: modules/gltf/gltf_texture.cpp
-#, fuzzy
msgid "Src Image"
-msgstr "Mostrar ossos"
+msgstr "Imagem fonte"
#: modules/gridmap/grid_map.cpp
msgid "Mesh Library"
msgstr "Bib. de Malhas"
#: modules/gridmap/grid_map.cpp
-#, fuzzy
msgid "Physics Material"
-msgstr "Frame de Física %"
+msgstr "Material de Física"
#: modules/gridmap/grid_map.cpp scene/3d/visual_instance.cpp
-#, fuzzy
msgid "Use In Baked Light"
-msgstr "Consolidar Lightmaps"
+msgstr "Usar no mapa de luz"
#: modules/gridmap/grid_map.cpp scene/2d/tile_map.cpp
msgid "Cell"
msgstr "Célula"
#: modules/gridmap/grid_map.cpp
-#, fuzzy
msgid "Octant Size"
-msgstr "Vista de Frente"
+msgstr "Tamanho Octante"
#: modules/gridmap/grid_map.cpp
-#, fuzzy
msgid "Center X"
-msgstr "Centro"
+msgstr "Centro X"
#: modules/gridmap/grid_map.cpp
-#, fuzzy
msgid "Center Y"
-msgstr "Centro"
+msgstr "Centro Y"
#: modules/gridmap/grid_map.cpp
-#, fuzzy
msgid "Center Z"
-msgstr "Centro"
+msgstr "Centro Z"
#: modules/gridmap/grid_map.cpp scene/2d/collision_object_2d.cpp
#: scene/2d/tile_map.cpp scene/3d/collision_object.cpp scene/3d/soft_body.cpp
@@ -17273,17 +17064,15 @@ msgid "Mask"
msgstr "Máscara"
#: modules/gridmap/grid_map.cpp scene/2d/tile_map.cpp
-#, fuzzy
msgid "Bake Navigation"
-msgstr "Navegação"
+msgstr "Navegação Pré-Processada"
#: modules/gridmap/grid_map.cpp scene/2d/navigation_2d.cpp
#: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_polygon.cpp
#: scene/2d/tile_map.cpp scene/3d/navigation.cpp scene/3d/navigation_agent.cpp
#: scene/3d/navigation_mesh_instance.cpp
-#, fuzzy
msgid "Navigation Layers"
-msgstr "Modo Navegação"
+msgstr "Camadas da Navegação"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Next Plane"
@@ -17442,9 +17231,8 @@ msgid "Plotting lightmaps"
msgstr "A Traçar lightmaps"
#: modules/lightmapper_cpu/register_types.cpp
-#, fuzzy
msgid "CPU Lightmapper"
-msgstr "Consolidar Lightmaps"
+msgstr "Mapeamento de Luz da CPU"
#: modules/lightmapper_cpu/register_types.cpp
msgid "Low Quality Ray Count"
@@ -17466,9 +17254,8 @@ msgstr "Contagem de Raios de Ultra Qualidade"
#: 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 "Compensação:"
+msgstr "Deslocamento do Loop"
#: modules/mobile_vr/mobile_vr_interface.cpp
msgid "Eye Height"
@@ -17479,14 +17266,12 @@ msgid "IOD"
msgstr "IOD"
#: modules/mobile_vr/mobile_vr_interface.cpp
-#, fuzzy
msgid "Display Width"
-msgstr "Vista Wireframe"
+msgstr "Largura de Ecrã"
#: modules/mobile_vr/mobile_vr_interface.cpp
-#, fuzzy
msgid "Display To Lens"
-msgstr "Vista sem sombras"
+msgstr "Exibir às Lentes"
#: modules/mobile_vr/mobile_vr_interface.cpp
msgid "Oversample"
@@ -17509,24 +17294,20 @@ msgid "Build Solution"
msgstr "Construir Solução"
#: modules/mono/editor/csharp_project.cpp
-#, fuzzy
msgid "Auto Update Project"
-msgstr "Projeto sem nome"
+msgstr "Atualizar Projeto Automaticamente"
#: modules/mono/godotsharp_dirs.cpp
-#, fuzzy
msgid "Assembly Name"
-msgstr "Mostrar Tudo"
+msgstr "Nome de Montagem"
#: modules/mono/godotsharp_dirs.cpp
-#, fuzzy
msgid "Solution Directory"
-msgstr "Escolha uma Diretoria"
+msgstr "Diretório da Solução"
#: modules/mono/godotsharp_dirs.cpp
-#, fuzzy
msgid "C# Project Directory"
-msgstr "Escolha uma Diretoria"
+msgstr "Diretório do Projeto C#"
#: modules/mono/mono_gd/gd_mono_utils.cpp
msgid "End of inner exception stack trace"
@@ -17604,9 +17385,8 @@ msgid "Seamless"
msgstr "Sem Emenda"
#: modules/opensimplex/noise_texture.cpp
-#, fuzzy
msgid "As Normal Map"
-msgstr "Escala aleatória:"
+msgstr "Como Mapa Normal"
#: modules/opensimplex/noise_texture.cpp
msgid "Bump Strength"
@@ -17617,9 +17397,8 @@ msgid "Noise"
msgstr "Ruido"
#: modules/opensimplex/noise_texture.cpp
-#, fuzzy
msgid "Noise Offset"
-msgstr "Compensação da grelha:"
+msgstr "Deslocamento do Ruído"
#: modules/opensimplex/open_simplex_noise.cpp
msgid "Octaves"
@@ -17630,9 +17409,8 @@ msgid "Period"
msgstr "Periodo"
#: modules/opensimplex/open_simplex_noise.cpp
-#, fuzzy
msgid "Persistence"
-msgstr "Perspetiva"
+msgstr "Persistência"
#: modules/opensimplex/open_simplex_noise.cpp
msgid "Lacunarity"
@@ -17643,14 +17421,12 @@ msgid "Subject"
msgstr "Sujeito"
#: modules/regex/regex.cpp
-#, fuzzy
msgid "Names"
-msgstr "Nome"
+msgstr "Nomes"
#: modules/regex/regex.cpp
-#, fuzzy
msgid "Strings"
-msgstr "Configuração:"
+msgstr "Strings"
#: modules/upnp/upnp.cpp
msgid "Discover Multicast If"
@@ -17665,32 +17441,28 @@ msgid "Discover IPv6"
msgstr "Descobrir IPv6"
#: modules/upnp/upnp_device.cpp
-#, fuzzy
msgid "Description URL"
-msgstr "Descrição"
+msgstr "URL Descritiva"
#: modules/upnp/upnp_device.cpp
-#, fuzzy
msgid "Service Type"
-msgstr "Definir tipo de variável"
+msgstr "Tipo de Serviço"
#: modules/upnp/upnp_device.cpp
msgid "IGD Control URL"
msgstr "URL de controle IGD"
#: modules/upnp/upnp_device.cpp
-#, fuzzy
msgid "IGD Service Type"
-msgstr "Definir tipo de variável"
+msgstr "Tipo de Serviço IGD"
#: modules/upnp/upnp_device.cpp
msgid "IGD Our Addr"
msgstr "IGD Nosso Endereço"
#: modules/upnp/upnp_device.cpp
-#, fuzzy
msgid "IGD Status"
-msgstr "Status"
+msgstr "Estado do IGD"
#: modules/visual_script/visual_script.cpp
msgid ""
@@ -17717,9 +17489,8 @@ msgstr ""
"trabalho de nós! Corrija o seu nó por favor."
#: modules/visual_script/visual_script.cpp
-#, fuzzy
msgid "Node returned an invalid sequence output:"
-msgstr "O nó retornou uma sequência de saída incorreta: "
+msgstr "O nó retornou uma saída de sequência inválida:"
#: modules/visual_script/visual_script.cpp
msgid "Found sequence bit but not the node in the stack, report bug!"
@@ -17727,14 +17498,12 @@ msgstr ""
"Foi encontrada o bit da sequência mas não o nó na pilha, denuncie o bug!"
#: modules/visual_script/visual_script.cpp
-#, fuzzy
msgid "Stack overflow with stack depth:"
-msgstr "Pilha cheia com a profundidade da pilha: "
+msgstr "Sobrecarga da pilha com profundidade:"
#: modules/visual_script/visual_script.cpp
-#, fuzzy
msgid "Visual Script"
-msgstr "Procurar VisualScript"
+msgstr "Script Visual"
#: modules/visual_script/visual_script_editor.cpp
msgid "Change Signal Arguments"
@@ -18062,14 +17831,12 @@ msgid "Return"
msgstr "Voltar"
#: modules/visual_script/visual_script_flow_control.cpp
-#, fuzzy
msgid "Return Enabled"
-msgstr "Executável"
+msgstr "Retorno Ativado"
#: modules/visual_script/visual_script_flow_control.cpp
-#, fuzzy
msgid "Return Type"
-msgstr "Voltar"
+msgstr "Tipo de Retorno"
#: modules/visual_script/visual_script_flow_control.cpp
#: scene/resources/visual_shader_nodes.cpp
@@ -18097,18 +17864,16 @@ msgid "for (elem) in (input):"
msgstr "para (elem) em (input):"
#: modules/visual_script/visual_script_flow_control.cpp
-#, fuzzy
msgid "Input type not iterable:"
-msgstr "Tipo de Input não iterável: "
+msgstr "Tipo de entrada não iterável:"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "Iterator became invalid"
msgstr "O iterador tornou-se inválido"
#: modules/visual_script/visual_script_flow_control.cpp
-#, fuzzy
msgid "Iterator became invalid:"
-msgstr "O iterador tornou-se inválido: "
+msgstr "Iterador tornou-se inválido:"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "Sequence"
@@ -18119,9 +17884,8 @@ msgid "in order:"
msgstr "em ordem:"
#: modules/visual_script/visual_script_flow_control.cpp
-#, fuzzy
msgid "Steps"
-msgstr "Passo"
+msgstr "Passos"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "Switch"
@@ -18141,9 +17905,8 @@ msgstr "É %s?"
#: modules/visual_script/visual_script_flow_control.cpp
#: modules/visual_script/visual_script_func_nodes.cpp
-#, fuzzy
msgid "Base Script"
-msgstr "Novo Script"
+msgstr "Script Base"
#: modules/visual_script/visual_script_func_nodes.cpp
msgid "On %s"
@@ -18155,37 +17918,31 @@ msgstr "Nele Próprio"
#: modules/visual_script/visual_script_func_nodes.cpp
#: modules/visual_script/visual_script_yield_nodes.cpp
-#, fuzzy
msgid "Call Mode"
-msgstr "Modo Escalar"
+msgstr "Modo de Chamada"
#: modules/visual_script/visual_script_func_nodes.cpp
#: modules/visual_script/visual_script_nodes.cpp
-#, fuzzy
msgid "Basic Type"
-msgstr "Mudar tipo base"
+msgstr "Tipo Base"
#: 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 "Node Path"
-msgstr "Copiar Caminho do Nó"
+msgstr "Caminho do Nó"
#: modules/visual_script/visual_script_func_nodes.cpp
-#, fuzzy
msgid "Use Default Args"
-msgstr "Restaurar Predefinições"
+msgstr "Usar Argumentos Padrão"
#: modules/visual_script/visual_script_func_nodes.cpp
-#, fuzzy
msgid "Validate"
-msgstr "Caracteres válidos:"
+msgstr "Validar"
#: modules/visual_script/visual_script_func_nodes.cpp
-#, fuzzy
msgid "RPC Call Mode"
-msgstr "Modo Escalar"
+msgstr "Modo de Chamada RPC"
#: modules/visual_script/visual_script_func_nodes.cpp
msgid "Subtract %s"
@@ -18224,14 +17981,12 @@ msgid "BitXor %s"
msgstr "BitXor %s"
#: modules/visual_script/visual_script_func_nodes.cpp
-#, fuzzy
msgid "Set Mode"
-msgstr "Modo Seleção"
+msgstr "Modo de Definição"
#: modules/visual_script/visual_script_func_nodes.cpp
-#, fuzzy
msgid "Assign Op"
-msgstr "Atribuir"
+msgstr "Atribuir Op"
#: modules/visual_script/visual_script_func_nodes.cpp
#: modules/visual_script/visual_script_nodes.cpp
@@ -18248,9 +18003,8 @@ msgid "Base object is not a Node!"
msgstr "Objeto de base não é um Nó!"
#: modules/visual_script/visual_script_func_nodes.cpp
-#, fuzzy
msgid "Path does not lead to Node!"
-msgstr "Caminho não conduz Nó!"
+msgstr "Caminho não leva ao Nó!"
#: modules/visual_script/visual_script_func_nodes.cpp
msgid "Invalid index property name '%s' in node %s."
@@ -18266,38 +18020,32 @@ msgstr "Compor Array"
#: modules/visual_script/visual_script_nodes.cpp scene/resources/material.cpp
#: scene/resources/visual_shader_nodes.cpp
-#, fuzzy
msgid "Operator"
-msgstr "Iterador"
+msgstr "Operador"
#: modules/visual_script/visual_script_nodes.cpp
-#, fuzzy
msgid "Invalid argument of type:"
-msgstr ": Argumento inválido de tipo: "
+msgstr "Argumento inválido do tipo:"
#: modules/visual_script/visual_script_nodes.cpp
-#, fuzzy
msgid "Invalid arguments:"
-msgstr ": Argumentos inválidos: "
+msgstr "Argumentos inválidos:"
#: modules/visual_script/visual_script_nodes.cpp
msgid "a if cond, else b"
msgstr "a se cond, senão b"
#: modules/visual_script/visual_script_nodes.cpp
-#, fuzzy
msgid "Var Name"
-msgstr "Nome"
+msgstr "Nome da Variável"
#: modules/visual_script/visual_script_nodes.cpp
-#, fuzzy
msgid "VariableGet not found in script:"
-msgstr "VariableGet não encontrado no script: "
+msgstr "VariableGet não encontrado no script:"
#: modules/visual_script/visual_script_nodes.cpp
-#, fuzzy
msgid "VariableSet not found in script:"
-msgstr "VariableSet não encontrado no script: "
+msgstr "VariableSet não encontrado no script:"
#: modules/visual_script/visual_script_nodes.cpp
msgid "Preload"
@@ -18413,9 +18161,8 @@ msgid "%s sec(s)"
msgstr "%s sec(s)"
#: modules/visual_script/visual_script_yield_nodes.cpp scene/main/timer.cpp
-#, fuzzy
msgid "Wait Time"
-msgstr "Pintar Tile"
+msgstr "Tempo de Espera"
#: modules/visual_script/visual_script_yield_nodes.cpp
msgid "WaitSignal"
@@ -18430,9 +18177,8 @@ msgid "WaitInstanceSignal"
msgstr "WaitInstanceSignal"
#: modules/webrtc/webrtc_data_channel.cpp
-#, fuzzy
msgid "Write Mode"
-msgstr "Modo Prioridade"
+msgstr "Modo de Escrita"
#: modules/webrtc/webrtc_data_channel.h
msgid "WebRTC"
@@ -18451,69 +18197,60 @@ msgid "Trusted SSL Certificate"
msgstr "Certificado SSL Confiável"
#: modules/websocket/websocket_macros.h
-#, fuzzy
msgid "WebSocket Client"
-msgstr "Analisador de Rede"
+msgstr "Cliente WebSocket"
#: modules/websocket/websocket_macros.h
-#, fuzzy
msgid "Max In Buffer (KB)"
-msgstr "Tamanho Máximo (KB)"
+msgstr "Buffer de Entrada Máximo (KB)"
#: modules/websocket/websocket_macros.h
msgid "Max In Packets"
msgstr "Máximo de Pacotes de Entrada"
#: modules/websocket/websocket_macros.h
-#, fuzzy
msgid "Max Out Buffer (KB)"
-msgstr "Tamanho Máximo (KB)"
+msgstr "Buffer de Saída Máximo (KB)"
#: modules/websocket/websocket_macros.h
msgid "Max Out Packets"
msgstr "Máximo de Pacotes de Saida"
#: modules/websocket/websocket_macros.h
-#, fuzzy
msgid "WebSocket Server"
-msgstr "Analisador de Rede"
+msgstr "Servidor WebSocket"
#: modules/websocket/websocket_server.cpp
msgid "Bind IP"
msgstr "Associar IP"
#: modules/websocket/websocket_server.cpp
-#, fuzzy
msgid "Private Key"
-msgstr "Caminho da Chave Privada SSH"
+msgstr "Chave Privada"
#: modules/websocket/websocket_server.cpp platform/javascript/export/export.cpp
msgid "SSL Certificate"
msgstr "Certificado SSL"
#: modules/websocket/websocket_server.cpp
-#, fuzzy
msgid "CA Chain"
-msgstr "Apagar corrente IK"
+msgstr "Cadeia CA"
#: modules/websocket/websocket_server.cpp
msgid "Handshake Timeout"
msgstr "Timeout de Handshake"
#: modules/webxr/webxr_interface.cpp
-#, fuzzy
msgid "Session Mode"
-msgstr "Modo Região"
+msgstr "Modo Sessão"
#: modules/webxr/webxr_interface.cpp
-#, fuzzy
msgid "Required Features"
-msgstr "Funcionalidades Principais:"
+msgstr "Funcionalidades Necessárias"
#: modules/webxr/webxr_interface.cpp
-#, fuzzy
msgid "Optional Features"
-msgstr "Funcionalidades Principais:"
+msgstr "Funcionalidades Opcionais"
#: modules/webxr/webxr_interface.cpp
msgid "Requested Reference Space Types"
@@ -18524,28 +18261,24 @@ msgid "Reference Space Type"
msgstr "Tipo de Espaço de Referência"
#: modules/webxr/webxr_interface.cpp
-#, fuzzy
msgid "Visibility State"
-msgstr "Alternar visibilidade"
+msgstr "Estado de Visibilidade"
#: modules/webxr/webxr_interface.cpp
-#, fuzzy
msgid "Bounds Geometry"
-msgstr "Repetir"
+msgstr "Limita a Geometria"
#: modules/webxr/webxr_interface.cpp
-#, fuzzy
msgid "XR Standard Mapping"
-msgstr "Ajuste Inteligente"
+msgstr "Mapeamento XR Padrão"
#: platform/android/export/export.cpp
msgid "Android SDK Path"
msgstr "Caminho do SDK Android"
#: platform/android/export/export.cpp
-#, fuzzy
msgid "Debug Keystore"
-msgstr "Depurador"
+msgstr "Depurar Keystore"
#: platform/android/export/export.cpp
msgid "Debug Keystore User"
@@ -18606,33 +18339,28 @@ msgid "The package must have at least one '.' separator."
msgstr "O pacote deve ter pelo menos um separador '.'."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Custom Build"
-msgstr "Usar Compilação Personalizada"
+msgstr "Build Personalizada"
#: platform/android/export/export_plugin.cpp
msgid "Use Custom Build"
msgstr "Usar Compilação Personalizada"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Export Format"
-msgstr "Exportar Caminho"
+msgstr "Exportar Formato"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Min SDK"
-msgstr "Tamanho do contorno:"
+msgstr "SDK Mínimo"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Target SDK"
-msgstr "Alvo"
+msgstr "SDK Alvo"
#: platform/android/export/export_plugin.cpp platform/iphone/export/export.cpp
-#, fuzzy
msgid "Architectures"
-msgstr "Adicionar uma entrada arquitetura"
+msgstr "Arquiteturas"
#: platform/android/export/export_plugin.cpp
#, fuzzy
@@ -18640,86 +18368,72 @@ msgid "Keystore"
msgstr "Depurador"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Debug User"
-msgstr "Depurador"
+msgstr "Depurar Utilizador"
#: platform/android/export/export_plugin.cpp platform/uwp/export/export.cpp
-#, fuzzy
msgid "Debug Password"
-msgstr "Senha"
+msgstr "Depurar Palavra-passe"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Release User"
-msgstr "Libertar"
+msgstr "Liberar Utilizador"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Release Password"
-msgstr "Senha"
+msgstr "Liberar Palavra-passe"
#: platform/android/export/export_plugin.cpp
msgid "One Click Deploy"
msgstr "Implantação com Um Clique"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Clear Previous Install"
-msgstr "Inspecionar instância anterior"
+msgstr "Limpar Instalação Anterior"
#: platform/android/export/export_plugin.cpp
msgid "Code"
msgstr "Código"
#: platform/android/export/export_plugin.cpp platform/uwp/export/export.cpp
-#, fuzzy
msgid "Package"
-msgstr "Empacotamento"
+msgstr "Pacote"
#: platform/android/export/export_plugin.cpp platform/uwp/export/export.cpp
-#, fuzzy
msgid "Unique Name"
-msgstr "Nome do Nó:"
+msgstr "Nome Único"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Signed"
-msgstr "Sinal"
+msgstr "Assinado"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Classify As Game"
-msgstr "Nome de Classe:"
+msgstr "Classificar como Jogo"
#: platform/android/export/export_plugin.cpp
msgid "Retain Data On Uninstall"
msgstr "Reter Dados na Desinstalação"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Exclude From Recents"
-msgstr "Apagar Nós"
+msgstr "Excluir de Recentes"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Graphics"
-msgstr "Compensação da grelha:"
+msgstr "Gráficos"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "OpenGL Debug"
-msgstr "Abrir"
+msgstr "Depurar OpenGL"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "XR Features"
-msgstr "Funcionalidades"
+msgstr "Funcionalidades XR"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "XR Mode"
-msgstr "Modo deslocamento"
+msgstr "Modo XR"
#: platform/android/export/export_plugin.cpp
#, fuzzy
@@ -18735,72 +18449,60 @@ msgid "Passthrough"
msgstr "Atravessar"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Immersive Mode"
-msgstr "Modo Prioridade"
+msgstr "Modo Imersivo"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Support Small"
-msgstr "Suporte"
+msgstr "Suporte Pequeno"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Support Normal"
-msgstr "Suporte"
+msgstr "Suporte Normal"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Support Large"
-msgstr "Suporte"
+msgstr "Suporte Grande"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Support Xlarge"
-msgstr "Suporte"
+msgstr "Suporte Extra-grande"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "User Data Backup"
-msgstr "Interface do Utilizador"
+msgstr "Backup de Dados do Utilizador"
#: platform/android/export/export_plugin.cpp
msgid "Allow"
msgstr "Permitir"
#: platform/android/export/export_plugin.cpp platform/uwp/export/export.cpp
-#, fuzzy
msgid "Command Line"
-msgstr "Comunidade"
+msgstr "Linha de Comando"
#: platform/android/export/export_plugin.cpp platform/uwp/export/export.cpp
-#, fuzzy
msgid "Extra Args"
-msgstr "Argumentos de chamada extra:"
+msgstr "Argumentos Extra"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "APK Expansion"
-msgstr "Expressão"
+msgstr "Expansão APK"
#: platform/android/export/export_plugin.cpp
msgid "Salt"
msgstr "Sal"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Public Key"
-msgstr "Caminho da Chave Pública SSH"
+msgstr "Chave Pública"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Permissions"
-msgstr "Máscara de Emissão"
+msgstr "Permissões"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Custom Permissions"
-msgstr "Executar Cena Personalizada"
+msgstr "Permissões Personalizadas"
#: platform/android/export/export_plugin.cpp
msgid "Select device from the list"
@@ -18927,69 +18629,74 @@ msgid "\"Use Custom Build\" must be enabled to use the plugins."
msgstr "\"Use Custom Build\" têm de estar ativa para usar os plugins."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid ""
"\"Hand Tracking\" is only valid when \"XR Mode\" is \"Oculus Mobile VrApi\" "
"or \"OpenXR\"."
msgstr ""
-"\"Rastreamento de Mão\" só é válido quando \"Modo Xr\" é \"Oculus Mobile "
-"VrApi\" ou \"OpenXR\"."
+"\"Hand Tracking\" só é válido quando o \"XR Mode\" é \"Oculus Mobile VrApi\" "
+"ou \"OpenXR\"."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "\"Passthrough\" is only valid when \"XR Mode\" is \"OpenXR\"."
-msgstr "\"Passthrough\" só é válido quando \"Modo Xr\" é \"OpenXR\"."
+msgstr "\"Passthrough\" só é válido quando o \"XR Mode\" é \"OpenXR\"."
#: platform/android/export/export_plugin.cpp
msgid "\"Export AAB\" is only valid when \"Use Custom Build\" is enabled."
msgstr "\"Exportar AAB\" só é válido quando \"Use Custom Build\" está ativa."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid ""
"\"Min SDK\" can only be overridden when \"Use Custom Build\" is enabled."
msgstr ""
-"Mudança de \"Min Sdk\" só é válida quando \"Use Custom Build\" está ativa."
+"\"Min SDK\" só pode ser substituído quando \"Usar Compilação Customizada\" "
+"está ativado."
#: platform/android/export/export_plugin.cpp
msgid "\"Min SDK\" should be a valid integer, but got \"%s\" which is invalid."
msgstr ""
+"\"Min SDK\" deve ser um número inteiro válido, mas obteve \"%s\" que é "
+"inválido."
#: 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\" não pode ser inferior a %d, que é a versão necessária para a "
+"biblioteca Godot."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid ""
"\"Target SDK\" can only be overridden when \"Use Custom Build\" is enabled."
msgstr ""
-"Mudança de \"Target Sdk\" só é válida quando \"Use Custom Build\" está ativa."
+"\"Target SDK\" só pode ser substituído quando \"Usar Compilação "
+"Customizada\" está ativado."
#: platform/android/export/export_plugin.cpp
msgid ""
"\"Target SDK\" should be a valid integer, but got \"%s\" which is invalid."
msgstr ""
+"\"Target SDK\" deve ser um número inteiro válido, mas obteve \"%s\", que é "
+"inválido."
#: 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 é superior à versão padrão %d. Isso pode funcionar, mas "
+"não foi testado e pode ser instável."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "\"Target SDK\" version must be greater or equal to \"Min SDK\" version."
msgstr ""
-"Versão de \"Target Sdk\" tem de ser maior ou igual à versão de \"Min Sdk\"."
+"Versão do \"Target SDK\" precisa ser igual ou maior que a versão do \"Min "
+"SDK\"."
#: platform/android/export/export_plugin.cpp platform/osx/export/export.cpp
#: platform/windows/export/export.cpp
-#, fuzzy
msgid "Code Signing"
-msgstr "Sinal"
+msgstr "Assinatura de Código"
#: platform/android/export/export_plugin.cpp
msgid ""
@@ -19066,12 +18773,11 @@ msgstr ""
"menu 'Projeto'."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid ""
"Unable to overwrite res://android/build/res/*.xml files with project name."
msgstr ""
-"Incapaz de sobrescrever ficheiros res://android/build/res/*.xml com o nome "
-"do projeto"
+"Incapaz de sobrescrever os ficheiros res://android/build/res/*.xml com o "
+"nome do projeto."
#: platform/android/export/export_plugin.cpp
msgid "Could not export project files to gradle project."
@@ -19107,9 +18813,8 @@ msgstr ""
"projeto gradle por resultados."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Package not found: \"%s\"."
-msgstr "Pacote não encontrado: '%s'"
+msgstr "Pacote não encontrado: \"%s\"."
#: platform/android/export/export_plugin.cpp
msgid "Creating APK..."
@@ -19134,9 +18839,8 @@ msgid "Adding files..."
msgstr "A adicionar ficheiros..."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Could not export project files."
-msgstr "Incapaz de exportar ficheiros do projeto"
+msgstr "Não foi possível exportar os ficheiros do projeto."
#: platform/android/export/export_plugin.cpp
msgid "Aligning APK..."
@@ -19232,9 +18936,8 @@ msgid "Code Sign Identity Release"
msgstr "Liberação de Identidade de Sinal de Código"
#: platform/iphone/export/export.cpp
-#, fuzzy
msgid "Export Method Release"
-msgstr "Modo exportação:"
+msgstr "Modo de Exportação Lançamento"
#: platform/iphone/export/export.cpp
msgid "Targeted Device Family"
@@ -19245,44 +18948,37 @@ msgid "Info"
msgstr "Informações"
#: platform/iphone/export/export.cpp platform/osx/export/export.cpp
-#, fuzzy
msgid "Identifier"
-msgstr "Identificador Inválido:"
+msgstr "Identificador"
#: platform/iphone/export/export.cpp platform/osx/export/export.cpp
-#, fuzzy
msgid "Signature"
-msgstr "Sinal"
+msgstr "Assinatura"
#: platform/iphone/export/export.cpp platform/osx/export/export.cpp
-#, fuzzy
msgid "Short Version"
-msgstr "Versão"
+msgstr "Versão Curta"
#: platform/iphone/export/export.cpp platform/osx/export/export.cpp
#: platform/windows/export/export.cpp
-#, fuzzy
msgid "Copyright"
-msgstr "Topo Direita"
+msgstr "Direitos Autorais"
#: platform/iphone/export/export.cpp
-#, fuzzy
msgid "Capabilities"
-msgstr "Colar Propriedades"
+msgstr "Capacidades"
#: platform/iphone/export/export.cpp
msgid "Access Wi-Fi"
msgstr "Acesso Wi-Fi"
#: platform/iphone/export/export.cpp
-#, fuzzy
msgid "Push Notifications"
-msgstr "Rotação aleatória:"
+msgstr "Notificações Push"
#: platform/iphone/export/export.cpp
-#, fuzzy
msgid "User Data"
-msgstr "Interface do Utilizador"
+msgstr "Dados do Utilizador"
#: platform/iphone/export/export.cpp
msgid "Accessible From Files App"
@@ -19293,19 +18989,16 @@ msgid "Accessible From iTunes Sharing"
msgstr "Acessível a partir do Compartilhamento do iTunes"
#: platform/iphone/export/export.cpp platform/osx/export/export.cpp
-#, fuzzy
msgid "Privacy"
-msgstr "Caminho da Chave Privada SSH"
+msgstr "Privacidade"
#: platform/iphone/export/export.cpp platform/osx/export/export.cpp
-#, fuzzy
msgid "Camera Usage Description"
-msgstr "Descrição"
+msgstr "Descrição do Uso da Câmara"
#: platform/iphone/export/export.cpp platform/osx/export/export.cpp
-#, fuzzy
msgid "Microphone Usage Description"
-msgstr "Descrições da Propriedade"
+msgstr "Descrição do Uso do Microfone"
#: platform/iphone/export/export.cpp
#, fuzzy
@@ -19353,9 +19046,8 @@ msgid "Use Launch Screen Storyboard"
msgstr "Use o Storyboard da Tela de Inicialização"
#: platform/iphone/export/export.cpp
-#, fuzzy
msgid "Image Scale Mode"
-msgstr "Modo Escalar"
+msgstr "Modo de Escalonamento de Imagem"
#: platform/iphone/export/export.cpp
#, fuzzy
@@ -19368,30 +19060,25 @@ msgid "Custom Image @3x"
msgstr "CustomNode"
#: platform/iphone/export/export.cpp
-#, fuzzy
msgid "Use Custom BG Color"
-msgstr "CustomNode"
+msgstr "Usar Cor Personalizada de Fundo"
#: platform/iphone/export/export.cpp
-#, fuzzy
msgid "Custom BG Color"
-msgstr "CustomNode"
+msgstr "Cor Personalizada de Fundo"
#: platform/iphone/export/export.cpp
-#, fuzzy
msgid "Export Icons"
-msgstr "Expandir Tudo"
+msgstr "Exportar Ãcones"
#: platform/iphone/export/export.cpp platform/javascript/export/export.cpp
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Prepare Templates"
-msgstr "Gerir Modelos"
+msgstr "Preparar Templates"
#: platform/iphone/export/export.cpp platform/osx/export/export.cpp
-#, fuzzy
msgid "Export template not found."
-msgstr "Modelo de lançamento personalizado não encontrado."
+msgstr "Template exportado não encontrado."
#: platform/iphone/export/export.cpp
msgid "App Store Team ID not specified - cannot configure the project."
@@ -19415,48 +19102,40 @@ msgid "Run exported HTML in the system's default browser."
msgstr "Executar HTML exportado no navegador predefinido do sistema."
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Could not open template for export: \"%s\"."
-msgstr "Incapaz de abrir modelo para exportação:"
+msgstr "Não foi possível abrir o modelo para exportação: \"%s\"."
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Invalid export template: \"%s\"."
-msgstr "Modelo de exportação inválido:"
+msgstr "Template de exportação inválido: \"%s\"."
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Could not write file: \"%s\"."
-msgstr "Incapaz de escrever ficheiro:"
+msgstr "Não foi possível escrever o ficheiro: \"%s\"."
#: platform/javascript/export/export.cpp platform/osx/export/export.cpp
-#, fuzzy
msgid "Icon Creation"
-msgstr "Definir Margem"
+msgstr "Criação de Ãcone"
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Could not read file: \"%s\"."
-msgstr "Incapaz de ler ficheiro:"
+msgstr "Não foi possível ler o ficheiro: \"%s\"."
#: platform/javascript/export/export.cpp
msgid "PWA"
msgstr "PWA"
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Variant"
-msgstr "Separação:"
+msgstr "Variante"
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Export Type"
-msgstr "Exportar"
+msgstr "Tipo de Exportação"
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "VRAM Texture Compression"
-msgstr "Expressão"
+msgstr "Compressão de Texturas na VRAM"
#: platform/javascript/export/export.cpp
msgid "For Desktop"
@@ -19471,9 +19150,8 @@ msgid "HTML"
msgstr "HTML"
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Export Icon"
-msgstr "Expandir Tudo"
+msgstr "Exportar Ãcone"
#: platform/javascript/export/export.cpp
#, fuzzy
@@ -19493,9 +19171,8 @@ msgid "Focus Canvas On Start"
msgstr "Focar Tela ao Iniciar"
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Experimental Virtual Keyboard"
-msgstr "Filtrar sinais"
+msgstr "Teclado Virtual Experimental"
#: platform/javascript/export/export.cpp
msgid "Progressive Web App"
@@ -19518,19 +19195,16 @@ msgid "Icon 512 X 512"
msgstr "Ãcone 512 X 512"
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Could not read HTML shell: \"%s\"."
-msgstr "Incapaz de ler shell HTML:"
+msgstr "Não foi possível ler o shell HTML: \"%s\"."
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Could not create HTTP server directory: %s."
-msgstr "Incapaz de criar diretoria do servidor HTTP:"
+msgstr "Não foi possível criar o diretório do servidor HTTP: \"%s\"."
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Error starting HTTP server: %d."
-msgstr "Erro ao iniciar servidor HTTP:"
+msgstr "Erro ao iniciar o servidor HTTP: %d."
#: platform/javascript/export/export.cpp
msgid "Web"
@@ -19545,9 +19219,8 @@ msgid "HTTP Port"
msgstr "Porta HTTP"
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Use SSL"
-msgstr "Usar Ajuste"
+msgstr "Usar SSL"
#: platform/javascript/export/export.cpp
msgid "SSL Key"
@@ -19576,27 +19249,24 @@ msgid "Invalid Info.plist, can't load."
msgstr "Geometria inválida, incapaz de criar polígono."
#: platform/osx/export/codesign.cpp
-#, fuzzy
msgid "Failed to create \"%s\" subfolder."
-msgstr "Não consegui criar pasta."
+msgstr "Falha ao criar sub-pasta \"%s\"."
#: platform/osx/export/codesign.cpp
msgid "Failed to extract thin binary."
msgstr "Falha ao extrair o binário fino."
#: platform/osx/export/codesign.cpp
-#, fuzzy
msgid "Invalid binary format."
-msgstr "Caminho base inválido."
+msgstr "Formato de binário inválido."
#: platform/osx/export/codesign.cpp
msgid "Already signed!"
msgstr "Já assinado!"
#: platform/osx/export/codesign.cpp
-#, fuzzy
msgid "Failed to process nested resources."
-msgstr "Falha ao carregar recurso."
+msgstr "Falha ao processar recursos aninhados."
#: platform/osx/export/codesign.cpp
msgid "Failed to create _CodeSignature subfolder."
@@ -19613,9 +19283,8 @@ msgid "Invalid entitlements file."
msgstr "Extensão inválida."
#: platform/osx/export/codesign.cpp
-#, fuzzy
msgid "Invalid executable file."
-msgstr "Extensão inválida."
+msgstr "Ficheiro executável inválido."
#: platform/osx/export/codesign.cpp
msgid "Can't resize signature load command."
@@ -19634,42 +19303,36 @@ msgid "Unknown object type."
msgstr "Tipo de objeto desconhecido."
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "App Category"
-msgstr "Categoria:"
+msgstr "Categoria da App"
#: platform/osx/export/export.cpp
msgid "High Res"
msgstr "Alta resolução"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Location Usage Description"
-msgstr "Descrição"
+msgstr "Descrição do Uso da Localização"
#: platform/osx/export/export.cpp
msgid "Address Book Usage Description"
msgstr "Descrição de Uso do Catálogo de Endereços"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Calendar Usage Description"
-msgstr "Descrição"
+msgstr "Descrição do Uso do Calendário"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Photos Library Usage Description"
-msgstr "Descrições da Propriedade"
+msgstr "Descrição do Uso da Biblioteca de Fotos"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Desktop Folder Usage Description"
-msgstr "Descrições do Método"
+msgstr "Descrição do Uso da Pasta da Ãrea de Trabalho"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Documents Folder Usage Description"
-msgstr "Descrições do Método"
+msgstr "Descrição do Uso da Pasta de Documentos"
#: platform/osx/export/export.cpp
msgid "Downloads Folder Usage Description"
@@ -19690,23 +19353,20 @@ msgstr "Nó"
#: platform/osx/export/export.cpp platform/uwp/export/export.cpp
#: platform/windows/export/export.cpp
-#, fuzzy
msgid "Identity"
-msgstr "Indentar à esquerda"
+msgstr "Identidade"
#: platform/osx/export/export.cpp platform/windows/export/export.cpp
-#, fuzzy
msgid "Timestamp"
-msgstr "Tempo"
+msgstr "Registo do Tempo"
#: platform/osx/export/export.cpp
msgid "Hardened Runtime"
msgstr "Tempo de Execução Reforçado"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Replace Existing Signature"
-msgstr "Substituir em Ficheiros"
+msgstr "Substituir Assinatura Existente"
#: platform/osx/export/export.cpp
#, fuzzy
@@ -19714,13 +19374,12 @@ msgid "Entitlements"
msgstr "Bugigangas"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Custom File"
-msgstr "CustomNode"
+msgstr "Ficheiro Personalizado"
#: platform/osx/export/export.cpp
msgid "Allow JIT Code Execution"
-msgstr ""
+msgstr "Permitir Execução de Código JIT"
#: platform/osx/export/export.cpp
msgid "Allow Unsigned Executable Memory"
@@ -19731,65 +19390,56 @@ msgid "Allow Dyld Environment Variables"
msgstr ""
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Disable Library Validation"
-msgstr "Desativar Botão"
+msgstr "Desativar Validação da Biblioteca"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Audio Input"
-msgstr "Adicionar entrada"
+msgstr "Entrada de Ãudio"
#: platform/osx/export/export.cpp
msgid "Address Book"
-msgstr ""
+msgstr "Contatos"
#: platform/osx/export/export.cpp
msgid "Calendars"
-msgstr ""
+msgstr "Calendários"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Photos Library"
-msgstr "Exportar Biblioteca"
+msgstr "Biblioteca de Fotos"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Apple Events"
-msgstr "Adicionar evento"
+msgstr "Eventos Apple"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Debugging"
-msgstr "Depurar"
+msgstr "Depuração"
#: platform/osx/export/export.cpp
msgid "App Sandbox"
msgstr ""
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Network Server"
-msgstr "Analisador de Rede"
+msgstr "Servidor de Rede"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Network Client"
-msgstr "Analisador de Rede"
+msgstr "Cliente de Rede"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Device USB"
-msgstr "Aparelho"
+msgstr "Aparelho USB"
#: platform/osx/export/export.cpp
msgid "Device Bluetooth"
-msgstr ""
+msgstr "Bluetooth do Aparelho"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Files Downloads"
-msgstr "Descarrega"
+msgstr "Descarregas de Ficheiros"
#: platform/osx/export/export.cpp
#, fuzzy
@@ -19807,9 +19457,8 @@ msgid "Files Movies"
msgstr "Filtrar Tiles"
#: platform/osx/export/export.cpp platform/windows/export/export.cpp
-#, fuzzy
msgid "Custom Options"
-msgstr "Opções de Barramento"
+msgstr "Opções Personalizadas"
#: platform/osx/export/export.cpp
#, fuzzy
@@ -19818,7 +19467,7 @@ msgstr "Localização"
#: platform/osx/export/export.cpp
msgid "Apple ID Name"
-msgstr ""
+msgstr "Nome Apple ID"
#: platform/osx/export/export.cpp
#, fuzzy
@@ -19827,21 +19476,19 @@ msgstr "Senha"
#: platform/osx/export/export.cpp
msgid "Apple Team ID"
-msgstr ""
+msgstr "ID Apple Team"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Could not open icon file \"%s\"."
-msgstr "Incapaz de exportar ficheiros do projeto"
+msgstr "Não foi possível abrir o ficheiro de ícone \"%s\"."
#: platform/osx/export/export.cpp
msgid "Could not start xcrun executable."
msgstr "Não foi possível iniciar o executável xcrun."
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Notarization failed."
-msgstr "Localização"
+msgstr "Falha na notarização."
#: platform/osx/export/export.cpp
msgid "Notarization request UUID: \"%s\""
@@ -19858,6 +19505,8 @@ msgid ""
"You can check progress manually by opening a Terminal and running the "
"following command:"
msgstr ""
+"Pode verificar o progresso manualmente abrindo um Terminal e a executar o "
+"seguinte comando:"
#: platform/osx/export/export.cpp
msgid ""
@@ -19887,25 +19536,24 @@ msgid ""
"Could not start codesign executable, make sure Xcode command line tools are "
"installed."
msgstr ""
+"Não foi possível iniciar o executável codesign, tenha certeza que as "
+"utilidades de linha de comando do Xcode estão instaladas."
#: platform/osx/export/export.cpp platform/windows/export/export.cpp
-#, fuzzy
msgid "No identity found."
-msgstr "Ãcones não encontrados."
+msgstr "Nenhuma identidade encontrada."
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Cannot sign file %s."
-msgstr "Erro ao guardar ficheiro: %s"
+msgstr "Erro ao assinar o ficheiro %s."
#: platform/osx/export/export.cpp
msgid "Relative symlinks are not supported, exported \"%s\" might be broken!"
msgstr ""
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "DMG Creation"
-msgstr "Direções"
+msgstr "Criação de DMG"
#: platform/osx/export/export.cpp
msgid "Could not start hdiutil executable."
@@ -19913,11 +19561,11 @@ msgstr "Não foi possível iniciar o executável hdiutil."
#: platform/osx/export/export.cpp
msgid "`hdiutil create` failed - file exists."
-msgstr ""
+msgstr "`hdiutil create` falhou - o ficheiro existe."
#: platform/osx/export/export.cpp
msgid "`hdiutil create` failed."
-msgstr ""
+msgstr "`hdiutil create` falhou."
#: platform/osx/export/export.cpp
#, fuzzy
@@ -19925,14 +19573,13 @@ msgid "Creating app bundle"
msgstr "A criar miniatura"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Could not find template app to export: \"%s\"."
-msgstr "Incapaz de encontrar modelo app para exportar:"
+msgstr ""
+"Não foi possível encontrar a aplicação de modelo para exportar: \"%s\"."
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Invalid export format."
-msgstr "Modelo de exportação inválido:"
+msgstr "Formato de exportação inválido."
#: platform/osx/export/export.cpp
msgid ""
@@ -19948,7 +19595,7 @@ msgstr ""
#: platform/osx/export/export.cpp
msgid "Making PKG"
-msgstr ""
+msgstr "Criando PKG"
#: platform/osx/export/export.cpp
msgid ""
@@ -19962,7 +19609,7 @@ msgstr ""
#: platform/osx/export/export.cpp
msgid "Making DMG"
-msgstr ""
+msgstr "Criando DMG"
#: platform/osx/export/export.cpp
msgid "Code signing DMG"
@@ -19970,7 +19617,7 @@ msgstr ""
#: platform/osx/export/export.cpp
msgid "Making ZIP"
-msgstr ""
+msgstr "Criando ZIP"
#: platform/osx/export/export.cpp
msgid ""
@@ -19983,9 +19630,8 @@ msgid "Sending archive for notarization"
msgstr ""
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "ZIP Creation"
-msgstr "Projeto"
+msgstr "Criação de ZIP"
#: platform/osx/export/export.cpp
msgid "Could not open file to read from path \"%s\"."
@@ -20039,6 +19685,8 @@ msgid ""
"Warning: Notarization is disabled. The exported project will be blocked by "
"Gatekeeper if it's downloaded from an unknown source."
msgstr ""
+"Aviso: Notarização está desativada. O projeto exportado será bloqueado pelo "
+"Gatekeeper se for descarregado de uma fonte desconhecida."
#: platform/osx/export/export.cpp
msgid ""
@@ -20068,70 +19716,78 @@ msgid ""
"Privacy: Microphone access is enabled, but usage description is not "
"specified."
msgstr ""
+"Privacidade: O acesso ao microfone está ativado, mas a descrição de uso não "
+"é especificada."
#: platform/osx/export/export.cpp
msgid ""
"Privacy: Camera access is enabled, but usage description is not specified."
msgstr ""
+"Privacidade: O acesso à câmara está ativado, mas a descrição de uso não é "
+"especificada."
#: platform/osx/export/export.cpp
msgid ""
"Privacy: Location information access is enabled, but usage description is "
"not specified."
msgstr ""
+"Privacidade: O acesso à localização está ativado, mas a descrição de uso não "
+"é especificada."
#: platform/osx/export/export.cpp
msgid ""
"Privacy: Address book access is enabled, but usage description is not "
"specified."
msgstr ""
+"Privacidade: O acesso ao livro de endereços está ativado, mas a descrição de "
+"uso não é especificada."
#: platform/osx/export/export.cpp
msgid ""
"Privacy: Calendar access is enabled, but usage description is not specified."
msgstr ""
+"Privacidade: O acesso ao calendário está ativado, mas a descrição de uso não "
+"é especificada."
#: platform/osx/export/export.cpp
msgid ""
"Privacy: Photo library access is enabled, but usage description is not "
"specified."
msgstr ""
+"Privacidade: O acesso à biblioteca de fotos está ativado, mas a descrição de "
+"uso não é especificada."
#: platform/osx/export/export.cpp
msgid "macOS"
-msgstr ""
+msgstr "macOS"
#: platform/osx/export/export.cpp
msgid "Force Builtin Codesign"
msgstr ""
#: platform/uwp/export/export.cpp
-#, fuzzy
msgid "Architecture"
-msgstr "Adicionar uma entrada arquitetura"
+msgstr "Arquitetura"
#: platform/uwp/export/export.cpp
-#, fuzzy
msgid "Display Name"
-msgstr "Mostrar Tudo"
+msgstr "Nome de Exibição"
#: platform/uwp/export/export.cpp
-#, fuzzy
msgid "Short Name"
-msgstr "Nome do Script:"
+msgstr "Nome Curto"
#: platform/uwp/export/export.cpp
msgid "Publisher"
-msgstr ""
+msgstr "Publicadora"
#: platform/uwp/export/export.cpp
msgid "Publisher Display Name"
msgstr "Nome de Exibição do Editor"
#: platform/uwp/export/export.cpp
-#, fuzzy
msgid "Product GUID"
-msgstr "GUID do produto inválido."
+msgstr "GUID do produto"
#: platform/uwp/export/export.cpp
#, fuzzy
@@ -20144,14 +19800,12 @@ msgid "Signing"
msgstr "Sinal"
#: platform/uwp/export/export.cpp
-#, fuzzy
msgid "Certificate"
-msgstr "Vértices:"
+msgstr "Certificado"
#: platform/uwp/export/export.cpp
-#, fuzzy
msgid "Algorithm"
-msgstr "Depurador"
+msgstr "Algoritmo"
#: platform/uwp/export/export.cpp
msgid "Major"
@@ -20167,26 +19821,24 @@ msgid "Build"
msgstr "Modo Régua"
#: platform/uwp/export/export.cpp
-#, fuzzy
msgid "Revision"
-msgstr "Expressão"
+msgstr "Revisão"
#: platform/uwp/export/export.cpp
msgid "Landscape"
-msgstr ""
+msgstr "Paisagem"
#: platform/uwp/export/export.cpp
-#, fuzzy
msgid "Portrait"
-msgstr "Inverter Portais"
+msgstr "Retrato"
#: platform/uwp/export/export.cpp
msgid "Landscape Flipped"
-msgstr ""
+msgstr "Paisagem Invertido"
#: platform/uwp/export/export.cpp
msgid "Portrait Flipped"
-msgstr ""
+msgstr "Retrato Invertido"
#: platform/uwp/export/export.cpp
#, fuzzy
@@ -20195,33 +19847,31 @@ msgstr "Modo Escalar"
#: platform/uwp/export/export.cpp
msgid "Square 44 X 44 Logo"
-msgstr ""
+msgstr "Logo Quadrada 44 X 44"
#: platform/uwp/export/export.cpp
msgid "Square 71 X 71 Logo"
-msgstr ""
+msgstr "Logo Quadrada 71 X 71"
#: platform/uwp/export/export.cpp
msgid "Square 150 X 150 Logo"
-msgstr ""
+msgstr "Logo Quadrada 150 X 150"
#: platform/uwp/export/export.cpp
msgid "Square 310 X 310 Logo"
-msgstr ""
+msgstr "Logo Quadrada 310 X 310"
#: platform/uwp/export/export.cpp
msgid "Wide 310 X 150 Logo"
msgstr ""
#: platform/uwp/export/export.cpp
-#, fuzzy
msgid "Splash Screen"
-msgstr "Chamadas de Desenho:"
+msgstr "Escrã de Abertura"
#: platform/uwp/export/export.cpp
-#, fuzzy
msgid "Tiles"
-msgstr "Ficheiro"
+msgstr "Tiles"
#: platform/uwp/export/export.cpp
msgid "Show Name On Square 150 X 150"
@@ -20240,6 +19890,8 @@ msgid ""
"Godot's Mono version does not support the UWP platform. Use the standard "
"build (no C# support) if you wish to target UWP."
msgstr ""
+"A versão Mono do Godot não suporta a plataforma UWP. Use a build padrão (sem "
+"suporte a C#) se deseja exportar para UWP."
#: platform/uwp/export/export.cpp
msgid "Invalid package short name."
@@ -20301,7 +19953,7 @@ msgstr "Dimensões inválidas da imagem do ecrã inicial (deve ser 620x300)."
#: platform/uwp/export/export.cpp
msgid "UWP"
-msgstr ""
+msgstr "UWP"
#: platform/uwp/export/export.cpp platform/windows/export/export.cpp
#, fuzzy
@@ -20313,18 +19965,16 @@ msgid "Debug Certificate"
msgstr ""
#: platform/uwp/export/export.cpp
-#, fuzzy
msgid "Debug Algorithm"
-msgstr "Depurador"
+msgstr "Algoritmo de Depuração"
#: platform/windows/export/export.cpp
-#, fuzzy
msgid "Failed to rename temporary file \"%s\"."
-msgstr "Incapaz de remover ficheiro temporário:"
+msgstr "Falha ao renomear o ficheiro temporário \"%s\"."
#: platform/windows/export/export.cpp
msgid "Identity Type"
-msgstr ""
+msgstr "Tipo de Identidade"
#: platform/windows/export/export.cpp
msgid "Timestamp Server URL"
@@ -20336,42 +19986,36 @@ msgid "Digest Algorithm"
msgstr "Depurador"
#: platform/windows/export/export.cpp
-#, fuzzy
msgid "Modify Resources"
-msgstr "Copiar Recurso"
+msgstr "Modificar Recursos"
#: platform/windows/export/export.cpp
-#, fuzzy
msgid "File Version"
-msgstr "Versão"
+msgstr "Versão do Ficheiro"
#: platform/windows/export/export.cpp
msgid "Product Version"
msgstr "Versão do Produto"
#: platform/windows/export/export.cpp
-#, fuzzy
msgid "Company Name"
-msgstr "Nome do Nó:"
+msgstr "Nome da Empresa"
#: platform/windows/export/export.cpp
-#, fuzzy
msgid "Product Name"
-msgstr "Nome do Projeto:"
+msgstr "Nome do Produto"
#: platform/windows/export/export.cpp
-#, fuzzy
msgid "File Description"
-msgstr "Descrição"
+msgstr "Descrição do Ficheiro"
#: platform/windows/export/export.cpp
msgid "Trademarks"
-msgstr ""
+msgstr "Marca Registada (Trademarks)"
#: platform/windows/export/export.cpp
-#, fuzzy
msgid "Resources Modification"
-msgstr "Rotação aleatória:"
+msgstr "Modificações dos Recursos"
#: platform/windows/export/export.cpp
#, fuzzy
@@ -20406,9 +20050,8 @@ msgid "Could not find osslsigncode executable at \"%s\"."
msgstr "Incapaz de encontrar keystore e exportar."
#: platform/windows/export/export.cpp
-#, fuzzy
msgid "Invalid identity type."
-msgstr "Identificador Inválido:"
+msgstr "Tipo de identidade inválido."
#: platform/windows/export/export.cpp
#, fuzzy
@@ -20428,9 +20071,8 @@ msgid "Signtool failed to sign executable: %s."
msgstr "Extensão inválida."
#: platform/windows/export/export.cpp
-#, fuzzy
msgid "Failed to remove temporary file \"%s\"."
-msgstr "Incapaz de remover ficheiro temporário:"
+msgstr "Falha ao remover o ficheiro temporário \"%s\"."
#: platform/windows/export/export.cpp
msgid ""
@@ -20452,7 +20094,7 @@ msgstr "Versão de produto inválida:"
#: platform/windows/export/export.cpp
msgid "Windows executables cannot be >= 4 GiB."
-msgstr ""
+msgstr "Executáveis Windows não podem ser >= 4GiB."
#: platform/windows/export/export.cpp platform/x11/export/export.cpp
#, fuzzy
@@ -20465,12 +20107,11 @@ msgstr ""
#: platform/windows/export/export.cpp platform/x11/export/export.cpp
msgid "Executable \"pck\" section not found."
-msgstr ""
+msgstr "Secção executável \"pck\" não encontrada."
#: platform/windows/export/export.cpp
-#, fuzzy
msgid "Windows"
-msgstr "Nova Janela"
+msgstr "Windows"
#: platform/windows/export/export.cpp
msgid "Rcedit"
@@ -20482,7 +20123,7 @@ msgstr ""
#: platform/windows/export/export.cpp
msgid "Wine"
-msgstr ""
+msgstr "Vinho"
#: platform/x11/export/export.cpp
msgid "32-bit executables cannot have embedded data >= 4 GiB."
@@ -20490,9 +20131,8 @@ msgstr ""
#: scene/2d/animated_sprite.cpp scene/3d/sprite_3d.cpp
#: scene/resources/texture.cpp
-#, fuzzy
msgid "Frames"
-msgstr "Frame %"
+msgstr "Quadros"
#: scene/2d/animated_sprite.cpp
msgid ""
@@ -20504,21 +20144,18 @@ msgstr ""
#: scene/2d/animated_sprite.cpp scene/2d/cpu_particles_2d.cpp
#: scene/2d/particles_2d.cpp scene/3d/cpu_particles.cpp scene/3d/particles.cpp
-#, fuzzy
msgid "Speed Scale"
-msgstr "Escala"
+msgstr "Escalonamento da Velocidade"
#: scene/2d/animated_sprite.cpp scene/2d/audio_stream_player_2d.cpp
#: scene/3d/audio_stream_player_3d.cpp scene/3d/sprite_3d.cpp
#: scene/audio/audio_stream_player.cpp
-#, fuzzy
msgid "Playing"
-msgstr "Executar"
+msgstr "A executar"
#: scene/2d/animated_sprite.cpp scene/2d/sprite.cpp scene/3d/sprite_3d.cpp
-#, fuzzy
msgid "Centered"
-msgstr "Centro"
+msgstr "Centralizado"
#: scene/2d/animated_sprite.cpp scene/2d/sprite.cpp scene/3d/sprite_3d.cpp
#: scene/gui/texture_button.cpp scene/gui/texture_rect.cpp
@@ -20531,14 +20168,12 @@ msgid "Flip V"
msgstr ""
#: scene/2d/area_2d.cpp scene/3d/area.cpp
-#, fuzzy
msgid "Monitoring"
-msgstr "Monitor"
+msgstr "Monitorando"
#: scene/2d/area_2d.cpp scene/3d/area.cpp
-#, fuzzy
msgid "Monitorable"
-msgstr "Monitor"
+msgstr "Monitorável"
#: scene/2d/area_2d.cpp scene/3d/area.cpp
#, fuzzy
@@ -20551,9 +20186,8 @@ msgid "Space Override"
msgstr "Sobrepõe"
#: scene/2d/area_2d.cpp scene/3d/area.cpp
-#, fuzzy
msgid "Gravity Point"
-msgstr "Gerar Pontos"
+msgstr "Ponto de Gravidade"
#: scene/2d/area_2d.cpp scene/3d/area.cpp
#, fuzzy
@@ -20568,7 +20202,7 @@ msgstr "Pré-visualização Predefinida"
#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area.cpp
#: scene/3d/cpu_particles.cpp scene/resources/particles_material.cpp
msgid "Gravity"
-msgstr ""
+msgstr "Gravidade"
#: scene/2d/area_2d.cpp scene/3d/area.cpp
#, fuzzy
@@ -20580,46 +20214,40 @@ msgid "Angular Damp"
msgstr ""
#: scene/2d/area_2d.cpp scene/3d/area.cpp
-#, fuzzy
msgid "Audio Bus"
-msgstr "Adicionar barramento de áudio"
+msgstr "Canal de Ãudio"
#: scene/2d/area_2d.cpp scene/3d/area.cpp
-#, fuzzy
msgid "Override"
-msgstr "Sobrepõe"
+msgstr "Sobrescrever"
#: scene/2d/audio_stream_player_2d.cpp scene/audio/audio_stream_player.cpp
#: scene/gui/video_player.cpp servers/audio/effects/audio_effect_amplify.cpp
-#, fuzzy
msgid "Volume dB"
-msgstr "Volume"
+msgstr "Volume dB (decibéis)"
#: scene/2d/audio_stream_player_2d.cpp scene/3d/audio_stream_player_3d.cpp
#: scene/audio/audio_stream_player.cpp
#: servers/audio/effects/audio_effect_pitch_shift.cpp
-#, fuzzy
msgid "Pitch Scale"
-msgstr "Escala"
+msgstr "Escalonamento de Pitch"
#: 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
-#, fuzzy
msgid "Autoplay"
-msgstr "Alternar reprodução automática"
+msgstr "Reproduzir automaticamente"
#: scene/2d/audio_stream_player_2d.cpp scene/3d/audio_stream_player_3d.cpp
#: scene/audio/audio_stream_player.cpp
msgid "Stream Paused"
-msgstr ""
+msgstr "Fluxo Pausado"
#: scene/2d/audio_stream_player_2d.cpp scene/3d/audio_stream_player_3d.cpp
#: 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 "Distância de escolha:"
+msgstr "Distância Máxima"
#: scene/2d/audio_stream_player_2d.cpp scene/3d/light.cpp
#, fuzzy
@@ -20628,39 +20256,33 @@ msgstr "Animação"
#: 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
-#, fuzzy
msgid "Bus"
-msgstr "Adicionar Barramento"
+msgstr "Canal"
#: scene/2d/audio_stream_player_2d.cpp scene/3d/audio_stream_player_3d.cpp
msgid "Area Mask"
msgstr ""
#: scene/2d/back_buffer_copy.cpp
-#, fuzzy
msgid "Copy Mode"
-msgstr "Copiar Nós"
+msgstr "Mode de Cópia"
#: scene/2d/camera_2d.cpp
-#, fuzzy
msgid "Anchor Mode"
-msgstr "Modo Ãcone"
+msgstr "Modo de Âncora"
#: scene/2d/camera_2d.cpp
-#, fuzzy
msgid "Rotating"
-msgstr "Passo da rotação:"
+msgstr "Rotacionando"
#: 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 "Atual:"
+msgstr "Atual"
#: scene/2d/camera_2d.cpp scene/gui/graph_edit.cpp
-#, fuzzy
msgid "Zoom"
-msgstr "Aumentar Zoom"
+msgstr "Zoom"
#: scene/2d/camera_2d.cpp scene/main/canvas_layer.cpp
#, fuzzy
@@ -20676,31 +20298,27 @@ msgstr "Modo Mover"
#: scene/2d/camera_2d.cpp
msgid "Limit"
-msgstr ""
+msgstr "Limite"
#: scene/2d/camera_2d.cpp scene/gui/control.cpp scene/gui/nine_patch_rect.cpp
#: scene/resources/style_box.cpp scene/resources/texture.cpp
-#, fuzzy
msgid "Left"
-msgstr "Topo Esquerda"
+msgstr "Esquerda"
#: scene/2d/camera_2d.cpp scene/gui/control.cpp scene/gui/nine_patch_rect.cpp
#: scene/resources/style_box.cpp scene/resources/texture.cpp
-#, fuzzy
msgid "Right"
-msgstr "Luz"
+msgstr "Direita"
#: scene/2d/camera_2d.cpp scene/gui/control.cpp scene/gui/nine_patch_rect.cpp
#: scene/resources/dynamic_font.cpp scene/resources/style_box.cpp
#: scene/resources/texture.cpp
-#, fuzzy
msgid "Bottom"
-msgstr "Fundo Esquerda"
+msgstr "Embaixo"
#: scene/2d/camera_2d.cpp
-#, fuzzy
msgid "Smoothed"
-msgstr "Smoothstep"
+msgstr "Suavizado"
#: scene/2d/camera_2d.cpp
#, fuzzy
@@ -20718,9 +20336,8 @@ msgid "Drag Margin V Enabled"
msgstr "Definir Margem"
#: scene/2d/camera_2d.cpp
-#, fuzzy
msgid "Smoothing"
-msgstr "Smoothstep"
+msgstr "Suavizamento"
#: scene/2d/camera_2d.cpp
msgid "H"
@@ -20737,14 +20354,12 @@ msgid "Drag Margin"
msgstr "Definir Margem"
#: scene/2d/camera_2d.cpp
-#, fuzzy
msgid "Draw Screen"
-msgstr "Chamadas de Desenho:"
+msgstr "Ecrã de Desenho"
#: scene/2d/camera_2d.cpp
-#, fuzzy
msgid "Draw Limits"
-msgstr "Chamadas de Desenho:"
+msgstr "Limites de Desenho"
#: scene/2d/camera_2d.cpp
#, fuzzy
@@ -20763,9 +20378,8 @@ msgid "Light Mode"
msgstr "Direita Wide"
#: scene/2d/canvas_item.cpp
-#, fuzzy
msgid "Particles Animation"
-msgstr "Partículas"
+msgstr "Animação de Partículas"
#: scene/2d/canvas_item.cpp
msgid "Particles Anim H Frames"
@@ -20781,39 +20395,34 @@ msgid "Particles Anim Loop"
msgstr "Partículas"
#: scene/2d/canvas_item.cpp scene/3d/spatial.cpp
-#, fuzzy
msgid "Visibility"
-msgstr "Alternar visibilidade"
+msgstr "Visibilidade"
#: scene/2d/canvas_item.cpp scene/3d/spatial.cpp scene/gui/progress_bar.cpp
#: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp
-#, fuzzy
msgid "Visible"
-msgstr "Alternar visibilidade"
+msgstr "Visível"
#: scene/2d/canvas_item.cpp
-#, fuzzy
msgid "Self Modulate"
-msgstr "Povoar"
+msgstr "Auto Modular"
#: scene/2d/canvas_item.cpp
msgid "Show Behind Parent"
-msgstr ""
+msgstr "Mostrar Atrás do Pai"
#: scene/2d/canvas_item.cpp
-#, fuzzy
msgid "Show On Top"
-msgstr "Mostrar Origem"
+msgstr "Mostrar Em Cima"
#: scene/2d/canvas_item.cpp scene/2d/light_occluder_2d.cpp
#: scene/2d/tile_map.cpp
-#, fuzzy
msgid "Light Mask"
-msgstr "Luz"
+msgstr "Máscara de Luz"
#: scene/2d/canvas_item.cpp
msgid "Use Parent Material"
-msgstr ""
+msgstr "Usar Material do Pai"
#: scene/2d/canvas_modulate.cpp
msgid ""
@@ -20835,9 +20444,8 @@ msgstr ""
"para definir a sua forma."
#: scene/2d/collision_object_2d.cpp
-#, fuzzy
msgid "Pickable"
-msgstr "Escolher Tile"
+msgstr "Pegável"
#: scene/2d/collision_polygon_2d.cpp
msgid ""
@@ -20879,9 +20487,8 @@ msgstr "Modo Régua"
#: scene/3d/collision_polygon.cpp scene/3d/collision_shape.cpp
#: scene/animation/animation_node_state_machine.cpp scene/gui/base_button.cpp
#: scene/gui/texture_button.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Disabled"
-msgstr "Item Desativado"
+msgstr "Desativado"
#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp
#, fuzzy
@@ -20929,9 +20536,8 @@ 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 "Configuração:"
+msgstr "Emitindo"
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp
@@ -20946,20 +20552,18 @@ msgstr "Nó OneShot"
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp
-#, fuzzy
msgid "Preprocess"
-msgstr "Pós-processamento"
+msgstr "Pré processamento"
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp
msgid "Explosiveness"
-msgstr ""
+msgstr "Explosividade"
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp
-#, fuzzy
msgid "Randomness"
-msgstr "Reinício aleatório (s):"
+msgstr "Aleatoriedade"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
@@ -20968,9 +20572,8 @@ msgstr ""
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp
-#, fuzzy
msgid "Fixed FPS"
-msgstr "Ver FPS"
+msgstr "FPS Fixado"
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp
@@ -20980,24 +20583,22 @@ msgstr ""
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp
msgid "Drawing"
-msgstr ""
+msgstr "Desenhando"
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp
-#, fuzzy
msgid "Local Coords"
-msgstr "Projetos Locais"
+msgstr "Coordenadas Locais"
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp
msgid "Draw Order"
-msgstr ""
+msgstr "Ordem de Desenho"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Emission Shape"
-msgstr "Máscara de Emissão"
+msgstr "Forma de Emissão"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
@@ -21010,9 +20611,8 @@ msgid "Rect Extents"
msgstr "Bugigangas"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
-#, fuzzy
msgid "Normals"
-msgstr "Formato"
+msgstr "Normais"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
@@ -21022,51 +20622,45 @@ msgstr "Atribuir"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Direction"
-msgstr "Direções"
+msgstr "Direção"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
#: servers/audio/effects/audio_effect_reverb.cpp
msgid "Spread"
-msgstr ""
+msgstr "Espalhar"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Initial Velocity"
-msgstr "Inicializar"
+msgstr "Velocidade Inicial"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Velocity Random"
-msgstr "Vista Órbita Direita"
+msgstr "Velocidade Aleatória"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp servers/physics_2d_server.cpp
#: servers/physics_server.cpp
msgid "Angular Velocity"
-msgstr ""
+msgstr "Velocidade Angular"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Velocity Curve"
-msgstr "Vista Órbita Direita"
+msgstr "Curva de Velocidade"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Orbit Velocity"
-msgstr "Vista Órbita Direita"
+msgstr "Velocidade Orbital"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Linear Accel"
-msgstr "Linear"
+msgstr "Aceleração Linear"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
@@ -21076,23 +20670,22 @@ msgstr "Acel"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
msgid "Accel Random"
-msgstr ""
+msgstr "Aceleração Aleatória"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Accel Curve"
-msgstr "Dividir Curva"
+msgstr "Curva de Aceleração"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
msgid "Radial Accel"
-msgstr ""
+msgstr "Aceleração Radial"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
msgid "Tangential Accel"
-msgstr ""
+msgstr "Aceleração Tangencial"
#: scene/2d/cpu_particles_2d.cpp scene/2d/joints_2d.cpp
#: scene/3d/cpu_particles.cpp scene/3d/physics_body.cpp
@@ -21116,23 +20709,21 @@ msgstr "Dividir Curva"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp scene/3d/light.cpp
#: scene/resources/particles_material.cpp
msgid "Angle"
-msgstr ""
+msgstr "Ângulo"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
msgid "Angle Random"
-msgstr ""
+msgstr "Ângulo Aleatório"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Angle Curve"
-msgstr "Fechar curva"
+msgstr "Curva do Ângulo"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
-#, fuzzy
msgid "Scale Amount"
-msgstr "Valor:"
+msgstr "Quantidade da Escala"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
msgid "Scale Amount Random"
@@ -21156,45 +20747,38 @@ msgstr ""
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Hue Variation"
-msgstr "Separação:"
+msgstr "Variação da Tonalidade"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Variation"
-msgstr "Separação:"
+msgstr "Variação"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Variation Random"
-msgstr "Separação:"
+msgstr "Variação Aleatória"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Variation Curve"
-msgstr "Separação:"
+msgstr "Curva de Variação"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Speed Random"
-msgstr "Escala"
+msgstr "Velocidade Aleatória"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Speed Curve"
-msgstr "Dividir Curva"
+msgstr "Curva de Velocidade"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Offset Random"
-msgstr "Compensação:"
+msgstr "Deslocamento Aleatório"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
@@ -21223,14 +20807,12 @@ msgid "Node A and Node B must be different PhysicsBody2Ds"
msgstr "Nó A e Nó B têm de ser PhysicsBody2Ds diferentes"
#: scene/2d/joints_2d.cpp scene/3d/physics_joint.cpp
-#, fuzzy
msgid "Node A"
-msgstr "Nó"
+msgstr "Nó A"
#: scene/2d/joints_2d.cpp scene/3d/physics_joint.cpp
-#, fuzzy
msgid "Node B"
-msgstr "Nó"
+msgstr "Nó B"
#: scene/2d/joints_2d.cpp scene/3d/baked_lightmap.cpp scene/3d/gi_probe.cpp
#: scene/3d/light.cpp scene/3d/physics_body.cpp scene/3d/physics_joint.cpp
@@ -21239,9 +20821,8 @@ msgid "Bias"
msgstr ""
#: scene/2d/joints_2d.cpp
-#, fuzzy
msgid "Disable Collision"
-msgstr "Desativar Botão"
+msgstr "Desativar Colisão"
#: scene/2d/joints_2d.cpp scene/3d/physics_body.cpp scene/3d/physics_joint.cpp
msgid "Softness"
@@ -21250,7 +20831,7 @@ msgstr ""
#: scene/2d/joints_2d.cpp scene/resources/animation.cpp
#: scene/resources/ray_shape.cpp scene/resources/segment_shape_2d.cpp
msgid "Length"
-msgstr ""
+msgstr "Comprimento"
#: scene/2d/joints_2d.cpp
#, fuzzy
@@ -21274,20 +20855,18 @@ msgstr ""
"\"Textura\"."
#: scene/2d/light_2d.cpp scene/3d/light.cpp scene/gui/reference_rect.cpp
-#, fuzzy
msgid "Editor Only"
-msgstr "Editor"
+msgstr "Somente Editor"
#: scene/2d/light_2d.cpp
-#, fuzzy
msgid "Texture Scale"
-msgstr "TextureRegion"
+msgstr "Escalonamento da Textura"
#: scene/2d/light_2d.cpp scene/3d/baked_lightmap.cpp scene/3d/gi_probe.cpp
#: scene/3d/light.cpp scene/resources/environment.cpp
#: scene/resources/material.cpp scene/resources/sky.cpp
msgid "Energy"
-msgstr ""
+msgstr "Energia"
#: scene/2d/light_2d.cpp
msgid "Z Min"
@@ -21312,9 +20891,8 @@ msgid "Item Cull Mask"
msgstr ""
#: scene/2d/light_2d.cpp scene/3d/light.cpp scene/resources/style_box.cpp
-#, fuzzy
msgid "Shadow"
-msgstr "Shader"
+msgstr "Sombra"
#: scene/2d/light_2d.cpp
#, fuzzy
@@ -21322,9 +20900,8 @@ msgid "Buffer Size"
msgstr "Vista de Trás"
#: scene/2d/light_2d.cpp
-#, fuzzy
msgid "Gradient Length"
-msgstr "Gradiente Editado"
+msgstr "Comprimento do Gradiente"
#: scene/2d/light_2d.cpp
#, fuzzy
@@ -21332,9 +20909,8 @@ msgid "Filter Smooth"
msgstr "Métodos de filtro"
#: scene/2d/light_occluder_2d.cpp
-#, fuzzy
msgid "Closed"
-msgstr "Fechar"
+msgstr "Fechado"
#: scene/2d/light_occluder_2d.cpp scene/resources/material.cpp
#, fuzzy
@@ -21353,28 +20929,24 @@ msgid "The occluder polygon for this occluder is empty. Please draw a polygon."
msgstr "O polígono oclusor deste oclusor está vazio. Desenhe um polígono."
#: scene/2d/line_2d.cpp
-#, fuzzy
msgid "Width Curve"
-msgstr "Dividir Curva"
+msgstr "Largura da Curva"
#: scene/2d/line_2d.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Default Color"
-msgstr "Predefinição"
+msgstr "Cor Padrão"
#: scene/2d/line_2d.cpp scene/resources/texture.cpp
msgid "Fill"
-msgstr ""
+msgstr "Preencher"
#: scene/2d/line_2d.cpp scene/resources/texture.cpp
-#, fuzzy
msgid "Gradient"
-msgstr "Gradiente Editado"
+msgstr "Gradiente"
#: scene/2d/line_2d.cpp
-#, fuzzy
msgid "Texture Mode"
-msgstr "TextureRegion"
+msgstr "Modo de Textura"
#: scene/2d/line_2d.cpp
msgid "Capping"
@@ -21391,14 +20963,12 @@ msgid "Begin Cap Mode"
msgstr "Modo Região"
#: scene/2d/line_2d.cpp
-#, fuzzy
msgid "End Cap Mode"
-msgstr "Modo Ajuste:"
+msgstr "Modo de Limite Final"
#: scene/2d/line_2d.cpp scene/2d/polygon_2d.cpp scene/resources/style_box.cpp
-#, fuzzy
msgid "Border"
-msgstr "em ordem:"
+msgstr "Borda"
#: scene/2d/line_2d.cpp
msgid "Sharp Limit"
@@ -21406,7 +20976,7 @@ msgstr ""
#: scene/2d/line_2d.cpp
msgid "Round Precision"
-msgstr ""
+msgstr "Precisão do Arredondamento"
#: scene/2d/line_2d.cpp scene/2d/polygon_2d.cpp
#: scene/resources/dynamic_font.cpp
@@ -21426,9 +20996,8 @@ msgid "Cell Size"
msgstr ""
#: scene/2d/navigation_2d.cpp scene/3d/navigation.cpp
-#, fuzzy
msgid "Edge Connection Margin"
-msgstr "Editar Conexão:"
+msgstr "Margem de Ligação da Borda"
#: scene/2d/navigation_2d.cpp
msgid ""
@@ -21452,9 +21021,8 @@ msgid "Target Desired Distance"
msgstr ""
#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp
-#, fuzzy
msgid "Path Max Distance"
-msgstr "Distância de escolha:"
+msgstr "Distância Máxima do Caminho"
#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp
#, fuzzy
@@ -21480,9 +21048,8 @@ msgid "Time Horizon"
msgstr "Inverter na Horizontal"
#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp
-#, fuzzy
msgid "Max Speed"
-msgstr "Velocidade:"
+msgstr "Velocidade Máxima"
#: scene/2d/navigation_agent_2d.cpp
#, fuzzy
@@ -21491,9 +21058,8 @@ msgid ""
msgstr "O NavigationAgent2D pode ser apenas usado dentro de um nó Node2D."
#: scene/2d/navigation_obstacle_2d.cpp scene/3d/navigation_obstacle.cpp
-#, fuzzy
msgid "Estimate Radius"
-msgstr "Mudar Raio Externo do Toro"
+msgstr "Raio Estimado"
#: scene/2d/navigation_obstacle_2d.cpp
msgid ""
@@ -21531,18 +21097,16 @@ msgid "Rotation Degrees"
msgstr "Graus de Rotação"
#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
-#, fuzzy
msgid "Global Rotation"
-msgstr "Constante Global"
+msgstr "Rotação Global"
#: scene/2d/node_2d.cpp
msgid "Global Rotation Degrees"
msgstr "Graus de Rotação Global"
#: scene/2d/node_2d.cpp
-#, fuzzy
msgid "Global Scale"
-msgstr "Escala aleatória:"
+msgstr "Escala Global"
#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
@@ -21557,12 +21121,11 @@ msgstr "Ajuste Relativo"
#: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp
#: scene/resources/default_theme/default_theme.cpp
msgid "Scroll"
-msgstr ""
+msgstr "Rolagem"
#: scene/2d/parallax_background.cpp
-#, fuzzy
msgid "Base Offset"
-msgstr "Compensação:"
+msgstr "Deslocamento Base"
#: scene/2d/parallax_background.cpp
#, fuzzy
@@ -21571,16 +21134,15 @@ msgstr "Usar Ajuste de Escala"
#: scene/2d/parallax_background.cpp
msgid "Limit Begin"
-msgstr ""
+msgstr "Início do Limite"
#: scene/2d/parallax_background.cpp
-#, fuzzy
msgid "Limit End"
-msgstr "No Fim"
+msgstr "Fim do limite"
#: scene/2d/parallax_background.cpp
msgid "Ignore Camera Zoom"
-msgstr ""
+msgstr "Ignorar Zoom da Câmara"
#: scene/2d/parallax_layer.cpp
msgid ""
@@ -21653,9 +21215,8 @@ msgstr ""
#: scene/2d/path_2d.cpp scene/3d/path.cpp scene/resources/sky.cpp
#: scene/resources/texture.cpp
-#, fuzzy
msgid "Curve"
-msgstr "Dividir Curva"
+msgstr "Curva"
#: scene/2d/path_2d.cpp
msgid "PathFollow2D only works when set as a child of a Path2D node."
@@ -21663,48 +21224,41 @@ msgstr ""
"PathFollow2D apenas funciona quando definido como filho de um nó Path2D."
#: scene/2d/path_2d.cpp scene/3d/path.cpp
-#, fuzzy
msgid "Unit Offset"
-msgstr "Compensação da grelha:"
+msgstr "Deslocamento da Unidade"
#: scene/2d/path_2d.cpp scene/3d/camera.cpp scene/3d/path.cpp
-#, fuzzy
msgid "H Offset"
-msgstr "Compensação:"
+msgstr "Deslocamento H"
#: scene/2d/path_2d.cpp scene/3d/camera.cpp scene/3d/path.cpp
-#, fuzzy
msgid "V Offset"
-msgstr "Compensação:"
+msgstr "Deslocamento V"
#: scene/2d/path_2d.cpp scene/3d/path.cpp
msgid "Cubic Interp"
-msgstr ""
+msgstr "Interpolação Cúbica"
#: scene/2d/path_2d.cpp
msgid "Lookahead"
msgstr ""
#: scene/2d/physics_body_2d.cpp scene/3d/visual_instance.cpp
-#, fuzzy
msgid "Layers"
-msgstr "Camada"
+msgstr "Camadas"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
-#, fuzzy
msgid "Constant Linear Velocity"
-msgstr "Inicializar"
+msgstr "Velocidade Linear Constante"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
-#, fuzzy
msgid "Constant Angular Velocity"
-msgstr "Inicializar"
+msgstr "Velocidade Angular 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 "Função"
+msgstr "Fricção"
#: scene/2d/physics_body_2d.cpp scene/2d/tile_map.cpp scene/3d/physics_body.cpp
#: scene/resources/physics_material.cpp
@@ -21717,9 +21271,8 @@ msgstr ""
#: 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 "Pré-visualização Predefinida"
+msgstr "Gravidade Padrão"
#: scene/2d/physics_body_2d.cpp
msgid ""
@@ -21733,26 +21286,23 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
msgid "Mass"
-msgstr ""
+msgstr "Massa"
#: scene/2d/physics_body_2d.cpp
-#, fuzzy
msgid "Inertia"
-msgstr "Vertical:"
+msgstr "Inércia"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
-#, fuzzy
msgid "Weight"
-msgstr "Luz"
+msgstr "Peso"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
msgid "Gravity Scale"
-msgstr ""
+msgstr "Escala da Gravidade"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
-#, fuzzy
msgid "Custom Integrator"
-msgstr "CustomNode"
+msgstr "Integrador Customizado"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
#, fuzzy
@@ -21775,25 +21325,24 @@ msgid "Sleeping"
msgstr "Ajuste Inteligente"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
-#, fuzzy
msgid "Can Sleep"
-msgstr "Velocidade:"
+msgstr "Pode Dormir"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
msgid "Damp"
-msgstr ""
+msgstr "Úmido"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
msgid "Angular"
-msgstr ""
+msgstr "Angular"
#: scene/2d/physics_body_2d.cpp
msgid "Applied Forces"
-msgstr ""
+msgstr "Forças Aplicadas"
#: scene/2d/physics_body_2d.cpp
msgid "Torque"
-msgstr ""
+msgstr "Torque"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
#, fuzzy
@@ -21805,73 +21354,64 @@ msgid "Sync To Physics"
msgstr "Sincronizar com Física"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
-#, fuzzy
msgid "Moving Platform"
-msgstr "A mover saída"
+msgstr "Plataforma Móvel"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
msgid "Apply Velocity On Leave"
-msgstr ""
+msgstr "Aplicar Velocidade ao Sair"
#: scene/2d/physics_body_2d.cpp scene/2d/touch_screen_button.cpp
#: 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 "Formato"
+msgstr "Normal"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
-#, fuzzy
msgid "Remainder"
-msgstr "Renderizador:"
+msgstr "Restante"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
-#, fuzzy
msgid "Local Shape"
-msgstr "Localização"
+msgstr "Forma Local"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
#: servers/physics_2d_server.cpp servers/physics_server.cpp
-#, fuzzy
msgid "Collider"
-msgstr "Modo Colisão"
+msgstr "Colisor"
#: 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 do Colisor"
#: 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 inválido"
+msgstr "RID do Colisor"
#: 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 "Modo Colisão"
+msgstr "Forma do Colisor"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
-#, fuzzy
msgid "Collider Shape Index"
-msgstr "Modo Colisão"
+msgstr "Ãndice da Forma do Colisor"
#: 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 "Vista Órbita Direita"
+msgstr "Velocidade do Colisor"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
msgid "Collider Metadata"
-msgstr ""
+msgstr "Metadados do Colisor"
#: scene/2d/polygon_2d.cpp
msgid "Invert"
-msgstr ""
+msgstr "Inverter"
#: scene/2d/polygon_2d.cpp
#, fuzzy
@@ -21890,7 +21430,7 @@ msgstr "Bugigangas"
#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast.cpp
msgid "Exclude Parent"
-msgstr ""
+msgstr "Excluir Pai"
#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast.cpp
#, fuzzy
@@ -21899,15 +21439,15 @@ msgstr "Criar Nó Shader"
#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast.cpp
msgid "Collide With"
-msgstr ""
+msgstr "Colidir com"
#: scene/2d/ray_cast_2d.cpp scene/3d/camera.cpp scene/3d/ray_cast.cpp
msgid "Areas"
-msgstr ""
+msgstr "Ãreas"
#: scene/2d/ray_cast_2d.cpp scene/3d/camera.cpp scene/3d/ray_cast.cpp
msgid "Bodies"
-msgstr ""
+msgstr "Corpos"
#: scene/2d/remote_transform_2d.cpp
msgid "Path property must point to a valid Node2D node to work."
@@ -21916,14 +21456,12 @@ msgstr ""
"válido."
#: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform.cpp
-#, fuzzy
msgid "Remote Path"
-msgstr "Remover Ponto"
+msgstr "Remover Caminho"
#: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform.cpp
-#, fuzzy
msgid "Use Global Coordinates"
-msgstr "Próxima Coordenada"
+msgstr "Usar Coordenadas Globais"
#: scene/2d/skeleton_2d.cpp scene/3d/skeleton.cpp
#, fuzzy
@@ -21931,9 +21469,8 @@ msgid "Rest"
msgstr "Reiniciar"
#: scene/2d/skeleton_2d.cpp
-#, fuzzy
msgid "Default Length"
-msgstr "Tema Predefinido"
+msgstr "Comprimento Padrão"
#: scene/2d/skeleton_2d.cpp
msgid "This Bone2D chain should end at a Skeleton2D node."
@@ -21977,14 +21514,12 @@ msgstr ""
"RigidBody2D, KinematicBody2D, etc. para lhes dar uma forma."
#: scene/2d/tile_map.cpp
-#, fuzzy
msgid "Tile Set"
-msgstr "TileSet"
+msgstr "Tile Set"
#: scene/2d/tile_map.cpp
-#, fuzzy
msgid "Quadrant Size"
-msgstr "Mudar tamanho da Câmara"
+msgstr "Tamanho do Quadrante"
#: scene/2d/tile_map.cpp
#, fuzzy
@@ -21997,9 +21532,8 @@ msgid "Half Offset"
msgstr "Inicializar"
#: scene/2d/tile_map.cpp
-#, fuzzy
msgid "Tile Origin"
-msgstr "Ver origem"
+msgstr "Origem do Tile"
#: scene/2d/tile_map.cpp
#, fuzzy
@@ -22007,51 +21541,44 @@ msgid "Y Sort"
msgstr "Ordenar"
#: scene/2d/tile_map.cpp
-#, fuzzy
msgid "Show Collision"
-msgstr "Colisão"
+msgstr "Mostrar Colisão"
#: scene/2d/tile_map.cpp
-#, fuzzy
msgid "Compatibility Mode"
-msgstr "Modo Prioridade"
+msgstr "Modo de Compatibilidade"
#: scene/2d/tile_map.cpp
-#, fuzzy
msgid "Centered Textures"
-msgstr "Funcionalidades Principais:"
+msgstr "Texturas Centradas"
#: scene/2d/tile_map.cpp
msgid "Cell Clip UV"
msgstr ""
#: scene/2d/tile_map.cpp
-#, fuzzy
msgid "Use Parent"
-msgstr "Modo Colisão"
+msgstr "Usar Pai"
#: scene/2d/tile_map.cpp
msgid "Use Kinematic"
msgstr ""
#: scene/2d/touch_screen_button.cpp
-#, fuzzy
msgid "Shape Centered"
-msgstr "Ajustar ao Centro do Nó"
+msgstr "Forma Centralizada"
#: scene/2d/touch_screen_button.cpp
-#, fuzzy
msgid "Shape Visible"
-msgstr "Alternar Visibilidade"
+msgstr "Forma Visível"
#: scene/2d/touch_screen_button.cpp
msgid "Passby Press"
msgstr ""
#: scene/2d/touch_screen_button.cpp
-#, fuzzy
msgid "Visibility Mode"
-msgstr "Modo Prioridade"
+msgstr "Modo de Visibilidade"
#: scene/2d/visibility_notifier_2d.cpp
msgid ""
@@ -22062,23 +21589,20 @@ msgstr ""
"na cena raiz editada."
#: scene/2d/visibility_notifier_2d.cpp scene/3d/visibility_notifier.cpp
-#, fuzzy
msgid "Pause Animations"
-msgstr "Colar Animação"
+msgstr "Pausar Animações"
#: scene/2d/visibility_notifier_2d.cpp scene/3d/visibility_notifier.cpp
msgid "Freeze Bodies"
-msgstr ""
+msgstr "Congelar Corpos"
#: scene/2d/visibility_notifier_2d.cpp
-#, fuzzy
msgid "Pause Particles"
-msgstr "Partículas"
+msgstr "Pausar Partículas"
#: scene/2d/visibility_notifier_2d.cpp
-#, fuzzy
msgid "Pause Animated Sprites"
-msgstr "Colar Animação"
+msgstr "Pausar Sprites Animados"
#: scene/2d/visibility_notifier_2d.cpp
#, fuzzy
@@ -22108,7 +21632,7 @@ msgstr ""
#: scene/3d/arvr_nodes.cpp servers/arvr/arvr_positional_tracker.cpp
msgid "Rumble"
-msgstr ""
+msgstr "Vibrar"
#: scene/3d/arvr_nodes.cpp
msgid "ARVRController must have an ARVROrigin node as its parent."
@@ -22144,9 +21668,8 @@ msgid "ARVROrigin requires an ARVRCamera child node."
msgstr "ARVROrigin exige um nó filho ARVRCamera."
#: scene/3d/arvr_nodes.cpp servers/arvr_server.cpp
-#, fuzzy
msgid "World Scale"
-msgstr "Escala aleatória:"
+msgstr "Escala do Mundo"
#: scene/3d/audio_stream_player_3d.cpp
#, fuzzy
@@ -22155,24 +21678,23 @@ msgstr "Nó Animation"
#: scene/3d/audio_stream_player_3d.cpp
msgid "Unit dB"
-msgstr ""
+msgstr "Unidade dB"
#: scene/3d/audio_stream_player_3d.cpp
msgid "Unit Size"
-msgstr ""
+msgstr "Tamanho da Unidade"
#: scene/3d/audio_stream_player_3d.cpp
msgid "Max dB"
-msgstr ""
+msgstr "Max dB"
#: scene/3d/audio_stream_player_3d.cpp
msgid "Out Of Range Mode"
msgstr ""
#: scene/3d/audio_stream_player_3d.cpp
-#, fuzzy
msgid "Emission Angle"
-msgstr "Cores de Emissão"
+msgstr "Ângulo de Emissão"
#: scene/3d/audio_stream_player_3d.cpp
msgid "Degrees"
@@ -22185,7 +21707,7 @@ msgstr "Animação"
#: scene/3d/audio_stream_player_3d.cpp
msgid "Attenuation Filter"
-msgstr ""
+msgstr "Filtro de Atenuação"
#: scene/3d/audio_stream_player_3d.cpp
#: servers/audio/effects/audio_effect_chorus.cpp
@@ -22195,14 +21717,12 @@ msgstr ""
#: scene/3d/audio_stream_player_3d.cpp
#: servers/audio/effects/audio_effect_filter.cpp
-#, fuzzy
msgid "dB"
-msgstr "B"
+msgstr "dB"
#: scene/3d/audio_stream_player_3d.cpp
-#, fuzzy
msgid "Doppler"
-msgstr "Ativar Doppler"
+msgstr "Doppler"
#: scene/3d/audio_stream_player_3d.cpp
#, fuzzy
@@ -22212,7 +21732,7 @@ msgstr "Empacotamento"
#: scene/3d/baked_lightmap.cpp scene/3d/gi_probe.cpp
#: scene/3d/reflection_probe.cpp
msgid "Interior"
-msgstr ""
+msgstr "Interior"
#: scene/3d/baked_lightmap.cpp
msgid "Finding meshes and lights"
@@ -22247,7 +21767,7 @@ msgstr "Bugigangas"
#: scene/3d/baked_lightmap.cpp
msgid "Tweaks"
-msgstr ""
+msgstr "Ajustes"
#: scene/3d/baked_lightmap.cpp
msgid "Bounces"
@@ -22258,18 +21778,16 @@ msgid "Bounce Indirect Energy"
msgstr ""
#: scene/3d/baked_lightmap.cpp
-#, fuzzy
msgid "Use Denoiser"
-msgstr "Filtro:"
+msgstr "Usar Redutor de Ruído"
#: scene/3d/baked_lightmap.cpp scene/resources/texture.cpp
msgid "Use HDR"
-msgstr ""
+msgstr "Usar HDR"
#: scene/3d/baked_lightmap.cpp
-#, fuzzy
msgid "Use Color"
-msgstr "Cores"
+msgstr "Usar Cor"
#: scene/3d/baked_lightmap.cpp
#, fuzzy
@@ -22277,38 +21795,32 @@ msgid "Default Texels Per Unit"
msgstr "Tema Predefinido"
#: scene/3d/baked_lightmap.cpp scene/resources/texture.cpp
-#, fuzzy
msgid "Atlas"
-msgstr "Novo Atlas"
+msgstr "Atlas"
#: scene/3d/baked_lightmap.cpp
-#, fuzzy
msgid "Generate"
-msgstr "Geral"
+msgstr "Gerar"
#: scene/3d/baked_lightmap.cpp
-#, fuzzy
msgid "Max Size"
-msgstr "Tamanho:"
+msgstr "Tamanho Máximo"
#: scene/3d/baked_lightmap.cpp
-#, fuzzy
msgid "Custom Sky"
-msgstr "CustomNode"
+msgstr "Céu Personalizado"
#: scene/3d/baked_lightmap.cpp
msgid "Custom Sky Rotation Degrees"
msgstr "Graus de Rotação do Céu Personalizado"
#: scene/3d/baked_lightmap.cpp scene/3d/ray_cast.cpp
-#, fuzzy
msgid "Custom Color"
-msgstr "CustomNode"
+msgstr "Cor Personalizada"
#: scene/3d/baked_lightmap.cpp
-#, fuzzy
msgid "Custom Energy"
-msgstr "Mover Efeito de Barramento"
+msgstr "Energia Personalizada"
#: scene/3d/baked_lightmap.cpp
#, fuzzy
@@ -22322,7 +21834,7 @@ msgstr "Navegação"
#: scene/3d/baked_lightmap.cpp
msgid "Image Path"
-msgstr ""
+msgstr "Caminho da Imagem"
#: scene/3d/baked_lightmap.cpp
#, fuzzy
@@ -22330,13 +21842,12 @@ msgid "Light Data"
msgstr "Com Dados"
#: scene/3d/bone_attachment.cpp scene/3d/physics_body.cpp
-#, fuzzy
msgid "Bone Name"
-msgstr "Nome do Nó:"
+msgstr "Nome do Osso"
#: scene/3d/camera.cpp
msgid "Keep Aspect"
-msgstr ""
+msgstr "Manter Aspeto"
#: scene/3d/camera.cpp scene/3d/light.cpp scene/3d/reflection_probe.cpp
msgid "Cull Mask"
@@ -22348,18 +21859,16 @@ msgid "Doppler Tracking"
msgstr "Pista de Propriedades"
#: scene/3d/camera.cpp
-#, fuzzy
msgid "Projection"
-msgstr "Projeto"
+msgstr "Projeção"
#: scene/3d/camera.cpp
msgid "FOV"
-msgstr ""
+msgstr "FOV"
#: scene/3d/camera.cpp
-#, fuzzy
msgid "Frustum Offset"
-msgstr "Compensação da grelha:"
+msgstr "Deslocamento do Frustum"
#: scene/3d/camera.cpp
#, fuzzy
@@ -22368,16 +21877,15 @@ msgstr "Mais próximo"
#: scene/3d/camera.cpp
msgid "Far"
-msgstr ""
+msgstr "Longe"
#: scene/3d/camera.cpp scene/3d/collision_polygon.cpp scene/3d/spring_arm.cpp
#: scene/gui/control.cpp scene/resources/default_theme/default_theme.cpp
#: scene/resources/shape.cpp scene/resources/style_box.cpp
#: scene/resources/texture.cpp servers/physics_2d_server.cpp
#: servers/physics_server.cpp
-#, fuzzy
msgid "Margin"
-msgstr "Definir Margem"
+msgstr "Margem"
#: scene/3d/camera.cpp
#, fuzzy
@@ -22486,28 +21994,24 @@ msgid "Ring Axis"
msgstr "Avisos"
#: scene/3d/cpu_particles.cpp scene/resources/particles_material.cpp
-#, fuzzy
msgid "Rotate Y"
-msgstr "Rodar"
+msgstr "Rotacionar em Y"
#: scene/3d/cpu_particles.cpp scene/resources/particles_material.cpp
-#, fuzzy
msgid "Disable Z"
-msgstr "Item Desativado"
+msgstr "Desativar Z"
#: scene/3d/cpu_particles.cpp scene/resources/particles_material.cpp
msgid "Flatness"
msgstr ""
#: scene/3d/cull_instance.cpp servers/visual_server.cpp
-#, fuzzy
msgid "Portals"
-msgstr "Inverter Portais"
+msgstr "Portais"
#: scene/3d/cull_instance.cpp
-#, fuzzy
msgid "Portal Mode"
-msgstr "Modo Prioridade"
+msgstr "Modo Portal"
#: scene/3d/cull_instance.cpp
msgid "Include In Bound"
@@ -22515,7 +22019,7 @@ msgstr ""
#: scene/3d/cull_instance.cpp
msgid "Allow Merging"
-msgstr ""
+msgstr "Permitir Junção"
#: scene/3d/cull_instance.cpp
#, fuzzy
@@ -22553,9 +22057,8 @@ msgid "Subdiv"
msgstr ""
#: scene/3d/gi_probe.cpp
-#, fuzzy
msgid "Dynamic Range"
-msgstr "Biblioteca Dinâmica"
+msgstr "Alcance Dinâmico"
#: scene/3d/gi_probe.cpp scene/3d/light.cpp
msgid "Normal Bias"
@@ -22563,9 +22066,8 @@ msgstr ""
#: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp
#: scene/resources/primitive_meshes.cpp
-#, fuzzy
msgid "Pixel Size"
-msgstr "Ajuste de Pixel"
+msgstr "Tamanho de Pixel"
#: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp
msgid "Billboard"
@@ -22585,9 +22087,8 @@ msgid "No Depth Test"
msgstr ""
#: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp scene/resources/material.cpp
-#, fuzzy
msgid "Fixed Size"
-msgstr "Vista de Frente"
+msgstr "Tamanho Fixo"
#: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp
msgid "Alpha Cut"
@@ -22614,19 +22115,16 @@ msgstr "Forçar modulação branca"
#: scene/3d/label_3d.cpp scene/resources/default_theme/default_theme.cpp
#: scene/resources/dynamic_font.cpp scene/resources/primitive_meshes.cpp
-#, fuzzy
msgid "Font"
-msgstr "Fontes"
+msgstr "Fonte"
#: scene/3d/label_3d.cpp scene/resources/primitive_meshes.cpp
-#, fuzzy
msgid "Horizontal Alignment"
-msgstr "Horizontal:"
+msgstr "Alinhamento Horizontal"
#: scene/3d/label_3d.cpp
-#, fuzzy
msgid "Vertical Alignment"
-msgstr "Filtrar sinais"
+msgstr "Alinhamento Vertical"
#: scene/3d/label_3d.cpp scene/gui/dialogs.cpp scene/gui/label.cpp
#, fuzzy
@@ -22634,14 +22132,12 @@ msgid "Autowrap"
msgstr "Carregamento automático"
#: scene/3d/light.cpp
-#, fuzzy
msgid "Indirect Energy"
-msgstr "Cores de Emissão"
+msgstr "Energia Indireta"
#: scene/3d/light.cpp
-#, fuzzy
msgid "Negative"
-msgstr "GDNative"
+msgstr "Negativo"
#: scene/3d/light.cpp scene/resources/material.cpp
#: scene/resources/visual_shader.cpp
@@ -22655,9 +22151,8 @@ msgid "Bake Mode"
msgstr "Modo Bitmask"
#: scene/3d/light.cpp
-#, fuzzy
msgid "Contact"
-msgstr "Escolher cor"
+msgstr "Contato"
#: scene/3d/light.cpp
#, fuzzy
@@ -22665,29 +22160,24 @@ msgid "Reverse Cull Face"
msgstr "Repor Volume do Barramento"
#: scene/3d/light.cpp servers/visual_server.cpp
-#, fuzzy
msgid "Directional Shadow"
-msgstr "Direções"
+msgstr "Sombra Direcional"
#: scene/3d/light.cpp
-#, fuzzy
msgid "Split 1"
-msgstr "Separar"
+msgstr "Dividir 1"
#: scene/3d/light.cpp
-#, fuzzy
msgid "Split 2"
-msgstr "Separar"
+msgstr "Dividir 2"
#: scene/3d/light.cpp
-#, fuzzy
msgid "Split 3"
-msgstr "Separar"
+msgstr "Dividir 3"
#: scene/3d/light.cpp
-#, fuzzy
msgid "Blend Splits"
-msgstr "Tempos de Mistura:"
+msgstr "Divisões de Mistura"
#: scene/3d/light.cpp
#, fuzzy
@@ -22695,9 +22185,8 @@ msgid "Bias Split Scale"
msgstr "Usar Ajuste de Escala"
#: scene/3d/light.cpp
-#, fuzzy
msgid "Depth Range"
-msgstr "Profundidade"
+msgstr "Alcance de Profundidade"
#: scene/3d/light.cpp
msgid "Omni"
@@ -22719,12 +22208,11 @@ msgstr "Uma SpotLight com ângulo superior a 90 graus não cria sombras."
#: scene/3d/light.cpp
msgid "Spot"
-msgstr ""
+msgstr "Ponto"
#: scene/3d/light.cpp
-#, fuzzy
msgid "Angle Attenuation"
-msgstr "Animação"
+msgstr "Atenuação Angular"
#: scene/3d/mesh_instance.cpp
msgid "Software Skinning"
@@ -22740,6 +22228,8 @@ msgid ""
"be removed in a future version. Use 'NavigationServer.map_get_path()' "
"instead."
msgstr ""
+"O nó 'Navigation' e 'Navigation.get_simple_path()' estão depreciados e serão "
+"removidos em versões futuras. Use 'NavigationServer.map_get_path()' no lugar."
#: scene/3d/navigation.cpp scene/resources/curve.cpp
#, fuzzy
@@ -22756,9 +22246,8 @@ msgid "Agent Height Offset"
msgstr ""
#: scene/3d/navigation_agent.cpp
-#, fuzzy
msgid "Ignore Y"
-msgstr "[Ignorar]"
+msgstr "Ignorar Y"
#: scene/3d/navigation_agent.cpp
#, fuzzy
@@ -22767,9 +22256,8 @@ msgid ""
msgstr "O NavigationAgent pode ser apenas usado dentro de um nó espacial."
#: scene/3d/navigation_mesh_instance.cpp scene/resources/mesh_library.cpp
-#, fuzzy
msgid "NavMesh"
-msgstr "Consolidar NavMesh"
+msgstr "NavMesh"
#: scene/3d/navigation_obstacle.cpp
#, fuzzy
@@ -22827,19 +22315,16 @@ msgstr ""
"definido como \"Billboard Particles\"."
#: scene/3d/particles.cpp
-#, fuzzy
msgid "Visibility AABB"
-msgstr "Alternar visibilidade"
+msgstr "Visibilidade AABB"
#: scene/3d/particles.cpp
-#, fuzzy
msgid "Draw Passes"
-msgstr "Chamadas de Desenho:"
+msgstr "Passos de Desenho"
#: scene/3d/particles.cpp
-#, fuzzy
msgid "Passes"
-msgstr "Chamadas de Desenho:"
+msgstr "Passos"
#: scene/3d/path.cpp
msgid "PathFollow only works when set as a child of a Path node."
@@ -22854,9 +22339,8 @@ msgstr ""
"Curva do Caminho do seu progenitor."
#: scene/3d/path.cpp
-#, fuzzy
msgid "Rotation Mode"
-msgstr "Modo Rodar"
+msgstr "Modo de Rotação"
#: scene/3d/physics_body.cpp
msgid ""
@@ -22874,46 +22358,40 @@ msgid "Axis Lock"
msgstr "Eixo"
#: scene/3d/physics_body.cpp
-#, fuzzy
msgid "Linear X"
-msgstr "Linear"
+msgstr "X Linear"
#: scene/3d/physics_body.cpp
-#, fuzzy
msgid "Linear Y"
-msgstr "Linear"
+msgstr "Y Linear"
#: scene/3d/physics_body.cpp
-#, fuzzy
msgid "Linear Z"
-msgstr "Linear"
+msgstr "Z Linear"
#: scene/3d/physics_body.cpp
msgid "Angular X"
-msgstr ""
+msgstr "X Angular"
#: scene/3d/physics_body.cpp
msgid "Angular Y"
-msgstr ""
+msgstr "Y Angular"
#: scene/3d/physics_body.cpp
msgid "Angular Z"
-msgstr ""
+msgstr "Z Angular"
#: scene/3d/physics_body.cpp
-#, fuzzy
msgid "Motion X"
-msgstr "Ação"
+msgstr "Movimento X"
#: scene/3d/physics_body.cpp
-#, fuzzy
msgid "Motion Y"
-msgstr "Ação"
+msgstr "Movimento Y"
#: scene/3d/physics_body.cpp
-#, fuzzy
msgid "Motion Z"
-msgstr "Ação"
+msgstr "Movimento Z"
#: scene/3d/physics_body.cpp
#, fuzzy
@@ -22935,14 +22413,12 @@ msgstr ""
#: scene/3d/physics_body.cpp scene/3d/physics_joint.cpp
#: scene/3d/vehicle_body.cpp
-#, fuzzy
msgid "Relaxation"
-msgstr "Separação:"
+msgstr "Relaxamento"
#: scene/3d/physics_body.cpp
-#, fuzzy
msgid "Angular Limit Enabled"
-msgstr "Filtrar sinais"
+msgstr "Limite Angular Ativado"
#: scene/3d/physics_body.cpp
#, fuzzy
@@ -23006,20 +22482,19 @@ msgstr "Animação"
#: scene/3d/physics_body.cpp
msgid "X"
-msgstr ""
+msgstr "X"
#: scene/3d/physics_body.cpp
msgid "Y"
-msgstr ""
+msgstr "Y"
#: scene/3d/physics_body.cpp
msgid "Z"
-msgstr ""
+msgstr "Z"
#: scene/3d/physics_body.cpp
-#, fuzzy
msgid "Linear Limit Enabled"
-msgstr "Linear"
+msgstr "Limite Linear Ativado"
#: scene/3d/physics_body.cpp
#, fuzzy
@@ -23037,9 +22512,8 @@ msgid "Linear Spring Damping"
msgstr "Linear"
#: scene/3d/physics_body.cpp
-#, fuzzy
msgid "Linear Equilibrium Point"
-msgstr "Linear"
+msgstr "Ponto de Equilíbrio Linear"
#: scene/3d/physics_body.cpp
#, fuzzy
@@ -23063,7 +22537,7 @@ msgstr "Animação"
#: scene/3d/physics_body.cpp scene/3d/physics_joint.cpp
msgid "ERP"
-msgstr ""
+msgstr "ERP"
#: scene/3d/physics_body.cpp
#, fuzzy
@@ -23080,12 +22554,11 @@ msgstr ""
#: scene/3d/physics_body.cpp
msgid "Angular Equilibrium Point"
-msgstr ""
+msgstr "Ponto de Equilíbrio Angular"
#: scene/3d/physics_body.cpp
-#, fuzzy
msgid "Body Offset"
-msgstr "Compensação:"
+msgstr "Deslocamento do Corpo"
#: scene/3d/physics_joint.cpp
msgid "Node A and Node B must be PhysicsBodies"
@@ -23112,18 +22585,16 @@ msgid "Solver"
msgstr ""
#: scene/3d/physics_joint.cpp
-#, fuzzy
msgid "Exclude Nodes"
-msgstr "Apagar Nós"
+msgstr "Excluir Nós"
#: scene/3d/physics_joint.cpp
-#, fuzzy
msgid "Params"
-msgstr "Parâmetro Alterado:"
+msgstr "Parâmetros"
#: scene/3d/physics_joint.cpp
msgid "Angular Limit"
-msgstr ""
+msgstr "Limite Angular"
#: scene/3d/physics_joint.cpp
#, fuzzy
@@ -23145,24 +22616,20 @@ msgid "Target Velocity"
msgstr "Vista Órbita Direita"
#: scene/3d/physics_joint.cpp
-#, fuzzy
msgid "Max Impulse"
-msgstr "Velocidade:"
+msgstr "Impulso Máximo"
#: scene/3d/physics_joint.cpp
-#, fuzzy
msgid "Linear Limit"
-msgstr "Linear"
+msgstr "Limite Linear"
#: scene/3d/physics_joint.cpp
-#, fuzzy
msgid "Upper Distance"
-msgstr "Distância de escolha:"
+msgstr "Distância mais Alta"
#: scene/3d/physics_joint.cpp
-#, fuzzy
msgid "Lower Distance"
-msgstr "Distância de escolha:"
+msgstr "Distância mais Baixa"
#: scene/3d/physics_joint.cpp
#, fuzzy
@@ -23195,9 +22662,8 @@ msgid "Angular Motion"
msgstr "Animação"
#: scene/3d/physics_joint.cpp
-#, fuzzy
msgid "Angular Ortho"
-msgstr "Máximo de Erros Angulares:"
+msgstr "Orto Angular"
#: scene/3d/physics_joint.cpp
#, fuzzy
@@ -23210,9 +22676,8 @@ msgid "Linear Motor X"
msgstr "Inicializar"
#: scene/3d/physics_joint.cpp
-#, fuzzy
msgid "Force Limit"
-msgstr "Chamadas de Desenho:"
+msgstr "Limite de Força"
#: scene/3d/physics_joint.cpp
#, fuzzy
@@ -23221,7 +22686,7 @@ msgstr "Linear"
#: scene/3d/physics_joint.cpp
msgid "Equilibrium Point"
-msgstr ""
+msgstr "Ponto de Equilíbrio"
#: scene/3d/physics_joint.cpp
msgid "Angular Limit X"
@@ -23310,9 +22775,8 @@ msgid "Two Way"
msgstr ""
#: scene/3d/portal.cpp
-#, fuzzy
msgid "Linked Room"
-msgstr "Raiz de Edição ao Vivo:"
+msgstr "Sala Vinculada"
#: scene/3d/portal.cpp
#, fuzzy
@@ -23320,18 +22784,16 @@ msgid "Use Default Margin"
msgstr "Predefinição"
#: scene/3d/proximity_group.cpp
-#, fuzzy
msgid "Group Name"
-msgstr "Agrupado"
+msgstr "Nome do Grupo"
#: scene/3d/proximity_group.cpp
msgid "Dispatch Mode"
msgstr ""
#: scene/3d/proximity_group.cpp
-#, fuzzy
msgid "Grid Radius"
-msgstr "Raio:"
+msgstr "Raio da Grade"
#: scene/3d/ray_cast.cpp
#, fuzzy
@@ -23340,7 +22802,7 @@ msgstr "Depurador"
#: scene/3d/ray_cast.cpp scene/resources/style_box.cpp
msgid "Thickness"
-msgstr ""
+msgstr "Espessura"
#: scene/3d/reflection_probe.cpp scene/main/viewport.cpp
#, fuzzy
@@ -23348,9 +22810,8 @@ msgid "Update Mode"
msgstr "Modo Rodar"
#: scene/3d/reflection_probe.cpp
-#, fuzzy
msgid "Origin Offset"
-msgstr "Compensação da grelha:"
+msgstr "Deslocamento da Origem"
#: scene/3d/reflection_probe.cpp
#, fuzzy
@@ -23358,19 +22819,16 @@ msgid "Box Projection"
msgstr "Projeto"
#: scene/3d/reflection_probe.cpp
-#, fuzzy
msgid "Enable Shadows"
-msgstr "Ativar Ajuste"
+msgstr "Ativar Sombras"
#: scene/3d/reflection_probe.cpp
-#, fuzzy
msgid "Ambient Color"
-msgstr "Escolher cor"
+msgstr "Cor Ambiente"
#: scene/3d/reflection_probe.cpp
-#, fuzzy
msgid "Ambient Energy"
-msgstr "Cores de Emissão"
+msgstr "Energia Ambiente"
#: scene/3d/reflection_probe.cpp
#, fuzzy
@@ -23448,38 +22906,34 @@ msgstr "Só deve existir um RoomManager na SceneTree."
#: scene/3d/room_manager.cpp
msgid "Main"
-msgstr ""
+msgstr "Principal"
#: scene/3d/room_manager.cpp scene/animation/animation_blend_tree.cpp
#: scene/animation/animation_player.cpp scene/animation/animation_tree.cpp
#: scene/animation/animation_tree_player.cpp
#: servers/audio/effects/audio_effect_delay.cpp
-#, fuzzy
msgid "Active"
-msgstr "Ação"
+msgstr "Ativo"
#: scene/3d/room_manager.cpp
msgid "Roomlist"
msgstr ""
#: scene/3d/room_manager.cpp servers/visual_server.cpp
-#, fuzzy
msgid "PVS"
-msgstr "FPS"
+msgstr "PVS"
#: scene/3d/room_manager.cpp
-#, fuzzy
msgid "PVS Mode"
-msgstr "Modo deslocamento"
+msgstr "Modo PVS"
#: scene/3d/room_manager.cpp
-#, fuzzy
msgid "PVS Filename"
-msgstr "Ficheiro ZIP"
+msgstr "Nome do Ficheiro PVS"
#: scene/3d/room_manager.cpp servers/visual_server.cpp
msgid "Gameplay"
-msgstr ""
+msgstr "Jogabilidade"
#: scene/3d/room_manager.cpp
#, fuzzy
@@ -23487,19 +22941,16 @@ msgid "Gameplay Monitor"
msgstr "Monitor"
#: scene/3d/room_manager.cpp
-#, fuzzy
msgid "Use Secondary PVS"
-msgstr "Usar Ajuste de Escala"
+msgstr "Usar PVS Secundário"
#: scene/3d/room_manager.cpp
-#, fuzzy
msgid "Merge Meshes"
-msgstr "Malha"
+msgstr "Mesclar Malhas"
#: scene/3d/room_manager.cpp
-#, fuzzy
msgid "Show Margins"
-msgstr "Mostrar Origem"
+msgstr "Mostrar Margens"
#: scene/3d/room_manager.cpp
#, fuzzy
@@ -23511,18 +22962,16 @@ msgid "Overlap Warning Threshold"
msgstr ""
#: scene/3d/room_manager.cpp
-#, fuzzy
msgid "Preview Camera"
-msgstr "Pré-visualização"
+msgstr "Visualizar Câmara"
#: scene/3d/room_manager.cpp
msgid "Portal Depth Limit"
msgstr ""
#: scene/3d/room_manager.cpp
-#, fuzzy
msgid "Default Portal Margin"
-msgstr "Definir Margem"
+msgstr "Margem Padrão de Portal"
#: scene/3d/room_manager.cpp
#, fuzzy
@@ -23607,9 +23056,8 @@ msgid "Spatial Attachment Path"
msgstr ""
#: scene/3d/soft_body.cpp
-#, fuzzy
msgid "Physics Enabled"
-msgstr "Frame de Física %"
+msgstr "Física Ativada"
#: scene/3d/soft_body.cpp
#, fuzzy
@@ -23621,9 +23069,8 @@ msgid "Simulation Precision"
msgstr "Precisão da Simulação"
#: scene/3d/soft_body.cpp
-#, fuzzy
msgid "Total Mass"
-msgstr "Total:"
+msgstr "Massa Total"
#: scene/3d/soft_body.cpp
msgid "Linear Stiffness"
@@ -23639,7 +23086,7 @@ msgstr ""
#: scene/3d/soft_body.cpp
msgid "Pressure Coefficient"
-msgstr ""
+msgstr "Coeficiente de Pressão"
#: scene/3d/soft_body.cpp
msgid "Damping Coefficient"
@@ -23668,18 +23115,16 @@ msgstr ""
"Em vez disso, mude o tamanho das formas de colisão filhas."
#: scene/3d/spatial.cpp
-#, fuzzy
msgid "Global Translation"
-msgstr "Manter Transformação Global"
+msgstr "Transformação Global"
#: scene/3d/spatial.cpp
msgid "Matrix"
-msgstr ""
+msgstr "Matriz"
#: scene/3d/spatial.cpp
-#, fuzzy
msgid "Gizmo"
-msgstr "Bugigangas"
+msgstr "Gizmo"
#: scene/3d/spatial_velocity_tracker.cpp
#, fuzzy
@@ -23692,12 +23137,11 @@ msgstr ""
#: scene/3d/sprite_3d.cpp scene/gui/graph_edit.cpp
msgid "Opacity"
-msgstr ""
+msgstr "Opacidade"
#: scene/3d/sprite_3d.cpp scene/resources/material.cpp
-#, fuzzy
msgid "Transparent"
-msgstr "Transpor"
+msgstr "Transparente"
#: scene/3d/sprite_3d.cpp
msgid ""
@@ -23721,13 +23165,12 @@ msgid "Per-Wheel Motion"
msgstr "Botão roda para baixo"
#: scene/3d/vehicle_body.cpp
-#, fuzzy
msgid "Engine Force"
-msgstr "Documentação Online"
+msgstr "Força do Motor"
#: scene/3d/vehicle_body.cpp
msgid "Brake"
-msgstr ""
+msgstr "Freio"
#: scene/3d/vehicle_body.cpp
msgid "Steering"
@@ -23738,9 +23181,8 @@ msgid "VehicleBody Motion"
msgstr ""
#: scene/3d/vehicle_body.cpp
-#, fuzzy
msgid "Use As Traction"
-msgstr "Separação:"
+msgstr "Usar Como Tração"
#: scene/3d/vehicle_body.cpp
msgid "Use As Steering"
@@ -23760,9 +23202,8 @@ msgid "Friction Slip"
msgstr "Função"
#: scene/3d/vehicle_body.cpp
-#, fuzzy
msgid "Suspension"
-msgstr "Expressão"
+msgstr "Suspensão"
#: scene/3d/vehicle_body.cpp
#, fuzzy
@@ -23771,12 +23212,21 @@ msgstr "Erro"
#: scene/3d/visibility_notifier.cpp
msgid "AABB"
-msgstr ""
+msgstr "AABB"
-#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Ordenar"
+
+#: scene/3d/visual_instance.cpp
#, fuzzy
+msgid "Use AABB Center"
+msgstr "Usar Ambiente"
+
+#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
-msgstr "Repetir"
+msgstr "Geometria"
#: scene/3d/visual_instance.cpp
#, fuzzy
@@ -23784,9 +23234,8 @@ msgid "Material Override"
msgstr "Sobrepõe"
#: scene/3d/visual_instance.cpp
-#, fuzzy
msgid "Material Overlay"
-msgstr "Mudanças de Material:"
+msgstr "Sobreposição do Material"
#: scene/3d/visual_instance.cpp
#, fuzzy
@@ -23794,9 +23243,8 @@ msgid "Cast Shadow"
msgstr "Criar Nó Shader"
#: scene/3d/visual_instance.cpp
-#, fuzzy
msgid "Extra Cull Margin"
-msgstr "Argumentos de chamada extra:"
+msgstr "Margem de Descarte Extra"
#: scene/3d/visual_instance.cpp
#, fuzzy
@@ -23814,13 +23262,12 @@ msgstr ""
#: scene/3d/visual_instance.cpp
msgid "LOD"
-msgstr ""
+msgstr "LOD (Nível de Detalhe)"
#: scene/3d/visual_instance.cpp scene/animation/skeleton_ik.cpp
#: scene/resources/material.cpp
-#, fuzzy
msgid "Min Distance"
-msgstr "Distância de escolha:"
+msgstr "Distância Mínima"
#: scene/3d/visual_instance.cpp
msgid "Min Hysteresis"
@@ -23867,33 +23314,28 @@ msgid "Mix Mode"
msgstr "Nó Mix"
#: scene/animation/animation_blend_tree.cpp
-#, fuzzy
msgid "Fadein Time"
-msgstr "Tempo X-Fade (s):"
+msgstr "Tempo de Esmaecer de Entrada"
#: scene/animation/animation_blend_tree.cpp
-#, fuzzy
msgid "Fadeout Time"
-msgstr "Tempo X-Fade (s):"
+msgstr "Tempo de Esmaecer de Saída"
#: scene/animation/animation_blend_tree.cpp
-#, fuzzy
msgid "Auto Restart"
-msgstr "Reinício automático:"
+msgstr "Reinício Automático"
#: scene/animation/animation_blend_tree.cpp
-#, fuzzy
msgid "Autorestart"
-msgstr "Reinício automático:"
+msgstr "Reinício Automático"
#: scene/animation/animation_blend_tree.cpp
msgid "Delay"
-msgstr ""
+msgstr "Atraso"
#: scene/animation/animation_blend_tree.cpp
-#, fuzzy
msgid "Random Delay"
-msgstr "Inclinação aleatória:"
+msgstr "Atraso Aleatório"
#: scene/animation/animation_blend_tree.cpp
#, fuzzy
@@ -23917,9 +23359,8 @@ msgstr "Adicionar Porta de Entrada"
#: scene/animation/animation_blend_tree.cpp
#: scene/animation/animation_node_state_machine.cpp
-#, fuzzy
msgid "Xfade Time"
-msgstr "Tempo X-Fade (s):"
+msgstr "Tempo do Esmaecer Cruzado"
#: scene/animation/animation_node_state_machine.cpp
#, fuzzy
@@ -23952,7 +23393,7 @@ msgstr "Adicionar Animação"
#: scene/animation/animation_player.cpp
msgid "Reset On Save"
-msgstr ""
+msgstr "Redefinir ao Gravar"
#: scene/animation/animation_player.cpp
#, fuzzy
@@ -23965,9 +23406,8 @@ msgid "Current Animation Position"
msgstr "Adicionar Ponto Animação"
#: scene/animation/animation_player.cpp
-#, fuzzy
msgid "Playback Options"
-msgstr "Opções da Classe:"
+msgstr "Opções de Playback"
#: scene/animation/animation_player.cpp
#, fuzzy
@@ -24009,9 +23449,8 @@ msgid "The AnimationPlayer root node is not a valid node."
msgstr "O nó raiz de AnimationPlayer não é um nó válido."
#: scene/animation/animation_tree.cpp
-#, fuzzy
msgid "Tree Root"
-msgstr "Criar Nó Raiz:"
+msgstr "Nó Raiz"
#: scene/animation/animation_tree.cpp
#, fuzzy
@@ -24067,9 +23506,8 @@ msgid "Tip Bone"
msgstr "Ossos"
#: scene/animation/skeleton_ik.cpp
-#, fuzzy
msgid "Interpolation"
-msgstr "Modo de Interpolação"
+msgstr "Interpolação"
#: scene/animation/skeleton_ik.cpp
#, fuzzy
@@ -24122,7 +23560,7 @@ msgstr "Modo Seleção"
#: scene/gui/aspect_ratio_container.cpp scene/gui/box_container.cpp
msgid "Alignment"
-msgstr ""
+msgstr "Alinhamento"
#: scene/gui/base_button.cpp
#, fuzzy
@@ -24160,11 +23598,11 @@ msgstr "Copiar Texto"
#: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp
#: scene/gui/spin_box.cpp
msgid "Align"
-msgstr ""
+msgstr "Alinhar"
#: scene/gui/button.cpp
msgid "Icon Align"
-msgstr ""
+msgstr "Alinhamento do Ãcone"
#: scene/gui/button.cpp
#, fuzzy
@@ -24268,14 +23706,12 @@ msgid "Grow Direction"
msgstr "Direções"
#: scene/gui/control.cpp scene/resources/navigation_mesh.cpp
-#, fuzzy
msgid "Min Size"
-msgstr "Tamanho do contorno:"
+msgstr "Tamanho Mínimo"
#: scene/gui/control.cpp
-#, fuzzy
msgid "Pivot Offset"
-msgstr "Compensação da grelha:"
+msgstr "Deslocamento do Pivô"
#: scene/gui/control.cpp
#, fuzzy
@@ -24323,7 +23759,7 @@ msgstr "Anterior"
#: scene/gui/control.cpp
msgid "Mouse"
-msgstr ""
+msgstr "Mouse"
#: scene/gui/control.cpp
msgid "Default Cursor Shape"
@@ -24349,7 +23785,7 @@ msgstr "Propriedades do Tema"
#: scene/gui/dialogs.cpp
msgid "Window Title"
-msgstr ""
+msgstr "Título da Janela"
#: scene/gui/dialogs.cpp
#, fuzzy
@@ -24383,14 +23819,12 @@ msgid "Right Disconnects"
msgstr "Desligar"
#: scene/gui/graph_edit.cpp
-#, fuzzy
msgid "Scroll Offset"
-msgstr "Compensação da grelha:"
+msgstr "Deslocamento da Rolagem"
#: scene/gui/graph_edit.cpp
-#, fuzzy
msgid "Snap Distance"
-msgstr "Distância de escolha:"
+msgstr "Distância de Encaixe"
#: scene/gui/graph_edit.cpp
#, fuzzy
@@ -24415,7 +23849,7 @@ msgstr "Mostrar ossos"
#: scene/gui/graph_edit.cpp scene/gui/text_edit.cpp
#: scene/resources/default_theme/default_theme.cpp
msgid "Minimap"
-msgstr ""
+msgstr "Mini-Mapa"
#: scene/gui/graph_edit.cpp
msgid "Enable grid minimap."
@@ -24488,9 +23922,8 @@ msgid "Fixed Column Width"
msgstr ""
#: scene/gui/item_list.cpp
-#, fuzzy
msgid "Icon Scale"
-msgstr "Escala aleatória:"
+msgstr "Escala de Ãcone"
#: scene/gui/item_list.cpp
#, fuzzy
@@ -24503,9 +23936,8 @@ msgid "V Align"
msgstr "Atribuir"
#: scene/gui/label.cpp scene/gui/rich_text_label.cpp
-#, fuzzy
msgid "Visible Characters"
-msgstr "Caracteres válidos:"
+msgstr "Caracteres Visiveis"
#: scene/gui/label.cpp scene/gui/rich_text_label.cpp
#, fuzzy
@@ -24529,9 +23961,8 @@ msgid "Secret"
msgstr ""
#: scene/gui/line_edit.cpp
-#, fuzzy
msgid "Secret Character"
-msgstr "Caracteres válidos:"
+msgstr "Caracteres Secretos"
#: scene/gui/line_edit.cpp
msgid "Expand To Text Length"
@@ -24584,24 +24015,23 @@ msgstr "Carregar como marcador de posição"
#: scene/gui/line_edit.cpp
msgid "Alpha"
-msgstr ""
+msgstr "Alfa"
#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp
msgid "Caret"
-msgstr ""
+msgstr "Circunflexo"
#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp
msgid "Blink"
-msgstr ""
+msgstr "Piscar"
#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp
-#, fuzzy
msgid "Blink Speed"
-msgstr "Velocidade:"
+msgstr "Velocidade de Piscar"
#: scene/gui/link_button.cpp
msgid "Underline"
-msgstr ""
+msgstr "Sublinhado"
#: scene/gui/menu_button.cpp
#, fuzzy
@@ -24683,9 +24113,8 @@ msgid "Allow Search"
msgstr "Procurar"
#: scene/gui/progress_bar.cpp
-#, fuzzy
msgid "Percent"
-msgstr "Recente:"
+msgstr "Percentagem"
#: scene/gui/range.cpp
msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0."
@@ -24744,9 +24173,8 @@ msgid "Absolute Index"
msgstr "Indentação Automática"
#: scene/gui/rich_text_effect.cpp
-#, fuzzy
msgid "Elapsed Time"
-msgstr "Tempos de Mistura:"
+msgstr "Tempo Decorrido"
#: scene/gui/rich_text_effect.cpp
#, fuzzy
@@ -24754,9 +24182,8 @@ msgid "Env"
msgstr "Fim"
#: scene/gui/rich_text_effect.cpp
-#, fuzzy
msgid "Character"
-msgstr "Caracteres válidos:"
+msgstr "Caractere"
#: scene/gui/rich_text_label.cpp
msgid "BBCode"
@@ -24767,9 +24194,8 @@ msgid "Meta Underlined"
msgstr ""
#: scene/gui/rich_text_label.cpp
-#, fuzzy
msgid "Tab Size"
-msgstr "Tamanho:"
+msgstr "Tamanho da Tabulação"
#: scene/gui/rich_text_label.cpp
#, fuzzy
@@ -24790,9 +24216,8 @@ msgid "Selection Enabled"
msgstr "Apenas seleção"
#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp
-#, fuzzy
msgid "Override Selected Font Color"
-msgstr "Configurar Perfil Selecionado:"
+msgstr "Sobrescrever Cor da Fonte Selecionada"
#: scene/gui/rich_text_label.cpp
#, fuzzy
@@ -24820,9 +24245,8 @@ msgid "Follow Focus"
msgstr "Povoar superfície"
#: scene/gui/scroll_container.cpp
-#, fuzzy
msgid "Horizontal Enabled"
-msgstr "Horizontal:"
+msgstr "Horizontal Ativado"
#: scene/gui/scroll_container.cpp
#, fuzzy
@@ -24843,24 +24267,20 @@ msgid "Tick Count"
msgstr "Escolher cor"
#: scene/gui/slider.cpp
-#, fuzzy
msgid "Ticks On Borders"
-msgstr "em ordem:"
+msgstr "Pontos Nas Bordas"
#: scene/gui/spin_box.cpp
-#, fuzzy
msgid "Prefix"
-msgstr "Prefixo:"
+msgstr "Prefixo"
#: scene/gui/spin_box.cpp
-#, fuzzy
msgid "Suffix"
-msgstr "Sufixo:"
+msgstr "Sufixo"
#: scene/gui/split_container.cpp
-#, fuzzy
msgid "Split Offset"
-msgstr "Compensação da grelha:"
+msgstr "Deslocamento de Divisão"
#: scene/gui/split_container.cpp scene/gui/tree.cpp
#, fuzzy
@@ -24877,9 +24297,8 @@ msgid "Tab Align"
msgstr ""
#: scene/gui/tab_container.cpp scene/gui/tabs.cpp
-#, fuzzy
msgid "Current Tab"
-msgstr "Atual:"
+msgstr "Guia Atual"
#: scene/gui/tab_container.cpp
#, fuzzy
@@ -24891,9 +24310,8 @@ msgid "All Tabs In Front"
msgstr ""
#: scene/gui/tab_container.cpp scene/gui/tabs.cpp
-#, fuzzy
msgid "Drag To Rearrange Enabled"
-msgstr "Arrastar e largar para reorganizar."
+msgstr "Arrastar Para Reorganizar Ativado"
#: scene/gui/tab_container.cpp
msgid "Use Hidden Tabs For Min Size"
@@ -24922,9 +24340,8 @@ msgid "Breakpoint Gutter"
msgstr "Saltar Pontos de Paragem"
#: scene/gui/text_edit.cpp
-#, fuzzy
msgid "Fold Gutter"
-msgstr "Pasta:"
+msgstr "Espaçamento de Dobra"
#: scene/gui/text_edit.cpp
#, fuzzy
@@ -24942,19 +24359,16 @@ msgid "Wrap Enabled"
msgstr "Ativar"
#: scene/gui/text_edit.cpp
-#, fuzzy
msgid "Scroll Vertical"
-msgstr "Vertical:"
+msgstr "Scroll Vertical"
#: scene/gui/text_edit.cpp
-#, fuzzy
msgid "Scroll Horizontal"
-msgstr "Horizontal:"
+msgstr "Scroll Horizontal"
#: scene/gui/text_edit.cpp
-#, fuzzy
msgid "Draw"
-msgstr "Chamadas de Desenho:"
+msgstr "Desenhar"
#: scene/gui/text_edit.cpp
#, fuzzy
@@ -25012,9 +24426,8 @@ msgid "Progress Offset"
msgstr ""
#: scene/gui/texture_progress.cpp
-#, fuzzy
msgid "Fill Mode"
-msgstr "Modo Jogo:"
+msgstr "Modo de Preenchimento"
#: scene/gui/texture_progress.cpp scene/resources/material.cpp
msgid "Tint"
@@ -25030,9 +24443,8 @@ msgid "Initial Angle"
msgstr "Inicializar"
#: scene/gui/texture_progress.cpp
-#, fuzzy
msgid "Fill Degrees"
-msgstr "A rodar %s graus."
+msgstr "Graus de Preenchimento"
#: scene/gui/texture_progress.cpp scene/resources/primitive_meshes.cpp
#, fuzzy
@@ -25083,9 +24495,8 @@ msgid "Hide Folding"
msgstr "Desativar Botão"
#: scene/gui/tree.cpp
-#, fuzzy
msgid "Hide Root"
-msgstr "Criar Nó Raiz:"
+msgstr "Esconder Raiz"
#: scene/gui/tree.cpp
msgid "Drop Mode Flags"
@@ -25098,7 +24509,7 @@ msgstr "Adicionar Pista"
#: scene/gui/video_player.cpp scene/main/scene_tree.cpp scene/main/timer.cpp
msgid "Paused"
-msgstr ""
+msgstr "Pausado"
#: scene/gui/video_player.cpp
#, fuzzy
@@ -25139,9 +24550,8 @@ msgid "Max Redirects"
msgstr ""
#: scene/main/http_request.cpp
-#, fuzzy
msgid "Timeout"
-msgstr "Tempo expirado."
+msgstr "Tempo esgotado"
#: scene/main/node.cpp
msgid ""
@@ -25156,7 +24566,7 @@ msgstr "Separador Nomeado"
#: scene/main/node.cpp
msgid "Name Casing"
-msgstr ""
+msgstr "Capitalização do Nome"
#: scene/main/node.cpp
#, fuzzy
@@ -25169,9 +24579,8 @@ msgid "Pause Mode"
msgstr "Modo deslocamento"
#: scene/main/node.cpp
-#, fuzzy
msgid "Physics Interpolation Mode"
-msgstr "Modo de Interpolação"
+msgstr "Modo de Interpolação da Física"
#: scene/main/node.cpp
#, fuzzy
@@ -25184,19 +24593,16 @@ msgid "Filename"
msgstr "Renomear"
#: scene/main/node.cpp
-#, fuzzy
msgid "Owner"
-msgstr "Proprietários de:"
+msgstr "Dono"
#: scene/main/node.cpp scene/main/scene_tree.cpp
-#, fuzzy
msgid "Multiplayer"
-msgstr "Multiplicar %s"
+msgstr "Multijogador"
#: scene/main/node.cpp
-#, fuzzy
msgid "Custom Multiplayer"
-msgstr "Definir Múltiplo:"
+msgstr "Multijogador Personalizado"
#: scene/main/node.cpp
#, fuzzy
@@ -25229,7 +24635,7 @@ msgstr "Nova Raiz da Cena"
#: scene/main/scene_tree.cpp
msgid "Root"
-msgstr ""
+msgstr "Raiz"
#: scene/main/scene_tree.cpp
#, fuzzy
@@ -25239,11 +24645,11 @@ msgstr "Multiplicar %s"
#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp
#: scene/resources/shape_2d.cpp
msgid "Shapes"
-msgstr ""
+msgstr "Formas"
#: scene/main/scene_tree.cpp
msgid "Shape Color"
-msgstr ""
+msgstr "Cor da Forma"
#: scene/main/scene_tree.cpp
#, fuzzy
@@ -25252,7 +24658,7 @@ msgstr "Escolher cor"
#: scene/main/scene_tree.cpp
msgid "Geometry Color"
-msgstr ""
+msgstr "Cor da Geometria"
#: scene/main/scene_tree.cpp
#, fuzzy
@@ -25269,14 +24675,12 @@ msgid "Draw 2D Outlines"
msgstr "Criar contorno"
#: scene/main/scene_tree.cpp servers/visual_server.cpp
-#, fuzzy
msgid "Reflections"
-msgstr "Direções"
+msgstr "Reflexões"
#: scene/main/scene_tree.cpp
-#, fuzzy
msgid "Atlas Size"
-msgstr "Tamanho do contorno:"
+msgstr "Tamanho do Atlas"
#: scene/main/scene_tree.cpp
msgid "Atlas Subdiv"
@@ -25288,7 +24692,7 @@ msgstr ""
#: scene/main/scene_tree.cpp
msgid "Use FXAA"
-msgstr ""
+msgstr "Usar FXAA"
#: scene/main/scene_tree.cpp
msgid "Use Debanding"
@@ -25296,16 +24700,15 @@ msgstr ""
#: scene/main/scene_tree.cpp scene/main/viewport.cpp
msgid "HDR"
-msgstr ""
+msgstr "HDR"
#: scene/main/scene_tree.cpp scene/main/viewport.cpp
msgid "Use 32 BPC Depth"
msgstr ""
#: scene/main/scene_tree.cpp
-#, fuzzy
msgid "Default Environment"
-msgstr "Ver ambiente"
+msgstr "Ambiente Padrão"
#: scene/main/scene_tree.cpp
msgid ""
@@ -25334,9 +24737,8 @@ msgstr ""
"para tempos de espera muito baixos."
#: scene/main/timer.cpp
-#, fuzzy
msgid "Autostart"
-msgstr "Reinício automático:"
+msgstr "Início Automático"
#: scene/main/viewport.cpp
#, fuzzy
@@ -25362,7 +24764,7 @@ msgstr ""
#: scene/main/viewport.cpp
msgid "ARVR"
-msgstr ""
+msgstr "ARVR"
#: scene/main/viewport.cpp
#, fuzzy
@@ -25375,16 +24777,15 @@ msgstr ""
#: scene/main/viewport.cpp scene/resources/world_2d.cpp
msgid "World"
-msgstr ""
+msgstr "Mundo"
#: scene/main/viewport.cpp
msgid "World 2D"
-msgstr ""
+msgstr "Mundo 2D"
#: scene/main/viewport.cpp
-#, fuzzy
msgid "Transparent BG"
-msgstr "Transpor"
+msgstr "Fundo Transparente"
#: scene/main/viewport.cpp
#, fuzzy
@@ -25393,7 +24794,7 @@ msgstr "Mudar valor de entrada"
#: scene/main/viewport.cpp
msgid "FXAA"
-msgstr ""
+msgstr "FXAA"
#: scene/main/viewport.cpp
#, fuzzy
@@ -25412,7 +24813,7 @@ msgstr "Linear Esquerda"
#: scene/main/viewport.cpp
msgid "Render Direct To Screen"
-msgstr ""
+msgstr "Renderizar Diretamente ao Ecrã"
#: scene/main/viewport.cpp
#, fuzzy
@@ -25420,9 +24821,8 @@ msgid "Debug Draw"
msgstr "Depurar"
#: scene/main/viewport.cpp
-#, fuzzy
msgid "Render Target"
-msgstr "Renderizador:"
+msgstr "Alvo do Renderizador"
#: scene/main/viewport.cpp
msgid "V Flip"
@@ -25530,7 +24930,7 @@ msgstr "Navegação"
#: scene/register_scene_types.cpp
msgid "Use hiDPI"
-msgstr ""
+msgstr "Usar hiDPI"
#: scene/register_scene_types.cpp
#, fuzzy
@@ -25550,12 +24950,11 @@ msgstr "Nó Mix"
#: scene/resources/audio_stream_sample.cpp
msgid "Stereo"
-msgstr ""
+msgstr "Stereo"
#: scene/resources/concave_polygon_shape_2d.cpp
-#, fuzzy
msgid "Segments"
-msgstr "Argumentos da Cena Principal:"
+msgstr "Segmentos"
#: scene/resources/curve.cpp
#, fuzzy
@@ -25568,7 +24967,7 @@ msgstr ""
#: scene/resources/default_theme/default_theme.cpp
msgid "Panel"
-msgstr ""
+msgstr "Painel"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -25596,9 +24995,8 @@ msgid "Font Color Disabled"
msgstr "Recorte desativado"
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "H Separation"
-msgstr "Separação:"
+msgstr "Separação Horizontal"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -25607,7 +25005,7 @@ msgstr "Loop da Animação"
#: scene/resources/default_theme/default_theme.cpp
msgid "Arrow"
-msgstr ""
+msgstr "Seta"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -25686,14 +25084,12 @@ msgid "Font Outline Modulate"
msgstr "Forçar modulação branca"
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Shadow Offset X"
-msgstr "Deslocação X da grelha:"
+msgstr "Deslocamento da Sombra em X"
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Shadow Offset Y"
-msgstr "Deslocação Y da grelha:"
+msgstr "Deslocamento da Sombra em Y"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -25751,14 +25147,12 @@ msgid "Space"
msgstr "Cena Principal"
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Folded"
-msgstr "Pasta:"
+msgstr "Dobrado"
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Fold"
-msgstr "Pasta:"
+msgstr "Dobrar"
#: scene/resources/default_theme/default_theme.cpp
msgid "Font Color Readonly"
@@ -25922,14 +25316,12 @@ msgid "Font Color Accel"
msgstr "Renomear Item Cor"
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Font Color Separator"
-msgstr "Operador de Cor."
+msgstr "Separador de Cor da Fonte"
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "V Separation"
-msgstr "Separação:"
+msgstr "Separação Vertical"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -25982,9 +25374,8 @@ msgid "Close Offset"
msgstr "Compensação da grelha:"
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Port Offset"
-msgstr "Compensação da grelha:"
+msgstr "Deslocamento de Porta"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -25998,7 +25389,7 @@ msgstr "Selecionar"
#: scene/resources/default_theme/default_theme.cpp
msgid "Cursor Unfocused"
-msgstr ""
+msgstr "Cursor Desfocado"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -26094,14 +25485,12 @@ msgid "Draw Guides"
msgstr "Mostrar Guias"
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Scroll Border"
-msgstr "Vertical:"
+msgstr "Borda da Barra de Rolagem"
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Scroll Speed"
-msgstr "Compensação da grelha:"
+msgstr "Velocidade de Rolagem"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -26109,9 +25498,8 @@ msgid "Icon Margin"
msgstr "Definir Margem"
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Line Separation"
-msgstr "Separação:"
+msgstr "Separação de Linha"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -26119,9 +25507,8 @@ msgid "Tab FG"
msgstr "Aba 1"
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Tab BG"
-msgstr "Aba 1"
+msgstr "BG da Guia"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -26130,7 +25517,7 @@ msgstr "Item Desativado"
#: scene/resources/default_theme/default_theme.cpp
msgid "Menu"
-msgstr ""
+msgstr "Menu"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -26171,9 +25558,8 @@ msgid "Large"
msgstr "Alvo"
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Folder"
-msgstr "Pasta:"
+msgstr "Pasta"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -26211,9 +25597,8 @@ msgid "Label Width"
msgstr "Esquerda Wide"
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Screen Picker"
-msgstr "Operador Ecrã."
+msgstr "Seletor de Ecrã"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -26231,9 +25616,8 @@ msgid "Color Sample"
msgstr "Cores"
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Preset BG"
-msgstr "Predefinições"
+msgstr "Fundo Predefinido"
#: scene/resources/default_theme/default_theme.cpp
msgid "Overbright Indicator"
@@ -26245,9 +25629,8 @@ msgid "Preset FG"
msgstr "Predefinições"
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Preset BG Icon"
-msgstr "Predefinições"
+msgstr "Ãcone de Fundo Predefinido"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -26266,7 +25649,7 @@ msgstr "Cena Principal"
#: scene/resources/default_theme/default_theme.cpp
msgid "Bold Italics Font"
-msgstr ""
+msgstr "Fonte Negrito Itálica"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -26274,14 +25657,12 @@ msgid "Mono Font"
msgstr "Cena Principal"
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Table H Separation"
-msgstr "Separação:"
+msgstr "Separação Horizontal da Tabela"
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Table V Separation"
-msgstr "Separação:"
+msgstr "Separação Vertical da Tabela"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -26310,11 +25691,11 @@ msgstr "Corte automático"
#: scene/resources/default_theme/default_theme.cpp
msgid "Minus"
-msgstr ""
+msgstr "Menos"
#: scene/resources/default_theme/default_theme.cpp
msgid "More"
-msgstr ""
+msgstr "Mais"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -26374,9 +25755,8 @@ msgid "Font Path"
msgstr "Caminho de Foco"
#: scene/resources/dynamic_font.cpp
-#, fuzzy
msgid "Outline Size"
-msgstr "Tamanho do contorno:"
+msgstr "Tamanho do Contorno"
#: scene/resources/dynamic_font.cpp
#, fuzzy
@@ -26389,14 +25769,12 @@ msgid "Use Mipmaps"
msgstr "Sinais"
#: scene/resources/dynamic_font.cpp
-#, fuzzy
msgid "Extra Spacing"
-msgstr "Opções Extra:"
+msgstr "Espaçamento Extra"
#: scene/resources/dynamic_font.cpp
-#, fuzzy
msgid "Char"
-msgstr "Caracteres válidos:"
+msgstr "Caractere"
#: scene/resources/dynamic_font.cpp
#, fuzzy
@@ -26405,11 +25783,11 @@ msgstr "Com Dados"
#: scene/resources/environment.cpp
msgid "Background"
-msgstr ""
+msgstr "Plano de Fundo"
#: scene/resources/environment.cpp scene/resources/sky.cpp
msgid "Sky"
-msgstr ""
+msgstr "Céu"
#: scene/resources/environment.cpp
#, fuzzy
@@ -26422,14 +25800,12 @@ msgid "Sky Orientation"
msgstr "Documentação Online"
#: scene/resources/environment.cpp
-#, fuzzy
msgid "Sky Rotation"
-msgstr "Passo da rotação:"
+msgstr "Rotação do Céu"
#: scene/resources/environment.cpp
-#, fuzzy
msgid "Sky Rotation Degrees"
-msgstr "A rodar %s graus."
+msgstr "Graus de Rotação do Céu"
#: scene/resources/environment.cpp
msgid "Canvas Max Layer"
@@ -26451,17 +25827,15 @@ msgstr "Condição"
#: scene/resources/environment.cpp
msgid "Fog"
-msgstr ""
+msgstr "Névoa"
#: scene/resources/environment.cpp
-#, fuzzy
msgid "Sun Color"
-msgstr "Armazenar o Ficheiro:"
+msgstr "Cor do Sol"
#: scene/resources/environment.cpp
-#, fuzzy
msgid "Sun Amount"
-msgstr "Valor:"
+msgstr "Quantidade do Sol"
#: scene/resources/environment.cpp
#, fuzzy
@@ -26525,7 +25899,7 @@ msgstr "Exportar"
#: scene/resources/environment.cpp
msgid "White"
-msgstr ""
+msgstr "Branco"
#: scene/resources/environment.cpp
msgid "Auto Exposure"
@@ -26550,14 +25924,12 @@ msgid "Max Steps"
msgstr "Passo"
#: scene/resources/environment.cpp
-#, fuzzy
msgid "Fade In"
-msgstr "Aparecer (s):"
+msgstr "Esmaecer de Entrada"
#: scene/resources/environment.cpp
-#, fuzzy
msgid "Fade Out"
-msgstr "Desvanecer (s):"
+msgstr "Esmaecer de Saída"
#: scene/resources/environment.cpp
#, fuzzy
@@ -26566,16 +25938,15 @@ msgstr "Profundidade"
#: scene/resources/environment.cpp scene/resources/material.cpp
msgid "Roughness"
-msgstr ""
+msgstr "Rugosidade"
#: scene/resources/environment.cpp
msgid "SSAO"
-msgstr ""
+msgstr "SSAO"
#: scene/resources/environment.cpp
-#, fuzzy
msgid "Radius 2"
-msgstr "Raio:"
+msgstr "Raio 2"
#: scene/resources/environment.cpp
msgid "Intensity 2"
@@ -26604,9 +25975,8 @@ msgid "DOF Far Blur"
msgstr ""
#: scene/resources/environment.cpp scene/resources/material.cpp
-#, fuzzy
msgid "Distance"
-msgstr "Distância de escolha:"
+msgstr "Distância"
#: scene/resources/environment.cpp
msgid "Transition"
@@ -26618,7 +25988,7 @@ msgstr ""
#: scene/resources/environment.cpp
msgid "Glow"
-msgstr ""
+msgstr "Brilho"
#: scene/resources/environment.cpp
#, fuzzy
@@ -26680,7 +26050,7 @@ msgstr ""
#: scene/resources/environment.cpp
msgid "Adjustments"
-msgstr ""
+msgstr "Ajustamentos"
#: scene/resources/environment.cpp
#, fuzzy
@@ -26688,19 +26058,16 @@ msgid "Brightness"
msgstr "Luz"
#: scene/resources/environment.cpp
-#, fuzzy
msgid "Saturation"
-msgstr "Separação:"
+msgstr "Separação"
#: scene/resources/environment.cpp
-#, fuzzy
msgid "Color Correction"
-msgstr "Função Cor."
+msgstr "Correção de Cor"
#: scene/resources/font.cpp
-#, fuzzy
msgid "Ascent"
-msgstr "Recente:"
+msgstr "Subida"
#: scene/resources/font.cpp
#, fuzzy
@@ -26713,9 +26080,8 @@ msgid "Raw Data"
msgstr "Profundidade"
#: scene/resources/gradient.cpp
-#, fuzzy
msgid "Offsets"
-msgstr "Compensação:"
+msgstr "Deslocamentos"
#: scene/resources/height_map_shape.cpp
msgid "Map Width"
@@ -26745,9 +26111,8 @@ msgid "Use Shadow To Opacity"
msgstr ""
#: scene/resources/material.cpp
-#, fuzzy
msgid "Unshaded"
-msgstr "Vista sem sombras"
+msgstr "Sem sombra"
#: scene/resources/material.cpp
#, fuzzy
@@ -26769,7 +26134,7 @@ msgstr ""
#: scene/resources/material.cpp
msgid "Do Not Receive Shadows"
-msgstr ""
+msgstr "Não Receber Sombras"
#: scene/resources/material.cpp
#, fuzzy
@@ -26796,12 +26161,11 @@ msgstr ""
#: scene/resources/material.cpp
msgid "Is sRGB"
-msgstr ""
+msgstr "É sRGB"
#: scene/resources/material.cpp servers/visual_server.cpp
-#, fuzzy
msgid "Parameters"
-msgstr "Parâmetro Alterado:"
+msgstr "Parâmetros"
#: scene/resources/material.cpp
#, fuzzy
@@ -26840,12 +26204,11 @@ msgstr "Modo Régua"
#: scene/resources/material.cpp
msgid "Grow"
-msgstr ""
+msgstr "Crescer"
#: scene/resources/material.cpp
-#, fuzzy
msgid "Grow Amount"
-msgstr "Valor:"
+msgstr "Quantidade de Crescimento"
#: scene/resources/material.cpp
msgid "Use Alpha Scissor"
@@ -26868,11 +26231,11 @@ msgstr "Frame %"
#: scene/resources/material.cpp
msgid "Albedo"
-msgstr ""
+msgstr "Albedo"
#: scene/resources/material.cpp
msgid "Metallic"
-msgstr ""
+msgstr "Metálico"
#: scene/resources/material.cpp
#, fuzzy
@@ -26880,9 +26243,8 @@ msgid "Texture Channel"
msgstr "TextureRegion"
#: scene/resources/material.cpp
-#, fuzzy
msgid "Emission"
-msgstr "Máscara de Emissão"
+msgstr "Emissão"
#: scene/resources/material.cpp
msgid "On UV2"
@@ -26907,7 +26269,7 @@ msgstr ""
#: scene/resources/material.cpp
msgid "Anisotropy"
-msgstr ""
+msgstr "Anisotrópico"
#: scene/resources/material.cpp
msgid "Flowmap"
@@ -26950,13 +26312,12 @@ msgid "Transmission"
msgstr "Transmissão"
#: scene/resources/material.cpp
-#, fuzzy
msgid "Refraction"
-msgstr "Separação:"
+msgstr "Refração"
#: scene/resources/material.cpp
msgid "Detail"
-msgstr ""
+msgstr "Detalhe"
#: scene/resources/material.cpp
#, fuzzy
@@ -27002,7 +26363,7 @@ msgstr "Consolidar Lightmaps"
#: scene/resources/mesh.cpp scene/resources/primitive_meshes.cpp
msgid "Custom AABB"
-msgstr ""
+msgstr "AABB Personalizado"
#: scene/resources/mesh_library.cpp
#, fuzzy
@@ -27015,14 +26376,12 @@ msgid "NavMesh Transform"
msgstr "Limpar Transformação"
#: scene/resources/multimesh.cpp
-#, fuzzy
msgid "Color Format"
-msgstr "Operador de Cor."
+msgstr "Formato de Cor"
#: scene/resources/multimesh.cpp
-#, fuzzy
msgid "Transform Format"
-msgstr "Transformação Abortada."
+msgstr "Formato de Transformação"
#: scene/resources/multimesh.cpp
msgid "Custom Data Format"
@@ -27035,12 +26394,11 @@ msgstr "Instância"
#: scene/resources/multimesh.cpp
msgid "Visible Instance Count"
-msgstr ""
+msgstr "Quantidade de Instâncias Visíveis"
#: scene/resources/navigation_mesh.cpp
-#, fuzzy
msgid "Sampling"
-msgstr "A escalar: "
+msgstr "Mostragem"
#: scene/resources/navigation_mesh.cpp
#, fuzzy
@@ -27048,27 +26406,24 @@ msgid "Partition Type"
msgstr "Definir tipo de variável"
#: scene/resources/navigation_mesh.cpp
-#, fuzzy
msgid "Parsed Geometry Type"
-msgstr "A analisar geometria..."
+msgstr "Tipo de Geometria Analisada"
#: scene/resources/navigation_mesh.cpp
msgid "Source Geometry Mode"
msgstr ""
#: scene/resources/navigation_mesh.cpp
-#, fuzzy
msgid "Source Group Name"
-msgstr "Fonte"
+msgstr "Origem do Nome do Grupo"
#: scene/resources/navigation_mesh.cpp
msgid "Cells"
-msgstr ""
+msgstr "Células"
#: scene/resources/navigation_mesh.cpp
-#, fuzzy
msgid "Agents"
-msgstr "Argumentos da Cena Principal:"
+msgstr "Agentes"
#: scene/resources/navigation_mesh.cpp
msgid "Max Climb"
@@ -27090,7 +26445,7 @@ msgstr "Mesclar a partir da Cena"
#: scene/resources/navigation_mesh.cpp
msgid "Edges"
-msgstr ""
+msgstr "Arestas"
#: scene/resources/navigation_mesh.cpp
#, fuzzy
@@ -27099,7 +26454,7 @@ msgstr "Erro"
#: scene/resources/navigation_mesh.cpp
msgid "Verts Per Poly"
-msgstr ""
+msgstr "Vértices Por Polígono"
#: scene/resources/navigation_mesh.cpp
#, fuzzy
@@ -27107,9 +26462,8 @@ msgid "Details"
msgstr "Mostrar Predefinição"
#: scene/resources/navigation_mesh.cpp
-#, fuzzy
msgid "Sample Distance"
-msgstr "Distância de escolha:"
+msgstr "Distância de Amostra"
#: scene/resources/navigation_mesh.cpp
#, fuzzy
@@ -27140,7 +26494,7 @@ msgstr "Compensação:"
#: scene/resources/occluder_shape.cpp
msgid "Spheres"
-msgstr ""
+msgstr "Esferas"
#: scene/resources/occluder_shape.cpp
msgid "OccluderShapeSphere Set Spheres"
@@ -27180,9 +26534,8 @@ msgid "Color Modifier"
msgstr "Freelook Modificador de Lentidão"
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Point Texture"
-msgstr "Pontos de emissão:"
+msgstr "Textura de Ponto"
#: scene/resources/particles_material.cpp
msgid "Normal Texture"
@@ -27199,9 +26552,8 @@ msgid "Point Count"
msgstr "Adicionar Porta de Entrada"
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Scale Random"
-msgstr "Proporção de Escala:"
+msgstr "Randomização de Escala"
#: scene/resources/particles_material.cpp
#, fuzzy
@@ -27217,9 +26569,8 @@ msgid "Absorbent"
msgstr ""
#: scene/resources/plane_shape.cpp
-#, fuzzy
msgid "Plane"
-msgstr "Plano:"
+msgstr "Plano"
#: scene/resources/primitive_meshes.cpp
#, fuzzy
@@ -27243,9 +26594,8 @@ msgid "Subdivide Depth"
msgstr ""
#: scene/resources/primitive_meshes.cpp
-#, fuzzy
msgid "Top Radius"
-msgstr "Raio:"
+msgstr "Raio do Topo"
#: scene/resources/primitive_meshes.cpp
#, fuzzy
@@ -27294,9 +26644,8 @@ msgid "Bone"
msgstr "Ossos"
#: scene/resources/sky.cpp
-#, fuzzy
msgid "Radiance Size"
-msgstr "Tamanho do contorno:"
+msgstr "Tamanho da Radiância"
#: scene/resources/sky.cpp
msgid "Panorama"
@@ -27308,9 +26657,8 @@ msgid "Top Color"
msgstr "Próximo Piso"
#: scene/resources/sky.cpp
-#, fuzzy
msgid "Horizon Color"
-msgstr "Armazenar o Ficheiro:"
+msgstr "Cor do Horizonte"
#: scene/resources/sky.cpp
#, fuzzy
@@ -27334,7 +26682,7 @@ msgstr "Substituto"
#: scene/resources/sky.cpp
msgid "Longitude"
-msgstr ""
+msgstr "Longitude"
#: scene/resources/sky.cpp
msgid "Angle Min"
@@ -27369,7 +26717,7 @@ msgstr ""
#: scene/resources/style_box.cpp
msgid "Anti Aliasing"
-msgstr ""
+msgstr "Anti Serrilhamento"
#: scene/resources/style_box.cpp
msgid "Grow Begin"
@@ -27419,9 +26767,8 @@ msgid "Lossy Storage Quality"
msgstr "Capturar"
#: scene/resources/texture.cpp
-#, fuzzy
msgid "From"
-msgstr "Modo Jogo:"
+msgstr "À Partir de"
#: scene/resources/texture.cpp
#, fuzzy
@@ -27595,11 +26942,11 @@ msgstr "Editar Conexão:"
#: scene/resources/world_2d.cpp
msgid "Canvas"
-msgstr ""
+msgstr "Tela"
#: servers/arvr/arvr_interface.cpp
msgid "Is Primary"
-msgstr ""
+msgstr "É Principal"
#: servers/arvr/arvr_interface.cpp
#, fuzzy
@@ -27625,9 +26972,8 @@ msgid "Audio Stream"
msgstr "Item Rádio"
#: servers/audio/audio_stream.cpp
-#, fuzzy
msgid "Random Pitch"
-msgstr "Inclinação aleatória:"
+msgstr "Timbre Aleatório"
#: servers/audio/effects/audio_effect_capture.cpp
#: servers/audio/effects/audio_effect_spectrum_analyzer.cpp
@@ -27637,27 +26983,27 @@ msgstr ""
#: servers/audio/effects/audio_effect_chorus.cpp
msgid "Voice Count"
-msgstr ""
+msgstr "Quantidade de Vozes"
#: servers/audio/effects/audio_effect_chorus.cpp
#: servers/audio/effects/audio_effect_delay.cpp
#: servers/audio/effects/audio_effect_reverb.cpp
msgid "Dry"
-msgstr ""
+msgstr "Seco"
#: servers/audio/effects/audio_effect_chorus.cpp
#: servers/audio/effects/audio_effect_reverb.cpp
msgid "Wet"
-msgstr ""
+msgstr "Molhado"
#: servers/audio/effects/audio_effect_chorus.cpp
msgid "Voice"
-msgstr ""
+msgstr "Voz"
#: servers/audio/effects/audio_effect_chorus.cpp
#: servers/audio/effects/audio_effect_delay.cpp
msgid "Delay (ms)"
-msgstr ""
+msgstr "Atraso (ms)"
#: servers/audio/effects/audio_effect_chorus.cpp
#: servers/audio/effects/audio_effect_phaser.cpp
@@ -27672,7 +27018,7 @@ msgstr "Profundidade"
#: servers/audio/effects/audio_effect_chorus.cpp
#: servers/audio/effects/audio_effect_delay.cpp
msgid "Level dB"
-msgstr ""
+msgstr "Nível dB"
#: servers/audio/effects/audio_effect_chorus.cpp
#: servers/audio/effects/audio_effect_delay.cpp
@@ -27684,11 +27030,11 @@ msgstr "Plano:"
#: servers/audio/effects/audio_effect_compressor.cpp
#: servers/audio/effects/audio_effect_filter.cpp
msgid "Gain"
-msgstr ""
+msgstr "Ganho"
#: servers/audio/effects/audio_effect_compressor.cpp
msgid "Attack (µs)"
-msgstr ""
+msgstr "Ataque (µs)"
#: servers/audio/effects/audio_effect_compressor.cpp
#, fuzzy
@@ -27725,7 +27071,7 @@ msgstr "Ignorar"
#: servers/audio/effects/audio_effect_distortion.cpp
msgid "Pre Gain"
-msgstr ""
+msgstr "Pré Ganho"
#: servers/audio/effects/audio_effect_distortion.cpp
msgid "Keep Hf Hz"
@@ -27775,13 +27121,12 @@ msgstr ""
#: servers/audio/effects/audio_effect_pitch_shift.cpp
#: servers/audio/effects/audio_effect_spectrum_analyzer.cpp
-#, fuzzy
msgid "FFT Size"
-msgstr "Tamanho:"
+msgstr "Tamanho FFT"
#: servers/audio/effects/audio_effect_reverb.cpp
msgid "Predelay"
-msgstr ""
+msgstr "Pré Atraso"
#: servers/audio/effects/audio_effect_reverb.cpp
msgid "Msec"
@@ -27789,7 +27134,7 @@ msgstr ""
#: servers/audio/effects/audio_effect_reverb.cpp
msgid "Room Size"
-msgstr ""
+msgstr "Tamanho da Sala"
#: servers/audio/effects/audio_effect_reverb.cpp
#, fuzzy
@@ -27805,9 +27150,8 @@ msgid "Pan Pullout"
msgstr ""
#: servers/audio/effects/audio_effect_stereo_enhance.cpp
-#, fuzzy
msgid "Time Pullout (ms)"
-msgstr "Tempo expirado."
+msgstr "Retirada de Tempo (ms)"
#: servers/audio/effects/audio_effect_stereo_enhance.cpp
msgid "Surround"
@@ -27819,9 +27163,8 @@ msgid "Enable Audio Input"
msgstr "Renomear o barramento de áudio"
#: servers/audio_server.cpp
-#, fuzzy
msgid "Output Latency"
-msgstr "Saída"
+msgstr "Latência de Saída"
#: servers/audio_server.cpp
msgid "Channel Disable Threshold dB"
@@ -27870,12 +27213,11 @@ msgstr ""
#: servers/physics/space_sw.cpp servers/physics_2d/space_2d_sw.cpp
msgid "Time Before Sleep"
-msgstr ""
+msgstr "Tempo Antes de Dormir"
#: servers/physics_2d/physics_2d_server_sw.cpp
-#, fuzzy
msgid "BP Hash Table Size"
-msgstr "Tamanho:"
+msgstr "Tamanho da \"BP Hash Table\""
#: servers/physics_2d/physics_2d_server_sw.cpp
msgid "Large Object Surface Threshold In Cells"
@@ -27883,12 +27225,11 @@ msgstr ""
#: servers/physics_2d_server.cpp servers/physics_server.cpp
msgid "Inverse Mass"
-msgstr ""
+msgstr "Inverter Massa"
#: servers/physics_2d_server.cpp servers/physics_server.cpp
-#, fuzzy
msgid "Inverse Inertia"
-msgstr "Freelook Esquerda"
+msgstr "Inverter Inércia"
#: servers/physics_2d_server.cpp servers/physics_server.cpp
msgid "Total Angular Damp"
@@ -27911,7 +27252,7 @@ msgstr "Inicializar"
#: servers/physics_2d_server.cpp servers/physics_server.cpp
msgid "Exclude"
-msgstr ""
+msgstr "Excluir"
#: servers/physics_2d_server.cpp servers/physics_server.cpp
msgid "Shape RID"
@@ -27924,7 +27265,7 @@ msgstr "Modo Colisão"
#: servers/physics_2d_server.cpp servers/physics_server.cpp
msgid "Collide With Areas"
-msgstr ""
+msgstr "Colidir com Ãreas"
#: servers/physics_2d_server.cpp servers/physics_server.cpp
msgid "Motion Remainder"
@@ -28004,9 +27345,8 @@ msgid "Constants cannot be modified."
msgstr "Constantes não podem ser modificadas."
#: servers/visual/visual_server_scene.cpp
-#, fuzzy
msgid "Spatial Partitioning"
-msgstr "A segmentar..."
+msgstr "Particionamento Espacial"
#: servers/visual_server.cpp
#, fuzzy
@@ -28045,16 +27385,15 @@ msgstr "Importar tema"
#: servers/visual_server.cpp
msgid "Lossless Compression"
-msgstr ""
+msgstr "Compressão Sem Perda"
#: servers/visual_server.cpp
-#, fuzzy
msgid "Force PNG"
-msgstr "Forçar Impulso"
+msgstr "Forçar PNG"
#: servers/visual_server.cpp
msgid "WebP Compression Level"
-msgstr ""
+msgstr "Nível de Compressão WebP"
#: servers/visual_server.cpp
msgid "Time Rollover Secs"
@@ -28098,7 +27437,7 @@ msgstr "Centrar Seleção"
#: servers/visual_server.cpp
msgid "High Quality GGX"
-msgstr ""
+msgstr "GGX de Alta Qualidade"
#: servers/visual_server.cpp
msgid "Irradiance Max Size"
@@ -28172,9 +27511,8 @@ msgid "Ninepatch Mode"
msgstr "Modo de Interpolação"
#: servers/visual_server.cpp
-#, fuzzy
msgid "OpenGL"
-msgstr "Abrir"
+msgstr "abrir"
#: servers/visual_server.cpp
msgid "Batching Send Null"
@@ -28194,9 +27532,8 @@ msgid "Legacy Stream"
msgstr ""
#: servers/visual_server.cpp
-#, fuzzy
msgid "Batching"
-msgstr "A procurar..."
+msgstr "Loteamento"
#: servers/visual_server.cpp
msgid "Use Batching"
@@ -28224,9 +27561,8 @@ msgid "Scissor Area Threshold"
msgstr ""
#: servers/visual_server.cpp
-#, fuzzy
msgid "Max Join Items"
-msgstr "Gerir Itens..."
+msgstr "Máximo de Itens de Junção"
#: servers/visual_server.cpp
msgid "Batch Buffer Size"
@@ -28238,7 +27574,7 @@ msgstr ""
#: servers/visual_server.cpp
msgid "Flash Batching"
-msgstr ""
+msgstr "Loteamento de Flashes"
#: servers/visual_server.cpp
#, fuzzy
@@ -28247,15 +27583,15 @@ msgstr "Colar Frame"
#: servers/visual_server.cpp
msgid "GLES2"
-msgstr ""
+msgstr "GLES2"
#: servers/visual_server.cpp
msgid "Compatibility"
-msgstr ""
+msgstr "Compatibilidade"
#: servers/visual_server.cpp
msgid "Disable Half Float"
-msgstr ""
+msgstr "Desativar Meia Float"
#: servers/visual_server.cpp
#, fuzzy
@@ -28269,11 +27605,11 @@ msgstr "Expressão"
#: servers/visual_server.cpp
msgid "UV Contract"
-msgstr ""
+msgstr "Contrato UV"
#: servers/visual_server.cpp
msgid "UV Contract Amount"
-msgstr ""
+msgstr "Valor do Contrato UV"
#: servers/visual_server.cpp
#, fuzzy
@@ -28282,7 +27618,7 @@ msgstr "Usar Ajuste de Escala"
#: servers/visual_server.cpp
msgid "PVS Logging"
-msgstr ""
+msgstr "Registo PVS"
#: servers/visual_server.cpp
#, fuzzy
@@ -28306,12 +27642,11 @@ msgstr "Ver Culling da Oclusão"
#: servers/visual_server.cpp
msgid "Max Active Spheres"
-msgstr ""
+msgstr "Máximo de Esferas Ativas"
#: servers/visual_server.cpp
-#, fuzzy
msgid "Max Active Polygons"
-msgstr "Mover Polígono"
+msgstr "Máximo de Polígonos Ativos"
#: servers/visual_server.cpp
#, fuzzy
diff --git a/editor/translations/pt_BR.po b/editor/translations/pt_BR.po
index 30ad718462..8e574f992d 100644
--- a/editor/translations/pt_BR.po
+++ b/editor/translations/pt_BR.po
@@ -38,7 +38,7 @@
# Pedro Pacheco <pedroxixipa@hotmail.com>, 2018, 2019.
# Bruno Henrique <nimbusdroid@gmail.com>, 2018, 2019.
# Luciano Scilletta <lucianoscilletta@gmail.com>, 2018.
-# Julio Yagami <juliohenrique31501234@hotmail.com>, 2018, 2019.
+# Julio Yagami <juliohenrique31501234@hotmail.com>, 2018, 2019, 2022.
# Fernando Martinez <contact@fernandodev.com>, 2018.
# Marcelo <mitissa@gmail.com>, 2018, 2019.
# Walter Bolitto <wrcarval@live.com>, 2018, 2019.
@@ -95,21 +95,21 @@
# Felipe Jesus Macedo <fmacedo746@gmail.com>, 2020.
# José Paulo <jose.paulo1919@gmail.com>, 2020.
# Necco <necco@outlook.com>, 2020.
-# Marcelo Silveira Hayden <mshayden.1998@gmail.com>, 2020, 2021.
+# Marcelo Silveira Hayden <mshayden.1998@gmail.com>, 2020, 2021, 2022.
# GUILHERME SOUZA REIS DE MELO LOPES <guilhermesrml@unipam.edu.br>, 2020.
# Gabriela Araújo <Gabirin@outlook.com.br>, 2020.
# Jairo Tuboi <tuboi.jairo@gmail.com>, 2020.
# Felipe Fetter <felipetfetter@gmail.com>, 2020.
# Rafael Henrique Capati <rhcapati@gmail.com>, 2020.
-# NogardRyuu <nogardryuu@gmail.com>, 2020, 2021.
+# NogardRyuu <nogardryuu@gmail.com>, 2020, 2021, 2022.
# Elton <eltondeoliveira@outlook.com>, 2020, 2021.
-# ThiagoCTN <thiagocampostn@gmail.com>, 2020.
+# ThiagoCTN <thiagocampostn@gmail.com>, 2020, 2022.
# Alec Santos <alecsantos96@gmail.com>, 2020.
# Augusto Milão <augusto.milao01@gmail.com>, 2021, 2022.
# Gabriel Gavazzi Felix <mutcholoko32@gmail.com>, 2021.
# Lucas Dantas <lucas.lucantas38@gmail.com>, 2021.
-# Carlos Bonifacio <carlosboni.sa@gmail.com>, 2021.
-# Lucas Castro <castroclucas@gmail.com>, 2021.
+# Carlos Bonifacio <carlosboni.sa@gmail.com>, 2021, 2022.
+# Lucas Castro <castroclucas@gmail.com>, 2021, 2022.
# Ricardo Zamarrenho Carvalho Correa <ricardozcc17@gmail.com>, 2021.
# Diego dos Reis Macedo <diego_dragon97@hotmail.com>, 2021.
# Lucas E. <lukas.ed45@gmail.com>, 2021.
@@ -153,13 +153,16 @@
# Mauricio Mazur <mauricio.mazur12@gmail.com>, 2022.
# ! Zyll <emanueljunior756@gmail.com>, 2022.
# Kirrby <kirrby.gaming@gmail.com>, 2022.
+# Murilo Gama <murilovsky2030@gmail.com>, 2022.
+# Kauã Azevedo <Kazevic@pm.me>, 2022.
+# Zer0-Zer0 <dankmemerson@tutanota.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: 2022-09-27 21:37+0000\n"
-"Last-Translator: Kirrby <kirrby.gaming@gmail.com>\n"
+"PO-Revision-Date: 2022-12-10 02:13+0000\n"
+"Last-Translator: Julio Yagami <juliohenrique31501234@hotmail.com>\n"
"Language-Team: Portuguese (Brazil) <https://hosted.weblate.org/projects/"
"godot-engine/godot/pt_BR/>\n"
"Language: pt_BR\n"
@@ -167,7 +170,7 @@ 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 4.14.1\n"
+"X-Generator: Weblate 4.15-dev\n"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Tablet Driver"
@@ -1293,7 +1296,7 @@ msgstr "Manipulador de Entrada"
#: editor/animation_track_editor.cpp
msgid "Out Handle"
-msgstr "Manipulador de Saída"
+msgstr "Fora do controle"
#: editor/animation_track_editor.cpp
#: editor/import/resource_importer_texture.cpp
@@ -1575,7 +1578,7 @@ msgstr "Editores"
#: editor/animation_track_editor.cpp editor/editor_settings.cpp
msgid "Confirm Insert Track"
-msgstr "Confirmar Inserção de Trilha"
+msgstr "Confirmar inserção de faixa"
#. TRANSLATORS: %s will be replaced by a phrase describing the target of track.
#: editor/animation_track_editor.cpp
@@ -1746,7 +1749,7 @@ msgstr ""
#: editor/animation_track_editor.cpp
msgid "Anim Add RESET Keys"
-msgstr "Anim Adicionar Teclas de RESET"
+msgstr "Anim adicionar teclas de RESET"
#: editor/animation_track_editor.cpp
msgid ""
@@ -3065,7 +3068,7 @@ msgstr "Em exportações de 32 bits, o PCK embutido não pode ser maior que 4GB.
#: editor/editor_export.cpp
msgid "Convert Text Resources To Binary On Export"
-msgstr "Converter Recursos de Texto para Binário na Exportação"
+msgstr "Converter recursos de texto para binário na exportação"
#: editor/editor_feature_profile.cpp
msgid "3D Editor"
@@ -4416,7 +4419,7 @@ msgstr "Sempre Limpar Output no modo Play"
#: editor/editor_node.cpp editor/editor_settings.cpp
msgid "Always Open Output On Play"
-msgstr "Sempre abrir a saída ao jogar"
+msgstr "Sempre abrir a saída ao reproduzir"
#: editor/editor_node.cpp editor/editor_settings.cpp
msgid "Always Close Output On Stop"
@@ -4424,7 +4427,7 @@ msgstr "Sempre fechar a saída ao parar"
#: editor/editor_node.cpp
msgid "Save On Focus Loss"
-msgstr "Salvar em caso de perda de foco"
+msgstr "Salvar ao perder o foco"
#: editor/editor_node.cpp editor/editor_settings.cpp
msgid "Save Each Scene On Quit"
@@ -4456,7 +4459,7 @@ msgstr "Restaurar Cenas ao Carregar"
#: editor/editor_node.cpp editor/editor_settings.cpp
msgid "Show Thumbnail On Hover"
-msgstr "Mostrar miniatura ao passar o mouse"
+msgstr "Exibir miniatura ao passar o mouse por cima"
#: editor/editor_node.cpp editor/editor_settings.cpp
msgid "Inspector"
@@ -4464,11 +4467,11 @@ msgstr "Inspetor"
#: editor/editor_node.cpp
msgid "Default Property Name Style"
-msgstr "Estilo de Nome de Propriedade Padrão"
+msgstr "Estilo de Nome Padrão de Propriedade"
#: editor/editor_node.cpp
msgid "Default Float Step"
-msgstr "Passo de ponto flutuante padrão"
+msgstr "Passo de Float padrão"
#: editor/editor_node.cpp scene/gui/tree.cpp
msgid "Disable Folding"
@@ -5359,7 +5362,7 @@ msgstr "Linguagem do Editor"
#: editor/editor_settings.cpp
msgid "Display Scale"
-msgstr "Escala de Exibição"
+msgstr "Exibir Escala"
#: editor/editor_settings.cpp
msgid "Custom Display Scale"
@@ -5367,15 +5370,15 @@ msgstr "Escala de Exibição Customizada"
#: editor/editor_settings.cpp
msgid "Main Font Size"
-msgstr "Tamanho de Fonte Principal"
+msgstr "Tamanho da Fonte Principal"
#: editor/editor_settings.cpp
msgid "Code Font Size"
-msgstr "Tamanho de Fonte (Tipo) no Código"
+msgstr "Tamanho da Fonte do Código"
#: editor/editor_settings.cpp
msgid "Font Antialiased"
-msgstr "Fonte Com Serrilhado Suavizado"
+msgstr "Fonte com Anti-aliasing"
#: editor/editor_settings.cpp
msgid "Font Hinting"
@@ -5387,27 +5390,27 @@ msgstr "Fonte Principal"
#: editor/editor_settings.cpp
msgid "Main Font Bold"
-msgstr "Fonte Principal (Negrito)"
+msgstr "Fonte Principal com Negrito"
#: editor/editor_settings.cpp
msgid "Code Font"
-msgstr "Fonte para Código"
+msgstr "Fonte do Código"
#: editor/editor_settings.cpp
msgid "Dim Editor On Dialog Popup"
-msgstr "Escurecer o Editor ao Abir Janela Popup"
+msgstr "Escurecer Editor no Pop-up de Diálogo"
#: editor/editor_settings.cpp main/main.cpp
msgid "Low Processor Mode Sleep (µsec)"
-msgstr "Tempo de Espera em Modo de Hibernação (µseg)"
+msgstr "Modo de baixo processamento tempo (µsec)"
#: editor/editor_settings.cpp
msgid "Unfocused Low Processor Mode Sleep (µsec)"
-msgstr "Tempo de Espera em Modo de Hibernação Quando Fora de Foco (µseg)"
+msgstr "Modo de baixo processamento não focado (µsec)"
#: editor/editor_settings.cpp
msgid "Separate Distraction Mode"
-msgstr "Modo \"Sem Distrações\" Desacoplado"
+msgstr "Separar Modo Distração"
#: editor/editor_settings.cpp
msgid "Automatically Open Screenshots"
@@ -5429,7 +5432,7 @@ msgstr "Predefinição"
#: editor/editor_settings.cpp
msgid "Icon And Font Color"
-msgstr "Cor da Fonte e do Ãcone"
+msgstr "Cores do ícone e da fonte"
#: editor/editor_settings.cpp
msgid "Base Color"
@@ -5505,7 +5508,7 @@ msgstr "Tamanho da Miniatura"
#: editor/editor_settings.cpp
msgid "Docks"
-msgstr "Docks"
+msgstr "Painéis"
#: editor/editor_settings.cpp
msgid "Scene Tree"
@@ -5702,7 +5705,7 @@ msgstr "Ordenar Prévia de Membros Automaticamente"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Cursor"
-msgstr "Cursor"
+msgstr "Ponteiro"
#: editor/editor_settings.cpp
msgid "Scroll Past End Of File"
@@ -8485,7 +8488,7 @@ msgstr "Obtido:"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Failed SHA-256 hash check"
-msgstr "Falha na verificação do hash SHA-256"
+msgstr "Falha na verificação da hash SHA-256"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Asset Download Error:"
@@ -8669,8 +8672,8 @@ msgid ""
"Some mesh is invalid. Make sure the UV2 channel values are contained within "
"the [0.0,1.0] square region."
msgstr ""
-"Alguma malha é inválida. Certifique-se de que os valores do canal UV2 estão "
-"contidos na região quadrada [0.0,1.0]."
+"Algum mesh é invalido. Tenha certeza que os valores do canal UV2 estão "
+"contidos dentro da região quadrática [0.0,1.0]."
#: editor/plugins/baked_lightmap_editor_plugin.cpp
msgid ""
@@ -8811,8 +8814,8 @@ msgid ""
"Children of containers have their anchors and margins values overridden by "
"their parent."
msgstr ""
-"Filhos de contêineres têm suas posições e tamanhos sobrescritos pelos seus "
-"pais."
+"Filhos de contêineres têm seus valores de âncoras e margens substituídos "
+"pelos seus pais."
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Presets for the anchors and margins values of a Control node."
@@ -11405,11 +11408,11 @@ msgstr "Orbitar Visão Para Baixo"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Orbit View Left"
-msgstr "Orbitar Visão para a Esquerda"
+msgstr "Orbitar Visão à Esquerda"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Orbit View Right"
-msgstr "Orbitar Visão para a Direita"
+msgstr "Orbitar Visão à Direita"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Orbit View Up"
@@ -11417,7 +11420,7 @@ msgstr "Orbitar Visão para Cima"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Orbit View 180"
-msgstr "Orbitar Visão em 180"
+msgstr "Orbitar Visão 180º"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Switch Perspective/Orthogonal View"
@@ -12322,7 +12325,7 @@ msgid ""
"Toggle the control picker, allowing to visually select control types for "
"edit."
msgstr ""
-"Acionar o selecionador de controles, permitindo selecionar visualmente os "
+"Acionar o selecionador de controles, permitindo visualmente selecionar os "
"tipos de controles para edição."
#: editor/plugins/theme_editor_preview.cpp
@@ -12529,6 +12532,7 @@ msgid "Clear Transform"
msgstr "Limpar Transformação"
#: editor/plugins/tile_map_editor_plugin.cpp
+#, fuzzy
msgid "Tile Map"
msgstr "Tile Map"
@@ -12559,9 +12563,8 @@ msgstr "Pré-visualização do Preenchimento de Balde"
#: editor/plugins/tile_map_editor_plugin.cpp
#: modules/gridmap/grid_map_editor_plugin.cpp
-#, fuzzy
msgid "Editor Side"
-msgstr "Editor"
+msgstr "Lado do Editor"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Display Grid"
@@ -12915,9 +12918,10 @@ msgstr "Opções de Encaixe"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr "Deslocamento"
@@ -13003,9 +13007,8 @@ msgid "Selected Collision One Way"
msgstr "Colisão em sentido único selecionada"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Selected Collision One Way Margin"
-msgstr "Modo Colisão"
+msgstr "Margem de colisão em sentido único selecionada"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Selected Navigation"
@@ -13147,9 +13150,8 @@ msgid "Branch Name"
msgstr "Nome do Ramo"
#: editor/plugins/version_control_editor_plugin.cpp
-#, fuzzy
msgid "Remotes"
-msgstr "Remoto"
+msgstr "Remotos"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Create New Remote"
@@ -13160,7 +13162,6 @@ msgid "Remove Remote"
msgstr "Remover remoto"
#: editor/plugins/version_control_editor_plugin.cpp
-#, fuzzy
msgid "Remote Name"
msgstr "Nome Remoto"
@@ -14330,16 +14331,17 @@ msgid "Invalid project path (changed anything?)."
msgstr "Caminho de projeto inválido (mudou alguma coisa?)."
#: editor/project_manager.cpp
+#, fuzzy
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
"Não foi possível carregar project.godot no caminho do projeto (erro %d). Ele "
"pode estar ausente ou corrompido."
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr "Não foi possível editar project.godot no caminho do projeto."
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "Não é possível abrir o projeto em '%s'."
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -15561,18 +15563,16 @@ msgid "Clear Inheritance? (No Undo!)"
msgstr "Limpar Herança? (Irreversível!)"
#: editor/scene_tree_dock.cpp
-#, fuzzy
msgid "Show Scene Tree Root Selection"
-msgstr "Seleção Central"
+msgstr "Mostrar seleção da hierarquia de cenas"
#: editor/scene_tree_dock.cpp
msgid "Derive Script Globals By Name"
msgstr "Obter Globais de Script por Nome"
#: editor/scene_tree_dock.cpp
-#, fuzzy
msgid "Use Favorites Root Selection"
-msgstr "Seleção de Frame"
+msgstr "Seleção de favoritos da raíz"
#: editor/scene_tree_editor.cpp
msgid "Toggle Visible"
@@ -15874,7 +15874,7 @@ msgstr "Copiar Erro"
#: editor/script_editor_debugger.cpp
msgid "Open C++ Source on GitHub"
-msgstr "Abrir Código C++ no GitHub"
+msgstr "Abrir código C++ no GitHub"
#: editor/script_editor_debugger.cpp
msgid "Video RAM"
@@ -16158,12 +16158,10 @@ msgid "Set Occluder Sphere Position"
msgstr "Definir Posição Da Esfera Do Oclusor"
#: editor/spatial_editor_gizmos.cpp
-#, fuzzy
msgid "Set Occluder Polygon Point Position"
msgstr "Definir Posição do Ponto do Polígono Oclusor"
#: editor/spatial_editor_gizmos.cpp
-#, fuzzy
msgid "Set Occluder Hole Point Position"
msgstr "Definir Posição do Ponto do Buraco Oclusor"
@@ -16172,9 +16170,8 @@ msgid "Occluder Polygon Front"
msgstr "Frente do Polígono Oclusor"
#: editor/spatial_editor_gizmos.cpp
-#, fuzzy
msgid "Occluder Polygon Back"
-msgstr "Costas do Polígono Oclusor"
+msgstr "Traseira do Polígono Oclusor"
#: editor/spatial_editor_gizmos.cpp
msgid "Occluder Hole"
@@ -16182,7 +16179,7 @@ msgstr "Buraco Oclusor"
#: main/main.cpp
msgid "Godot Physics"
-msgstr "Godot Physics"
+msgstr "Física Godot"
#: main/main.cpp servers/physics_2d/physics_2d_server_sw.cpp
#: servers/visual/visual_server_scene.cpp
@@ -16203,8 +16200,9 @@ msgid "Multithreaded Server"
msgstr "Servidor com Multi-Thread"
#: main/main.cpp
+#, fuzzy
msgid "RID Pool Prealloc"
-msgstr ""
+msgstr "Pre-alocação de Pool RID"
#: main/main.cpp
msgid "Debugger stdout"
@@ -16371,9 +16369,8 @@ msgid "Enable Warnings"
msgstr "Habilitar Avisos"
#: main/main.cpp
-#, fuzzy
msgid "Frame Delay Msec"
-msgstr "Seleção de Frame"
+msgstr "Atraso de quadro Mseg"
#: main/main.cpp
msgid "Low Processor Mode"
@@ -16531,14 +16528,12 @@ msgid "Auto Accept Quit"
msgstr "Aceitar Sair Automaticamente"
#: main/main.cpp scene/main/scene_tree.cpp
-#, fuzzy
msgid "Quit On Go Back"
-msgstr "Sair em Voltar"
+msgstr "Sair ao Voltar"
#: main/main.cpp scene/main/viewport.cpp
-#, fuzzy
msgid "Snap Controls To Pixels"
-msgstr "Encaixar nos Lados do Nó"
+msgstr "Encaixar Nós de Controle nos pixels"
#: main/main.cpp
msgid "Dynamic Fonts"
@@ -16660,9 +16655,8 @@ msgid "Path Node"
msgstr "Caminho do Nó"
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Path Interval Type"
-msgstr "Criar Vertex Interno"
+msgstr "Tipo de Intervalo de Caminho"
#: modules/csg/csg_shape.cpp
msgid "Path Interval"
@@ -16677,14 +16671,13 @@ msgid "Path Rotation"
msgstr "Rotação do Caminho"
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Path Local"
-msgstr "Tornar Local"
+msgstr "Caminho Local"
#: modules/csg/csg_shape.cpp
#, fuzzy
msgid "Path Continuous U"
-msgstr "Contínuo"
+msgstr "Caminho Contínuo"
#: modules/csg/csg_shape.cpp
msgid "Path U Distance"
@@ -16917,9 +16910,8 @@ msgid "Export GLTF..."
msgstr "Exportar GLTF..."
#: modules/gltf/gltf_accessor.cpp
-#, fuzzy
msgid "Buffer View"
-msgstr "Visão Traseira"
+msgstr "Visão de Buffer"
#: modules/gltf/gltf_accessor.cpp modules/gltf/gltf_buffer_view.cpp
msgid "Byte Offset"
@@ -16946,9 +16938,8 @@ msgid "Max"
msgstr "Max"
#: modules/gltf/gltf_accessor.cpp
-#, fuzzy
msgid "Sparse Count"
-msgstr "Instância"
+msgstr "Contagem Escassa"
#: modules/gltf/gltf_accessor.cpp
msgid "Sparse Indices Buffer View"
@@ -16971,14 +16962,12 @@ msgid "Sparse Values Byte Offset"
msgstr ""
#: modules/gltf/gltf_buffer_view.cpp
-#, fuzzy
msgid "Buffer"
-msgstr "Visão Traseira"
+msgstr "Buffer"
#: modules/gltf/gltf_buffer_view.cpp
-#, fuzzy
msgid "Byte Length"
-msgstr "Tema Padrão"
+msgstr "Largura do byte"
#: modules/gltf/gltf_buffer_view.cpp
msgid "Byte Stride"
@@ -16994,12 +16983,11 @@ msgstr "Tamanho do FOV"
#: modules/gltf/gltf_camera.cpp
msgid "Zfar"
-msgstr ""
+msgstr "Z longe"
#: modules/gltf/gltf_camera.cpp
-#, fuzzy
msgid "Znear"
-msgstr "Linear"
+msgstr "Z perto"
#: modules/gltf/gltf_light.cpp scene/2d/canvas_modulate.cpp
#: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp
@@ -17030,9 +17018,8 @@ msgid "Outer Cone Angle"
msgstr "Ângulo externo do cone"
#: modules/gltf/gltf_mesh.cpp
-#, fuzzy
msgid "Blend Weights"
-msgstr "Faça mapas de luz"
+msgstr "Peso da mesclagem"
#: modules/gltf/gltf_mesh.cpp
msgid "Instance Materials"
@@ -17043,13 +17030,12 @@ msgid "Parent"
msgstr "Pai"
#: modules/gltf/gltf_node.cpp
-#, fuzzy
msgid "Xform"
-msgstr "Plataforma"
+msgstr ""
#: modules/gltf/gltf_node.cpp scene/3d/mesh_instance.cpp
msgid "Skin"
-msgstr "Skin"
+msgstr ""
#: modules/gltf/gltf_node.cpp scene/3d/spatial.cpp
msgid "Translation"
@@ -17085,12 +17071,11 @@ msgstr "Pontos Originais"
#: modules/gltf/gltf_skin.cpp
msgid "Inverse Binds"
-msgstr ""
+msgstr "Designações invertidas"
#: modules/gltf/gltf_skin.cpp
-#, fuzzy
msgid "Non Joints"
-msgstr "Mover Junta"
+msgstr "Não-Juntas"
#: modules/gltf/gltf_skin.cpp
msgid "Joint I To Bone I"
@@ -17102,15 +17087,15 @@ msgstr "Junta I ao Nome"
#: modules/gltf/gltf_skin.cpp
msgid "Godot Skin"
-msgstr ""
+msgstr "Skin Godot"
#: modules/gltf/gltf_spec_gloss.cpp
msgid "Diffuse Img"
-msgstr "Difusa Img"
+msgstr "Imagem Difusa"
#: modules/gltf/gltf_spec_gloss.cpp
msgid "Diffuse Factor"
-msgstr "Difusa Fator"
+msgstr "Fator de Difusão"
#: modules/gltf/gltf_spec_gloss.cpp
msgid "Gloss Factor"
@@ -17126,30 +17111,27 @@ msgstr ""
#: modules/gltf/gltf_state.cpp
msgid "Json"
-msgstr "Json"
+msgstr ""
#: modules/gltf/gltf_state.cpp
msgid "Major Version"
msgstr "Versão Importante"
#: modules/gltf/gltf_state.cpp
-#, fuzzy
msgid "Minor Version"
-msgstr "Versão"
+msgstr "Versão Minoritária"
#: modules/gltf/gltf_state.cpp
-#, fuzzy
msgid "GLB Data"
-msgstr "Com Dados"
+msgstr "Dados do GLB"
#: modules/gltf/gltf_state.cpp
msgid "Use Named Skin Binds"
msgstr ""
#: modules/gltf/gltf_state.cpp
-#, fuzzy
msgid "Buffer Views"
-msgstr "Visão Traseira"
+msgstr "Visão Buffer"
#: modules/gltf/gltf_state.cpp
msgid "Accessors"
@@ -17197,9 +17179,8 @@ msgid "Animations"
msgstr "Animações"
#: modules/gltf/gltf_texture.cpp
-#, fuzzy
msgid "Src Image"
-msgstr "Mostrar Ossos"
+msgstr "Imagem fonte"
#: modules/gridmap/grid_map.cpp
msgid "Mesh Library"
@@ -17210,18 +17191,16 @@ msgid "Physics Material"
msgstr "Material de Física"
#: modules/gridmap/grid_map.cpp scene/3d/visual_instance.cpp
-#, fuzzy
msgid "Use In Baked Light"
-msgstr "Faça mapas de luz"
+msgstr "Usar no mapa de luz"
#: modules/gridmap/grid_map.cpp scene/2d/tile_map.cpp
msgid "Cell"
msgstr "Célula"
#: modules/gridmap/grid_map.cpp
-#, fuzzy
msgid "Octant Size"
-msgstr "Visão Frontal"
+msgstr "Tamanho Octante"
#: modules/gridmap/grid_map.cpp
msgid "Center X"
@@ -17382,7 +17361,7 @@ msgstr "Atribua um recurso MeshLibrary a este GridMap para usar seus meshes."
#: modules/lightmapper_cpu/lightmapper_cpu.cpp
msgid "Begin Bake"
-msgstr "Iniciar bake"
+msgstr "Iniciar Bake"
#: modules/lightmapper_cpu/lightmapper_cpu.cpp
msgid "Preparing data structures"
@@ -17394,7 +17373,7 @@ msgstr "Gerar buffers"
#: modules/lightmapper_cpu/lightmapper_cpu.cpp
msgid "Direct lighting"
-msgstr "Iluminação direta"
+msgstr "Iluminação Direta"
#: modules/lightmapper_cpu/lightmapper_cpu.cpp
msgid "Indirect lighting"
@@ -17406,7 +17385,7 @@ msgstr "Pós-processamento"
#: modules/lightmapper_cpu/lightmapper_cpu.cpp
msgid "Plotting lightmaps"
-msgstr "Traçando mapas de luz"
+msgstr "Planejando Luzes"
#: modules/lightmapper_cpu/register_types.cpp
msgid "CPU Lightmapper"
@@ -17448,9 +17427,8 @@ msgid "Display Width"
msgstr "Largura de Tela"
#: modules/mobile_vr/mobile_vr_interface.cpp
-#, fuzzy
msgid "Display To Lens"
-msgstr "Exibir Sem Sombreamento"
+msgstr "Exibir para as Lentes"
#: modules/mobile_vr/mobile_vr_interface.cpp
msgid "Oversample"
@@ -17477,9 +17455,8 @@ msgid "Auto Update Project"
msgstr "Atualizar Projeto Automaticamente"
#: modules/mono/godotsharp_dirs.cpp
-#, fuzzy
msgid "Assembly Name"
-msgstr "Nome de Exibição"
+msgstr "Nome de Montagem"
#: modules/mono/godotsharp_dirs.cpp
msgid "Solution Directory"
@@ -17569,9 +17546,8 @@ msgid "As Normal Map"
msgstr "Como Mapa Normal"
#: modules/opensimplex/noise_texture.cpp
-#, fuzzy
msgid "Bump Strength"
-msgstr "Força da colisão"
+msgstr "Força do Bump"
#: modules/opensimplex/noise_texture.cpp
msgid "Noise"
@@ -17611,7 +17587,7 @@ msgstr "Strings"
#: modules/upnp/upnp.cpp
msgid "Discover Multicast If"
-msgstr ""
+msgstr "Descobrir if Multicast"
#: modules/upnp/upnp.cpp
msgid "Discover Local Port"
@@ -17622,9 +17598,8 @@ msgid "Discover IPv6"
msgstr "Descobrir IPv6"
#: modules/upnp/upnp_device.cpp
-#, fuzzy
msgid "Description URL"
-msgstr "Descrição"
+msgstr "URL Descritiva"
#: modules/upnp/upnp_device.cpp
msgid "Service Type"
@@ -18014,9 +17989,8 @@ msgid "Return"
msgstr "Retornar"
#: modules/visual_script/visual_script_flow_control.cpp
-#, fuzzy
msgid "Return Enabled"
-msgstr "Executável"
+msgstr "Retorno Ativado"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "Return Type"
@@ -18045,7 +18019,7 @@ msgstr "Iterador"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "for (elem) in (input):"
-msgstr "para (elem) em (input):"
+msgstr ""
#: modules/visual_script/visual_script_flow_control.cpp
msgid "Input type not iterable:"
@@ -18097,9 +18071,8 @@ msgid "On %s"
msgstr "Em %s"
#: modules/visual_script/visual_script_func_nodes.cpp
-#, fuzzy
msgid "On Self"
-msgstr "Self"
+msgstr "Em sí mesmo"
#: modules/visual_script/visual_script_func_nodes.cpp
#: modules/visual_script/visual_script_yield_nodes.cpp
@@ -18142,23 +18115,20 @@ msgid "Divide %s"
msgstr "Dividir %s"
#: modules/visual_script/visual_script_func_nodes.cpp
-#, fuzzy
msgid "Mod %s"
-msgstr "Mod %s"
+msgstr "[code]Mod %s[/code]"
#: modules/visual_script/visual_script_func_nodes.cpp
-#, fuzzy
msgid "ShiftLeft %s"
-msgstr "ShiftLeft %s"
+msgstr ""
#: modules/visual_script/visual_script_func_nodes.cpp
msgid "ShiftRight %s"
msgstr ""
#: modules/visual_script/visual_script_func_nodes.cpp
-#, fuzzy
msgid "BitAnd %s"
-msgstr "BitAnd %s"
+msgstr ""
#: modules/visual_script/visual_script_func_nodes.cpp
msgid "BitOr %s"
@@ -18169,12 +18139,10 @@ msgid "BitXor %s"
msgstr ""
#: modules/visual_script/visual_script_func_nodes.cpp
-#, fuzzy
msgid "Set Mode"
-msgstr "Modo de Seleção"
+msgstr "Modo de Definição"
#: modules/visual_script/visual_script_func_nodes.cpp
-#, fuzzy
msgid "Assign Op"
msgstr "Atribuir Op"
@@ -18282,9 +18250,8 @@ msgid "Get Self"
msgstr "Obter Sí Mesmo"
#: modules/visual_script/visual_script_nodes.cpp
-#, fuzzy
msgid "CustomNode"
-msgstr "CustomNode"
+msgstr ""
#: modules/visual_script/visual_script_nodes.cpp
msgid "Custom node has no _step() method, can't process graph."
@@ -18301,9 +18268,8 @@ msgstr ""
"string (erro)."
#: modules/visual_script/visual_script_nodes.cpp
-#, fuzzy
msgid "SubCall"
-msgstr "SubCall"
+msgstr ""
#: modules/visual_script/visual_script_nodes.cpp scene/gui/graph_node.cpp
msgid "Title"
@@ -18335,11 +18301,11 @@ msgstr "Buscar VisualScript"
#: modules/visual_script/visual_script_yield_nodes.cpp
msgid "Yield"
-msgstr "Yield"
+msgstr ""
#: modules/visual_script/visual_script_yield_nodes.cpp
msgid "Wait"
-msgstr "Esperar"
+msgstr ""
#: modules/visual_script/visual_script_yield_nodes.cpp
msgid "Next Frame"
@@ -18358,33 +18324,28 @@ msgid "Wait Time"
msgstr "Tempo de Espera"
#: modules/visual_script/visual_script_yield_nodes.cpp
-#, fuzzy
msgid "WaitSignal"
-msgstr "WaitSignal"
+msgstr ""
#: modules/visual_script/visual_script_yield_nodes.cpp
-#, fuzzy
msgid "WaitNodeSignal"
-msgstr "WaitNodeSignal"
+msgstr ""
#: modules/visual_script/visual_script_yield_nodes.cpp
-#, fuzzy
msgid "WaitInstanceSignal"
-msgstr "WaitInstanceSignal"
+msgstr ""
#: modules/webrtc/webrtc_data_channel.cpp
-#, fuzzy
msgid "Write Mode"
-msgstr "Modo Prioridade"
+msgstr "Modo de Escrita"
#: modules/webrtc/webrtc_data_channel.h
msgid "WebRTC"
-msgstr "WebRTC"
+msgstr ""
#: modules/webrtc/webrtc_data_channel.h
-#, fuzzy
msgid "Max Channel In Buffer (KB)"
-msgstr "Tamanho do buffer do índice do polígono da tela (KB)"
+msgstr "Canal Máximo no Buffer (KB)"
#: modules/websocket/websocket_client.cpp
msgid "Verify SSL"
@@ -18439,9 +18400,8 @@ msgid "Handshake Timeout"
msgstr "Tempo de Handshake Esgotado"
#: modules/webxr/webxr_interface.cpp
-#, fuzzy
msgid "Session Mode"
-msgstr "Modo Região"
+msgstr "Modo Sessão"
#: modules/webxr/webxr_interface.cpp
msgid "Required Features"
@@ -18452,12 +18412,10 @@ msgid "Optional Features"
msgstr "Funcionalidades Opcionais"
#: modules/webxr/webxr_interface.cpp
-#, fuzzy
msgid "Requested Reference Space Types"
msgstr "Tipos de Espaço de Referência Solicitados"
#: modules/webxr/webxr_interface.cpp
-#, fuzzy
msgid "Reference Space Type"
msgstr "Tipo de Espaço de Referência"
@@ -18466,23 +18424,20 @@ msgid "Visibility State"
msgstr "Estado de Visibilidade"
#: modules/webxr/webxr_interface.cpp
-#, fuzzy
msgid "Bounds Geometry"
-msgstr "Tentar Novamente"
+msgstr "Limita a Geometria"
#: modules/webxr/webxr_interface.cpp
-#, fuzzy
msgid "XR Standard Mapping"
-msgstr "Encaixe inteligente"
+msgstr "Mapeamento XR Padrão"
#: platform/android/export/export.cpp
msgid "Android SDK Path"
msgstr "Caminho para SDK Android"
#: platform/android/export/export.cpp
-#, fuzzy
msgid "Debug Keystore"
-msgstr "Depurador"
+msgstr "Depurar Keystore"
#: platform/android/export/export.cpp
msgid "Debug Keystore User"
@@ -18493,7 +18448,6 @@ msgid "Debug Keystore Pass"
msgstr ""
#: platform/android/export/export.cpp
-#, fuzzy
msgid "Force System User"
msgstr "Forçar Usuário do Sistema"
@@ -18545,14 +18499,12 @@ msgid "The package must have at least one '.' separator."
msgstr "O pacote deve ter pelo menos um separador '.'."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Custom Build"
-msgstr "Usar Diretório de Usuário Personalizado"
+msgstr "Build Personalizada"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Use Custom Build"
-msgstr "Usar Diretório de Usuário Personalizado"
+msgstr "Usar Build Personalizada"
#: platform/android/export/export_plugin.cpp
msgid "Export Format"
@@ -18571,29 +18523,24 @@ msgid "Architectures"
msgstr "Arquiteturas"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Keystore"
-msgstr "Depurador"
+msgstr "Keystore"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Debug User"
-msgstr "Depurador"
+msgstr "Depurar Usuário"
#: platform/android/export/export_plugin.cpp platform/uwp/export/export.cpp
-#, fuzzy
msgid "Debug Password"
-msgstr "Senha"
+msgstr "Depurar Senha"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Release User"
-msgstr "Lançamento"
+msgstr "Liberar Usuário"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Release Password"
-msgstr "Senha"
+msgstr "Liberar Senha"
#: platform/android/export/export_plugin.cpp
msgid "One Click Deploy"
@@ -18636,9 +18583,8 @@ msgid "Graphics"
msgstr "Gráficos"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "OpenGL Debug"
-msgstr "Abrir"
+msgstr "Depurar OpenGL"
#: platform/android/export/export_plugin.cpp
msgid "XR Features"
@@ -18651,7 +18597,7 @@ msgstr "Modo XR"
#: platform/android/export/export_plugin.cpp
#, fuzzy
msgid "Hand Tracking"
-msgstr "Empacotando"
+msgstr "Detecção de Mãos"
#: platform/android/export/export_plugin.cpp
msgid "Hand Tracking Frequency"
@@ -18666,24 +18612,20 @@ msgid "Immersive Mode"
msgstr "Modo Imersivo"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Support Small"
-msgstr "Suporte"
+msgstr "Suporte Pequeno"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Support Normal"
-msgstr "Suporte"
+msgstr "Suporte Normal"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Support Large"
-msgstr "Suporte"
+msgstr "Suporte Grande"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Support Xlarge"
-msgstr "Suporte"
+msgstr "Suporte Extra-grande"
#: platform/android/export/export_plugin.cpp
msgid "User Data Backup"
@@ -18702,9 +18644,8 @@ msgid "Extra Args"
msgstr "Argumentos Extra"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "APK Expansion"
-msgstr "Expressão"
+msgstr "Expansão APK"
#: platform/android/export/export_plugin.cpp
msgid "Salt"
@@ -18796,7 +18737,7 @@ msgstr "Um caminho Android SDK é necessário nas Configurações do Editor."
#: platform/android/export/export_plugin.cpp
msgid "Invalid Android SDK path in Editor Settings."
-msgstr "Caminho do Android SDK está inválido nas Configurações do Editor."
+msgstr "Caminho do Android SDK inválido nas Configurações do Editor."
#: platform/android/export/export_plugin.cpp
msgid "Missing 'platform-tools' directory!"
@@ -18815,7 +18756,7 @@ msgstr ""
#: platform/android/export/export_plugin.cpp
msgid "Missing 'build-tools' directory!"
-msgstr "Diretório 'build-tools' está faltando!"
+msgstr "Diretório 'build-tools' ausente!"
#: platform/android/export/export_plugin.cpp
msgid "Unable to find Android SDK build-tools' apksigner command."
@@ -18852,18 +18793,16 @@ msgstr ""
"utilizar plugins."
#: 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\" só é válido quando o \"Xr Mode\" é \"Oculus Mobile VR\"."
+"\"Hand Tracking\" só é válido quando o \"XR Mode\" é \"Oculus Mobile VrApi\" "
+"ou \"OpenXR\"."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "\"Passthrough\" is only valid when \"XR Mode\" is \"OpenXR\"."
-msgstr ""
-"\"Passthrough\" só é válido quando o \"Xr Mode\" é \"Oculus Mobile VR\"."
+msgstr "\"Passthrough\" só é válido quando o \"XR Mode\" é \"OpenXR\"."
#: platform/android/export/export_plugin.cpp
msgid "\"Export AAB\" is only valid when \"Use Custom Build\" is enabled."
@@ -18872,12 +18811,11 @@ msgstr ""
"habilitado."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid ""
"\"Min SDK\" can only be overridden when \"Use Custom Build\" is enabled."
msgstr ""
-"\"Exportar AAB\" só é válido quando \"Usar Compilação Customizada\" está "
-"habilitado."
+"\"Min SDK\" só pode ser substituído quando \"Usar Compilação Customizada\" "
+"está habilitado."
#: platform/android/export/export_plugin.cpp
msgid "\"Min SDK\" should be a valid integer, but got \"%s\" which is invalid."
@@ -18894,12 +18832,11 @@ msgstr ""
"biblioteca Godot."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid ""
"\"Target SDK\" can only be overridden when \"Use Custom Build\" is enabled."
msgstr ""
-"\"Exportar AAB\" só é válido quando \"Usar Compilação Customizada\" está "
-"habilitado."
+"\"Target SDK\" só pode ser substituído quando \"Usar Compilação "
+"Customizada\" está habilitado."
#: platform/android/export/export_plugin.cpp
msgid ""
@@ -18917,11 +18854,10 @@ msgstr ""
"não foi testado e pode ser instável."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "\"Target SDK\" version must be greater or equal to \"Min SDK\" version."
msgstr ""
-"Versão do \"Target Sdk\" precisa ser igual ou maior que a versão do \"Min "
-"Sdk\"."
+"Versão do \"Target SDK\" precisa ser igual ou maior que a versão do \"Min "
+"SDK\"."
#: platform/android/export/export_plugin.cpp platform/osx/export/export.cpp
#: platform/windows/export/export.cpp
@@ -18971,11 +18907,12 @@ msgstr "Exportando para Android"
#: platform/android/export/export_plugin.cpp
msgid "Invalid filename! Android App Bundle requires the *.aab extension."
-msgstr "Nome de arquivo inválido! Android App Bundle requer a extensão *.aab."
+msgstr ""
+"Nome de arquivo inválido! O Android App Bundle requer a extensão *.aab."
#: platform/android/export/export_plugin.cpp
msgid "APK Expansion not compatible with Android App Bundle."
-msgstr "A expansão APK não é compatível com o Android App Bundle."
+msgstr "Expansão do APK não é compatível com Android App Bundle."
#: platform/android/export/export_plugin.cpp
msgid "Invalid filename! Android APK requires the *.apk extension."
@@ -19091,7 +19028,6 @@ msgid "The character '%s' is not allowed in Identifier."
msgstr "O caractere '%s' não é permitido no identificador."
#: platform/iphone/export/export.cpp
-#, fuzzy
msgid "Landscape Launch Screens"
msgstr "Telas de Inicialização de Paisagem"
@@ -19101,15 +19037,15 @@ msgstr "IPhone 2436 X 1125"
#: platform/iphone/export/export.cpp
msgid "iPhone 2208 X 1242"
-msgstr "iPhone 2208 X 1242"
+msgstr ""
#: platform/iphone/export/export.cpp
msgid "iPad 1024 X 768"
-msgstr "iPad 1024 X 768"
+msgstr ""
#: platform/iphone/export/export.cpp
msgid "iPad 2048 X 1536"
-msgstr "iPad 2048 X 1536"
+msgstr ""
#: platform/iphone/export/export.cpp
msgid "Portrait Launch Screens"
@@ -19117,31 +19053,31 @@ msgstr ""
#: platform/iphone/export/export.cpp
msgid "iPhone 640 X 960"
-msgstr "iPhone 640 X 960"
+msgstr ""
#: platform/iphone/export/export.cpp
msgid "iPhone 640 X 1136"
-msgstr "iPhone 640 X 1136"
+msgstr ""
#: platform/iphone/export/export.cpp
msgid "iPhone 750 X 1334"
-msgstr "iPhone 750 X 1334"
+msgstr ""
#: platform/iphone/export/export.cpp
msgid "iPhone 1125 X 2436"
-msgstr "iPhone 1125 X 2436"
+msgstr ""
#: platform/iphone/export/export.cpp
msgid "iPad 768 X 1024"
-msgstr "iPad 768 X 1024"
+msgstr ""
#: platform/iphone/export/export.cpp
msgid "iPad 1536 X 2048"
-msgstr "iPad 1536 X 2048"
+msgstr ""
#: platform/iphone/export/export.cpp
msgid "iPhone 1242 X 2208"
-msgstr "iPhone 1242 X 2208"
+msgstr ""
#: platform/iphone/export/export.cpp
msgid "App Store Team ID"
@@ -19240,23 +19176,23 @@ msgstr "Descrições da Propriedade"
#: platform/iphone/export/export.cpp
msgid "iPhone 120 X 120"
-msgstr "iPhone 120 X 120"
+msgstr ""
#: platform/iphone/export/export.cpp
msgid "iPhone 180 X 180"
-msgstr "iPhone 180 X 180"
+msgstr ""
#: platform/iphone/export/export.cpp
msgid "iPad 76 X 76"
-msgstr "iPad 76 X 76"
+msgstr ""
#: platform/iphone/export/export.cpp
msgid "iPad 152 X 152"
-msgstr "iPad 152 X 152"
+msgstr ""
#: platform/iphone/export/export.cpp
msgid "iPad 167 X 167"
-msgstr "iPad 167 X 167"
+msgstr ""
#: platform/iphone/export/export.cpp
msgid "App Store 1024 X 1024"
@@ -19367,9 +19303,8 @@ msgid "Export Type"
msgstr "Tipo de Exportação"
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "VRAM Texture Compression"
-msgstr "Expressão"
+msgstr "Compressão de Texturas na VRAM"
#: platform/javascript/export/export.cpp
msgid "For Desktop"
@@ -19410,7 +19345,7 @@ msgstr "Teclado Virtual Experimental"
#: platform/javascript/export/export.cpp
msgid "Progressive Web App"
-msgstr "Progressive Web App"
+msgstr "Aplicativo Web Progressivo"
#: platform/javascript/export/export.cpp
msgid "Offline Page"
@@ -19521,9 +19456,8 @@ msgid "Invalid executable file."
msgstr "Arquivo executável inválido."
#: platform/osx/export/codesign.cpp
-#, fuzzy
msgid "Can't resize signature load command."
-msgstr "Não é possível redimensionar o comando de carregamento da assinatura."
+msgstr "Não é possível redimensionar o comando de carregamento de assinatura."
#: platform/osx/export/codesign.cpp
msgid "Failed to create fat binary."
@@ -20203,7 +20137,6 @@ msgid "Failed to rename temporary file \"%s\"."
msgstr "Falha ao renomear arquivo temporário \"%s\"."
#: platform/windows/export/export.cpp
-#, fuzzy
msgid "Identity Type"
msgstr "Tipo de Identidade"
@@ -20337,9 +20270,8 @@ msgid "Executable file header corrupted."
msgstr ""
#: platform/windows/export/export.cpp platform/x11/export/export.cpp
-#, fuzzy
msgid "Executable \"pck\" section not found."
-msgstr "Executável seção \"pck\" não encontrado."
+msgstr "Seção executável \"pck\" não encontrada."
#: platform/windows/export/export.cpp
msgid "Windows"
@@ -20347,7 +20279,7 @@ msgstr "Windows"
#: platform/windows/export/export.cpp
msgid "Rcedit"
-msgstr "Rcedit"
+msgstr ""
#: platform/windows/export/export.cpp
msgid "Osslsigncode"
@@ -20355,7 +20287,7 @@ msgstr ""
#: platform/windows/export/export.cpp
msgid "Wine"
-msgstr "Wine"
+msgstr "Vinho"
#: platform/x11/export/export.cpp
msgid "32-bit executables cannot have embedded data >= 4 GiB."
@@ -20636,9 +20568,8 @@ msgid "Visible"
msgstr "Visível"
#: scene/2d/canvas_item.cpp
-#, fuzzy
msgid "Self Modulate"
-msgstr "Popular"
+msgstr "Auto Modular"
#: scene/2d/canvas_item.cpp
msgid "Show Behind Parent"
@@ -21088,9 +21019,8 @@ msgstr ""
"Uma textura com a forma da luz deve ser fornecida na propriedade \"textura\"."
#: scene/2d/light_2d.cpp scene/3d/light.cpp scene/gui/reference_rect.cpp
-#, fuzzy
msgid "Editor Only"
-msgstr "Editor"
+msgstr "Somente Editor"
#: scene/2d/light_2d.cpp
msgid "Texture Scale"
@@ -21579,9 +21509,8 @@ msgid "Sync To Physics"
msgstr "Sincronizar com a Física"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
-#, fuzzy
msgid "Moving Platform"
-msgstr "Movendo saída"
+msgstr "Plataforma Móvel"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
msgid "Apply Velocity On Leave"
@@ -21980,7 +21909,7 @@ msgstr "Gerando captura"
#: scene/3d/baked_lightmap.cpp
msgid "Saving lightmaps"
-msgstr "Salvando mapas de luz"
+msgstr "Salvando lightmaps"
#: scene/3d/baked_lightmap.cpp
msgid "Done"
@@ -22416,9 +22345,8 @@ msgid "Bias Split Scale"
msgstr "Usar Encaixe Escalar"
#: scene/3d/light.cpp
-#, fuzzy
msgid "Depth Range"
-msgstr "Profundidade"
+msgstr "Alcance de Profundidade"
#: scene/3d/light.cpp
msgid "Omni"
@@ -22604,19 +22532,16 @@ msgid "Angular Z"
msgstr "Z Angular"
#: scene/3d/physics_body.cpp
-#, fuzzy
msgid "Motion X"
-msgstr "Ação"
+msgstr "Movimento X"
#: scene/3d/physics_body.cpp
-#, fuzzy
msgid "Motion Y"
-msgstr "Ação"
+msgstr "Movimento Y"
#: scene/3d/physics_body.cpp
-#, fuzzy
msgid "Motion Z"
-msgstr "Ação"
+msgstr "Movimento Z"
#: scene/3d/physics_body.cpp
#, fuzzy
@@ -23187,9 +23112,8 @@ msgid "Overlap Warning Threshold"
msgstr ""
#: scene/3d/room_manager.cpp
-#, fuzzy
msgid "Preview Camera"
-msgstr "Visualização"
+msgstr "Visualizar Câmera"
#: scene/3d/room_manager.cpp
msgid "Portal Depth Limit"
@@ -23441,6 +23365,16 @@ msgstr "Erro"
msgid "AABB"
msgstr "AABB"
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Ordenar"
+
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Use AABB Center"
+msgstr "Utilizar Ambient"
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr "Geometria"
@@ -23895,7 +23829,7 @@ msgid ""
"children placement behavior.\n"
"If you don't intend to add a script, use a plain Control node instead."
msgstr ""
-"O contêiner por si só não possui propósito algum, a menos que um script "
+"O contêiner por si só não tem nenhum propósito, a menos que um script "
"configure seu comportamento de posicionamento dos filhos.\n"
"Se você não pretende adicionar um script, use um nó de Controle simples."
@@ -24071,7 +24005,7 @@ msgstr "Mini-Mapa"
#: scene/gui/graph_edit.cpp
msgid "Enable grid minimap."
-msgstr "Ativar minimap em grade."
+msgstr "Ativar o minimapa de grade."
#: scene/gui/graph_node.cpp
#, fuzzy
@@ -24407,7 +24341,7 @@ msgstr "Caractere"
#: scene/gui/rich_text_label.cpp
msgid "BBCode"
-msgstr "BBCode"
+msgstr ""
#: scene/gui/rich_text_label.cpp
msgid "Meta Underlined"
@@ -25345,9 +25279,8 @@ msgid "Minimum Spaces"
msgstr "Cena Principal"
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "BG"
-msgstr "Plano de Fundo"
+msgstr ""
#: scene/resources/default_theme/default_theme.cpp
msgid "FG"
@@ -25726,9 +25659,8 @@ msgid "Tab FG"
msgstr "Guia 1"
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Tab BG"
-msgstr "Plano de Fundo da Aba"
+msgstr "BG da Aba"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -26184,7 +26116,7 @@ msgstr "Depuração do Canal UV"
#: scene/resources/environment.cpp
msgid "Blur"
-msgstr "Blur"
+msgstr ""
#: scene/resources/environment.cpp
msgid "Edge Sharpness"
@@ -26869,7 +26801,7 @@ msgstr "Tamanho da Radiância"
#: scene/resources/sky.cpp
msgid "Panorama"
-msgstr "Panorama"
+msgstr ""
#: scene/resources/sky.cpp
#, fuzzy
@@ -26937,7 +26869,7 @@ msgstr ""
#: scene/resources/style_box.cpp
msgid "Anti Aliasing"
-msgstr "Anti Aliasing"
+msgstr "Anti Serrilhamento"
#: scene/resources/style_box.cpp
msgid "Grow Begin"
@@ -27162,7 +27094,7 @@ msgstr "Margem de Ligação da Borda"
#: scene/resources/world_2d.cpp
msgid "Canvas"
-msgstr "Canvas"
+msgstr "Tela"
#: servers/arvr/arvr_interface.cpp
msgid "Is Primary"
@@ -27244,7 +27176,7 @@ msgstr "Nível dB"
#: servers/audio/effects/audio_effect_delay.cpp
#: servers/audio/effects/audio_effect_panner.cpp
msgid "Pan"
-msgstr "Panoramizar"
+msgstr ""
#: servers/audio/effects/audio_effect_compressor.cpp
#: servers/audio/effects/audio_effect_filter.cpp
@@ -27298,7 +27230,7 @@ msgstr ""
#: servers/audio/effects/audio_effect_distortion.cpp
msgid "Drive"
-msgstr "Drive"
+msgstr ""
#: servers/audio/effects/audio_effect_distortion.cpp
#, fuzzy
@@ -27349,7 +27281,7 @@ msgstr "Pré Atraso"
#: servers/audio/effects/audio_effect_reverb.cpp
msgid "Msec"
-msgstr "Msec"
+msgstr ""
#: servers/audio/effects/audio_effect_reverb.cpp
msgid "Room Size"
@@ -27607,9 +27539,8 @@ msgid "Lossless Compression"
msgstr "Compressão Sem Perda"
#: servers/visual_server.cpp
-#, fuzzy
msgid "Force PNG"
-msgstr "Forçar Push"
+msgstr "Forçar PNG"
#: servers/visual_server.cpp
msgid "WebP Compression Level"
@@ -27731,9 +27662,8 @@ msgid "Ninepatch Mode"
msgstr "Modo de Interpolação"
#: servers/visual_server.cpp
-#, fuzzy
msgid "OpenGL"
-msgstr "Abrir"
+msgstr "abrir"
#: servers/visual_server.cpp
msgid "Batching Send Null"
@@ -27795,7 +27725,7 @@ msgstr ""
#: servers/visual_server.cpp
msgid "Flash Batching"
-msgstr ""
+msgstr "Loteamento de Flashes"
#: servers/visual_server.cpp
#, fuzzy
@@ -27812,7 +27742,7 @@ msgstr "Compatibilidade"
#: servers/visual_server.cpp
msgid "Disable Half Float"
-msgstr ""
+msgstr "Desativar Meia Float"
#: servers/visual_server.cpp
#, fuzzy
@@ -27839,7 +27769,7 @@ msgstr "Usar Encaixe Escalar"
#: servers/visual_server.cpp
msgid "PVS Logging"
-msgstr ""
+msgstr "Registro PVS"
#: servers/visual_server.cpp
#, fuzzy
@@ -27866,9 +27796,8 @@ msgid "Max Active Spheres"
msgstr "Máximo de Esferas Ativas"
#: servers/visual_server.cpp
-#, fuzzy
msgid "Max Active Polygons"
-msgstr "Mover Polígono"
+msgstr "Máximo de Polígonos Ativos"
#: servers/visual_server.cpp
#, fuzzy
@@ -27880,8 +27809,9 @@ msgid "Max Simultaneous Compiles"
msgstr "Compilações Simultâneas Máximas"
#: servers/visual_server.cpp
+#, fuzzy
msgid "Log Active Async Compiles Count"
-msgstr ""
+msgstr "Registro do Número de Compilações Assíncronas Ativas"
#: servers/visual_server.cpp
msgid "Shader Cache Size (MB)"
diff --git a/editor/translations/ro.po b/editor/translations/ro.po
index e01815b513..906d6aee71 100644
--- a/editor/translations/ro.po
+++ b/editor/translations/ro.po
@@ -19,13 +19,14 @@
# N3mEee <n3mebusiness@gmail.com>, 2021.
# Psynt <nichita@cadvegra.com>, 2022.
# Ilie Adrian Avramescu <himark1977@protonmail.com>, 2022.
+# Andres Ene <grassiscomplex420@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: 2022-09-27 21:37+0000\n"
-"Last-Translator: Ilie Adrian Avramescu <himark1977@protonmail.com>\n"
+"PO-Revision-Date: 2022-11-22 20:37+0000\n"
+"Last-Translator: Andres Ene <grassiscomplex420@gmail.com>\n"
"Language-Team: Romanian <https://hosted.weblate.org/projects/godot-engine/"
"godot/ro/>\n"
"Language: ro\n"
@@ -34,7 +35,7 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=3; plural=n==1 ? 0 : (n==0 || (n%100 > 0 && n%100 < "
"20)) ? 1 : 2;\n"
-"X-Generator: Weblate 4.14.1\n"
+"X-Generator: Weblate 4.15-dev\n"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Tablet Driver"
@@ -200,9 +201,8 @@ msgid "Limits"
msgstr "Limite"
#: core/command_queue_mt.cpp
-#, fuzzy
msgid "Command Queue"
-msgstr "Trage: Rotire"
+msgstr "Lista de comenzi"
#: core/command_queue_mt.cpp
msgid "Multithreading Queue Size (KB)"
@@ -313,9 +313,8 @@ msgid "Blocking Handshake"
msgstr "Blocare Handshake"
#: core/io/udp_server.cpp
-#, fuzzy
msgid "Max Pending Connections"
-msgstr "Modifică Conexiunea:"
+msgstr "Număr maxim de conexiuni în așteptare"
#: core/math/expression.cpp modules/gdscript/gdscript_functions.cpp
#: modules/visual_script/visual_script_builtin_funcs.cpp
@@ -544,9 +543,8 @@ msgid "Instrument"
msgstr ""
#: core/os/input_event.cpp
-#, fuzzy
msgid "Controller Number"
-msgstr "Linia Numărul:"
+msgstr "Numărul controlerului"
#: core/os/input_event.cpp
msgid "Controller Value"
@@ -680,9 +678,8 @@ msgid "Main Run Args"
msgstr "Argumente principale ale rulării"
#: core/project_settings.cpp
-#, fuzzy
msgid "Scene Naming"
-msgstr "Calea Scenei:"
+msgstr "Denumirea scenei"
#: core/project_settings.cpp
msgid "Search In File Extensions"
@@ -818,9 +815,8 @@ msgstr "Calitate"
#: 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 "Filtre:"
+msgstr "Filtre"
#: core/project_settings.cpp scene/main/viewport.cpp
msgid "Sharpen Intensity"
@@ -840,9 +836,8 @@ msgstr "Depanare"
#: core/project_settings.cpp main/main.cpp modules/gdscript/gdscript.cpp
#: modules/visual_script/visual_script.cpp scene/resources/dynamic_font.cpp
-#, fuzzy
msgid "Settings"
-msgstr "Setări:"
+msgstr "Setări"
#: core/project_settings.cpp editor/script_editor_debugger.cpp main/main.cpp
#: modules/mono/mono_gd/gd_mono.cpp
@@ -1074,9 +1069,8 @@ msgstr ""
#: scene/animation/animation_blend_tree.cpp scene/gui/control.cpp
#: scene/main/canvas_layer.cpp scene/resources/environment.cpp
#: scene/resources/material.cpp scene/resources/particles_material.cpp
-#, fuzzy
msgid "Scale"
-msgstr "Dimensiune:"
+msgstr "Scară"
#: drivers/gles3/rasterizer_scene_gles3.cpp
#, fuzzy
@@ -1184,16 +1178,14 @@ msgstr "Timp"
#: editor/animation_track_editor.cpp editor/import/resource_importer_scene.cpp
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Location"
-msgstr "Pas Rotație:"
+msgstr "Locație"
#: 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 "Pas Rotație:"
+msgstr "Rotație"
#: editor/animation_track_editor.cpp editor/script_editor_debugger.cpp
#: modules/visual_script/visual_script_nodes.cpp scene/gui/range.cpp
@@ -1235,14 +1227,12 @@ msgid "Stream"
msgstr ""
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Start Offset"
-msgstr "Compensare Grilă:"
+msgstr "Decalaj de pornire"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "End Offset"
-msgstr "Compensare Grilă:"
+msgstr "Decalaj de sfarsire"
#: editor/animation_track_editor.cpp editor/editor_settings.cpp
#: editor/import/resource_importer_scene.cpp
@@ -1366,14 +1356,12 @@ msgid "Remove this track."
msgstr "Ștergeți pista selectată."
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Time (s):"
-msgstr "Timp (s): "
+msgstr "Timp (s):"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Position:"
-msgstr "Poziție"
+msgstr "Poziție:"
#: editor/animation_track_editor.cpp
#, fuzzy
@@ -1414,9 +1402,8 @@ msgid "Out-Handle:"
msgstr "Setează Mâner"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Stream:"
-msgstr "Închidere curbă"
+msgstr "Curent:"
#: editor/animation_track_editor.cpp
#, fuzzy
@@ -1646,9 +1633,8 @@ msgid "Add Method Track Key"
msgstr "Inserați Pistă și Cheie"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Method not found in object:"
-msgstr "Metoda nu a fost găsită în obiect: "
+msgstr "Metoda nu a fost găsită în obiect:"
#: editor/animation_track_editor.cpp
msgid "Anim Move Keys"
@@ -2621,9 +2607,8 @@ msgid "There is no '%s' file."
msgstr "Nu este niciun '%s' în filă."
#: editor/editor_audio_buses.cpp
-#, fuzzy
msgid "Layout:"
-msgstr "Schemă"
+msgstr "Dispunere:"
#: editor/editor_audio_buses.cpp
msgid "Invalid file, not an audio bus layout."
@@ -2876,9 +2861,8 @@ msgid "Failed to export project files."
msgstr "Nu s-a putut porni subprocesul!"
#: editor/editor_export.cpp
-#, fuzzy
msgid "Can't open file to read from path \"%s\"."
-msgstr "Nu pot deschide fiÅŸierul pentru scris:"
+msgstr "Nu se poate deschide fiÅŸierul pentru a citi din \"%s\":"
#: editor/editor_export.cpp
#, fuzzy
@@ -3019,9 +3003,8 @@ msgid "The given export path doesn't exist."
msgstr "Fișierul nu există."
#: editor/editor_export.cpp platform/javascript/export/export.cpp
-#, fuzzy
msgid "Template file not found: \"%s\"."
-msgstr "Fișierul șablon nu a fost găsit:"
+msgstr "Fișierul șablonului nu a fost găsit: \"%s\"."
#: editor/editor_export.cpp
#, fuzzy
@@ -3325,9 +3308,8 @@ msgid "Access"
msgstr "Succes!"
#: editor/editor_file_dialog.cpp editor/editor_settings.cpp
-#, fuzzy
msgid "Display Mode"
-msgstr "Mod redare:"
+msgstr "Modul de afișare"
#: editor/editor_file_dialog.cpp
#: editor/import/resource_importer_layered_texture.cpp
@@ -3347,17 +3329,15 @@ msgstr "Mod ÃŽn Jur"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
#, fuzzy
msgid "Current Dir"
-msgstr "Curent:"
+msgstr "Dir curent"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
-#, fuzzy
msgid "Current File"
-msgstr "Profil Curent:"
+msgstr "Fișier curent"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
-#, fuzzy
msgid "Current Path"
-msgstr "Curent:"
+msgstr "Calea curentă"
#: editor/editor_file_dialog.cpp editor/editor_settings.cpp
#: scene/gui/file_dialog.cpp
@@ -4930,9 +4910,8 @@ msgid "Install from file"
msgstr "Instalează Din Fișier"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Select android sources file"
-msgstr "Selectează un Mesh Sursă:"
+msgstr "Selectează fisierele sursa android"
#: editor/editor_node.cpp
msgid ""
@@ -5080,9 +5059,8 @@ msgstr "Actualizare"
#: editor/editor_plugin_settings.cpp platform/android/export/export_plugin.cpp
#: platform/iphone/export/export.cpp platform/osx/export/export.cpp
#: platform/uwp/export/export.cpp
-#, fuzzy
msgid "Version"
-msgstr "Versiune:"
+msgstr "Versiune"
#: editor/editor_plugin_settings.cpp
#, fuzzy
@@ -5280,9 +5258,8 @@ msgstr ""
#: 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 "Modificare tip bază:"
+msgstr "Tip de bază"
#: editor/editor_resource_picker.cpp
#, fuzzy
@@ -5379,9 +5356,8 @@ msgid "Font Hinting"
msgstr ""
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Main Font"
-msgstr "Caracteristici active:"
+msgstr "Font principal"
#: editor/editor_settings.cpp
msgid "Main Font Bold"
@@ -5642,9 +5618,8 @@ msgid "Appearance"
msgstr ""
#: editor/editor_settings.cpp scene/gui/text_edit.cpp
-#, fuzzy
msgid "Show Line Numbers"
-msgstr "Linia Numărul:"
+msgstr "Afiseaza numerele liniei"
#: editor/editor_settings.cpp
#, fuzzy
@@ -5694,9 +5669,8 @@ msgid "Show Members Overview"
msgstr ""
#: editor/editor_settings.cpp editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "Files"
-msgstr "Fișier:"
+msgstr "Fișiere"
#: editor/editor_settings.cpp
msgid "Trim Trailing Whitespace On Save"
@@ -5867,14 +5841,12 @@ msgid "Shape"
msgstr ""
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Primary Grid Steps"
-msgstr "Pas Grilă:"
+msgstr "Pași de grilă primară"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Grid Size"
-msgstr "Pas Grilă:"
+msgstr "Dimensiunea grilei"
#: editor/editor_settings.cpp
msgid "Grid Division Level Max"
@@ -6045,9 +6017,8 @@ msgid "Bone Color 2"
msgstr "Redenumiţi Autoload"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Bone Selected Color"
-msgstr "Configură Profilul Selectat:"
+msgstr "Culoarea osului selectat"
#: editor/editor_settings.cpp
msgid "Bone IK Color"
@@ -6058,9 +6029,8 @@ msgid "Bone Outline Color"
msgstr ""
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Bone Outline Size"
-msgstr "Dimensiunea Conturului:"
+msgstr "Dimensiunea conturului osului"
#: editor/editor_settings.cpp
msgid "Viewport Border Color"
@@ -6198,9 +6168,8 @@ msgstr ""
#. TRANSLATORS: Project Manager here refers to the tool used to create/manage Godot projects.
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Sorting Order"
-msgstr "Redenumind directorul:"
+msgstr "Ordinea de sortare"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Symbol Color"
@@ -6215,9 +6184,8 @@ msgid "Control Flow Keyword Color"
msgstr ""
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Base Type Color"
-msgstr "Modificare tip bază:"
+msgstr "Culoare tip de bază"
#: editor/editor_settings.cpp
msgid "Engine Type Color"
@@ -6270,14 +6238,12 @@ msgid "Text Color"
msgstr ""
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Line Number Color"
-msgstr "Linia Numărul:"
+msgstr "Culoare numărul liniei"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Safe Line Number Color"
-msgstr "Linia Numărul:"
+msgstr "Culoarea numărului liniei sigură"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Caret Color"
@@ -6429,17 +6395,15 @@ msgstr "Se conectează la Oglinda..."
#: editor/export_template_manager.cpp
#, fuzzy
msgid "Can't resolve the requested address."
-msgstr "Nu se poate rezolva numele gazdei:"
+msgstr "Nu se poate rezolva adresa solicitată."
#: editor/export_template_manager.cpp
-#, fuzzy
msgid "Can't connect to the mirror."
-msgstr "Nu se poate conecta la gazda:"
+msgstr "Nu se poate conecta la oglindă."
#: editor/export_template_manager.cpp
-#, fuzzy
msgid "No response from the mirror."
-msgstr "Nciun răspuns de la gazda:"
+msgstr "Niciun răspuns de la oglinda."
#: editor/export_template_manager.cpp
#: editor/plugins/asset_library_editor_plugin.cpp
@@ -6453,9 +6417,8 @@ msgid "Request ended up in a redirect loop."
msgstr "Cerere eșuată, prea multe redirecționări"
#: editor/export_template_manager.cpp
-#, fuzzy
msgid "Request failed:"
-msgstr "Cerere Eșuată."
+msgstr "Cerere Eșuată:"
#: editor/export_template_manager.cpp
msgid "Download complete; extracting templates..."
@@ -6604,9 +6567,8 @@ msgid "Uninstall templates for the current version."
msgstr ""
#: editor/export_template_manager.cpp
-#, fuzzy
msgid "Download from:"
-msgstr "Eroare Descărcare"
+msgstr "Descărcați din:"
#: editor/export_template_manager.cpp
#, fuzzy
@@ -7098,9 +7060,8 @@ msgstr ""
#: 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 "Filtre:"
+msgstr "Filtru:"
#: editor/import/resource_importer_layered_texture.cpp
#: editor/import/resource_importer_texture.cpp
@@ -7139,9 +7100,8 @@ msgid "Vertical"
msgstr "Mută ghidul vertical"
#: editor/import/resource_importer_obj.cpp
-#, fuzzy
msgid "Generate Tangents"
-msgstr "Număr de Puncte Generate:"
+msgstr "Generează tangente"
#: editor/import/resource_importer_obj.cpp
#, fuzzy
@@ -7217,12 +7177,11 @@ msgstr "Tip Membru"
#: editor/import/resource_importer_scene.cpp
#, fuzzy
msgid "Root Name"
-msgstr "Nume Nod:"
+msgstr "Nume rădăcină"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Root Scale"
-msgstr "Dimensiune:"
+msgstr "Dimensiune Radacina"
#: editor/import/resource_importer_scene.cpp
#, fuzzy
@@ -7230,9 +7189,8 @@ msgid "Custom Script"
msgstr "Creează Nod"
#: editor/import/resource_importer_scene.cpp scene/resources/texture.cpp
-#, fuzzy
msgid "Storage"
-msgstr "Fişierul se Stochează:"
+msgstr "Stochare"
#: editor/import/resource_importer_scene.cpp
msgid "Use Legacy Names"
@@ -7318,9 +7276,8 @@ msgid "Enabled"
msgstr "Activați"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Max Linear Error"
-msgstr "Eroare Lineară Max:"
+msgstr "Eroare liniară maximă"
#: editor/import/resource_importer_scene.cpp
#, fuzzy
@@ -7328,9 +7285,8 @@ msgid "Max Angular Error"
msgstr "Eroare Angulară Max:"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Max Angle"
-msgstr "Valoare:"
+msgstr "Unghiul maxim"
#: editor/import/resource_importer_scene.cpp
#, fuzzy
@@ -7338,16 +7294,14 @@ msgid "Remove Unused Tracks"
msgstr "Elimină Pista Anim"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Clips"
-msgstr "Secvențe Anim:"
+msgstr "Clipuri"
#: 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 "Cantitate:"
+msgstr "Cantitate"
#: editor/import/resource_importer_scene.cpp
#: editor/plugins/mesh_library_editor_plugin.cpp
@@ -7455,9 +7409,8 @@ msgid "Invert Color"
msgstr "Culori de Emisie"
#: editor/import/resource_importer_texture.cpp
-#, fuzzy
msgid "Normal Map Invert Y"
-msgstr "Dimensiune Aleatorie:"
+msgstr "Hartă normală inversează Y"
#: editor/import/resource_importer_texture.cpp
#, fuzzy
@@ -7479,9 +7432,8 @@ msgid ""
msgstr ""
#: editor/import/resource_importer_texture_atlas.cpp
-#, fuzzy
msgid "Atlas File"
-msgstr "Dimensiunea Conturului:"
+msgstr "Fișierul Atlasului"
#: editor/import/resource_importer_texture_atlas.cpp
#, fuzzy
@@ -7498,9 +7450,8 @@ msgid "Trim Alpha Border From Region"
msgstr ""
#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp
-#, fuzzy
msgid "Force"
-msgstr "Mesh Sursă:"
+msgstr "Forță"
#: editor/import/resource_importer_wav.cpp
msgid "8 Bit"
@@ -7527,9 +7478,8 @@ msgid "Trim"
msgstr ""
#: editor/import/resource_importer_wav.cpp
-#, fuzzy
msgid "Normalize"
-msgstr "Dimensiune Aleatorie:"
+msgstr "Normalizați"
#: editor/import/resource_importer_wav.cpp
#: scene/resources/audio_stream_sample.cpp
@@ -7633,9 +7583,8 @@ msgid "Capitalized"
msgstr "Proprietăți"
#: editor/inspector_dock.cpp
-#, fuzzy
msgid "Localized"
-msgstr "Dimensiune Aleatorie:"
+msgstr "Localizat"
#: editor/inspector_dock.cpp
msgid "Localization not available for current language."
@@ -7982,9 +7931,8 @@ msgid "Blend:"
msgstr "Amestec:"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
-#, fuzzy
msgid "Parameter Changed:"
-msgstr "Modificări ale Actualizării"
+msgstr "Parametru modificat:"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/animation_tree_player_editor_plugin.cpp
@@ -8402,9 +8350,8 @@ msgid "Set the end animation. This is useful for sub-transitions."
msgstr ""
#: editor/plugins/animation_state_machine_editor.cpp
-#, fuzzy
msgid "Transition:"
-msgstr "Tranziție: "
+msgstr "Tranziție:"
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Play Mode:"
@@ -8673,7 +8620,7 @@ msgstr "Eroare Descărcare"
#: editor/plugins/asset_library_editor_plugin.cpp
#, fuzzy
msgid "Available URLs"
-msgstr "Profile Disponibile:"
+msgstr "URL-uri disponibile"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Download for this asset is already in progress!"
@@ -9803,9 +9750,8 @@ msgstr ""
#: editor/plugins/item_list_editor_plugin.cpp
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Separator"
-msgstr "Enumerări:"
+msgstr "Separator"
#: editor/plugins/item_list_editor_plugin.cpp
msgid "Item %d"
@@ -10237,9 +10183,8 @@ msgid "Volume"
msgstr "Volum"
#: editor/plugins/particles_editor_plugin.cpp
-#, fuzzy
msgid "Emission Source:"
-msgstr "Sursă de Emisie: "
+msgstr "Sursă de Emisie:"
#: editor/plugins/particles_editor_plugin.cpp
msgid "A processor material of type 'ParticlesMaterial' is required."
@@ -10659,9 +10604,8 @@ msgid "Flip Portals"
msgstr ""
#: editor/plugins/room_manager_editor_plugin.cpp
-#, fuzzy
msgid "Room Generate Points"
-msgstr "Număr de Puncte Generate:"
+msgstr "Cameră Genereaza puncte"
#: editor/plugins/room_manager_editor_plugin.cpp
#, fuzzy
@@ -13303,9 +13247,10 @@ msgstr "Opțiuni Snapping"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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 "Compensare Grilă:"
@@ -14712,13 +14657,13 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr ""
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "Imposibil de deschis '%s'."
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -18774,9 +18719,8 @@ msgid "Get Self"
msgstr "Propriu"
#: modules/visual_script/visual_script_nodes.cpp
-#, fuzzy
msgid "CustomNode"
-msgstr "Creează Nod"
+msgstr "Nod Custom"
#: modules/visual_script/visual_script_nodes.cpp
msgid "Custom node has no _step() method, can't process graph."
@@ -22635,7 +22579,7 @@ msgstr ""
#: scene/3d/camera.cpp scene/3d/light.cpp scene/3d/reflection_probe.cpp
msgid "Cull Mask"
-msgstr ""
+msgstr "Masca Cull"
#: scene/3d/camera.cpp
#, fuzzy
@@ -23987,6 +23931,15 @@ msgstr "Eroare!"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Se importă:"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr "Geometria"
@@ -24779,7 +24732,7 @@ msgstr ""
#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp
msgid "Caret"
-msgstr ""
+msgstr "Caret"
#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp
msgid "Blink"
@@ -26737,7 +26690,7 @@ msgstr ""
#: scene/resources/environment.cpp
msgid "Blur"
-msgstr ""
+msgstr "Blur"
#: scene/resources/environment.cpp
msgid "Edge Sharpness"
diff --git a/editor/translations/ru.po b/editor/translations/ru.po
index 0432de4da5..d746bb61ad 100644
--- a/editor/translations/ru.po
+++ b/editor/translations/ru.po
@@ -126,13 +126,14 @@
# Дмитрий <Dimega@inbox.ru>, 2022.
# Vladimir Kirillovskiy <vladimir.kirillovskiy@gmail.com>, 2022.
# Evgeniy Khramov <thejenjagamertjg@gmail.com>, 2022.
+# kirill blaze <kirillblaze2@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: 2022-09-27 21:37+0000\n"
-"Last-Translator: Evgeniy Khramov <thejenjagamertjg@gmail.com>\n"
+"PO-Revision-Date: 2022-11-25 12:13+0000\n"
+"Last-Translator: Vladimir Kirillovskiy <vladimir.kirillovskiy@gmail.com>\n"
"Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/"
"godot/ru/>\n"
"Language: ru\n"
@@ -141,7 +142,7 @@ 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 4.14.1\n"
+"X-Generator: Weblate 4.15-dev\n"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Tablet Driver"
@@ -1298,9 +1299,8 @@ msgid "Animation"
msgstr "ÐнимациÑ"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Easing"
-msgstr "Переход В-ИЗ"
+msgstr "Облегчение"
#: editor/animation_track_editor.cpp
msgid "Anim Multi Change Keyframe Time"
@@ -1443,12 +1443,10 @@ msgid "Easing:"
msgstr "Переход В-ИЗ:"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "In-Handle:"
msgstr "Обработчик Ввода:"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Out-Handle:"
msgstr "Обработчик Вывода:"
@@ -11695,9 +11693,8 @@ msgid "New Animation"
msgstr "ÐÐ¾Ð²Ð°Ñ Ð°Ð½Ð¸Ð¼Ð°Ñ†Ð¸Ñ"
#: editor/plugins/sprite_frames_editor_plugin.cpp
-#, fuzzy
msgid "Filter animations"
-msgstr "Фильтровать анимации"
+msgstr "Фильтр анимации"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Speed:"
@@ -12878,9 +12875,10 @@ msgstr "Параметры привÑзки"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr "Смещение"
@@ -12911,9 +12909,8 @@ msgid "Texture"
msgstr "ТекÑтура"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Tex Offset"
-msgstr "Смещение байтов"
+msgstr "Смещение текÑтуры"
#: editor/plugins/tile_set_editor_plugin.cpp modules/csg/csg_shape.cpp
#: scene/2d/canvas_item.cpp scene/2d/particles_2d.cpp
@@ -12931,44 +12928,36 @@ msgid "Tile Mode"
msgstr "Режим плитки"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Autotile Bitmask Mode"
msgstr "Режим битовой маÑки"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Subtile Size"
msgstr "Размер контура"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Subtile Spacing"
msgstr "МежÑтрочный интервал"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Occluder Offset"
-msgstr "ОтверÑтие окклюдера"
+msgstr "Сдвиг окклюдера"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Navigation Offset"
msgstr "ЧувÑтвительноÑÑ‚ÑŒ навигации"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Shape Offset"
-msgstr "Базовое Ñмещение"
+msgstr "Смещение Формы"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Shape Transform"
-msgstr "Преобразование"
+msgstr "ТранÑÑ„Ð¾Ñ€Ð¼Ð°Ñ†Ð¸Ñ Ñ„Ð¾Ñ€Ð¼Ñ‹"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Selected Collision"
-msgstr "ИÑпользовать Ñтолкновение"
+msgstr "Выделить Ñтолкновение"
#: editor/plugins/tile_set_editor_plugin.cpp
#, fuzzy
@@ -12991,9 +12980,8 @@ msgid "Selected Occlusion"
msgstr "Выделение"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Tileset Script"
-msgstr "Фильтр Ñценариев"
+msgstr "Скрипт набора тайлов"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "TileSet"
@@ -14305,16 +14293,17 @@ msgid "Invalid project path (changed anything?)."
msgstr "Ðеверный путь к проекту (Что-то изменили?)."
#: editor/project_manager.cpp
+#, fuzzy
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
"Ðе удалоÑÑŒ загрузить project.godot в пути проекта (ошибка %d). Возможно, он "
"отÑутÑтвует или поврежден."
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr "Ðе удалоÑÑŒ изменить project.godot в папке проекта."
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "Ðе удаётÑÑ Ð¾Ñ‚ÐºÑ€Ñ‹Ñ‚ÑŒ проект в «%s»."
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -19322,11 +19311,11 @@ msgstr ""
#: platform/javascript/export/export.cpp
msgid "For Mobile"
-msgstr ""
+msgstr "Ð”Ð»Ñ Ð¼Ð¾Ð±Ð¸Ð»ÑŒÐ½Ñ‹Ñ… уÑтройÑтв"
#: platform/javascript/export/export.cpp
msgid "HTML"
-msgstr ""
+msgstr "HTML"
#: platform/javascript/export/export.cpp
msgid "Export Icon"
@@ -23386,6 +23375,16 @@ msgstr "ÐœÐ°ÐºÑ Ð¡Ð¸Ð»Ð°"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Сортировать"
+
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Use AABB Center"
+msgstr "ИÑпользовать Ambient"
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr "ГеометриÑ"
@@ -25895,9 +25894,8 @@ msgid "Height Curve"
msgstr "ÐšÑ€Ð¸Ð²Ð°Ñ Ð²Ñ‹Ñоты"
#: scene/resources/environment.cpp
-#, fuzzy
msgid "Tonemap"
-msgstr "ПереназначениÑ"
+msgstr "Карта тональноÑти"
#: scene/resources/environment.cpp
#, fuzzy
@@ -26011,7 +26009,7 @@ msgstr ""
#: scene/resources/environment.cpp
#: servers/audio/effects/audio_effect_chorus.cpp
msgid "2"
-msgstr ""
+msgstr "2"
#: scene/resources/environment.cpp
#: servers/audio/effects/audio_effect_chorus.cpp
diff --git a/editor/translations/si.po b/editor/translations/si.po
index 5e99894cf1..d0fcba8cfd 100644
--- a/editor/translations/si.po
+++ b/editor/translations/si.po
@@ -12562,9 +12562,10 @@ msgstr "à·à·Šâ€à¶»à·’ත:"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr ""
@@ -13926,12 +13927,11 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
+msgid "Couldn't save project at '%s' (error %d)."
msgstr ""
#: editor/project_manager.cpp
@@ -22683,6 +22683,15 @@ msgstr "කà·à¶©à¶´à¶­"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "නිවේà·à¶± මà·à¶¯à·’ලිය"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr ""
diff --git a/editor/translations/sk.po b/editor/translations/sk.po
index ebd2256728..43c2fa6b5b 100644
--- a/editor/translations/sk.po
+++ b/editor/translations/sk.po
@@ -13245,9 +13245,10 @@ msgstr "Možnosti Prichytávania"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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 "Odchýlka Mriežky:"
@@ -14658,12 +14659,11 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
+msgid "Couldn't save project at '%s' (error %d)."
msgstr ""
#: editor/project_manager.cpp
@@ -23921,6 +23921,15 @@ msgstr "Chyba!"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Importovanie:"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Geometry"
diff --git a/editor/translations/sl.po b/editor/translations/sl.po
index f0e227266d..864dac1b8d 100644
--- a/editor/translations/sl.po
+++ b/editor/translations/sl.po
@@ -13421,9 +13421,10 @@ msgstr "Možnosti pripenjanja"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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 "Mrežni Zamik:"
@@ -14850,13 +14851,13 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr ""
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "Ni mogoÄe odpreti '%s'."
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -24167,6 +24168,15 @@ msgstr "Napaka!"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Uvažanje:"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Geometry"
diff --git a/editor/translations/sq.po b/editor/translations/sq.po
index f8ffd0e88d..1215b7dbcb 100644
--- a/editor/translations/sq.po
+++ b/editor/translations/sq.po
@@ -13106,9 +13106,10 @@ msgstr "Përshkrimi i Klasës"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr ""
@@ -14502,12 +14503,11 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
+msgid "Couldn't save project at '%s' (error %d)."
msgstr ""
#: editor/project_manager.cpp
@@ -23576,6 +23576,15 @@ msgstr "Pasqyrë"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Duke Importuar:"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr ""
diff --git a/editor/translations/sr_Cyrl.po b/editor/translations/sr_Cyrl.po
index f2f6a5bf09..419e33c494 100644
--- a/editor/translations/sr_Cyrl.po
+++ b/editor/translations/sr_Cyrl.po
@@ -14116,9 +14116,10 @@ msgstr "ПоÑтавке Залепљавања"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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 "ОфÑет:"
@@ -15791,16 +15792,15 @@ msgstr "Ðеважећа путања пројекта(нешто је измеÑ
#: editor/project_manager.cpp
#, fuzzy
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
"ÐеуÑпешно учитавање project.godot-а у његовој путањи (грешка %d). Могуће да "
"нешто недоÑтаје или је корумпирано."
#: editor/project_manager.cpp
#, fuzzy
-msgid "Couldn't edit project.godot in project path."
-msgstr "ÐеуÑпешна измена project.godot-а у путањи пројекта."
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "Ðе могу отворити '%s'."
#: editor/project_manager.cpp
#, fuzzy
@@ -25808,6 +25808,15 @@ msgstr "Грешка"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Сортирање"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Geometry"
diff --git a/editor/translations/sr_Latn.po b/editor/translations/sr_Latn.po
index 8af5b1daaf..7973756c7e 100644
--- a/editor/translations/sr_Latn.po
+++ b/editor/translations/sr_Latn.po
@@ -12586,9 +12586,10 @@ msgstr "KaÄenje:"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr ""
@@ -13957,12 +13958,11 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
+msgid "Couldn't save project at '%s' (error %d)."
msgstr ""
#: editor/project_manager.cpp
@@ -22819,6 +22819,15 @@ msgstr "%s Greška"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Postavke UreÄ‘ivaÄa..."
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr ""
diff --git a/editor/translations/sv.po b/editor/translations/sv.po
index 44b6fcf8b6..04965e6c69 100644
--- a/editor/translations/sv.po
+++ b/editor/translations/sv.po
@@ -32,8 +32,8 @@ 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: 2022-08-30 03:11+0000\n"
-"Last-Translator: Björn Åkesson <bjorn.akesson@gmail.com>\n"
+"PO-Revision-Date: 2022-09-29 19:16+0000\n"
+"Last-Translator: Kristoffer Grundström <swedishsailfishosuser@tutanota.com>\n"
"Language-Team: Swedish <https://hosted.weblate.org/projects/godot-engine/"
"godot/sv/>\n"
"Language: sv\n"
@@ -41,7 +41,7 @@ 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 4.14.1-dev\n"
+"X-Generator: Weblate 4.14.1\n"
#: core/bind/core_bind.cpp main/main.cpp
#, fuzzy
@@ -7177,7 +7177,7 @@ 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
@@ -13310,9 +13310,10 @@ msgstr "Alternativ"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr ""
@@ -13515,7 +13516,7 @@ msgstr ""
#: editor/plugins/version_control_editor_plugin.cpp
msgid "SSH Passphrase"
-msgstr ""
+msgstr "Lösenordsfras för SSH"
#: editor/plugins/version_control_editor_plugin.cpp
#, fuzzy
@@ -14713,13 +14714,13 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr ""
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "Kan inte öppna projekt vid '%s'."
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -18486,7 +18487,7 @@ msgstr ""
#: modules/visual_script/visual_script_flow_control.cpp
msgid "While"
-msgstr ""
+msgstr "Medans"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "while (cond):"
@@ -23988,6 +23989,15 @@ msgstr "Fel"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Sortera"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Geometry"
diff --git a/editor/translations/te.po b/editor/translations/te.po
index fe9f95b213..22474ca4ba 100644
--- a/editor/translations/te.po
+++ b/editor/translations/te.po
@@ -12382,9 +12382,10 @@ msgstr "గణనలà±"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr ""
@@ -13718,12 +13719,11 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
+msgid "Couldn't save project at '%s' (error %d)."
msgstr ""
#: editor/project_manager.cpp
@@ -22285,6 +22285,15 @@ msgstr ""
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "à°¸à±à°¥à°¿à°°à°¾à°‚కాలà±"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr ""
diff --git a/editor/translations/th.po b/editor/translations/th.po
index 6e4b0e578f..5f4ee76a4d 100644
--- a/editor/translations/th.po
+++ b/editor/translations/th.po
@@ -13,13 +13,14 @@
# PT 07 <porton555@gmail.com>, 2021.
# SysError_ <ictsanook@hotmail.com>, 2021.
# Kanda Ninthfish <akkhaporn@gmail.com>, 2022.
+# Absurdnoobman <jakkalin91@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: 2022-04-18 09:10+0000\n"
-"Last-Translator: Kanda Ninthfish <akkhaporn@gmail.com>\n"
+"PO-Revision-Date: 2022-11-26 14:36+0000\n"
+"Last-Translator: Absurdnoobman <jakkalin91@gmail.com>\n"
"Language-Team: Thai <https://hosted.weblate.org/projects/godot-engine/godot/"
"th/>\n"
"Language: th\n"
@@ -27,7 +28,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 4.12-dev\n"
+"X-Generator: Weblate 4.15-dev\n"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Tablet Driver"
@@ -48,9 +49,8 @@ msgid "Exit Code"
msgstr ""
#: core/bind/core_bind.cpp
-#, fuzzy
msgid "V-Sync Enabled"
-msgstr "เปิด"
+msgstr "เปิด V-Sync"
#: core/bind/core_bind.cpp main/main.cpp
msgid "V-Sync Via Compositor"
@@ -114,14 +114,13 @@ msgid "Maximized"
msgstr ""
#: core/bind/core_bind.cpp
-#, fuzzy
msgid "Minimized"
-msgstr "เริ่มต้น"
+msgstr "ย่อขนาด"
#: core/bind/core_bind.cpp core/project_settings.cpp scene/gui/dialogs.cpp
#: scene/gui/graph_node.cpp
msgid "Resizable"
-msgstr ""
+msgstr "ปรับขนาดได้"
#: core/bind/core_bind.cpp core/os/input_event.cpp scene/2d/node_2d.cpp
#: scene/2d/physics_body_2d.cpp scene/2d/remote_transform_2d.cpp
@@ -185,12 +184,11 @@ msgstr "ผิดพลาด"
#: core/bind/core_bind.cpp
#, fuzzy
msgid "Error String"
-msgstr "ผิดพลาดขณะบันทึà¸"
+msgstr "String ผิดพลาด"
#: core/bind/core_bind.cpp
-#, fuzzy
msgid "Error Line"
-msgstr "ผิดพลาดขณะบันทึà¸"
+msgstr "บรรทัดผิดพลาด"
#: core/bind/core_bind.cpp
#, fuzzy
@@ -213,9 +211,8 @@ msgid "Limits"
msgstr ""
#: core/command_queue_mt.cpp
-#, fuzzy
msgid "Command Queue"
-msgstr "ctrl: หมุน"
+msgstr "คิวคำสั่ง"
#: core/command_queue_mt.cpp
msgid "Multithreading Queue Size (KB)"
@@ -232,7 +229,7 @@ msgstr "ฟังà¸à¹Œà¸Šà¸±à¸™"
#: core/image.cpp core/packed_data_container.cpp scene/2d/polygon_2d.cpp
#: scene/3d/baked_lightmap.cpp scene/3d/gi_probe.cpp
msgid "Data"
-msgstr ""
+msgstr "ข้อมูล"
#: core/io/file_access_network.cpp core/register_core_types.cpp
#: editor/editor_file_dialog.cpp editor/editor_settings.cpp main/main.cpp
@@ -13201,9 +13198,10 @@ msgstr "ตัวเลือà¸à¸à¸²à¸£à¸ªà¹à¸™à¸›"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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 "เลื่อน:"
@@ -14635,15 +14633,16 @@ msgid "Invalid project path (changed anything?)."
msgstr "ตำà¹à¸«à¸™à¹ˆà¸‡à¹‚ปรเจà¸à¸•à¹Œà¸œà¸´à¸”พลาด (ได้à¹à¸à¹‰à¹„ขอะไรไปหรือไม่?)"
#: editor/project_manager.cpp
+#, fuzzy
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
"โหลดไฟล์ project.godot ในโฟลเดอร์โปรเจà¸à¸•à¹Œà¹„ม่ได้ (ข้อผิดพลาด %d) ไฟล์อาจสูà¸à¸«à¸²à¸¢à¸«à¸£à¸·à¸­à¹€à¸ªà¸µà¸¢à¸«à¸²à¸¢"
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr "à¹à¸à¹‰à¹„ขไฟล์ project.godot ไม่ได้"
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "ไม่สามารถเปิดโปรเจà¸à¸•à¹Œà¸—ี่ '%s'"
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -24074,6 +24073,15 @@ msgstr "ผิดพลาด"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "เรียง"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Geometry"
@@ -26878,7 +26886,7 @@ msgstr "ดีบั๊ภUV"
#: scene/resources/environment.cpp
msgid "Blur"
-msgstr ""
+msgstr "เบลอร์"
#: scene/resources/environment.cpp
msgid "Edge Sharpness"
diff --git a/editor/translations/tl.po b/editor/translations/tl.po
index bf39f11166..670e52056d 100644
--- a/editor/translations/tl.po
+++ b/editor/translations/tl.po
@@ -12724,9 +12724,10 @@ msgstr "Pagsasaayos ng Kalansay"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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 "Usog:"
@@ -14099,12 +14100,11 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
+msgid "Couldn't save project at '%s' (error %d)."
msgstr ""
#: editor/project_manager.cpp
@@ -23165,6 +23165,15 @@ msgstr "Nabigo"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Pagkakaayos"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Geometry"
diff --git a/editor/translations/tr.po b/editor/translations/tr.po
index 8cbf35a18b..ac4b509150 100644
--- a/editor/translations/tr.po
+++ b/editor/translations/tr.po
@@ -85,13 +85,17 @@
# bsr <bsndrn16@gmail.com>, 2022.
# Ramazan SANCAR <ramazansancar4545@gmail.com>, 2022.
# Burak Orcun OZKABLAN <borcunozkablan@gmail.com>, 2022.
+# arda4888 <ardagaming2006@gmail.com>, 2022.
+# Dream Drunk <myemailpoly149@gmail.com>, 2022.
+# alpdenthedev <ekrem_ekrem_45@hotmail.com>, 2022.
+# Muhammed Said Gülberk <msgulberk@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: 2022-09-11 22:22+0000\n"
-"Last-Translator: Burak Orcun OZKABLAN <borcunozkablan@gmail.com>\n"
+"PO-Revision-Date: 2022-12-05 10:16+0000\n"
+"Last-Translator: Muhammed Said Gülberk <msgulberk@gmail.com>\n"
"Language-Team: Turkish <https://hosted.weblate.org/projects/godot-engine/"
"godot/tr/>\n"
"Language: tr\n"
@@ -99,11 +103,11 @@ 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 4.14.1-dev\n"
+"X-Generator: Weblate 4.15-dev\n"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Tablet Driver"
-msgstr "Tablet Sürücü"
+msgstr "Tablet Sürücüsü"
#: core/bind/core_bind.cpp
msgid "Clipboard"
@@ -114,7 +118,6 @@ msgid "Current Screen"
msgstr "Åžu anki Ekran"
#: core/bind/core_bind.cpp
-#, fuzzy
msgid "Exit Code"
msgstr "Çıkış Kodu"
@@ -132,11 +135,11 @@ msgstr "Delta YumuÅŸatma"
#: core/bind/core_bind.cpp
msgid "Low Processor Usage Mode"
-msgstr "Düşük İşlemci Kullanım Modu"
+msgstr "Ä°ÅŸlemci Dostu Mod"
#: core/bind/core_bind.cpp
msgid "Low Processor Usage Mode Sleep (µsec)"
-msgstr "Düşük İşlemci Kullanımı Uyku Modu (μsn)"
+msgstr "Uykulu İşlemci Modu (µsec)"
#: core/bind/core_bind.cpp main/main.cpp platform/uwp/os_uwp.cpp
msgid "Keep Screen On"
@@ -152,7 +155,7 @@ msgstr "Maksimum Ekran Boyutu"
#: core/bind/core_bind.cpp
msgid "Screen Orientation"
-msgstr "Ekran Yönü"
+msgstr "Ekran oryantasyonu"
#: core/bind/core_bind.cpp core/project_settings.cpp main/main.cpp
#: platform/uwp/os_uwp.cpp
@@ -161,7 +164,7 @@ msgstr "Pencere"
#: core/bind/core_bind.cpp core/project_settings.cpp
msgid "Borderless"
-msgstr "Kenarlıksız"
+msgstr "Kenarsız"
#: core/bind/core_bind.cpp
msgid "Per Pixel Transparency Enabled"
@@ -333,7 +336,7 @@ msgstr "AÄŸ Profilcisi"
#: core/io/multiplayer_api.cpp scene/animation/animation_player.cpp
msgid "Root Node"
-msgstr "Kök Düğüm Adı"
+msgstr "Kök Düğümü"
#: core/io/networked_multiplayer_peer.cpp
msgid "Refuse New Connections"
@@ -361,7 +364,7 @@ msgstr "Akış Eşi"
#: core/io/stream_peer.cpp
msgid "Big Endian"
-msgstr "big-endian"
+msgstr "Big Endian"
#: core/io/stream_peer.cpp
msgid "Data Array"
@@ -369,7 +372,7 @@ msgstr "Veri Dizisi"
#: core/io/stream_peer_ssl.cpp
msgid "Blocking Handshake"
-msgstr "Tokalaşmayı blokla"
+msgstr "El Sıkışmayı Blokla"
#: core/io/udp_server.cpp
msgid "Max Pending Connections"
@@ -388,7 +391,7 @@ msgstr "1(bir) karakter uzunluÄŸunda bir dize bekleniyor ."
#: modules/mono/glue/gd_glue.cpp
#: modules/visual_script/visual_script_builtin_funcs.cpp
msgid "Not enough bytes for decoding bytes, or invalid format."
-msgstr "Baytları çözümlemek için yetersiz miktarda bayt ya da geçersiz format."
+msgstr "Baytları çözümlemek için yetersiz bayt miktarı veya geçersiz format."
#: core/math/expression.cpp
msgid "Invalid input %d (not passed) in expression"
@@ -396,7 +399,7 @@ msgstr "İfadede geçersiz giriş %d"
#: core/math/expression.cpp
msgid "self can't be used because instance is null (not passed)"
-msgstr "self kullanılamaz çünkü örnek boş (geçilmedi)"
+msgstr "örnek boş olduğu için self kullanılamaz (geçilmedi)"
#: core/math/expression.cpp
msgid "Invalid operands to operator %s, %s and %s."
@@ -7222,6 +7225,9 @@ 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: Dokunun 3D'de normal haritası olarak kullanıldığı algılandı. Bellek "
+"kullanımını azaltmak için kırmızı-yeşil doku sıkıştırma etkinleştiriliyor. "
+"(mavi kanal kullanılmıyor)."
#: editor/import/resource_importer_texture.cpp
#, fuzzy
@@ -7251,7 +7257,7 @@ msgstr "HDR Modu"
#: 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
@@ -7359,7 +7365,7 @@ msgstr "Maximum Hz Oranı"
#: editor/import/resource_importer_wav.cpp
msgid "Trim"
-msgstr ""
+msgstr "Kırp"
#: editor/import/resource_importer_wav.cpp
msgid "Normalize"
@@ -9535,7 +9541,7 @@ msgstr "Simge"
#: 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
@@ -10708,7 +10714,7 @@ msgstr "Script Ä°simlerini Listele"
#: editor/plugins/script_editor_plugin.cpp
msgid "Exec Flags"
-msgstr ""
+msgstr "Çalıştırma Bayrakları"
#: editor/plugins/script_editor_plugin.cpp
msgid "Clear Recent Scripts"
@@ -12891,9 +12897,10 @@ msgstr "Hizalama Ayarları"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr "Kaydırma"
@@ -14319,16 +14326,17 @@ msgid "Invalid project path (changed anything?)."
msgstr "Geçersiz proje yolu (bir şey değişti mi?)."
#: editor/project_manager.cpp
+#, fuzzy
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
"Proje yolundaki proje.godot düzenlenemedi (error %d). Eksik veya bozulmuş "
"olabilir."
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr "proje yolundaki proje.godot düzenlenemedi."
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "'%s' adresindeki proje açılamıyor."
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -15326,6 +15334,9 @@ msgid ""
"To save this branch into its own scene, open the original scene, right click "
"on this branch, and select \"Save Branch as Scene\"."
msgstr ""
+"Halihazırda örneklendirilmiş bir sahnenin alt öğesi olan dal kaydedilemez.\n"
+"Bu dalı kendisine ait sahneye kaydetmek için, orijinal sahneyi açın, bu dala "
+"sağ tıklayın, ve \"Dalı Sahne olarak Kaydet\"i seçin."
#: editor/scene_tree_dock.cpp
msgid ""
@@ -15333,6 +15344,9 @@ msgid ""
"To save this branch into its own scene, open the original scene, right click "
"on this branch, and select \"Save Branch as Scene\"."
msgstr ""
+"Devralınan sahnenin parçası olan bir dal kaydedilemez.\n"
+"Bu dalı kendisine ait sahneye kaydetmek için, orijinal sahneyi açın, bu dala "
+"sağ tıklayın, ve \"Dalı Sahne olarak Kaydet\"i seçin."
#: editor/scene_tree_dock.cpp
msgid "Save New Scene As..."
@@ -15360,19 +15374,18 @@ msgid "Make Local"
msgstr "YerelleÅŸtir"
#: editor/scene_tree_dock.cpp
-#, fuzzy
msgid "Enable Scene Unique Name(s)"
-msgstr "Sahne Benzersiz İsmini Etkin Kıl"
+msgstr "Sahne İçi Benzersiz İsim(ler)i Etkin Kıl"
#: editor/scene_tree_dock.cpp
-#, fuzzy
msgid "Unique names already used by another node in the scene:"
-msgstr "Başka bir düğüm sahnede bu benzersiz adı zaten kullanıyor."
+msgstr ""
+"Halihazırda sahnedeki başka bir düğüm tarafından kullanılan benzersiz "
+"isimler:"
#: editor/scene_tree_dock.cpp
-#, fuzzy
msgid "Disable Scene Unique Name(s)"
-msgstr "Sahne Benzersiz İsmini Etkisiz Kıl"
+msgstr "Sahne İçi Benzersiz İsim(ler)i Etkisiz Kıl"
#: editor/scene_tree_dock.cpp
msgid "New Scene Root"
@@ -15400,7 +15413,7 @@ msgstr "Diğer Düğüm"
#: editor/scene_tree_dock.cpp
msgid "Can't operate on nodes from a foreign scene!"
-msgstr "Yad bir sahnedeki düğümler üzerinde çalışamaz!"
+msgstr "Yabancı bir sahnedeki düğümler üzerinde çalışılamaz!"
#: editor/scene_tree_dock.cpp
msgid "Can't operate on nodes the current scene inherits from!"
@@ -15439,7 +15452,7 @@ msgstr "Sahne kaydedilirken hata."
#: editor/scene_tree_dock.cpp
msgid "Error duplicating scene to save it."
-msgstr "Kaydetmek için sahne çoğaltılırken hata."
+msgstr "Sahne kaydetmek için çoğaltılırken hata."
#: editor/scene_tree_dock.cpp
msgid "Sub-Resources"
@@ -15447,11 +15460,11 @@ msgstr "Alt Kaynaklar"
#: editor/scene_tree_dock.cpp
msgid "Access as Scene Unique Name"
-msgstr ""
+msgstr "Sahne İçi Benzersiz İsim olarak Erişim"
#: editor/scene_tree_dock.cpp
msgid "Clear Inheritance"
-msgstr "Kalıtı Temizle"
+msgstr "Kalıtımı Temizle"
#: editor/scene_tree_dock.cpp
msgid "Editable Children"
@@ -15476,7 +15489,7 @@ msgstr "Alt Düğüm Ekle"
#: editor/scene_tree_dock.cpp
msgid "Expand/Collapse All"
-msgstr "Hepsini Aç/Kapa"
+msgstr "Hepsini GeniÅŸlet/Daralt"
#: editor/scene_tree_dock.cpp
msgid "Change Type"
@@ -16193,7 +16206,7 @@ msgstr "Godot FiziÄŸi"
#: main/main.cpp servers/physics_2d/physics_2d_server_sw.cpp
#: servers/visual/visual_server_scene.cpp
msgid "Use BVH"
-msgstr ""
+msgstr "BVH Kullan"
#: main/main.cpp servers/physics_2d/physics_2d_server_sw.cpp
#: servers/visual/visual_server_scene.cpp
@@ -16213,7 +16226,7 @@ msgstr "MultiNode Kur"
#: main/main.cpp
msgid "RID Pool Prealloc"
-msgstr ""
+msgstr "RID Havuzu Ön Tahsisi"
#: main/main.cpp
#, fuzzy
@@ -16275,7 +16288,7 @@ msgstr "Sürücü Adı"
#: main/main.cpp
msgid "Fallback To GLES2"
-msgstr ""
+msgstr "GLES2'ye Geri Dön"
#: main/main.cpp
msgid "Use Nvidia Rect Flicker Workaround"
@@ -16889,9 +16902,8 @@ msgid "Script Class"
msgstr "Betik Sınıfı"
#: modules/gdnative/nativescript/nativescript.cpp
-#, fuzzy
msgid "Icon Path"
-msgstr "Yola Odaklan"
+msgstr "Ä°kon Yolu"
#: modules/gdnative/register_types.cpp
msgid "GDNative"
@@ -16899,9 +16911,8 @@ msgstr "GDYerel"
#: modules/gdscript/editor/gdscript_highlighter.cpp
#: modules/gdscript/gdscript.cpp
-#, fuzzy
msgid "GDScript"
-msgstr "Betik"
+msgstr "GDScript"
#: modules/gdscript/editor/gdscript_highlighter.cpp
msgid "Function Definition Color"
@@ -18203,7 +18214,7 @@ msgstr ""
#: modules/visual_script/visual_script_flow_control.cpp
msgid "Type Cast"
-msgstr "Tür Değişimi"
+msgstr "Tür Dönüştür"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "Is %s?"
@@ -18253,9 +18264,8 @@ msgid "Validate"
msgstr "DoÄŸrula"
#: modules/visual_script/visual_script_func_nodes.cpp
-#, fuzzy
msgid "RPC Call Mode"
-msgstr "Esnetme Åžekli"
+msgstr "RPC çağrı modu"
#: modules/visual_script/visual_script_func_nodes.cpp
msgid "Subtract %s"
@@ -23138,7 +23148,7 @@ msgstr "Küçük harf"
#: scene/3d/physics_joint.cpp
msgid "Motor"
-msgstr ""
+msgstr "Motor"
#: scene/3d/physics_joint.cpp
#, fuzzy
@@ -23771,6 +23781,16 @@ msgstr "Hata"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Sırala"
+
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Use AABB Center"
+msgstr "Çevreyi Kullan"
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Geometry"
diff --git a/editor/translations/uk.po b/editor/translations/uk.po
index 07cfe5b6b1..f9a6c787a5 100644
--- a/editor/translations/uk.po
+++ b/editor/translations/uk.po
@@ -30,8 +30,8 @@ msgstr ""
"Project-Id-Version: Ukrainian (Godot Engine)\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2022-09-27 21:37+0000\n"
-"Last-Translator: Teashrock <kajitsu22@gmail.com>\n"
+"PO-Revision-Date: 2022-10-03 12:44+0000\n"
+"Last-Translator: Yuri Chornoivan <yurchor@ukr.net>\n"
"Language-Team: Ukrainian <https://hosted.weblate.org/projects/godot-engine/"
"godot/uk/>\n"
"Language: uk\n"
@@ -12804,9 +12804,10 @@ msgstr "Параметри прилипаннÑ"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr "ЗміщеннÑ"
@@ -14218,16 +14219,17 @@ msgid "Invalid project path (changed anything?)."
msgstr "Ðекоректний шлÑÑ… до проєкту (щоÑÑŒ змінилоÑÑ?)."
#: editor/project_manager.cpp
+#, fuzzy
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
"Ðе вдалоÑÑ Ð·Ð°Ð²Ð°Ð½Ñ‚Ð°Ð¶Ð¸Ñ‚Ð¸ project.godot у каталозі проєкту (помилка %d). "
"Можливо, файл вилучено або пошкоджено."
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr "Ðе вдалоÑÑ Ñ€ÐµÐ´Ð°Ð³ÑƒÐ²Ð°Ñ‚Ð¸ project.godot у каталозі проєкту."
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "Ðе вдалоÑÑ Ð²Ñ–Ð´ÐºÑ€Ð¸Ñ‚Ð¸ проєкт у «%s»."
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -20477,7 +20479,7 @@ msgstr "Режим змішуваннÑ"
#: scene/2d/canvas_item.cpp
msgid "Light Mode"
-msgstr "Праворуч за шириною"
+msgstr "Режим оÑвітленнÑ"
#: scene/2d/canvas_item.cpp
msgid "Particles Animation"
@@ -23232,6 +23234,16 @@ msgstr "МакÑимальна Ñила"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Сортувати"
+
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Use AABB Center"
+msgstr "ВикориÑтовувати адаптивний"
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr "ГеометріÑ"
diff --git a/editor/translations/ur_PK.po b/editor/translations/ur_PK.po
index d09218a600..1046f11996 100644
--- a/editor/translations/ur_PK.po
+++ b/editor/translations/ur_PK.po
@@ -12827,9 +12827,10 @@ msgstr ".تمام کا انتخاب"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr ""
@@ -14217,12 +14218,11 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
+msgid "Couldn't save project at '%s' (error %d)."
msgstr ""
#: editor/project_manager.cpp
@@ -23156,6 +23156,15 @@ msgstr ""
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr ".تمام کا انتخاب"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr ""
diff --git a/editor/translations/vi.po b/editor/translations/vi.po
index 2a0fadcf9f..b4a5f4494b 100644
--- a/editor/translations/vi.po
+++ b/editor/translations/vi.po
@@ -22,13 +22,14 @@
# Hung <hungthitkhia@gmail.com>, 2021.
# Paweł Fertyk <pfertyk@pfertyk.me>, 2022.
# MInhTriet <luckyblockblack@gmail.com>, 2022.
+# Nhật Huy <nhat.huy.7996@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: 2022-08-17 18:20+0000\n"
-"Last-Translator: MInhTriet <luckyblockblack@gmail.com>\n"
+"PO-Revision-Date: 2022-11-30 15:16+0000\n"
+"Last-Translator: Nhật Huy <nhat.huy.7996@gmail.com>\n"
"Language-Team: Vietnamese <https://hosted.weblate.org/projects/godot-engine/"
"godot/vi/>\n"
"Language: vi\n"
@@ -36,7 +37,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 4.14-dev\n"
+"X-Generator: Weblate 4.15-dev\n"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Tablet Driver"
@@ -63,9 +64,8 @@ msgid "V-Sync Via Compositor"
msgstr "V-Sync thông qua Compositor"
#: core/bind/core_bind.cpp main/main.cpp
-#, fuzzy
msgid "Delta Smoothing"
-msgstr "Delta smoothing"
+msgstr "Dealta smooth"
#: core/bind/core_bind.cpp
msgid "Low Processor Usage Mode"
@@ -162,9 +162,8 @@ msgid "Target FPS"
msgstr "FPS cần đạt tới"
#: core/bind/core_bind.cpp
-#, fuzzy
msgid "Time Scale"
-msgstr "Nút TimeScale"
+msgstr "Ä‘á»™ giãn nở thá»i gian"
#: core/bind/core_bind.cpp main/main.cpp
#, fuzzy
@@ -13042,9 +13041,10 @@ msgstr "Tùy chá»n Dính"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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 "Äá»™ dá»i:"
@@ -14457,16 +14457,17 @@ msgid "Invalid project path (changed anything?)."
msgstr "ÄÆ°á»ng dẫn dá»± án không hợp lệ (bạn có thay đổi Ä‘iá»u gì?)."
#: editor/project_manager.cpp
+#, fuzzy
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
"Không thể nạp 'project.godot' trong Ä‘Æ°á»ng dẫn dá»± án (lá»—i %d). Nó có thể bị "
"thiếu hoặc đã há»ng."
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr "Không thể chỉnh sá»­a 'project.godot' trong Ä‘Æ°á»ng dẫn dá»± án."
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "Không thể mở dự án tại '%s'."
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -23932,6 +23933,15 @@ msgstr "Lá»—i"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "Sắp xếp"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Geometry"
diff --git a/editor/translations/zh_CN.po b/editor/translations/zh_CN.po
index 1aeaea7087..52f072e946 100644
--- a/editor/translations/zh_CN.po
+++ b/editor/translations/zh_CN.po
@@ -84,12 +84,15 @@
# nitenook <admin@alterbaum.net>, 2021.
# jker <cxgmfy@163.com>, 2021.
# Ankar <1511276198@qq.com>, 2022.
+# 风é’å±± <idleman@yeah.net>, 2022.
+# 1104 EXSPIRAVIT_ <m18621006730@gmail.com>, 2022.
+# ChairC <974833488@qq.com>, 2022.
msgid ""
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: 2022-09-22 15:26+0000\n"
+"PO-Revision-Date: 2022-12-05 08:51+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"
@@ -98,7 +101,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 4.14.1\n"
+"X-Generator: Weblate 4.15-dev\n"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Tablet Driver"
@@ -142,11 +145,11 @@ msgstr "å±å¹•å¸¸äº®"
#: core/bind/core_bind.cpp
msgid "Min Window Size"
-msgstr "窗å£æœ€å°å¤§å°"
+msgstr "最å°çª—å£å¤§å°"
#: core/bind/core_bind.cpp
msgid "Max Window Size"
-msgstr "窗å£æœ€å¤§å¤§å°"
+msgstr "最大窗å£å¤§å°"
#: core/bind/core_bind.cpp
msgid "Screen Orientation"
@@ -4148,7 +4151,7 @@ msgstr ""
#: editor/editor_node.cpp
msgid "Scene '%s' has broken dependencies:"
-msgstr "场景 “%s†的ä¾èµ–已被破å:"
+msgstr "场景 “%s†的ä¾èµ–å·²æŸå:"
#: editor/editor_node.cpp
msgid "Clear Recent Scenes"
@@ -5637,12 +5640,12 @@ msgstr "选择框颜色"
#: editor/editor_settings.cpp editor/plugins/path_editor_plugin.cpp
#: editor/spatial_editor_gizmos.cpp modules/csg/csg_gizmos.cpp
msgid "3D Gizmos"
-msgstr "3D 控制器"
+msgstr "3D å°å·¥å…·"
#: editor/editor_settings.cpp editor/plugins/path_editor_plugin.cpp
#: editor/spatial_editor_gizmos.cpp modules/csg/csg_gizmos.cpp
msgid "Gizmo Colors"
-msgstr "控制器颜色"
+msgstr "å°å·¥å…·é¢œè‰²"
#: editor/editor_settings.cpp
msgid "Instanced"
@@ -7920,7 +7923,7 @@ msgstr "强制用白色调和"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Include Gizmos (3D)"
-msgstr "包括控制器(3D)"
+msgstr "包括å°å·¥å…·ï¼ˆ3D)"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Pin AnimationPlayer"
@@ -8439,7 +8442,7 @@ msgstr "创建光照贴图失败,切确ä¿æ–‡ä»¶æ˜¯å¯å†™çš„。"
#: editor/plugins/baked_lightmap_editor_plugin.cpp
msgid "Failed determining lightmap size. Maximum lightmap size too small?"
-msgstr "无法确定光照贴图大å°ã€‚最大光照贴图大å°å¤ªå°ï¼Ÿ"
+msgstr "无法确定光照贴图大å°ã€‚最大光照贴图尺寸太å°ï¼Ÿ"
#: editor/plugins/baked_lightmap_editor_plugin.cpp
msgid ""
@@ -10984,7 +10987,7 @@ msgstr "查看环境"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Gizmos"
-msgstr "查看控制器"
+msgstr "查看å°å·¥å…·"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Information"
@@ -11090,9 +11093,9 @@ msgid ""
msgstr ""
"点击以切æ¢å¯è§çŠ¶æ€ã€‚\n"
"\n"
-"ç眼:控制器å¯è§ã€‚\n"
-"闭眼:控制器éšè—。\n"
-"åŠç眼:控制器也å¯ç©¿è¿‡ä¸é€æ˜Žçš„表é¢å¯è§ï¼ˆâ€œX å…‰â€ï¼‰ã€‚"
+"ç眼:å°å·¥å…·å¯è§ã€‚\n"
+"闭眼:å°å·¥å…·éšè—。\n"
+"åŠç眼:å°å·¥å…·ä¹Ÿå¯ç©¿è¿‡ä¸é€æ˜Žçš„表é¢å¯è§ï¼ˆâ€œX å…‰â€ï¼‰ã€‚"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Snap Nodes to Floor"
@@ -11224,7 +11227,7 @@ msgstr "4 个视窗"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Gizmos"
-msgstr "控制器"
+msgstr "å°å·¥å…·"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Origin"
@@ -11309,19 +11312,19 @@ msgstr "åŽç½®"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Manipulator Gizmo Size"
-msgstr "æ“作控制器大å°"
+msgstr "æ“作å°å·¥å…·å¤§å°"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Manipulator Gizmo Opacity"
-msgstr "æ“作控制器ä¸é€æ˜Žåº¦"
+msgstr "æ“作å°å·¥å…·ä¸é€æ˜Žåº¦"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Show Viewport Rotation Gizmo"
-msgstr "显示视区旋转控制器"
+msgstr "显示视区旋转å°å·¥å…·"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Unnamed Gizmo"
-msgstr "未命å控制器"
+msgstr "未命åå°å·¥å…·"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Create Mesh2D"
@@ -12636,9 +12639,10 @@ msgstr "å¸é™„选项"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr "å移"
@@ -14006,15 +14010,16 @@ msgid "Invalid project path (changed anything?)."
msgstr "项目路径无效(被外部修改?)。"
#: editor/project_manager.cpp
+#, fuzzy
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
"无法在项目路径中加载 project.godot 文件(错误 %d)。该文件å¯èƒ½ç¼ºå¤±æˆ–å·²æŸå。"
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr "无法在项目路径下编辑 project.godot 文件。"
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "无法打开ä½äºŽâ€œ%sâ€çš„项目。"
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -16418,7 +16423,7 @@ msgstr "添加架构项"
#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "GDNativeLibrary"
-msgstr "GDNative 库"
+msgstr "GDNativeLibrary"
#: modules/gdnative/gdnative_library_singleton_editor.cpp
msgid "Enabled GDNative Singleton"
@@ -20691,7 +20696,7 @@ msgstr "NavigationAgent2D åªèƒ½åœ¨ç»§æ‰¿ Node2D 的父节点下使用。"
#: scene/2d/navigation_obstacle_2d.cpp scene/3d/navigation_obstacle.cpp
msgid "Estimate Radius"
-msgstr "估计åŠå¾„"
+msgstr "ä¼°ç®—åŠå¾„"
#: scene/2d/navigation_obstacle_2d.cpp
msgid ""
@@ -21033,7 +21038,7 @@ msgstr "内部顶点数"
#: scene/2d/position_2d.cpp
msgid "Gizmo Extents"
-msgstr "控制器大å°"
+msgstr "å°å·¥å…·èŒƒå›´"
#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast.cpp
msgid "Exclude Parent"
@@ -22607,7 +22612,7 @@ msgstr "矩阵"
#: scene/3d/spatial.cpp
msgid "Gizmo"
-msgstr "控制器"
+msgstr "å°å·¥å…·"
#: scene/3d/spatial_velocity_tracker.cpp
msgid "Track Physics Step"
@@ -22693,6 +22698,16 @@ msgstr "最大力度"
msgid "AABB"
msgstr "AABB"
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "排åº"
+
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Use AABB Center"
+msgstr "使用环境光"
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr "几何体"
@@ -25193,7 +25208,7 @@ msgstr "亮度"
#: scene/resources/environment.cpp
msgid "Saturation"
-msgstr "对比度"
+msgstr "饱和度"
#: scene/resources/environment.cpp
msgid "Color Correction"
diff --git a/editor/translations/zh_HK.po b/editor/translations/zh_HK.po
index f8529ea3ca..8af64cfc4e 100644
--- a/editor/translations/zh_HK.po
+++ b/editor/translations/zh_HK.po
@@ -13397,9 +13397,10 @@ msgstr "é¸é …"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr ""
@@ -14821,13 +14822,13 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr ""
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "ä¸èƒ½é€£æŽ¥ã€‚"
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -24070,6 +24071,15 @@ msgstr "錯誤!"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "排åºï¼š"
+
+#: scene/3d/visual_instance.cpp
+msgid "Use AABB Center"
+msgstr ""
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Geometry"
diff --git a/editor/translations/zh_TW.po b/editor/translations/zh_TW.po
index 4cd08539e4..dd54885310 100644
--- a/editor/translations/zh_TW.po
+++ b/editor/translations/zh_TW.po
@@ -43,8 +43,8 @@ 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: 2022-09-27 21:37+0000\n"
-"Last-Translator: nitenook <admin@alterbaum.net>\n"
+"PO-Revision-Date: 2022-10-16 07:25+0000\n"
+"Last-Translator: BinotaLIU <me@binota.org>\n"
"Language-Team: Chinese (Traditional) <https://hosted.weblate.org/projects/"
"godot-engine/godot/zh_Hant/>\n"
"Language: zh_TW\n"
@@ -52,7 +52,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 4.14.1\n"
+"X-Generator: Weblate 4.15-dev\n"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Tablet Driver"
@@ -4148,7 +4148,7 @@ msgstr "刪除é…ç½®"
#: editor/editor_node.cpp editor/import_dock.cpp
#: editor/script_create_dialog.cpp
msgid "Default"
-msgstr "默èª"
+msgstr "é è¨­"
#: editor/editor_node.cpp editor/editor_resource_picker.cpp
#: editor/plugins/script_editor_plugin.cpp editor/property_editor.cpp
@@ -12591,9 +12591,10 @@ msgstr "å¸é™„é¸é …"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
-#: 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
+#: scene/3d/visual_instance.cpp 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
msgid "Offset"
msgstr "å移"
@@ -13962,14 +13963,15 @@ msgid "Invalid project path (changed anything?)."
msgstr "ä¸æ­£ç¢ºçš„專案路徑(有修改了什麼嗎?)。"
#: editor/project_manager.cpp
+#, fuzzy
msgid ""
-"Couldn't load project.godot in project path (error %d). It may be missing or "
-"corrupted."
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr "無法自專案路徑內載入 project.godot(錯誤 %d)。檔案å¯èƒ½éºå¤±æˆ–æ毀。"
#: editor/project_manager.cpp
-msgid "Couldn't edit project.godot in project path."
-msgstr "無法在專案路徑中編輯 project.godot。"
+#, fuzzy
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "無法於「%sã€æ‰“開專案。"
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@@ -17240,7 +17242,7 @@ msgstr "發ç¾æœ¬åœ°é€šè¨ŠåŸ "
#: modules/upnp/upnp.cpp
msgid "Discover IPv6"
-msgstr "DiscoverIPv6"
+msgstr "Discover IPv6"
#: modules/upnp/upnp_device.cpp
#, fuzzy
@@ -18168,7 +18170,7 @@ msgstr "自é©æ‡‰å‰æ™¯ 432 X 432"
#: platform/android/export/export_plugin.cpp
msgid "Adaptive Background 432 X 432"
-msgstr ""
+msgstr "自é©æ‡‰èƒŒæ™¯ 432 X 432"
#: platform/android/export/export_plugin.cpp
msgid "Package name is missing."
@@ -18201,7 +18203,7 @@ msgstr "剪下節點"
#: platform/android/export/export_plugin.cpp
msgid "Use Custom Build"
-msgstr ""
+msgstr "使用自定義建構"
#: platform/android/export/export_plugin.cpp
#, fuzzy
@@ -18234,7 +18236,7 @@ msgstr "除錯工具"
#: platform/android/export/export_plugin.cpp platform/uwp/export/export.cpp
msgid "Debug Password"
-msgstr ""
+msgstr "åµéŒ¯å¯†ç¢¼"
#: platform/android/export/export_plugin.cpp
#, fuzzy
@@ -18248,7 +18250,7 @@ msgstr "發行"
#: platform/android/export/export_plugin.cpp
msgid "One Click Deploy"
-msgstr ""
+msgstr "一éµéƒ¨ç½²"
#: platform/android/export/export_plugin.cpp
#, fuzzy
@@ -18257,7 +18259,7 @@ msgstr "åµæŸ¥å‰ä¸€å€‹å¯¦é«”"
#: platform/android/export/export_plugin.cpp
msgid "Code"
-msgstr ""
+msgstr "程å¼ç¢¼"
#: platform/android/export/export_plugin.cpp platform/uwp/export/export.cpp
#, fuzzy
@@ -18279,7 +18281,7 @@ msgstr "分類為éŠæˆ²"
#: platform/android/export/export_plugin.cpp
msgid "Retain Data On Uninstall"
-msgstr ""
+msgstr "å–消安è£æ™‚ä¿ç•™è³‡æ–™"
#: platform/android/export/export_plugin.cpp
#, fuzzy
@@ -18312,11 +18314,11 @@ msgstr "正在打包"
#: platform/android/export/export_plugin.cpp
msgid "Hand Tracking Frequency"
-msgstr ""
+msgstr "手勢追蹤頻率"
#: platform/android/export/export_plugin.cpp
msgid "Passthrough"
-msgstr ""
+msgstr "ç©¿é€"
#: platform/android/export/export_plugin.cpp
#, fuzzy
@@ -18350,7 +18352,7 @@ msgstr "使用者界é¢"
#: platform/android/export/export_plugin.cpp
msgid "Allow"
-msgstr ""
+msgstr "å…許"
#: platform/android/export/export_plugin.cpp platform/uwp/export/export.cpp
#, fuzzy
@@ -18368,7 +18370,7 @@ msgstr "設定表示å¼"
#: platform/android/export/export_plugin.cpp
msgid "Salt"
-msgstr ""
+msgstr "Salt"
#: platform/android/export/export_plugin.cpp
#, fuzzy
@@ -18488,6 +18490,10 @@ msgid ""
"Note that the singleton was also renamed from \"GodotPayments\" to "
"\"GodotGooglePlayBilling\"."
msgstr ""
+"「android/modulesã€å°ˆæ¡ˆè¨­å®šä¸­åŒ…å«äº†ç„¡æ•ˆçš„「GodotPaymentV3ã€ï¼ˆåœ¨ Godot 3.2.2 "
+"中已更改)。\n"
+"請將其更æ›ç‚ºç¬¬ä¸€æ–¹çš„「GodotGooglePlayBillingã€å¤–掛。\n"
+"請注æ„,該單例已從「GodotPaymentsã€æ›´æ”¹ç‚ºã€ŒGodotGooglePlayBillingã€ã€‚"
#: platform/android/export/export_plugin.cpp
msgid "\"Use Custom Build\" must be enabled to use the plugins."
@@ -18519,13 +18525,13 @@ msgstr "å°ã€ŒMin Sdkã€çš„修改僅在「Use Custom Buildã€å•Ÿç”¨æ™‚有效。"
#: platform/android/export/export_plugin.cpp
msgid "\"Min SDK\" should be a valid integer, but got \"%s\" which is invalid."
-msgstr ""
+msgstr "ã€Œæœ€å° SDKã€æ‡‰ç‚ºæœ‰æ•ˆæ•´æ•¸ï¼Œä½†ç›®å‰å€¼ç‚ºç„¡æ•ˆçš„「%sã€ã€‚"
#: 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 "ã€Œæœ€å° SDKã€ä¸å¯ä½Žæ–¼ %d,因 Godot 函å¼åº«éœ€è¦è©²æœ€å°ç‰ˆæœ¬ã€‚"
#: platform/android/export/export_plugin.cpp
#, fuzzy
@@ -23175,6 +23181,16 @@ msgstr "錯誤"
msgid "AABB"
msgstr ""
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Sorting"
+msgstr "排åº"
+
+#: scene/3d/visual_instance.cpp
+#, fuzzy
+msgid "Use AABB Center"
+msgstr "使用環境通é“"
+
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Geometry"
diff --git a/main/main.cpp b/main/main.cpp
index 8fa0a78480..1a005583af 100644
--- a/main/main.cpp
+++ b/main/main.cpp
@@ -2594,6 +2594,7 @@ bool Main::start() {
}
if (dump_gdextension_interface || dump_extension_api) {
+ OS::get_singleton()->set_exit_code(EXIT_SUCCESS);
return false;
}
diff --git a/misc/scripts/compare_extension_api.py b/misc/scripts/compare_extension_api.py
deleted file mode 100755
index f96db4278c..0000000000
--- a/misc/scripts/compare_extension_api.py
+++ /dev/null
@@ -1,11 +0,0 @@
-#!/usr/bin/env python
-# -*- coding: utf-8 -*-
-
-import sys
-
-# TODO:
-# Add a process that compares the original godot-cpp/godot-headers/extension_api.json with the new extension_api.json (both passed as arguments) and reports any API calls that have been removed.
-# If we only have additions or no changes to the file, we pass
-# For now we deem this too early because the API isn't stable enough yet.
-
-sys.exit(0)
diff --git a/modules/gdscript/gdscript_analyzer.cpp b/modules/gdscript/gdscript_analyzer.cpp
index 81e50d6b79..1149749ef7 100644
--- a/modules/gdscript/gdscript_analyzer.cpp
+++ b/modules/gdscript/gdscript_analyzer.cpp
@@ -1595,7 +1595,7 @@ void GDScriptAnalyzer::resolve_constant(GDScriptParser::ConstantNode *p_constant
}
if (p_constant->datatype_specifier != nullptr) {
- if (!is_type_compatible(explicit_type, type)) {
+ if (!is_type_compatible(explicit_type, type, true)) {
push_error(vformat(R"(Assigned value for constant "%s" has type %s which is not compatible with defined type %s.)", p_constant->identifier->name, type.to_string(), explicit_type.to_string()), p_constant->initializer);
#ifdef DEBUG_ENABLED
} else if (explicit_type.builtin_type == Variant::INT && type.builtin_type == Variant::FLOAT) {
@@ -4187,8 +4187,6 @@ bool GDScriptAnalyzer::is_type_compatible(const GDScriptParser::DataType &p_targ
if (p_target.kind == GDScriptParser::DataType::BUILTIN) {
bool valid = p_source.kind == GDScriptParser::DataType::BUILTIN && p_target.builtin_type == p_source.builtin_type;
- valid |= p_source.builtin_type == Variant::STRING && p_target.builtin_type == Variant::STRING_NAME;
- valid |= p_source.builtin_type == Variant::STRING_NAME && p_target.builtin_type == Variant::STRING;
if (!valid && p_allow_implicit_conversion) {
valid = Variant::can_convert_strict(p_source.builtin_type, p_target.builtin_type);
}
@@ -4204,7 +4202,7 @@ bool GDScriptAnalyzer::is_type_compatible(const GDScriptParser::DataType &p_targ
// Variant array can't be appended to typed array.
valid = false;
} else {
- valid = is_type_compatible(p_target.get_container_element_type(), p_source.get_container_element_type(), false);
+ valid = is_type_compatible(p_target.get_container_element_type(), p_source.get_container_element_type(), p_allow_implicit_conversion);
}
}
}
diff --git a/modules/gdscript/tests/scripts/analyzer/features/array_string_stringname_equivalent.gd b/modules/gdscript/tests/scripts/analyzer/features/array_string_stringname_equivalent.gd
index 4511c3d10b..eb0003eed8 100644
--- a/modules/gdscript/tests/scripts/analyzer/features/array_string_stringname_equivalent.gd
+++ b/modules/gdscript/tests/scripts/analyzer/features/array_string_stringname_equivalent.gd
@@ -1,4 +1,11 @@
+
+var m_string_array: Array[String] = [&"abc"]
+var m_stringname_array: Array[StringName] = ["abc"]
+
func test():
+ print(m_string_array)
+ print(m_stringname_array)
+
# Converted to String when initialized
var string_array: Array[String] = [&"abc"]
print(string_array)
diff --git a/modules/gdscript/tests/scripts/analyzer/features/array_string_stringname_equivalent.out b/modules/gdscript/tests/scripts/analyzer/features/array_string_stringname_equivalent.out
index 70dd01d88e..09c199bde1 100644
--- a/modules/gdscript/tests/scripts/analyzer/features/array_string_stringname_equivalent.out
+++ b/modules/gdscript/tests/scripts/analyzer/features/array_string_stringname_equivalent.out
@@ -1,3 +1,5 @@
GDTEST_OK
["abc"]
[&"abc"]
+["abc"]
+[&"abc"]
diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/ExportedFields.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/ExportedFields.cs
index 9a46b7d164..ccaba4d727 100644
--- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/ExportedFields.cs
+++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/ExportedFields.cs
@@ -45,7 +45,7 @@ namespace Godot.SourceGenerators.Sample
[Export] private Color field_Color = Colors.Aquamarine;
[Export] private Plane field_Plane = Plane.PlaneXZ;
[Export] private Callable field_Callable = new Callable(Engine.GetMainLoop(), "_process");
- [Export] private SignalInfo field_SignalInfo = new SignalInfo(Engine.GetMainLoop(), "property_list_changed");
+ [Export] private Signal field_Signal = new Signal(Engine.GetMainLoop(), "property_list_changed");
// Enums
[SuppressMessage("ReSharper", "UnusedMember.Local")]
diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/ExportedProperties.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/ExportedProperties.cs
index eb83833b40..0c0feb3901 100644
--- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/ExportedProperties.cs
+++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/ExportedProperties.cs
@@ -133,7 +133,7 @@ namespace Godot.SourceGenerators.Sample
[Export] private Color property_Color { get; set; } = Colors.Aquamarine;
[Export] private Plane property_Plane { get; set; } = Plane.PlaneXZ;
[Export] private Callable property_Callable { get; set; } = new Callable(Engine.GetMainLoop(), "_process");
- [Export] private SignalInfo property_SignalInfo { get; set; } = new SignalInfo(Engine.GetMainLoop(), "property_list_changed");
+ [Export] private Signal property_Signal { get; set; } = new Signal(Engine.GetMainLoop(), "property_list_changed");
// Enums
[SuppressMessage("ReSharper", "UnusedMember.Local")]
diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/MarshalType.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/MarshalType.cs
index 15f5803bf0..ee1374d0b9 100644
--- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/MarshalType.cs
+++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/MarshalType.cs
@@ -37,7 +37,7 @@ namespace Godot.SourceGenerators
Color,
Plane,
Callable,
- SignalInfo,
+ Signal,
// Enums
Enum,
diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/MarshalUtils.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/MarshalUtils.cs
index 6dac120d15..8b2f96036b 100644
--- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/MarshalUtils.cs
+++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/MarshalUtils.cs
@@ -56,7 +56,7 @@ namespace Godot.SourceGenerators
MarshalType.Color => VariantType.Color,
MarshalType.Plane => VariantType.Plane,
MarshalType.Callable => VariantType.Callable,
- MarshalType.SignalInfo => VariantType.Signal,
+ MarshalType.Signal => VariantType.Signal,
MarshalType.Enum => VariantType.Int,
MarshalType.ByteArray => VariantType.PackedByteArray,
MarshalType.Int32Array => VariantType.PackedInt32Array,
@@ -147,7 +147,7 @@ namespace Godot.SourceGenerators
{ Name: "Plane" } => MarshalType.Plane,
{ Name: "RID" } => MarshalType.RID,
{ Name: "Callable" } => MarshalType.Callable,
- { Name: "SignalInfo" } => MarshalType.SignalInfo,
+ { Name: "Signal" } => MarshalType.Signal,
{ Name: "Variant" } => MarshalType.Variant,
_ => null
};
diff --git a/modules/mono/editor/bindings_generator.cpp b/modules/mono/editor/bindings_generator.cpp
index d1d2fb8876..6559cbf75d 100644
--- a/modules/mono/editor/bindings_generator.cpp
+++ b/modules/mono/editor/bindings_generator.cpp
@@ -3654,7 +3654,7 @@ void BindingsGenerator::_populate_builtin_type_interfaces() {
itype.cs_type = itype.proxy_name;
itype.cs_in_expr = "%0";
itype.c_in = "%5using %0 %1_in = " C_METHOD_MANAGED_TO_SIGNAL "(in %1);\n";
- itype.c_out = "%5return " C_METHOD_MANAGED_FROM_SIGNAL "(&%1);\n";
+ itype.c_out = "%5return " C_METHOD_MANAGED_FROM_SIGNAL "(in %1);\n";
itype.c_arg_in = "&%s_in";
itype.c_type = "godot_signal";
itype.c_type_in = "in " + itype.cs_type;
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs
index 2a7a9e2026..d94fbff331 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs
@@ -613,8 +613,8 @@ namespace Godot
return VariantUtils.CreateFrom(plane);
case Callable callable:
return VariantUtils.CreateFrom(callable);
- case SignalInfo signalInfo:
- return VariantUtils.CreateFrom(signalInfo);
+ case Signal signal:
+ return VariantUtils.CreateFrom(signal);
case string @string:
return VariantUtils.CreateFrom(@string);
case byte[] byteArray:
@@ -705,7 +705,7 @@ namespace Godot
[typeof(Color)] = (in godot_variant variant) => VariantUtils.ConvertTo<Color>(variant),
[typeof(Plane)] = (in godot_variant variant) => VariantUtils.ConvertTo<Plane>(variant),
[typeof(Callable)] = (in godot_variant variant) => VariantUtils.ConvertTo<Callable>(variant),
- [typeof(SignalInfo)] = (in godot_variant variant) => VariantUtils.ConvertTo<SignalInfo>(variant),
+ [typeof(Signal)] = (in godot_variant variant) => VariantUtils.ConvertTo<Signal>(variant),
[typeof(string)] = (in godot_variant variant) => VariantUtils.ConvertTo<string>(variant),
[typeof(byte[])] = (in godot_variant variant) => VariantUtils.ConvertTo<byte[]>(variant),
[typeof(int[])] = (in godot_variant variant) => VariantUtils.ConvertTo<int[]>(variant),
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/Marshaling.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/Marshaling.cs
index ab3d3ef60f..0d9a698af0 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/Marshaling.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/Marshaling.cs
@@ -99,7 +99,7 @@ namespace Godot.NativeInterop
if (type == typeof(Callable))
return Variant.Type.Callable;
- if (type == typeof(SignalInfo))
+ if (type == typeof(Signal))
return Variant.Type.Signal;
if (type.IsEnum)
@@ -288,9 +288,9 @@ namespace Godot.NativeInterop
return new Callable();
}
- // SignalInfo
+ // Signal
- public static godot_signal ConvertSignalToNative(in SignalInfo p_managed_signal)
+ public static godot_signal ConvertSignalToNative(in Signal p_managed_signal)
{
ulong ownerId = p_managed_signal.Owner.GetInstanceId();
godot_string_name name;
@@ -308,12 +308,12 @@ namespace Godot.NativeInterop
return new godot_signal(name, ownerId);
}
- public static SignalInfo ConvertSignalToManaged(in godot_signal p_signal)
+ public static Signal ConvertSignalToManaged(in godot_signal p_signal)
{
var owner = GD.InstanceFromId(p_signal.ObjectId);
var name = StringName.CreateTakingOwnershipOfDisposableValue(
NativeFuncs.godotsharp_string_name_new_copy(p_signal.Name));
- return new SignalInfo(owner, name);
+ return new Signal(owner, name);
}
// Array
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/VariantUtils.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/VariantUtils.cs
index 11f1e31384..6a4717f2c3 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/VariantUtils.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/VariantUtils.cs
@@ -102,7 +102,7 @@ namespace Godot.NativeInterop
=> new() { Type = Variant.Type.Signal, Signal = from };
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static godot_variant CreateFromSignalInfo(SignalInfo from)
+ public static godot_variant CreateFromSignal(Signal from)
=> CreateFromSignalTakingOwnershipOfDisposableValue(
Marshaling.ConvertSignalToNative(from));
@@ -486,7 +486,7 @@ namespace Godot.NativeInterop
=> NativeFuncs.godotsharp_variant_as_signal(p_var);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static SignalInfo ConvertToSignalInfo(in godot_variant p_var)
+ public static Signal ConvertToSignalManaged(in godot_variant p_var)
=> Marshaling.ConvertSignalToManaged(ConvertToSignal(p_var));
public static godot_array ConvertToArray(in godot_variant p_var)
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/VariantUtils.generic.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/VariantUtils.generic.cs
index 80ef2a1ea1..9a3ed85e66 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/VariantUtils.generic.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/VariantUtils.generic.cs
@@ -125,8 +125,8 @@ public partial class VariantUtils
if (typeof(T) == typeof(Callable))
return CreateFromCallable(UnsafeAs<Callable>(from));
- if (typeof(T) == typeof(SignalInfo))
- return CreateFromSignalInfo(UnsafeAs<SignalInfo>(from));
+ if (typeof(T) == typeof(Signal))
+ return CreateFromSignal(UnsafeAs<Signal>(from));
if (typeof(T) == typeof(string))
return CreateFromString(UnsafeAs<string>(from));
@@ -311,8 +311,8 @@ public partial class VariantUtils
if (typeof(T) == typeof(Callable))
return UnsafeAsT(ConvertToCallableManaged(variant));
- if (typeof(T) == typeof(SignalInfo))
- return UnsafeAsT(ConvertToSignalInfo(variant));
+ if (typeof(T) == typeof(Signal))
+ return UnsafeAsT(ConvertToSignalManaged(variant));
if (typeof(T) == typeof(string))
return UnsafeAsT(ConvertToStringObject(variant));
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/SignalInfo.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Signal.cs
index 3f50df0a0d..f9b8f06603 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/SignalInfo.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Signal.cs
@@ -3,7 +3,7 @@ namespace Godot
/// <summary>
/// Represents a signal defined in an object.
/// </summary>
- public readonly struct SignalInfo
+ public readonly struct Signal : IAwaitable<Variant[]>
{
private readonly Object _owner;
private readonly StringName _signalName;
@@ -18,15 +18,20 @@ namespace Godot
public StringName Name => _signalName;
/// <summary>
- /// Creates a new <see cref="SignalInfo"/> with the name <paramref name="name"/>
+ /// Creates a new <see cref="Signal"/> with the name <paramref name="name"/>
/// in the specified <paramref name="owner"/>.
/// </summary>
/// <param name="owner">Object that contains the signal.</param>
/// <param name="name">Name of the signal.</param>
- public SignalInfo(Object owner, StringName name)
+ public Signal(Object owner, StringName name)
{
_owner = owner;
_signalName = name;
}
+
+ public IAwaiter<Variant[]> GetAwaiter()
+ {
+ return new SignalAwaiter(_owner, _signalName, _owner);
+ }
}
}
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Variant.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Variant.cs
index 49a363cef2..c4c53a39f9 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Variant.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Variant.cs
@@ -137,7 +137,7 @@ public partial struct Variant : IDisposable
Type.Rid => AsRID(),
Type.Object => AsGodotObject(),
Type.Callable => AsCallable(),
- Type.Signal => AsSignalInfo(),
+ Type.Signal => AsSignal(),
Type.Dictionary => AsGodotDictionary(),
Type.Array => AsGodotArray(),
Type.PackedByteArray => AsByteArray(),
@@ -283,8 +283,8 @@ public partial struct Variant : IDisposable
VariantUtils.ConvertToCallableManaged((godot_variant)NativeVar);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public SignalInfo AsSignalInfo() =>
- VariantUtils.ConvertToSignalInfo((godot_variant)NativeVar);
+ public Signal AsSignal() =>
+ VariantUtils.ConvertToSignalManaged((godot_variant)NativeVar);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public byte[] AsByteArray() =>
@@ -464,7 +464,7 @@ public partial struct Variant : IDisposable
public static explicit operator Callable(Variant from) => from.AsCallable();
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static explicit operator SignalInfo(Variant from) => from.AsSignalInfo();
+ public static explicit operator Signal(Variant from) => from.AsSignal();
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static explicit operator byte[](Variant from) => from.AsByteArray();
@@ -614,7 +614,7 @@ public partial struct Variant : IDisposable
public static Variant CreateFrom(Callable from) => from;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static Variant CreateFrom(SignalInfo from) => from;
+ public static Variant CreateFrom(Signal from) => from;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Variant CreateFrom(Span<byte> from) => from;
@@ -804,8 +804,8 @@ public partial struct Variant : IDisposable
CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromCallable(from));
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static implicit operator Variant(SignalInfo from) =>
- CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromSignalInfo(from));
+ public static implicit operator Variant(Signal from) =>
+ CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromSignal(from));
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static implicit operator Variant(byte[] from) =>
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/GodotSharp.csproj b/modules/mono/glue/GodotSharp/GodotSharp/GodotSharp.csproj
index 503e5abe37..644212c74d 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/GodotSharp.csproj
+++ b/modules/mono/glue/GodotSharp/GodotSharp/GodotSharp.csproj
@@ -116,7 +116,7 @@
<Compile Include="Core\NativeInterop\NativeFuncs.cs" />
<Compile Include="Core\NativeInterop\InteropStructs.cs" />
<Compile Include="Core\NativeInterop\Marshaling.cs" />
- <Compile Include="Core\SignalInfo.cs" />
+ <Compile Include="Core\Signal.cs" />
<Compile Include="Core\SignalAwaiter.cs" />
<Compile Include="Core\StringExtensions.cs" />
<Compile Include="Core\StringName.cs" />
diff --git a/modules/openxr/action_map/openxr_action.cpp b/modules/openxr/action_map/openxr_action.cpp
index 7e02f0374d..634f653376 100644
--- a/modules/openxr/action_map/openxr_action.cpp
+++ b/modules/openxr/action_map/openxr_action.cpp
@@ -75,6 +75,7 @@ String OpenXRAction::get_name_with_set() const {
void OpenXRAction::set_localized_name(const String p_localized_name) {
localized_name = p_localized_name;
+ emit_changed();
}
String OpenXRAction::get_localized_name() const {
@@ -83,6 +84,7 @@ String OpenXRAction::get_localized_name() const {
void OpenXRAction::set_action_type(const OpenXRAction::ActionType p_action_type) {
action_type = p_action_type;
+ emit_changed();
}
OpenXRAction::ActionType OpenXRAction::get_action_type() const {
@@ -91,6 +93,7 @@ OpenXRAction::ActionType OpenXRAction::get_action_type() const {
void OpenXRAction::set_toplevel_paths(const PackedStringArray p_toplevel_paths) {
toplevel_paths = p_toplevel_paths;
+ emit_changed();
}
PackedStringArray OpenXRAction::get_toplevel_paths() const {
@@ -100,15 +103,18 @@ PackedStringArray OpenXRAction::get_toplevel_paths() const {
void OpenXRAction::add_toplevel_path(const String p_toplevel_path) {
if (!toplevel_paths.has(p_toplevel_path)) {
toplevel_paths.push_back(p_toplevel_path);
+ emit_changed();
}
}
void OpenXRAction::rem_toplevel_path(const String p_toplevel_path) {
if (toplevel_paths.has(p_toplevel_path)) {
toplevel_paths.erase(p_toplevel_path);
+ emit_changed();
}
}
void OpenXRAction::parse_toplevel_paths(const String p_toplevel_paths) {
toplevel_paths = p_toplevel_paths.split(",", false);
+ emit_changed();
}
diff --git a/modules/openxr/action_map/openxr_action_map.cpp b/modules/openxr/action_map/openxr_action_map.cpp
index 123f860ce9..226bfa18ba 100644
--- a/modules/openxr/action_map/openxr_action_map.cpp
+++ b/modules/openxr/action_map/openxr_action_map.cpp
@@ -95,6 +95,7 @@ void OpenXRActionMap::add_action_set(Ref<OpenXRActionSet> p_action_set) {
if (action_sets.find(p_action_set) == -1) {
action_sets.push_back(p_action_set);
+ emit_changed();
}
}
@@ -102,6 +103,7 @@ void OpenXRActionMap::remove_action_set(Ref<OpenXRActionSet> p_action_set) {
int idx = action_sets.find(p_action_set);
if (idx != -1) {
action_sets.remove_at(idx);
+ emit_changed();
}
}
@@ -146,6 +148,7 @@ void OpenXRActionMap::add_interaction_profile(Ref<OpenXRInteractionProfile> p_in
if (interaction_profiles.find(p_interaction_profile) == -1) {
interaction_profiles.push_back(p_interaction_profile);
+ emit_changed();
}
}
@@ -153,6 +156,7 @@ void OpenXRActionMap::remove_interaction_profile(Ref<OpenXRInteractionProfile> p
int idx = interaction_profiles.find(p_interaction_profile);
if (idx != -1) {
interaction_profiles.remove_at(idx);
+ emit_changed();
}
}
@@ -489,30 +493,34 @@ Ref<OpenXRAction> OpenXRActionMap::get_action(const String p_path) const {
return Ref<OpenXRAction>();
}
-void OpenXRActionMap::remove_action(const String p_path) {
+void OpenXRActionMap::remove_action(const String p_path, bool p_remove_interaction_profiles) {
Ref<OpenXRAction> action = get_action(p_path);
if (action.is_valid()) {
+ for (int i = 0; i < interaction_profiles.size(); i++) {
+ Ref<OpenXRInteractionProfile> interaction_profile = interaction_profiles[i];
+
+ if (p_remove_interaction_profiles) {
+ // Remove any bindings for this action
+ interaction_profile->remove_binding_for_action(action);
+ } else {
+ ERR_FAIL_COND(interaction_profile->has_binding_for_action(action));
+ }
+ }
+
OpenXRActionSet *action_set = action->get_action_set();
if (action_set != nullptr) {
// Remove the action from this action set
action_set->remove_action(action);
}
-
- for (int i = 0; i < interaction_profiles.size(); i++) {
- Ref<OpenXRInteractionProfile> interaction_profile = interaction_profiles[i];
-
- // Remove any bindings for this action
- interaction_profile->remove_binding_for_action(action);
- }
}
}
-PackedStringArray OpenXRActionMap::get_top_level_paths(Ref<OpenXRAction> p_action) {
+PackedStringArray OpenXRActionMap::get_top_level_paths(const Ref<OpenXRAction> p_action) {
PackedStringArray arr;
for (int i = 0; i < interaction_profiles.size(); i++) {
Ref<OpenXRInteractionProfile> ip = interaction_profiles[i];
- const OpenXRDefs::InteractionProfile *profile = OpenXRDefs::get_profile(ip->get_interaction_profile_path());
+ const OpenXRInteractionProfileMetaData::InteractionProfile *profile = OpenXRInteractionProfileMetaData::get_singleton()->get_profile(ip->get_interaction_profile_path());
if (profile != nullptr) {
for (int j = 0; j < ip->get_binding_count(); j++) {
@@ -521,9 +529,9 @@ PackedStringArray OpenXRActionMap::get_top_level_paths(Ref<OpenXRAction> p_actio
PackedStringArray paths = binding->get_paths();
for (int k = 0; k < paths.size(); k++) {
- const OpenXRDefs::IOPath *io_path = profile->get_io_path(paths[k]);
+ const OpenXRInteractionProfileMetaData::IOPath *io_path = profile->get_io_path(paths[k]);
if (io_path != nullptr) {
- String top_path = String(io_path->top_level_path->openxr_path);
+ String top_path = io_path->top_level_path;
if (!arr.has(top_path)) {
arr.push_back(top_path);
@@ -535,7 +543,7 @@ PackedStringArray OpenXRActionMap::get_top_level_paths(Ref<OpenXRAction> p_actio
}
}
- print_line("Toplevel paths for", p_action->get_name_with_set(), "are", arr);
+ // print_line("Toplevel paths for", p_action->get_name_with_set(), "are", arr);
return arr;
}
diff --git a/modules/openxr/action_map/openxr_action_map.h b/modules/openxr/action_map/openxr_action_map.h
index 8659cd3942..43a4d741f4 100644
--- a/modules/openxr/action_map/openxr_action_map.h
+++ b/modules/openxr/action_map/openxr_action_map.h
@@ -71,8 +71,8 @@ public:
// Helper functions for editor
Ref<OpenXRAction> get_action(const String p_path) const; // Retrieve an action using <action name>/<action> as our parameter
- void remove_action(const String p_path); // Remove action from action set, also removes it from interaction profiles
- PackedStringArray get_top_level_paths(Ref<OpenXRAction> p_action); // Determines the top level paths based on where an action is bound in interaction profiles
+ void remove_action(const String p_path, bool p_remove_interaction_profiles = false); // Remove action from action set, also removes it from interaction profiles
+ PackedStringArray get_top_level_paths(const Ref<OpenXRAction> p_action); // Determines the top level paths based on where an action is bound in interaction profiles
// TODO add validation to display in the interface that checks if we have action sets with the same name or if we have interaction profiles for the same path
diff --git a/modules/openxr/action_map/openxr_action_set.cpp b/modules/openxr/action_map/openxr_action_set.cpp
index be45218300..f46ac4a5ce 100644
--- a/modules/openxr/action_map/openxr_action_set.cpp
+++ b/modules/openxr/action_map/openxr_action_set.cpp
@@ -62,6 +62,7 @@ Ref<OpenXRActionSet> OpenXRActionSet::new_action_set(const char *p_name, const c
void OpenXRActionSet::set_localized_name(const String p_localized_name) {
localized_name = p_localized_name;
+ emit_changed();
}
String OpenXRActionSet::get_localized_name() const {
@@ -70,6 +71,7 @@ String OpenXRActionSet::get_localized_name() const {
void OpenXRActionSet::set_priority(const int p_priority) {
priority = p_priority;
+ emit_changed();
}
int OpenXRActionSet::get_priority() const {
@@ -82,11 +84,16 @@ int OpenXRActionSet::get_action_count() const {
void OpenXRActionSet::clear_actions() {
// Actions held within our action set should be released and destroyed but just in case they are still used some where else
+ if (actions.size() == 0) {
+ return;
+ }
+
for (int i = 0; i < actions.size(); i++) {
Ref<OpenXRAction> action = actions[i];
action->action_set = nullptr;
}
actions.clear();
+ emit_changed();
}
void OpenXRActionSet::set_actions(Array p_actions) {
@@ -125,6 +132,7 @@ void OpenXRActionSet::add_action(Ref<OpenXRAction> p_action) {
p_action->action_set = this;
actions.push_back(p_action);
+ emit_changed();
}
}
@@ -135,6 +143,8 @@ void OpenXRActionSet::remove_action(Ref<OpenXRAction> p_action) {
ERR_FAIL_COND_MSG(p_action->action_set != this, "Removing action that belongs to this action set but had incorrect action set pointer."); // this should never happen!
p_action->action_set = nullptr;
+
+ emit_changed();
}
}
diff --git a/modules/openxr/action_map/openxr_defs.cpp b/modules/openxr/action_map/openxr_defs.cpp
deleted file mode 100644
index 59ce829f1b..0000000000
--- a/modules/openxr/action_map/openxr_defs.cpp
+++ /dev/null
@@ -1,671 +0,0 @@
-/*************************************************************************/
-/* openxr_defs.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#include "openxr_defs.h"
-
-// Our top level paths to which devices can be bound
-OpenXRDefs::TopLevelPath OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_TOP_LEVEL_PATH_MAX] = {
- // Core OpenXR paths
- { "Left hand controller", "/user/hand/left" },
- { "Right hand controller", "/user/hand/right" },
- { "Head", "/user/head" },
- { "Gamepad", "/user/gamepad" },
- { "Treadmill", "/user/treadmill" },
-
- // Specific to HTC tracker extension
- // { "Handheld object tracker", "/user/vive_tracker_htcx/role/handheld_object" },
- { "Left foot tracker", "/user/vive_tracker_htcx/role/left_foot" },
- { "Right foot tracker", "/user/vive_tracker_htcx/role/right_foot" },
- { "Left shoulder tracker", "/user/vive_tracker_htcx/role/left_shoulder" },
- { "Right shoulder tracker", "/user/vive_tracker_htcx/role/right_shoulder" },
- { "Left elbow tracker", "/user/vive_tracker_htcx/role/left_elbow" },
- { "Right elbow tracker", "/user/vive_tracker_htcx/role/right_elbow" },
- { "Left knee tracker", "/user/vive_tracker_htcx/role/left_knee" },
- { "Right knee tracker", "/user/vive_tracker_htcx/role/right_knee" },
- { "Waist tracker", "/user/vive_tracker_htcx/role/waist" },
- { "Chest tracker", "/user/vive_tracker_htcx/role/chest" },
- { "Camera tracker", "/user/vive_tracker_htcx/role/camera" },
- { "Keyboard tracker", "/user/vive_tracker_htcx/role/keyboard" },
-
-};
-
-// Fallback Khronos simple controller
-OpenXRDefs::IOPath OpenXRDefs::simple_io_paths[] = {
- { "Grip pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/grip/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Grip pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/grip/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Aim pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/aim/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Aim pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/aim/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Palm pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/palm_ext/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Palm pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/palm_ext/pose", OpenXRAction::OPENXR_ACTION_POSE },
-
- { "Menu click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/menu/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Menu click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/menu/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Select click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/select/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Select click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/select/click", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Haptic output", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/output/haptic", OpenXRAction::OPENXR_ACTION_HAPTIC },
- { "Haptic output", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/output/haptic", OpenXRAction::OPENXR_ACTION_HAPTIC },
-};
-
-// Original HTC Vive wands
-OpenXRDefs::IOPath OpenXRDefs::vive_io_paths[] = {
- { "Grip pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/grip/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Grip pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/grip/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Aim pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/aim/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Aim pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/aim/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Palm pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/palm_ext/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Palm pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/palm_ext/pose", OpenXRAction::OPENXR_ACTION_POSE },
-
- { "Menu click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/menu/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Menu click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/menu/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "System click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/system/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "System click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/system/click", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Trigger", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trigger/value", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Trigger click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trigger/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trigger", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trigger/value", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Trigger click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trigger/click", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Squeeze click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/squeeze/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Squeeze click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/squeeze/click", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Trackpad", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trackpad", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Trackpad click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trackpad/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trackpad/touch", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trackpad", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Trackpad click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trackpad/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trackpad/touch", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Haptic output", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/output/haptic", OpenXRAction::OPENXR_ACTION_HAPTIC },
- { "Haptic output", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/output/haptic", OpenXRAction::OPENXR_ACTION_HAPTIC },
-};
-
-// Microsoft motion controller (original WMR controllers)
-OpenXRDefs::IOPath OpenXRDefs::motion_io_paths[] = {
- { "Grip pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/grip/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Grip pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/grip/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Aim pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/aim/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Aim pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/aim/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Palm pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/palm_ext/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Palm pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/palm_ext/pose", OpenXRAction::OPENXR_ACTION_POSE },
-
- { "Menu click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/menu/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Menu click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/menu/click", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Trigger", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trigger/value", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Trigger click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trigger/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trigger", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trigger/value", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Trigger click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trigger/click", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Squeeze click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/squeeze/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Squeeze click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/squeeze/click", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Thumbstick", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/thumbstick", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Thumbstick click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/thumbstick/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Thumbstick", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/thumbstick", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Thumbstick click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/thumbstick/click", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Trackpad", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trackpad", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Trackpad click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trackpad/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trackpad/touch", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trackpad", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Trackpad click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trackpad/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trackpad/touch", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Haptic output", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/output/haptic", OpenXRAction::OPENXR_ACTION_HAPTIC },
- { "Haptic output", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/output/haptic", OpenXRAction::OPENXR_ACTION_HAPTIC },
-};
-
-// HP MR controller (newer G2 controllers)
-OpenXRDefs::IOPath OpenXRDefs::hpmr_io_paths[] = {
- { "Grip pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/grip/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Grip pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/grip/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Aim pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/aim/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Aim pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/aim/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Palm pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/palm_ext/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Palm pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/palm_ext/pose", OpenXRAction::OPENXR_ACTION_POSE },
-
- { "Menu click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/menu/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Menu click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/menu/click", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "X click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/x/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Y click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/y/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "A click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/a/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "B click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/b/click", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Trigger", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trigger/value", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Trigger click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trigger/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trigger", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trigger/value", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Trigger click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trigger/click", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Squeeze", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/squeeze/value", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Squeeze", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/squeeze/value", OpenXRAction::OPENXR_ACTION_FLOAT },
-
- { "Thumbstick", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/thumbstick", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Thumbstick click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/thumbstick/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Thumbstick", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/thumbstick", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Thumbstick click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/thumbstick/click", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Haptic output", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/output/haptic", OpenXRAction::OPENXR_ACTION_HAPTIC },
- { "Haptic output", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/output/haptic", OpenXRAction::OPENXR_ACTION_HAPTIC },
-};
-
-// Meta touch controller (original touch controllers, Quest 1 and Quest 2 controllers)
-OpenXRDefs::IOPath OpenXRDefs::touch_io_paths[] = {
- { "Grip pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/grip/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Grip pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/grip/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Aim pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/aim/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Aim pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/aim/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Palm pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/palm_ext/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Palm pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/palm_ext/pose", OpenXRAction::OPENXR_ACTION_POSE },
-
- { "Menu click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/menu/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "System click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/system/click", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "X click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/x/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "X touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/x/touch", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Y click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/y/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Y touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/y/touch", OpenXRAction::OPENXR_ACTION_BOOL },
- { "A click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/a/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "A touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/a/touch", OpenXRAction::OPENXR_ACTION_BOOL },
- { "B click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/b/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "B touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/b/touch", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Trigger", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trigger/value", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Trigger touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trigger/touch", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trigger", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trigger/value", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Trigger touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trigger/touch", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Squeeze", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/squeeze/value", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Squeeze", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/squeeze/value", OpenXRAction::OPENXR_ACTION_FLOAT },
-
- { "Thumbstick", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/thumbstick", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Thumbstick click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/thumbstick/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Thumbstick touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/thumbstick/touch", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Thumbstick", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/thumbstick", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Thumbstick click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/thumbstick/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Thumbstick touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/thumbstick/touch", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Haptic output", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/output/haptic", OpenXRAction::OPENXR_ACTION_HAPTIC },
- { "Haptic output", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/output/haptic", OpenXRAction::OPENXR_ACTION_HAPTIC },
-};
-
-// Valve index controller
-OpenXRDefs::IOPath OpenXRDefs::index_io_paths[] = {
- { "Grip pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/grip/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Grip pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/grip/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Aim pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/aim/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Aim pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/aim/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Palm pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/palm_ext/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Palm pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/palm_ext/pose", OpenXRAction::OPENXR_ACTION_POSE },
-
- { "System click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/system/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "System click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/system/click", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "A click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/a/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "A touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/a/touch", OpenXRAction::OPENXR_ACTION_BOOL },
- { "A click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/a/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "A touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/a/touch", OpenXRAction::OPENXR_ACTION_BOOL },
- { "B click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/b/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "B touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/b/touch", OpenXRAction::OPENXR_ACTION_BOOL },
- { "B click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/b/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "B touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/b/touch", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Trigger", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trigger/value", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Trigger click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trigger/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trigger touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trigger/touch", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trigger", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trigger/value", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Trigger click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trigger/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trigger touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trigger/touch", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Squeeze", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/squeeze/value", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Squeeze", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/squeeze/value", OpenXRAction::OPENXR_ACTION_FLOAT },
-
- { "Thumbstick", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/thumbstick", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Thumbstick click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/thumbstick/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Thumbstick touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/thumbstick/touch", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Thumbstick", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/thumbstick", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Thumbstick click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/thumbstick/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Thumbstick touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/thumbstick/touch", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Trackpad", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trackpad", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Trackpad force", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trackpad/force", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Trackpad touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trackpad/touch", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trackpad", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Trackpad force", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trackpad/force", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Trackpad touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trackpad/touch", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Haptic output", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/output/haptic", OpenXRAction::OPENXR_ACTION_HAPTIC },
- { "Haptic output", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/output/haptic", OpenXRAction::OPENXR_ACTION_HAPTIC },
-};
-
-// Samsung odyssey controller
-OpenXRDefs::IOPath OpenXRDefs::odyssey_io_paths[] = {
- { "Grip pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/grip/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Grip pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/grip/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Aim pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/aim/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Aim pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/aim/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Palm pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/palm_ext/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Palm pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/palm_ext/pose", OpenXRAction::OPENXR_ACTION_POSE },
-
- { "Menu click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/menu/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Menu click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/menu/click", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Trigger", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trigger/value", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Trigger click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trigger/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trigger", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trigger/value", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Trigger click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trigger/click", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Squeeze click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/squeeze/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Squeeze click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/squeeze/click", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Thumbstick", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/thumbstick", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Thumbstick click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/thumbstick/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Thumbstick", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/thumbstick", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Thumbstick click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/thumbstick/click", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Trackpad", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trackpad", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Trackpad click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trackpad/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trackpad/touch", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trackpad", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Trackpad click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trackpad/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trackpad/touch", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Haptic output", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/output/haptic", OpenXRAction::OPENXR_ACTION_HAPTIC },
- { "Haptic output", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/output/haptic", OpenXRAction::OPENXR_ACTION_HAPTIC },
-};
-
-// Vive Cosmos controller
-OpenXRDefs::IOPath OpenXRDefs::vive_cosmos_paths[] = {
- { "Grip pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/grip/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Grip pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/grip/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Aim pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/aim/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Aim pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/aim/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Palm pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/palm_ext/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Palm pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/palm_ext/pose", OpenXRAction::OPENXR_ACTION_POSE },
-
- { "Menu click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/menu/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "System click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/system/click", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "X click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/x/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Y click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/y/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "A click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/a/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "B click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/b/click", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Shoulder click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/right/input/shoulder/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Shoulder click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/shoulder/click", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Trigger", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trigger/value", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Trigger click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trigger/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trigger", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trigger/value", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Trigger click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trigger/click", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Squeeze click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/squeeze/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Squeeze click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/squeeze/click", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Thumbstick", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/thumbstick", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Thumbstick click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/thumbstick/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Thumbstick touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/thumbstick/touch", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Thumbstick", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/thumbstick", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Thumbstick click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/thumbstick/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Thumbstick touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/thumbstick/touch", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Haptic output", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/output/haptic", OpenXRAction::OPENXR_ACTION_HAPTIC },
- { "Haptic output", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/output/haptic", OpenXRAction::OPENXR_ACTION_HAPTIC },
-};
-
-// Vive Focus 3 controller
-OpenXRDefs::IOPath OpenXRDefs::vive_focus3_paths[] = {
- { "Grip pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/grip/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Grip pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/grip/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Aim pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/aim/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Aim pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/aim/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Palm pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/palm_ext/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Palm pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/palm_ext/pose", OpenXRAction::OPENXR_ACTION_POSE },
-
- { "Menu click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/menu/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "System click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/system/click", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "X click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/x/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Y click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/y/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "A click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/a/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "B click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/b/click", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Trigger", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trigger/value", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Trigger click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trigger/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trigger touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trigger/touch", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trigger", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trigger/value", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Trigger click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trigger/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trigger touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trigger/touch ", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Squeeze click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/squeeze/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Squeeze touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/squeeze/touch", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Squeeze click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/squeeze/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Squeeze touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/squeeze/touch", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Thumbstick", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/thumbstick", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Thumbstick click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/thumbstick/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Thumbstick touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/thumbstick/touch", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Thumbstick", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/thumbstick", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Thumbstick click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/thumbstick/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Thumbstick touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/thumbstick/touch", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Thumbrest touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/thumbrest/touch", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Haptic output", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/output/haptic", OpenXRAction::OPENXR_ACTION_HAPTIC },
- { "Haptic output", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/output/haptic", OpenXRAction::OPENXR_ACTION_HAPTIC },
-};
-
-// Huawei controller
-OpenXRDefs::IOPath OpenXRDefs::huawei_controller_paths[] = {
- { "Grip pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/grip/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Grip pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/grip/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Aim pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/aim/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Aim pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/aim/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Palm pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/palm_ext/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Palm pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/palm_ext/pose", OpenXRAction::OPENXR_ACTION_POSE },
-
- { "Home click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/home/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Home click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/home/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Back click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/back/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Back click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/back/click", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Volume up click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/volume_up/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Volume up click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/volume_up/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Volume down click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/volume_down/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Volume down click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/volume_down/click", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Trigger", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trigger/value", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Trigger click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trigger/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trigger", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trigger/value", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Trigger click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trigger/click", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Trackpad", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trackpad", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Trackpad click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trackpad/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/input/trackpad/touch", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trackpad", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Trackpad click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trackpad/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/input/trackpad/touch", OpenXRAction::OPENXR_ACTION_BOOL },
-
- { "Haptic output", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_LEFT_HAND], "/user/hand/left/output/haptic", OpenXRAction::OPENXR_ACTION_HAPTIC },
- { "Haptic output", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_RIGHT_HAND], "/user/hand/right/output/haptic", OpenXRAction::OPENXR_ACTION_HAPTIC },
-};
-
-// HTC Vive tracker
-// Interestingly enough trackers don't have buttons or inputs, yet these are defined in the spec.
-// I think this can be supported through attachments on the trackers.
-OpenXRDefs::IOPath OpenXRDefs::vive_tracker_controller_paths[] = {
- // { "Menu click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_HANDHELD_TRACKER], "/user/vive_tracker_htcx/role/handheld_object/input/menu/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Menu click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_FOOT_TRACKER], "/user/vive_tracker_htcx/role/left_foot/input/menu/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Menu click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_FOOT_TRACKER], "/user/vive_tracker_htcx/role/right_foot/input/menu/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Menu click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_SHOULDER_TRACKER], "/user/vive_tracker_htcx/role/left_shoulder/input/menu/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Menu click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_SHOULDER_TRACKER], "/user/vive_tracker_htcx/role/right_shoulder/input/menu/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Menu click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_ELBOW_TRACKER], "/user/vive_tracker_htcx/role/left_elbow/input/menu/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Menu click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_ELBOW_TRACKER], "/user/vive_tracker_htcx/role/right_elbow/input/menu/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Menu click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_KNEE_TRACKER], "/user/vive_tracker_htcx/role/left_knee/input/menu/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Menu click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_KNEE_TRACKER], "/user/vive_tracker_htcx/role/right_knee/input/menu/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Menu click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_WAIST_TRACKER], "/user/vive_tracker_htcx/role/waist/input/menu/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Menu click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_CHEST_TRACKER], "/user/vive_tracker_htcx/role/chest/input/menu/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Menu click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_CAMERA_TRACKER], "/user/vive_tracker_htcx/role/camera/input/menu/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Menu click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_KEYBOARD_TRACKER], "/user/vive_tracker_htcx/role/keyboard/input/menu/click", OpenXRAction::OPENXR_ACTION_BOOL },
-
- // { "Trigger", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_HANDHELD_TRACKER], "/user/vive_tracker_htcx/role/handheld_object/input/trigger/value", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Trigger", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_FOOT_TRACKER], "/user/vive_tracker_htcx/role/left_foot/input/trigger/value", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Trigger", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_FOOT_TRACKER], "/user/vive_tracker_htcx/role/right_foot/input/trigger/value", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Trigger", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_SHOULDER_TRACKER], "/user/vive_tracker_htcx/role/left_shoulder/input/trigger/value", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Trigger", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_SHOULDER_TRACKER], "/user/vive_tracker_htcx/role/right_shoulder/input/trigger/value", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Trigger", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_ELBOW_TRACKER], "/user/vive_tracker_htcx/role/left_elbow/input/trigger/value", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Trigger", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_ELBOW_TRACKER], "/user/vive_tracker_htcx/role/right_elbow/input/trigger/value", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Trigger", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_KNEE_TRACKER], "/user/vive_tracker_htcx/role/left_knee/input/trigger/value", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Trigger", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_KNEE_TRACKER], "/user/vive_tracker_htcx/role/right_knee/input/trigger/value", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Trigger", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_WAIST_TRACKER], "/user/vive_tracker_htcx/role/waist/input/trigger/value", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Trigger", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_CHEST_TRACKER], "/user/vive_tracker_htcx/role/chest/input/trigger/value", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Trigger", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_CAMERA_TRACKER], "/user/vive_tracker_htcx/role/camera/input/trigger/value", OpenXRAction::OPENXR_ACTION_FLOAT },
- { "Trigger", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_KEYBOARD_TRACKER], "/user/vive_tracker_htcx/role/keyboard/input/trigger/value", OpenXRAction::OPENXR_ACTION_FLOAT },
-
- // { "Trigger click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_HANDHELD_TRACKER], "/user/vive_tracker_htcx/role/handheld_object/input/trigger/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trigger click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_FOOT_TRACKER], "/user/vive_tracker_htcx/role/left_foot/input/trigger/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trigger click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_FOOT_TRACKER], "/user/vive_tracker_htcx/role/right_foot/input/trigger/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trigger click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_SHOULDER_TRACKER], "/user/vive_tracker_htcx/role/left_shoulder/input/trigger/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trigger click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_SHOULDER_TRACKER], "/user/vive_tracker_htcx/role/right_shoulder/input/trigger/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trigger click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_ELBOW_TRACKER], "/user/vive_tracker_htcx/role/left_elbow/input/trigger/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trigger click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_ELBOW_TRACKER], "/user/vive_tracker_htcx/role/right_elbow/input/trigger/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trigger click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_KNEE_TRACKER], "/user/vive_tracker_htcx/role/left_knee/input/trigger/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trigger click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_KNEE_TRACKER], "/user/vive_tracker_htcx/role/right_knee/input/trigger/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trigger click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_WAIST_TRACKER], "/user/vive_tracker_htcx/role/waist/input/trigger/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trigger click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_CHEST_TRACKER], "/user/vive_tracker_htcx/role/chest/input/trigger/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trigger click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_CAMERA_TRACKER], "/user/vive_tracker_htcx/role/camera/input/trigger/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trigger click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_KEYBOARD_TRACKER], "/user/vive_tracker_htcx/role/keyboard/input/trigger/click", OpenXRAction::OPENXR_ACTION_BOOL },
-
- // { "Squeeze click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_HANDHELD_TRACKER], "/user/vive_tracker_htcx/role/handheld_object/input/squeeze/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Squeeze click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_FOOT_TRACKER], "/user/vive_tracker_htcx/role/left_foot/input/squeeze/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Squeeze click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_FOOT_TRACKER], "/user/vive_tracker_htcx/role/right_foot/input/squeeze/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Squeeze click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_SHOULDER_TRACKER], "/user/vive_tracker_htcx/role/left_shoulder/input/squeeze/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Squeeze click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_SHOULDER_TRACKER], "/user/vive_tracker_htcx/role/right_shoulder/input/squeeze/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Squeeze click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_ELBOW_TRACKER], "/user/vive_tracker_htcx/role/left_elbow/input/squeeze/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Squeeze click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_ELBOW_TRACKER], "/user/vive_tracker_htcx/role/right_elbow/input/squeeze/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Squeeze click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_KNEE_TRACKER], "/user/vive_tracker_htcx/role/left_knee/input/squeeze/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Squeeze click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_KNEE_TRACKER], "/user/vive_tracker_htcx/role/right_knee/input/squeeze/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Squeeze click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_WAIST_TRACKER], "/user/vive_tracker_htcx/role/waist/input/squeeze/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Squeeze click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_CHEST_TRACKER], "/user/vive_tracker_htcx/role/chest/input/squeeze/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Squeeze click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_CAMERA_TRACKER], "/user/vive_tracker_htcx/role/camera/input/squeeze/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Squeeze click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_KEYBOARD_TRACKER], "/user/vive_tracker_htcx/role/keyboard/input/squeeze/click", OpenXRAction::OPENXR_ACTION_BOOL },
-
- // { "Trackpad", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_HANDHELD_TRACKER], "/user/vive_tracker_htcx/role/handheld_object/input/trackpad", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Trackpad", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_FOOT_TRACKER], "/user/vive_tracker_htcx/role/left_foot/input/trackpad", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Trackpad", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_FOOT_TRACKER], "/user/vive_tracker_htcx/role/right_foot/input/trackpad", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Trackpad", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_SHOULDER_TRACKER], "/user/vive_tracker_htcx/role/left_shoulder/input/trackpad", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Trackpad", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_SHOULDER_TRACKER], "/user/vive_tracker_htcx/role/right_shoulder/input/trackpad", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Trackpad", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_ELBOW_TRACKER], "/user/vive_tracker_htcx/role/left_elbow/input/trackpad", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Trackpad", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_ELBOW_TRACKER], "/user/vive_tracker_htcx/role/right_elbow/input/trackpad", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Trackpad", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_KNEE_TRACKER], "/user/vive_tracker_htcx/role/left_knee/input/trackpad", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Trackpad", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_KNEE_TRACKER], "/user/vive_tracker_htcx/role/right_knee/input/trackpad", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Trackpad", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_WAIST_TRACKER], "/user/vive_tracker_htcx/role/waist/input/trackpad", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Trackpad", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_CHEST_TRACKER], "/user/vive_tracker_htcx/role/chest/input/trackpad", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Trackpad", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_CAMERA_TRACKER], "/user/vive_tracker_htcx/role/camera/input/trackpad", OpenXRAction::OPENXR_ACTION_VECTOR2 },
- { "Trackpad", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_KEYBOARD_TRACKER], "/user/vive_tracker_htcx/role/keyboard/input/trackpad", OpenXRAction::OPENXR_ACTION_VECTOR2 },
-
- // { "Trackpad click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_HANDHELD_TRACKER], "/user/vive_tracker_htcx/role/handheld_object/input/trackpad/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_FOOT_TRACKER], "/user/vive_tracker_htcx/role/left_foot/input/trackpad/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_FOOT_TRACKER], "/user/vive_tracker_htcx/role/right_foot/input/trackpad/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_SHOULDER_TRACKER], "/user/vive_tracker_htcx/role/left_shoulder/input/trackpad/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_SHOULDER_TRACKER], "/user/vive_tracker_htcx/role/right_shoulder/input/trackpad/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_ELBOW_TRACKER], "/user/vive_tracker_htcx/role/left_elbow/input/trackpad/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_ELBOW_TRACKER], "/user/vive_tracker_htcx/role/right_elbow/input/trackpad/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_KNEE_TRACKER], "/user/vive_tracker_htcx/role/left_knee/input/trackpad/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_KNEE_TRACKER], "/user/vive_tracker_htcx/role/right_knee/input/trackpad/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_WAIST_TRACKER], "/user/vive_tracker_htcx/role/waist/input/trackpad/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_CHEST_TRACKER], "/user/vive_tracker_htcx/role/chest/input/trackpad/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_CAMERA_TRACKER], "/user/vive_tracker_htcx/role/camera/input/trackpad/click", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad click", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_KEYBOARD_TRACKER], "/user/vive_tracker_htcx/role/keyboard/input/trackpad/click", OpenXRAction::OPENXR_ACTION_BOOL },
-
- // { "Trackpad touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_HANDHELD_TRACKER], "/user/vive_tracker_htcx/role/handheld_object/input/trackpad/touch", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_FOOT_TRACKER], "/user/vive_tracker_htcx/role/left_foot/input/trackpad/touch", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_FOOT_TRACKER], "/user/vive_tracker_htcx/role/right_foot/input/trackpad/touch", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_SHOULDER_TRACKER], "/user/vive_tracker_htcx/role/left_shoulder/input/trackpad/touch", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_SHOULDER_TRACKER], "/user/vive_tracker_htcx/role/right_shoulder/input/trackpad/touch", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_ELBOW_TRACKER], "/user/vive_tracker_htcx/role/left_elbow/input/trackpad/touch", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_ELBOW_TRACKER], "/user/vive_tracker_htcx/role/right_elbow/input/trackpad/touch", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_KNEE_TRACKER], "/user/vive_tracker_htcx/role/left_knee/input/trackpad/touch", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_KNEE_TRACKER], "/user/vive_tracker_htcx/role/right_knee/input/trackpad/touch", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_WAIST_TRACKER], "/user/vive_tracker_htcx/role/waist/input/trackpad/touch", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_CHEST_TRACKER], "/user/vive_tracker_htcx/role/chest/input/trackpad/touch", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_CAMERA_TRACKER], "/user/vive_tracker_htcx/role/camera/input/trackpad/touch", OpenXRAction::OPENXR_ACTION_BOOL },
- { "Trackpad touch", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_KEYBOARD_TRACKER], "/user/vive_tracker_htcx/role/keyboard/input/trackpad/touch", OpenXRAction::OPENXR_ACTION_BOOL },
-
- // { "Grip pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_HANDHELD_TRACKER], "/user/vive_tracker_htcx/role/handheld_object/input/grip/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Grip pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_FOOT_TRACKER], "/user/vive_tracker_htcx/role/left_foot/input/grip/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Grip pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_FOOT_TRACKER], "/user/vive_tracker_htcx/role/right_foot/input/grip/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Grip pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_SHOULDER_TRACKER], "/user/vive_tracker_htcx/role/left_shoulder/input/grip/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Grip pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_SHOULDER_TRACKER], "/user/vive_tracker_htcx/role/right_shoulder/input/grip/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Grip pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_ELBOW_TRACKER], "/user/vive_tracker_htcx/role/left_elbow/input/grip/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Grip pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_ELBOW_TRACKER], "/user/vive_tracker_htcx/role/right_elbow/input/grip/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Grip pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_KNEE_TRACKER], "/user/vive_tracker_htcx/role/left_knee/input/grip/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Grip pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_KNEE_TRACKER], "/user/vive_tracker_htcx/role/right_knee/input/grip/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Grip pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_WAIST_TRACKER], "/user/vive_tracker_htcx/role/waist/input/grip/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Grip pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_CHEST_TRACKER], "/user/vive_tracker_htcx/role/chest/input/grip/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Grip pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_CAMERA_TRACKER], "/user/vive_tracker_htcx/role/camera/input/grip/pose", OpenXRAction::OPENXR_ACTION_POSE },
- { "Grip pose", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_KEYBOARD_TRACKER], "/user/vive_tracker_htcx/role/keyboard/input/grip/pose", OpenXRAction::OPENXR_ACTION_POSE },
-
- // { "Haptic output", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_HANDHELD_TRACKER], "/user/vive_tracker_htcx/role/handheld_object/output/haptic", OpenXRAction::OPENXR_ACTION_HAPTIC },
- { "Haptic output", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_FOOT_TRACKER], "/user/vive_tracker_htcx/role/left_foot/output/haptic", OpenXRAction::OPENXR_ACTION_HAPTIC },
- { "Haptic output", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_FOOT_TRACKER], "/user/vive_tracker_htcx/role/right_foot/output/haptic", OpenXRAction::OPENXR_ACTION_HAPTIC },
- { "Haptic output", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_SHOULDER_TRACKER], "/user/vive_tracker_htcx/role/left_shoulder/output/haptic", OpenXRAction::OPENXR_ACTION_HAPTIC },
- { "Haptic output", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_SHOULDER_TRACKER], "/user/vive_tracker_htcx/role/right_shoulder/output/haptic", OpenXRAction::OPENXR_ACTION_HAPTIC },
- { "Haptic output", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_ELBOW_TRACKER], "/user/vive_tracker_htcx/role/left_elbow/output/haptic", OpenXRAction::OPENXR_ACTION_HAPTIC },
- { "Haptic output", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_ELBOW_TRACKER], "/user/vive_tracker_htcx/role/right_elbow/output/haptic", OpenXRAction::OPENXR_ACTION_HAPTIC },
- { "Haptic output", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_LEFT_KNEE_TRACKER], "/user/vive_tracker_htcx/role/left_knee/output/haptic", OpenXRAction::OPENXR_ACTION_HAPTIC },
- { "Haptic output", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_RIGHT_KNEE_TRACKER], "/user/vive_tracker_htcx/role/right_knee/output/haptic", OpenXRAction::OPENXR_ACTION_HAPTIC },
- { "Haptic output", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_WAIST_TRACKER], "/user/vive_tracker_htcx/role/waist/output/haptic", OpenXRAction::OPENXR_ACTION_HAPTIC },
- { "Haptic output", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_CHEST_TRACKER], "/user/vive_tracker_htcx/role/chest/output/haptic", OpenXRAction::OPENXR_ACTION_HAPTIC },
- { "Haptic output", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_CAMERA_TRACKER], "/user/vive_tracker_htcx/role/camera/output/haptic", OpenXRAction::OPENXR_ACTION_HAPTIC },
- { "Haptic output", &OpenXRDefs::available_top_level_paths[OpenXRDefs::OPENXR_HTC_KEYBOARD_TRACKER], "/user/vive_tracker_htcx/role/keyboard/output/haptic", OpenXRAction::OPENXR_ACTION_HAPTIC },
-};
-
-OpenXRDefs::InteractionProfile OpenXRDefs::available_interaction_profiles[] = {
- {
- "Simple controller", // display_name
- "/interaction_profiles/khr/simple_controller", // openxr_path
- simple_io_paths, // io_paths
- sizeof(simple_io_paths) / sizeof(OpenXRDefs::IOPath) // io_path_count
- },
- {
- "HTC Vive wand", // display_name
- "/interaction_profiles/htc/vive_controller", // openxr_path
- vive_io_paths, // io_paths
- sizeof(vive_io_paths) / sizeof(OpenXRDefs::IOPath) // io_path_count
- },
- {
- "MS Motion controller", // display_name
- "/interaction_profiles/microsoft/motion_controller", // openxr_path
- motion_io_paths, // io_paths
- sizeof(motion_io_paths) / sizeof(OpenXRDefs::IOPath) // io_path_count
- },
- {
- "HPMR controller", // display_name
- "/interaction_profiles/hp/mixed_reality_controller", // openxr_path
- hpmr_io_paths, // io_paths
- sizeof(hpmr_io_paths) / sizeof(OpenXRDefs::IOPath) // io_path_count
- },
- {
- "Touch controller", // display_name
- "/interaction_profiles/oculus/touch_controller", // openxr_path
- touch_io_paths, // io_paths
- sizeof(touch_io_paths) / sizeof(OpenXRDefs::IOPath) // io_path_count
- },
- {
- "Index controller", // display_name
- "/interaction_profiles/valve/index_controller", // openxr_path
- index_io_paths, // io_paths
- sizeof(index_io_paths) / sizeof(OpenXRDefs::IOPath) // io_path_count
- },
- {
- "Samsung Odyssey controller", // display_name
- "/interaction_profiles/samsung/odyssey_controller", // openxr_path
- odyssey_io_paths, // io_paths
- sizeof(odyssey_io_paths) / sizeof(OpenXRDefs::IOPath) // io_path_count
- },
- {
- "Vive Cosmos controller", // display_name
- "/interaction_profiles/htc/vive_cosmos_controller", // openxr_path
- vive_cosmos_paths, // io_paths
- sizeof(vive_cosmos_paths) / sizeof(OpenXRDefs::IOPath) // io_path_count
- },
- {
- "Vive Focus 3 controller", // display_name
- "/interaction_profiles/htc/vive_focus3_controller", // openxr_path
- vive_focus3_paths, // io_paths
- sizeof(vive_focus3_paths) / sizeof(OpenXRDefs::IOPath) // io_path_count
- },
- {
- "Huawei controller", // display_name
- "/interaction_profiles/huawei/controller", // openxr_path
- huawei_controller_paths, // io_paths
- sizeof(huawei_controller_paths) / sizeof(OpenXRDefs::IOPath) // io_path_count
- },
-
- {
- "HTC Vive tracker", // display_name
- "/interaction_profiles/htc/vive_tracker_htcx", // openxr_path
- vive_tracker_controller_paths, // io_paths
- sizeof(vive_tracker_controller_paths) / sizeof(OpenXRDefs::IOPath) // io_path_count
- },
-};
-
-int OpenXRDefs::available_interaction_profile_count = sizeof(OpenXRDefs::available_interaction_profiles) / sizeof(OpenXRDefs::InteractionProfile);
-
-const OpenXRDefs::TopLevelPath *OpenXRDefs::get_top_level_path(const String p_top_level_path) {
- for (int i = 0; i < OPENXR_TOP_LEVEL_PATH_MAX; i++) {
- if (available_top_level_paths[i].openxr_path == p_top_level_path) {
- return &OpenXRDefs::available_top_level_paths[i];
- }
- }
-
- return nullptr;
-}
-
-const OpenXRDefs::InteractionProfile *OpenXRDefs::get_profile(const String p_interaction_profile_path) {
- for (int i = 0; i < available_interaction_profile_count; i++) {
- if (available_interaction_profiles[i].openxr_path == p_interaction_profile_path) {
- return &available_interaction_profiles[i];
- }
- }
-
- return nullptr;
-}
-
-const OpenXRDefs::IOPath *OpenXRDefs::InteractionProfile::get_io_path(const String p_io_path) const {
- for (int i = 0; i < available_interaction_profiles[i].io_path_count; i++) {
- if (io_paths[i].openxr_path == p_io_path) {
- return &io_paths[i];
- }
- }
-
- return nullptr;
-}
-
-const OpenXRDefs::IOPath *OpenXRDefs::get_io_path(const String p_interaction_profile_path, const String p_io_path) {
- const OpenXRDefs::InteractionProfile *profile = OpenXRDefs::get_profile(p_interaction_profile_path);
- if (profile != nullptr) {
- return profile->get_io_path(p_io_path);
- }
-
- return nullptr;
-}
-
-PackedStringArray OpenXRDefs::get_interaction_profile_paths() {
- PackedStringArray arr;
-
- for (int i = 0; i < available_interaction_profile_count; i++) {
- arr.push_back(available_interaction_profiles[i].openxr_path);
- }
-
- return arr;
-}
diff --git a/modules/openxr/action_map/openxr_defs.h b/modules/openxr/action_map/openxr_defs.h
deleted file mode 100644
index 446e6eb9c6..0000000000
--- a/modules/openxr/action_map/openxr_defs.h
+++ /dev/null
@@ -1,124 +0,0 @@
-/*************************************************************************/
-/* openxr_defs.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#ifndef OPENXR_DEFS_H
-#define OPENXR_DEFS_H
-
-#include "openxr_action.h"
-
-///////////////////////////////////////////////////////////////////////////
-// Stores available interaction profiles
-//
-// OpenXR defines and hardcodes all the supported input devices and their
-// paths as part of the OpenXR spec. When support for new devices is
-// introduced this often starts life as extensions that need to be enabled
-// until they are adopted into the core. As there is no interface to
-// enumerate the possibly paths, and that any OpenXR runtime would likely
-// limit such enumeration to those input devices supported by that runtime
-// there is no other option than to hardcode this.
-//
-// Note on action type that automatic conversions between boolean and float
-// are supported but otherwise action types should match between action and
-// input/output paths.
-
-class OpenXRDefs {
-public:
- enum TOP_LEVEL_PATH {
- // Core OpenXR toplevel paths
- OPENXR_LEFT_HAND,
- OPENXR_RIGHT_HAND,
- OPENXR_HEAD,
- OPENXR_GAMEPAD,
- OPENXR_TREADMILL,
-
- // HTC tracker extension toplevel paths
- // OPENXR_HTC_HANDHELD_TRACKER,
- OPENXR_HTC_LEFT_FOOT_TRACKER,
- OPENXR_HTC_RIGHT_FOOT_TRACKER,
- OPENXR_HTC_LEFT_SHOULDER_TRACKER,
- OPENXR_HTC_RIGHT_SHOULDER_TRACKER,
- OPENXR_HTC_LEFT_ELBOW_TRACKER,
- OPENXR_HTC_RIGHT_ELBOW_TRACKER,
- OPENXR_HTC_LEFT_KNEE_TRACKER,
- OPENXR_HTC_RIGHT_KNEE_TRACKER,
- OPENXR_HTC_WAIST_TRACKER,
- OPENXR_HTC_CHEST_TRACKER,
- OPENXR_HTC_CAMERA_TRACKER,
- OPENXR_HTC_KEYBOARD_TRACKER,
-
- OPENXR_TOP_LEVEL_PATH_MAX
- };
-
- struct TopLevelPath {
- const char *display_name; // User friendly display name (i.e. Left controller)
- const char *openxr_path; // Path in OpenXR (i.e. /user/hand/left)
- };
-
- struct IOPath {
- const char *display_name; // User friendly display name (i.e. Grip pose (left controller))
- const TopLevelPath *top_level_path; // Top level path identifying the usage of the device in relation to this input/output
- const char *openxr_path; // Path in OpenXR (i.e. /user/hand/left/input/grip/pose)
- const OpenXRAction::ActionType action_type; // Type of input/output
- };
-
- struct InteractionProfile {
- const char *display_name; // User friendly display name (i.e. Simple controller)
- const char *openxr_path; // Path in OpenXR (i.e. /interaction_profiles/khr/simple_controller)
- const IOPath *io_paths; // Inputs and outputs for this device
- const int io_path_count; // Number of inputs and outputs for this device
-
- const IOPath *get_io_path(const String p_io_path) const;
- };
-
-private:
- static TopLevelPath available_top_level_paths[OPENXR_TOP_LEVEL_PATH_MAX];
- static IOPath simple_io_paths[];
- static IOPath vive_io_paths[];
- static IOPath motion_io_paths[];
- static IOPath hpmr_io_paths[];
- static IOPath touch_io_paths[];
- static IOPath index_io_paths[];
- static IOPath odyssey_io_paths[];
- static IOPath vive_cosmos_paths[];
- static IOPath vive_focus3_paths[];
- static IOPath huawei_controller_paths[];
- static IOPath vive_tracker_controller_paths[];
- static InteractionProfile available_interaction_profiles[];
- static int available_interaction_profile_count;
-
-public:
- static const TopLevelPath *get_top_level_path(const String p_top_level_path);
- static const InteractionProfile *get_profile(const String p_interaction_profile_path);
- static const IOPath *get_io_path(const String p_interaction_profile_path, const String p_io_path);
-
- static PackedStringArray get_interaction_profile_paths();
-};
-
-#endif // OPENXR_DEFS_H
diff --git a/modules/openxr/action_map/openxr_interaction_profile.cpp b/modules/openxr/action_map/openxr_interaction_profile.cpp
index abb714c3bb..8bb657a2db 100644
--- a/modules/openxr/action_map/openxr_interaction_profile.cpp
+++ b/modules/openxr/action_map/openxr_interaction_profile.cpp
@@ -58,6 +58,7 @@ Ref<OpenXRIPBinding> OpenXRIPBinding::new_binding(const Ref<OpenXRAction> p_acti
void OpenXRIPBinding::set_action(const Ref<OpenXRAction> p_action) {
action = p_action;
+ emit_changed();
}
Ref<OpenXRAction> OpenXRIPBinding::get_action() const {
@@ -70,6 +71,7 @@ int OpenXRIPBinding::get_path_count() const {
void OpenXRIPBinding::set_paths(const PackedStringArray p_paths) {
paths = p_paths;
+ emit_changed();
}
PackedStringArray OpenXRIPBinding::get_paths() const {
@@ -78,6 +80,7 @@ PackedStringArray OpenXRIPBinding::get_paths() const {
void OpenXRIPBinding::parse_paths(const String p_paths) {
paths = p_paths.split(",", false);
+ emit_changed();
}
bool OpenXRIPBinding::has_path(const String p_path) const {
@@ -87,12 +90,14 @@ bool OpenXRIPBinding::has_path(const String p_path) const {
void OpenXRIPBinding::add_path(const String p_path) {
if (!paths.has(p_path)) {
paths.push_back(p_path);
+ emit_changed();
}
}
void OpenXRIPBinding::remove_path(const String p_path) {
if (paths.has(p_path)) {
paths.erase(p_path);
+ emit_changed();
}
}
@@ -122,6 +127,7 @@ Ref<OpenXRInteractionProfile> OpenXRInteractionProfile::new_profile(const char *
void OpenXRInteractionProfile::set_interaction_profile_path(const String p_input_profile_path) {
interaction_profile_path = p_input_profile_path;
+ emit_changed();
}
String OpenXRInteractionProfile::get_interaction_profile_path() const {
@@ -139,9 +145,10 @@ Ref<OpenXRIPBinding> OpenXRInteractionProfile::get_binding(int p_index) const {
}
void OpenXRInteractionProfile::set_bindings(Array p_bindings) {
- bindings = p_bindings;
-
// TODO add check here that our bindings don't contain duplicate actions
+
+ bindings = p_bindings;
+ emit_changed();
}
Array OpenXRInteractionProfile::get_bindings() const {
@@ -166,6 +173,7 @@ void OpenXRInteractionProfile::add_binding(Ref<OpenXRIPBinding> p_binding) {
ERR_FAIL_COND_MSG(get_binding_for_action(p_binding->get_action()).is_valid(), "There is already a binding for this action in this interaction profile");
bindings.push_back(p_binding);
+ emit_changed();
}
}
@@ -173,6 +181,7 @@ void OpenXRInteractionProfile::remove_binding(Ref<OpenXRIPBinding> p_binding) {
int idx = bindings.find(p_binding);
if (idx != -1) {
bindings.remove_at(idx);
+ emit_changed();
}
}
@@ -192,6 +201,17 @@ void OpenXRInteractionProfile::remove_binding_for_action(const Ref<OpenXRAction>
}
}
+bool OpenXRInteractionProfile::has_binding_for_action(const Ref<OpenXRAction> p_action) {
+ for (int i = bindings.size() - 1; i >= 0; i--) {
+ Ref<OpenXRIPBinding> binding = bindings[i];
+ if (binding->get_action() == p_action) {
+ return true;
+ }
+ }
+
+ return false;
+}
+
OpenXRInteractionProfile::~OpenXRInteractionProfile() {
bindings.clear();
}
diff --git a/modules/openxr/action_map/openxr_interaction_profile.h b/modules/openxr/action_map/openxr_interaction_profile.h
index c77fd490bb..c7db77870e 100644
--- a/modules/openxr/action_map/openxr_interaction_profile.h
+++ b/modules/openxr/action_map/openxr_interaction_profile.h
@@ -34,7 +34,7 @@
#include "core/io/resource.h"
#include "openxr_action.h"
-#include "openxr_defs.h"
+#include "openxr_interaction_profile_meta_data.h"
class OpenXRIPBinding : public Resource {
GDCLASS(OpenXRIPBinding, Resource);
@@ -94,6 +94,7 @@ public:
void add_new_binding(const Ref<OpenXRAction> p_action, const char *p_paths); // Create a new binding for this profile
void remove_binding_for_action(const Ref<OpenXRAction> p_action); // Remove all bindings for this action
+ bool has_binding_for_action(const Ref<OpenXRAction> p_action); // Returns true if we have a binding for this action
~OpenXRInteractionProfile();
};
diff --git a/modules/openxr/action_map/openxr_interaction_profile_meta_data.cpp b/modules/openxr/action_map/openxr_interaction_profile_meta_data.cpp
new file mode 100644
index 0000000000..db4062b196
--- /dev/null
+++ b/modules/openxr/action_map/openxr_interaction_profile_meta_data.cpp
@@ -0,0 +1,713 @@
+/*************************************************************************/
+/* openxr_interaction_profile_meta_data.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "openxr_interaction_profile_meta_data.h"
+
+#include <openxr/openxr.h>
+
+OpenXRInteractionProfileMetaData *OpenXRInteractionProfileMetaData::singleton = nullptr;
+
+OpenXRInteractionProfileMetaData::OpenXRInteractionProfileMetaData() {
+ singleton = this;
+
+ _register_core_metadata();
+}
+
+OpenXRInteractionProfileMetaData::~OpenXRInteractionProfileMetaData() {
+ singleton = nullptr;
+}
+
+void OpenXRInteractionProfileMetaData::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("register_top_level_path", "display_name", "openxr_path", "openxr_extension_name"), &OpenXRInteractionProfileMetaData::register_top_level_path);
+ ClassDB::bind_method(D_METHOD("register_interaction_profile", "display_name", "openxr_path", "openxr_extension_name"), &OpenXRInteractionProfileMetaData::register_interaction_profile);
+ ClassDB::bind_method(D_METHOD("register_io_path", "interaction_profile", "display_name", "toplevel_path", "openxr_path", "openxr_extension_name", "action_type"), &OpenXRInteractionProfileMetaData::register_io_path);
+}
+
+void OpenXRInteractionProfileMetaData::register_top_level_path(const String &p_display_name, const String &p_openxr_path, const String &p_openxr_extension_name) {
+ ERR_FAIL_COND_MSG(has_top_level_path(p_openxr_path), p_openxr_path + " had already been registered");
+
+ TopLevelPath new_toplevel_path = {
+ p_display_name,
+ p_openxr_path,
+ p_openxr_extension_name
+ };
+
+ top_level_paths.push_back(new_toplevel_path);
+}
+
+void OpenXRInteractionProfileMetaData::register_interaction_profile(const String &p_display_name, const String &p_openxr_path, const String &p_openxr_extension_name) {
+ ERR_FAIL_COND_MSG(has_interaction_profile(p_openxr_path), p_openxr_path + " has already been registered");
+
+ InteractionProfile new_profile;
+ new_profile.display_name = p_display_name;
+ new_profile.openxr_path = p_openxr_path;
+ new_profile.openxr_extension_name = p_openxr_extension_name;
+
+ interaction_profiles.push_back(new_profile);
+}
+
+void OpenXRInteractionProfileMetaData::register_io_path(const String &p_interaction_profile, const String &p_display_name, const String &p_toplevel_path, const String &p_openxr_path, const String &p_openxr_extension_name, OpenXRAction::ActionType p_action_type) {
+ ERR_FAIL_COND_MSG(!has_interaction_profile(p_interaction_profile), "Unknown interaction profile " + p_interaction_profile);
+ ERR_FAIL_COND_MSG(!has_top_level_path(p_toplevel_path), "Unknown top level path " + p_toplevel_path);
+
+ for (int i = 0; i < interaction_profiles.size(); i++) {
+ if (interaction_profiles[i].openxr_path == p_interaction_profile) {
+ ERR_FAIL_COND_MSG(interaction_profiles[i].has_io_path(p_openxr_path), p_interaction_profile + " already has io path " + p_openxr_path + " registered!");
+
+ IOPath new_io_path = {
+ p_display_name,
+ p_toplevel_path,
+ p_openxr_path,
+ p_openxr_extension_name,
+ p_action_type
+ };
+
+ interaction_profiles.ptrw()[i].io_paths.push_back(new_io_path);
+ }
+ }
+}
+
+bool OpenXRInteractionProfileMetaData::has_top_level_path(const String p_openxr_path) const {
+ for (int i = 0; i < top_level_paths.size(); i++) {
+ if (top_level_paths[i].openxr_path == p_openxr_path) {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+String OpenXRInteractionProfileMetaData::get_top_level_name(const String p_openxr_path) const {
+ for (int i = 0; i < top_level_paths.size(); i++) {
+ if (top_level_paths[i].openxr_path == p_openxr_path) {
+ return top_level_paths[i].display_name;
+ }
+ }
+
+ return String();
+}
+
+String OpenXRInteractionProfileMetaData::get_top_level_extension(const String p_openxr_path) const {
+ for (int i = 0; i < top_level_paths.size(); i++) {
+ if (top_level_paths[i].openxr_path == p_openxr_path) {
+ return top_level_paths[i].openxr_extension_name;
+ }
+ }
+
+ return XR_PATH_UNSUPPORTED_NAME;
+}
+
+bool OpenXRInteractionProfileMetaData::has_interaction_profile(const String p_openxr_path) const {
+ for (int i = 0; i < interaction_profiles.size(); i++) {
+ if (interaction_profiles[i].openxr_path == p_openxr_path) {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+String OpenXRInteractionProfileMetaData::get_interaction_profile_extension(const String p_openxr_path) const {
+ for (int i = 0; i < interaction_profiles.size(); i++) {
+ if (interaction_profiles[i].openxr_path == p_openxr_path) {
+ return interaction_profiles[i].openxr_extension_name;
+ }
+ }
+
+ return XR_PATH_UNSUPPORTED_NAME;
+}
+
+const OpenXRInteractionProfileMetaData::InteractionProfile *OpenXRInteractionProfileMetaData::get_profile(const String p_openxr_path) const {
+ for (int i = 0; i < interaction_profiles.size(); i++) {
+ if (interaction_profiles[i].openxr_path == p_openxr_path) {
+ return &interaction_profiles[i];
+ }
+ }
+
+ return nullptr;
+}
+
+bool OpenXRInteractionProfileMetaData::InteractionProfile::has_io_path(const String p_io_path) const {
+ for (int i = 0; i < io_paths.size(); i++) {
+ if (io_paths[i].openxr_path == p_io_path) {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+const OpenXRInteractionProfileMetaData::IOPath *OpenXRInteractionProfileMetaData::InteractionProfile::get_io_path(const String p_io_path) const {
+ for (int i = 0; i < io_paths.size(); i++) {
+ if (io_paths[i].openxr_path == p_io_path) {
+ return &io_paths[i];
+ }
+ }
+
+ return nullptr;
+}
+
+const OpenXRInteractionProfileMetaData::IOPath *OpenXRInteractionProfileMetaData::get_io_path(const String p_interaction_profile, const String p_io_path) const {
+ const OpenXRInteractionProfileMetaData::InteractionProfile *profile = get_profile(p_interaction_profile);
+ if (profile != nullptr) {
+ return profile->get_io_path(p_io_path);
+ }
+
+ return nullptr;
+}
+
+PackedStringArray OpenXRInteractionProfileMetaData::get_interaction_profile_paths() const {
+ PackedStringArray arr;
+
+ for (int i = 0; i < interaction_profiles.size(); i++) {
+ arr.push_back(interaction_profiles[i].openxr_path);
+ }
+
+ return arr;
+}
+
+void OpenXRInteractionProfileMetaData::_register_core_metadata() {
+ // Note, currently we add definitions that belong in extensions.
+ // Extensions are registered when our OpenXRAPI is instantiated
+ // however this does not happen in the editor.
+ // We are changing this in another PR, once that is accepted we
+ // can make the changes to move code into extensions where needed.
+
+ // Note that we'll make an exception for XR_EXT_palm_pose, which is used everywhere
+
+ // Our core toplevel paths
+ register_top_level_path("Left hand controller", "/user/hand/left", "");
+ register_top_level_path("Right hand controller", "/user/hand/right", "");
+ register_top_level_path("Head", "/user/head", "");
+ register_top_level_path("Gamepad", "/user/gamepad", "");
+ register_top_level_path("Treadmill", "/user/treadmill", "");
+
+ // TODO move this into OpenXRHTCViveTrackerExtension once this is supported.
+ // register_top_level_path("Handheld object tracker", "/user/vive_tracker_htcx/role/handheld_object", XR_HTCX_VIVE_TRACKER_INTERACTION_EXTENSION_NAME);
+ register_top_level_path("Left foot tracker", "/user/vive_tracker_htcx/role/left_foot", XR_HTCX_VIVE_TRACKER_INTERACTION_EXTENSION_NAME);
+ register_top_level_path("Right foot tracker", "/user/vive_tracker_htcx/role/right_foot", XR_HTCX_VIVE_TRACKER_INTERACTION_EXTENSION_NAME);
+ register_top_level_path("Left shoulder tracker", "/user/vive_tracker_htcx/role/left_shoulder", XR_HTCX_VIVE_TRACKER_INTERACTION_EXTENSION_NAME);
+ register_top_level_path("Right shoulder tracker", "/user/vive_tracker_htcx/role/right_shoulder", XR_HTCX_VIVE_TRACKER_INTERACTION_EXTENSION_NAME);
+ register_top_level_path("Left elbow tracker", "/user/vive_tracker_htcx/role/left_elbow", XR_HTCX_VIVE_TRACKER_INTERACTION_EXTENSION_NAME);
+ register_top_level_path("Right elbow tracker", "/user/vive_tracker_htcx/role/right_elbow", XR_HTCX_VIVE_TRACKER_INTERACTION_EXTENSION_NAME);
+ register_top_level_path("Left knee tracker", "/user/vive_tracker_htcx/role/left_knee", XR_HTCX_VIVE_TRACKER_INTERACTION_EXTENSION_NAME);
+ register_top_level_path("Right knee tracker", "/user/vive_tracker_htcx/role/right_knee", XR_HTCX_VIVE_TRACKER_INTERACTION_EXTENSION_NAME);
+ register_top_level_path("Waist tracker", "/user/vive_tracker_htcx/role/waist", XR_HTCX_VIVE_TRACKER_INTERACTION_EXTENSION_NAME);
+ register_top_level_path("Chest tracker", "/user/vive_tracker_htcx/role/chest", XR_HTCX_VIVE_TRACKER_INTERACTION_EXTENSION_NAME);
+ register_top_level_path("Camera tracker", "/user/vive_tracker_htcx/role/camera", XR_HTCX_VIVE_TRACKER_INTERACTION_EXTENSION_NAME);
+ register_top_level_path("Keyboard tracker", "/user/vive_tracker_htcx/role/keyboard", XR_HTCX_VIVE_TRACKER_INTERACTION_EXTENSION_NAME);
+
+ // Fallback Khronos simple controller
+ register_interaction_profile("Simple controller", "/interaction_profiles/khr/simple_controller", "");
+ register_io_path("/interaction_profiles/khr/simple_controller", "Grip pose", "/user/hand/left", "/user/hand/left/input/grip/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/khr/simple_controller", "Grip pose", "/user/hand/right", "/user/hand/right/input/grip/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/khr/simple_controller", "Aim pose", "/user/hand/left", "/user/hand/left/input/aim/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/khr/simple_controller", "Aim pose", "/user/hand/right", "/user/hand/right/input/aim/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/khr/simple_controller", "Palm pose", "/user/hand/left", "/user/hand/left/input/palm_ext/pose", XR_EXT_PALM_POSE_EXTENSION_NAME, OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/khr/simple_controller", "Palm pose", "/user/hand/right", "/user/hand/right/input/palm_ext/pose", XR_EXT_PALM_POSE_EXTENSION_NAME, OpenXRAction::OPENXR_ACTION_POSE);
+
+ register_io_path("/interaction_profiles/khr/simple_controller", "Menu click", "/user/hand/left", "/user/hand/left/input/menu/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/khr/simple_controller", "Menu click", "/user/hand/right", "/user/hand/right/input/menu/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/khr/simple_controller", "Select click", "/user/hand/left", "/user/hand/left/input/select/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/khr/simple_controller", "Select click", "/user/hand/right", "/user/hand/right/input/select/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/khr/simple_controller", "Haptic output", "/user/hand/left", "/user/hand/left/output/haptic", "", OpenXRAction::OPENXR_ACTION_HAPTIC);
+ register_io_path("/interaction_profiles/khr/simple_controller", "Haptic output", "/user/hand/right", "/user/hand/right/output/haptic", "", OpenXRAction::OPENXR_ACTION_HAPTIC);
+
+ // Original HTC Vive wands
+ register_interaction_profile("HTC Vive wand", "/interaction_profiles/htc/vive_controller", "");
+ register_io_path("/interaction_profiles/htc/vive_controller", "Grip pose", "/user/hand/left", "/user/hand/left/input/grip/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/htc/vive_controller", "Grip pose", "/user/hand/right", "/user/hand/right/input/grip/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/htc/vive_controller", "Aim pose", "/user/hand/left", "/user/hand/left/input/aim/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/htc/vive_controller", "Aim pose", "/user/hand/right", "/user/hand/right/input/aim/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/htc/vive_controller", "Palm pose", "/user/hand/left", "/user/hand/left/input/palm_ext/pose", XR_EXT_PALM_POSE_EXTENSION_NAME, OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/htc/vive_controller", "Palm pose", "/user/hand/right", "/user/hand/right/input/palm_ext/pose", XR_EXT_PALM_POSE_EXTENSION_NAME, OpenXRAction::OPENXR_ACTION_POSE);
+
+ register_io_path("/interaction_profiles/htc/vive_controller", "Menu click", "/user/hand/left", "/user/hand/left/input/menu/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_controller", "Menu click", "/user/hand/right", "/user/hand/right/input/menu/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_controller", "System click", "/user/hand/left", "/user/hand/left/input/system/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_controller", "System click", "/user/hand/right", "/user/hand/right/input/system/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/htc/vive_controller", "Trigger", "/user/hand/left", "/user/hand/left/input/trigger/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/htc/vive_controller", "Trigger click", "/user/hand/left", "/user/hand/left/input/trigger/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_controller", "Trigger", "/user/hand/right", "/user/hand/right/input/trigger/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/htc/vive_controller", "Trigger click", "/user/hand/right", "/user/hand/right/input/trigger/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/htc/vive_controller", "Squeeze click", "/user/hand/left", "/user/hand/left/input/squeeze/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_controller", "Squeeze click", "/user/hand/right", "/user/hand/right/input/squeeze/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/htc/vive_controller", "Trackpad", "/user/hand/left", "/user/hand/left/input/trackpad", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/htc/vive_controller", "Trackpad click", "/user/hand/left", "/user/hand/left/input/trackpad/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_controller", "Trackpad touch", "/user/hand/left", "/user/hand/left/input/trackpad/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_controller", "Trackpad", "/user/hand/right", "/user/hand/right/input/trackpad", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/htc/vive_controller", "Trackpad click", "/user/hand/right", "/user/hand/right/input/trackpad/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_controller", "Trackpad touch", "/user/hand/right", "/user/hand/right/input/trackpad/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/htc/vive_controller", "Haptic output", "/user/hand/left", "/user/hand/left/output/haptic", "", OpenXRAction::OPENXR_ACTION_HAPTIC);
+ register_io_path("/interaction_profiles/htc/vive_controller", "Haptic output", "/user/hand/right", "/user/hand/right/output/haptic", "", OpenXRAction::OPENXR_ACTION_HAPTIC);
+
+ // Microsoft motion controller (original WMR controllers)
+ register_interaction_profile("MS Motion controller", "/interaction_profiles/microsoft/motion_controller", "");
+ register_io_path("/interaction_profiles/microsoft/motion_controller", "Grip pose", "/user/hand/left", "/user/hand/left/input/grip/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/microsoft/motion_controller", "Grip pose", "/user/hand/right", "/user/hand/right/input/grip/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/microsoft/motion_controller", "Aim pose", "/user/hand/left", "/user/hand/left/input/aim/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/microsoft/motion_controller", "Aim pose", "/user/hand/right", "/user/hand/right/input/aim/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/microsoft/motion_controller", "Palm pose", "/user/hand/left", "/user/hand/left/input/palm_ext/pose", XR_EXT_PALM_POSE_EXTENSION_NAME, OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/microsoft/motion_controller", "Palm pose", "/user/hand/right", "/user/hand/right/input/palm_ext/pose", XR_EXT_PALM_POSE_EXTENSION_NAME, OpenXRAction::OPENXR_ACTION_POSE);
+
+ register_io_path("/interaction_profiles/microsoft/motion_controller", "Menu click", "/user/hand/left", "/user/hand/left/input/menu/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/microsoft/motion_controller", "Menu click", "/user/hand/right", "/user/hand/right/input/menu/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/microsoft/motion_controller", "Trigger", "/user/hand/left", "/user/hand/left/input/trigger/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/microsoft/motion_controller", "Trigger click", "/user/hand/left", "/user/hand/left/input/trigger/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/microsoft/motion_controller", "Trigger", "/user/hand/right", "/user/hand/right/input/trigger/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/microsoft/motion_controller", "Trigger click", "/user/hand/right", "/user/hand/right/input/trigger/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/microsoft/motion_controller", "Squeeze click", "/user/hand/left", "/user/hand/left/input/squeeze/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/microsoft/motion_controller", "Squeeze click", "/user/hand/right", "/user/hand/right/input/squeeze/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/microsoft/motion_controller", "Thumbstick", "/user/hand/left", "/user/hand/left/input/thumbstick", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/microsoft/motion_controller", "Thumbstick click", "/user/hand/left", "/user/hand/left/input/thumbstick/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/microsoft/motion_controller", "Thumbstick", "/user/hand/right", "/user/hand/right/input/thumbstick", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/microsoft/motion_controller", "Thumbstick click", "/user/hand/right", "/user/hand/right/input/thumbstick/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/microsoft/motion_controller", "Trackpad", "/user/hand/left", "/user/hand/left/input/trackpad", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/microsoft/motion_controller", "Trackpad click", "/user/hand/left", "/user/hand/left/input/trackpad/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/microsoft/motion_controller", "Trackpad touch", "/user/hand/left", "/user/hand/left/input/trackpad/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/microsoft/motion_controller", "Trackpad", "/user/hand/right", "/user/hand/right/input/trackpad", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/microsoft/motion_controller", "Trackpad click", "/user/hand/right", "/user/hand/right/input/trackpad/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/microsoft/motion_controller", "Trackpad touch", "/user/hand/right", "/user/hand/right/input/trackpad/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/microsoft/motion_controller", "Haptic output", "/user/hand/left", "/user/hand/left/output/haptic", "", OpenXRAction::OPENXR_ACTION_HAPTIC);
+ register_io_path("/interaction_profiles/microsoft/motion_controller", "Haptic output", "/user/hand/right", "/user/hand/right/output/haptic", "", OpenXRAction::OPENXR_ACTION_HAPTIC);
+
+ // Meta touch controller (original touch controllers, Quest 1 and Quest 2 controllers)
+ register_interaction_profile("Touch controller", "/interaction_profiles/oculus/touch_controller", "");
+ register_io_path("/interaction_profiles/oculus/touch_controller", "Grip pose", "/user/hand/left", "/user/hand/left/input/grip/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/oculus/touch_controller", "Grip pose", "/user/hand/right", "/user/hand/right/input/grip/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/oculus/touch_controller", "Aim pose", "/user/hand/left", "/user/hand/left/input/aim/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/oculus/touch_controller", "Aim pose", "/user/hand/right", "/user/hand/right/input/aim/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/oculus/touch_controller", "Palm pose", "/user/hand/left", "/user/hand/left/input/palm_ext/pose", XR_EXT_PALM_POSE_EXTENSION_NAME, OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/oculus/touch_controller", "Palm pose", "/user/hand/right", "/user/hand/right/input/palm_ext/pose", XR_EXT_PALM_POSE_EXTENSION_NAME, OpenXRAction::OPENXR_ACTION_POSE);
+
+ register_io_path("/interaction_profiles/oculus/touch_controller", "Menu click", "/user/hand/left", "/user/hand/left/input/menu/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/oculus/touch_controller", "System click", "/user/hand/right", "/user/hand/right/input/system/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/oculus/touch_controller", "X click", "/user/hand/left", "/user/hand/left/input/x/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/oculus/touch_controller", "X touch", "/user/hand/left", "/user/hand/left/input/x/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/oculus/touch_controller", "Y click", "/user/hand/left", "/user/hand/left/input/y/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/oculus/touch_controller", "Y touch", "/user/hand/left", "/user/hand/left/input/y/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/oculus/touch_controller", "A click", "/user/hand/right", "/user/hand/right/input/a/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/oculus/touch_controller", "A touch", "/user/hand/right", "/user/hand/right/input/a/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/oculus/touch_controller", "B click", "/user/hand/right", "/user/hand/right/input/b/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/oculus/touch_controller", "B touch", "/user/hand/right", "/user/hand/right/input/b/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/oculus/touch_controller", "Trigger", "/user/hand/left", "/user/hand/left/input/trigger/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/oculus/touch_controller", "Trigger touch", "/user/hand/left", "/user/hand/left/input/trigger/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/oculus/touch_controller", "Trigger", "/user/hand/right", "/user/hand/right/input/trigger/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/oculus/touch_controller", "Trigger touch", "/user/hand/right", "/user/hand/right/input/trigger/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/oculus/touch_controller", "Squeeze", "/user/hand/left", "/user/hand/left/input/squeeze/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/oculus/touch_controller", "Squeeze", "/user/hand/right", "/user/hand/right/input/squeeze/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+
+ register_io_path("/interaction_profiles/oculus/touch_controller", "Thumbstick", "/user/hand/left", "/user/hand/left/input/thumbstick", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/oculus/touch_controller", "Thumbstick click", "/user/hand/left", "/user/hand/left/input/thumbstick/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/oculus/touch_controller", "Thumbstick touch", "/user/hand/left", "/user/hand/left/input/thumbstick/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/oculus/touch_controller", "Thumbstick", "/user/hand/right", "/user/hand/right/input/thumbstick", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/oculus/touch_controller", "Thumbstick click", "/user/hand/right", "/user/hand/right/input/thumbstick/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/oculus/touch_controller", "Thumbstick touch", "/user/hand/right", "/user/hand/right/input/thumbstick/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/oculus/touch_controller", "Haptic output", "/user/hand/left", "/user/hand/left/output/haptic", "", OpenXRAction::OPENXR_ACTION_HAPTIC);
+ register_io_path("/interaction_profiles/oculus/touch_controller", "Haptic output", "/user/hand/right", "/user/hand/right/output/haptic", "", OpenXRAction::OPENXR_ACTION_HAPTIC);
+
+ // Valve Index controller
+ register_interaction_profile("Index controller", "/interaction_profiles/valve/index_controller", "");
+ register_io_path("/interaction_profiles/valve/index_controller", "Grip pose", "/user/hand/left", "/user/hand/left/input/grip/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/valve/index_controller", "Grip pose", "/user/hand/right", "/user/hand/right/input/grip/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/valve/index_controller", "Aim pose", "/user/hand/left", "/user/hand/left/input/aim/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/valve/index_controller", "Aim pose", "/user/hand/right", "/user/hand/right/input/aim/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/valve/index_controller", "Palm pose", "/user/hand/left", "/user/hand/left/input/palm_ext/pose", XR_EXT_PALM_POSE_EXTENSION_NAME, OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/valve/index_controller", "Palm pose", "/user/hand/right", "/user/hand/right/input/palm_ext/pose", XR_EXT_PALM_POSE_EXTENSION_NAME, OpenXRAction::OPENXR_ACTION_POSE);
+
+ register_io_path("/interaction_profiles/valve/index_controller", "System click", "/user/hand/left", "/user/hand/left/input/system/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/valve/index_controller", "System click", "/user/hand/right", "/user/hand/right/input/system/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/valve/index_controller", "A click", "/user/hand/left", "/user/hand/left/input/a/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/valve/index_controller", "A touch", "/user/hand/left", "/user/hand/left/input/a/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/valve/index_controller", "A click", "/user/hand/right", "/user/hand/right/input/a/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/valve/index_controller", "A touch", "/user/hand/right", "/user/hand/right/input/a/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/valve/index_controller", "B click", "/user/hand/left", "/user/hand/left/input/b/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/valve/index_controller", "B touch", "/user/hand/left", "/user/hand/left/input/b/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/valve/index_controller", "B click", "/user/hand/right", "/user/hand/right/input/b/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/valve/index_controller", "B touch", "/user/hand/right", "/user/hand/right/input/b/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/valve/index_controller", "Trigger", "/user/hand/left", "/user/hand/left/input/trigger/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/valve/index_controller", "Trigger click", "/user/hand/left", "/user/hand/left/input/trigger/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/valve/index_controller", "Trigger touch", "/user/hand/left", "/user/hand/left/input/trigger/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/valve/index_controller", "Trigger", "/user/hand/right", "/user/hand/right/input/trigger/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/valve/index_controller", "Trigger click", "/user/hand/right", "/user/hand/right/input/trigger/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/valve/index_controller", "Trigger touch", "/user/hand/right", "/user/hand/right/input/trigger/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/valve/index_controller", "Squeeze", "/user/hand/left", "/user/hand/left/input/squeeze/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/valve/index_controller", "Squeeze", "/user/hand/right", "/user/hand/right/input/squeeze/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+
+ register_io_path("/interaction_profiles/valve/index_controller", "Thumbstick", "/user/hand/left", "/user/hand/left/input/thumbstick", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/valve/index_controller", "Thumbstick click", "/user/hand/left", "/user/hand/left/input/thumbstick/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/valve/index_controller", "Thumbstick touch", "/user/hand/left", "/user/hand/left/input/thumbstick/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/valve/index_controller", "Thumbstick", "/user/hand/right", "/user/hand/right/input/thumbstick", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/valve/index_controller", "Thumbstick click", "/user/hand/right", "/user/hand/right/input/thumbstick/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/valve/index_controller", "Thumbstick touch", "/user/hand/right", "/user/hand/right/input/thumbstick/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/valve/index_controller", "Trackpad", "/user/hand/left", "/user/hand/left/input/trackpad", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/valve/index_controller", "Trackpad force", "/user/hand/left", "/user/hand/left/input/trackpad/force", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/valve/index_controller", "Trackpad touch", "/user/hand/left", "/user/hand/left/input/trackpad/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/valve/index_controller", "Trackpad", "/user/hand/right", "/user/hand/right/input/trackpad", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/valve/index_controller", "Trackpad force", "/user/hand/right", "/user/hand/right/input/trackpad/force", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/valve/index_controller", "Trackpad touch", "/user/hand/right", "/user/hand/right/input/trackpad/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/valve/index_controller", "Haptic output", "/user/hand/left", "/user/hand/left/output/haptic", "", OpenXRAction::OPENXR_ACTION_HAPTIC);
+ register_io_path("/interaction_profiles/valve/index_controller", "Haptic output", "/user/hand/right", "/user/hand/right/output/haptic", "", OpenXRAction::OPENXR_ACTION_HAPTIC);
+
+ // HP MR controller (newer G2 controllers)
+ // TODO move this into an extension once this is supported.
+ register_interaction_profile("HPMR controller", "/interaction_profiles/hp/mixed_reality_controller", XR_EXT_HP_MIXED_REALITY_CONTROLLER_EXTENSION_NAME);
+ register_io_path("/interaction_profiles/hp/mixed_reality_controller", "Grip pose", "/user/hand/left", "/user/hand/left/input/grip/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/hp/mixed_reality_controller", "Grip pose", "/user/hand/right", "/user/hand/right/input/grip/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/hp/mixed_reality_controller", "Aim pose", "/user/hand/left", "/user/hand/left/input/aim/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/hp/mixed_reality_controller", "Aim pose", "/user/hand/right", "/user/hand/right/input/aim/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/hp/mixed_reality_controller", "Palm pose", "/user/hand/left", "/user/hand/left/input/palm_ext/pose", XR_EXT_PALM_POSE_EXTENSION_NAME, OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/hp/mixed_reality_controller", "Palm pose", "/user/hand/right", "/user/hand/right/input/palm_ext/pose", XR_EXT_PALM_POSE_EXTENSION_NAME, OpenXRAction::OPENXR_ACTION_POSE);
+
+ register_io_path("/interaction_profiles/hp/mixed_reality_controller", "Menu click", "/user/hand/left", "/user/hand/left/input/menu/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/hp/mixed_reality_controller", "Menu click", "/user/hand/right", "/user/hand/right/input/menu/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/hp/mixed_reality_controller", "X click", "/user/hand/left", "/user/hand/left/input/x/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/hp/mixed_reality_controller", "Y click", "/user/hand/left", "/user/hand/left/input/y/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/hp/mixed_reality_controller", "A click", "/user/hand/right", "/user/hand/right/input/a/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/hp/mixed_reality_controller", "B click", "/user/hand/right", "/user/hand/right/input/b/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/hp/mixed_reality_controller", "Trigger", "/user/hand/left", "/user/hand/left/input/trigger/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/hp/mixed_reality_controller", "Trigger click", "/user/hand/left", "/user/hand/left/input/trigger/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/hp/mixed_reality_controller", "Trigger", "/user/hand/right", "/user/hand/right/input/trigger/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/hp/mixed_reality_controller", "Trigger click", "/user/hand/right", "/user/hand/right/input/trigger/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/hp/mixed_reality_controller", "Squeeze", "/user/hand/left", "/user/hand/left/input/squeeze/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/hp/mixed_reality_controller", "Squeeze", "/user/hand/right", "/user/hand/right/input/squeeze/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+
+ register_io_path("/interaction_profiles/hp/mixed_reality_controller", "Thumbstick", "/user/hand/left", "/user/hand/left/input/thumbstick", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/hp/mixed_reality_controller", "Thumbstick click", "/user/hand/left", "/user/hand/left/input/thumbstick/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/hp/mixed_reality_controller", "Thumbstick", "/user/hand/right", "/user/hand/right/input/thumbstick", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/hp/mixed_reality_controller", "Thumbstick click", "/user/hand/right", "/user/hand/right/input/thumbstick/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/hp/mixed_reality_controller", "Haptic output", "/user/hand/left", "/user/hand/left/output/haptic", "", OpenXRAction::OPENXR_ACTION_HAPTIC);
+ register_io_path("/interaction_profiles/hp/mixed_reality_controller", "Haptic output", "/user/hand/right", "/user/hand/right/output/haptic", "", OpenXRAction::OPENXR_ACTION_HAPTIC);
+
+ // Samsung Odyssey controller
+ // TODO move this into an extension once this is supported.
+ register_interaction_profile("Samsung Odyssey controller", "/interaction_profiles/samsung/odyssey_controller", XR_EXT_SAMSUNG_ODYSSEY_CONTROLLER_EXTENSION_NAME);
+ register_io_path("/interaction_profiles/samsung/odyssey_controller", "Grip pose", "/user/hand/left", "/user/hand/left/input/grip/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/samsung/odyssey_controller", "Grip pose", "/user/hand/right", "/user/hand/right/input/grip/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/samsung/odyssey_controller", "Aim pose", "/user/hand/left", "/user/hand/left/input/aim/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/samsung/odyssey_controller", "Aim pose", "/user/hand/right", "/user/hand/right/input/aim/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/samsung/odyssey_controller", "Palm pose", "/user/hand/left", "/user/hand/left/input/palm_ext/pose", XR_EXT_PALM_POSE_EXTENSION_NAME, OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/samsung/odyssey_controller", "Palm pose", "/user/hand/right", "/user/hand/right/input/palm_ext/pose", XR_EXT_PALM_POSE_EXTENSION_NAME, OpenXRAction::OPENXR_ACTION_POSE);
+
+ register_io_path("/interaction_profiles/samsung/odyssey_controller", "Menu click", "/user/hand/left", "/user/hand/left/input/menu/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/samsung/odyssey_controller", "Menu click", "/user/hand/right", "/user/hand/right/input/menu/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/samsung/odyssey_controller", "Trigger", "/user/hand/left", "/user/hand/left/input/trigger/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/samsung/odyssey_controller", "Trigger click", "/user/hand/left", "/user/hand/left/input/trigger/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/samsung/odyssey_controller", "Trigger", "/user/hand/right", "/user/hand/right/input/trigger/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/samsung/odyssey_controller", "Trigger click", "/user/hand/right", "/user/hand/right/input/trigger/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/samsung/odyssey_controller", "Squeeze click", "/user/hand/left", "/user/hand/left/input/squeeze/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/samsung/odyssey_controller", "Squeeze click", "/user/hand/right", "/user/hand/right/input/squeeze/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/samsung/odyssey_controller", "Thumbstick", "/user/hand/left", "/user/hand/left/input/thumbstick", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/samsung/odyssey_controller", "Thumbstick click", "/user/hand/left", "/user/hand/left/input/thumbstick/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/samsung/odyssey_controller", "Thumbstick", "/user/hand/right", "/user/hand/right/input/thumbstick", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/samsung/odyssey_controller", "Thumbstick click", "/user/hand/right", "/user/hand/right/input/thumbstick/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/samsung/odyssey_controller", "Trackpad", "/user/hand/left", "/user/hand/left/input/trackpad", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/samsung/odyssey_controller", "Trackpad click", "/user/hand/left", "/user/hand/left/input/trackpad/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/samsung/odyssey_controller", "Trackpad touch", "/user/hand/left", "/user/hand/left/input/trackpad/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/samsung/odyssey_controller", "Trackpad", "/user/hand/right", "/user/hand/right/input/trackpad", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/samsung/odyssey_controller", "Trackpad click", "/user/hand/right", "/user/hand/right/input/trackpad/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/samsung/odyssey_controller", "Trackpad touch", "/user/hand/right", "/user/hand/right/input/trackpad/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/samsung/odyssey_controller", "Haptic output", "/user/hand/left", "/user/hand/left/output/haptic", "", OpenXRAction::OPENXR_ACTION_HAPTIC);
+ register_io_path("/interaction_profiles/samsung/odyssey_controller", "Haptic output", "/user/hand/right", "/user/hand/right/output/haptic", "", OpenXRAction::OPENXR_ACTION_HAPTIC);
+
+ // HTC Vive Cosmos controller
+ // TODO move this into an extension once this is supported.
+ register_interaction_profile("Vive Cosmos controller", "/interaction_profiles/htc/vive_cosmos_controller", XR_HTC_VIVE_COSMOS_CONTROLLER_INTERACTION_EXTENSION_NAME);
+ register_io_path("/interaction_profiles/htc/vive_cosmos_controller", "Grip pose", "/user/hand/left", "/user/hand/left/input/grip/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/htc/vive_cosmos_controller", "Grip pose", "/user/hand/right", "/user/hand/right/input/grip/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/htc/vive_cosmos_controller", "Aim pose", "/user/hand/left", "/user/hand/left/input/aim/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/htc/vive_cosmos_controller", "Aim pose", "/user/hand/right", "/user/hand/right/input/aim/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/htc/vive_cosmos_controller", "Palm pose", "/user/hand/left", "/user/hand/left/input/palm_ext/pose", XR_EXT_PALM_POSE_EXTENSION_NAME, OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/htc/vive_cosmos_controller", "Palm pose", "/user/hand/right", "/user/hand/right/input/palm_ext/pose", XR_EXT_PALM_POSE_EXTENSION_NAME, OpenXRAction::OPENXR_ACTION_POSE);
+
+ register_io_path("/interaction_profiles/htc/vive_cosmos_controller", "Menu click", "/user/hand/left", "/user/hand/left/input/menu/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_cosmos_controller", "System click", "/user/hand/right", "/user/hand/right/input/system/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/htc/vive_cosmos_controller", "X click", "/user/hand/left", "/user/hand/left/input/x/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_cosmos_controller", "Y click", "/user/hand/left", "/user/hand/left/input/y/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_cosmos_controller", "A click", "/user/hand/right", "/user/hand/right/input/a/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_cosmos_controller", "B click", "/user/hand/right", "/user/hand/right/input/b/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/htc/vive_cosmos_controller", "Shoulder click", "/user/hand/left", "/user/hand/left/input/shoulder/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_cosmos_controller", "Shoulder click", "/user/hand/right", "/user/hand/right/input/shoulder/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/htc/vive_cosmos_controller", "Trigger", "/user/hand/left", "/user/hand/left/input/trigger/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/htc/vive_cosmos_controller", "Trigger click", "/user/hand/left", "/user/hand/left/input/trigger/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_cosmos_controller", "Trigger", "/user/hand/right", "/user/hand/right/input/trigger/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/htc/vive_cosmos_controller", "Trigger click", "/user/hand/right", "/user/hand/right/input/trigger/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/htc/vive_cosmos_controller", "Squeeze click", "/user/hand/left", "/user/hand/left/input/squeeze/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_cosmos_controller", "Squeeze click", "/user/hand/right", "/user/hand/right/input/squeeze/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/htc/vive_cosmos_controller", "Thumbstick", "/user/hand/left", "/user/hand/left/input/thumbstick", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/htc/vive_cosmos_controller", "Thumbstick click", "/user/hand/left", "/user/hand/left/input/thumbstick/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_cosmos_controller", "Thumbstick touch", "/user/hand/left", "/user/hand/left/input/thumbstick/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_cosmos_controller", "Thumbstick", "/user/hand/right", "/user/hand/right/input/thumbstick", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/htc/vive_cosmos_controller", "Thumbstick click", "/user/hand/right", "/user/hand/right/input/thumbstick/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_cosmos_controller", "Thumbstick touch", "/user/hand/right", "/user/hand/right/input/thumbstick/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/htc/vive_cosmos_controller", "Haptic output", "/user/hand/left", "/user/hand/left/output/haptic", "", OpenXRAction::OPENXR_ACTION_HAPTIC);
+ register_io_path("/interaction_profiles/htc/vive_cosmos_controller", "Haptic output", "/user/hand/right", "/user/hand/right/output/haptic", "", OpenXRAction::OPENXR_ACTION_HAPTIC);
+
+ // HTC Vive Focus 3 controller
+ // TODO move this into an extension once this is supported.
+ register_interaction_profile("Vive Focus 3 controller", "/interaction_profiles/htc/vive_focus3_controller", XR_HTC_VIVE_FOCUS3_CONTROLLER_INTERACTION_EXTENSION_NAME);
+ register_io_path("/interaction_profiles/htc/vive_focus3_controller", "Grip pose", "/user/hand/left", "/user/hand/left/input/grip/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/htc/vive_focus3_controller", "Grip pose", "/user/hand/right", "/user/hand/right/input/grip/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/htc/vive_focus3_controller", "Aim pose", "/user/hand/left", "/user/hand/left/input/aim/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/htc/vive_focus3_controller", "Aim pose", "/user/hand/right", "/user/hand/right/input/aim/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/htc/vive_focus3_controller", "Palm pose", "/user/hand/left", "/user/hand/left/input/palm_ext/pose", XR_EXT_PALM_POSE_EXTENSION_NAME, OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/htc/vive_focus3_controller", "Palm pose", "/user/hand/right", "/user/hand/right/input/palm_ext/pose", XR_EXT_PALM_POSE_EXTENSION_NAME, OpenXRAction::OPENXR_ACTION_POSE);
+
+ register_io_path("/interaction_profiles/htc/vive_focus3_controller", "Menu click", "/user/hand/left", "/user/hand/left/input/menu/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_focus3_controller", "System click", "/user/hand/right", "/user/hand/right/input/system/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/htc/vive_focus3_controller", "X click", "/user/hand/left", "/user/hand/left/input/x/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_focus3_controller", "Y click", "/user/hand/left", "/user/hand/left/input/y/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_focus3_controller", "A click", "/user/hand/right", "/user/hand/right/input/a/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_focus3_controller", "B click", "/user/hand/right", "/user/hand/right/input/b/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/htc/vive_focus3_controller", "Trigger", "/user/hand/left", "/user/hand/left/input/trigger/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/htc/vive_focus3_controller", "Trigger click", "/user/hand/left", "/user/hand/left/input/trigger/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_focus3_controller", "Trigger touch", "/user/hand/left", "/user/hand/left/input/trigger/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_focus3_controller", "Trigger", "/user/hand/right", "/user/hand/right/input/trigger/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/htc/vive_focus3_controller", "Trigger click", "/user/hand/right", "/user/hand/right/input/trigger/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_focus3_controller", "Trigger touch", "/user/hand/right", "/user/hand/right/input/trigger/touch ", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/htc/vive_focus3_controller", "Squeeze click", "/user/hand/left", "/user/hand/left/input/squeeze/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_focus3_controller", "Squeeze touch", "/user/hand/left", "/user/hand/left/input/squeeze/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_focus3_controller", "Squeeze click", "/user/hand/right", "/user/hand/right/input/squeeze/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_focus3_controller", "Squeeze touch", "/user/hand/right", "/user/hand/right/input/squeeze/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/htc/vive_focus3_controller", "Thumbstick", "/user/hand/left", "/user/hand/left/input/thumbstick", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/htc/vive_focus3_controller", "Thumbstick click", "/user/hand/left", "/user/hand/left/input/thumbstick/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_focus3_controller", "Thumbstick touch", "/user/hand/left", "/user/hand/left/input/thumbstick/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_focus3_controller", "Thumbstick", "/user/hand/right", "/user/hand/right/input/thumbstick", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/htc/vive_focus3_controller", "Thumbstick click", "/user/hand/right", "/user/hand/right/input/thumbstick/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_focus3_controller", "Thumbstick touch", "/user/hand/right", "/user/hand/right/input/thumbstick/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/htc/vive_focus3_controller", "Thumbrest touch", "/user/hand/right", "/user/hand/right/input/thumbrest/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/htc/vive_focus3_controller", "Haptic output", "/user/hand/left", "/user/hand/left/output/haptic", "", OpenXRAction::OPENXR_ACTION_HAPTIC);
+ register_io_path("/interaction_profiles/htc/vive_focus3_controller", "Haptic output", "/user/hand/right", "/user/hand/right/output/haptic", "", OpenXRAction::OPENXR_ACTION_HAPTIC);
+
+ // Huawei controller
+ // TODO move this into an extension once this is supported.
+ register_interaction_profile("Huawei controller", "/interaction_profiles/huawei/controller", XR_HUAWEI_CONTROLLER_INTERACTION_EXTENSION_NAME);
+ register_io_path("/interaction_profiles/huawei/controller", "Grip pose", "/user/hand/left", "/user/hand/left/input/grip/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/huawei/controller", "Grip pose", "/user/hand/right", "/user/hand/right/input/grip/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/huawei/controller", "Aim pose", "/user/hand/left", "/user/hand/left/input/aim/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/huawei/controller", "Aim pose", "/user/hand/right", "/user/hand/right/input/aim/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/huawei/controller", "Palm pose", "/user/hand/left", "/user/hand/left/input/palm_ext/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/huawei/controller", "Palm pose", "/user/hand/right", "/user/hand/right/input/palm_ext/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+
+ register_io_path("/interaction_profiles/huawei/controller", "Home click", "/user/hand/left", "/user/hand/left/input/home/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/huawei/controller", "Home click", "/user/hand/right", "/user/hand/right/input/home/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/huawei/controller", "Back click", "/user/hand/left", "/user/hand/left/input/back/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/huawei/controller", "Back click", "/user/hand/right", "/user/hand/right/input/back/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/huawei/controller", "Volume up click", "/user/hand/left", "/user/hand/left/input/volume_up/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/huawei/controller", "Volume up click", "/user/hand/right", "/user/hand/right/input/volume_up/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/huawei/controller", "Volume down click", "/user/hand/left", "/user/hand/left/input/volume_down/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/huawei/controller", "Volume down click", "/user/hand/right", "/user/hand/right/input/volume_down/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/huawei/controller", "Trigger", "/user/hand/left", "/user/hand/left/input/trigger/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/huawei/controller", "Trigger click", "/user/hand/left", "/user/hand/left/input/trigger/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/huawei/controller", "Trigger", "/user/hand/right", "/user/hand/right/input/trigger/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/huawei/controller", "Trigger click", "/user/hand/right", "/user/hand/right/input/trigger/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/huawei/controller", "Trackpad", "/user/hand/left", "/user/hand/left/input/trackpad", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/huawei/controller", "Trackpad click", "/user/hand/left", "/user/hand/left/input/trackpad/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/huawei/controller", "Trackpad touch", "/user/hand/left", "/user/hand/left/input/trackpad/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/huawei/controller", "Trackpad", "/user/hand/right", "/user/hand/right/input/trackpad", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/huawei/controller", "Trackpad click", "/user/hand/right", "/user/hand/right/input/trackpad/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/huawei/controller", "Trackpad touch", "/user/hand/right", "/user/hand/right/input/trackpad/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ register_io_path("/interaction_profiles/huawei/controller", "Haptic output", "/user/hand/left", "/user/hand/left/output/haptic", "", OpenXRAction::OPENXR_ACTION_HAPTIC);
+ register_io_path("/interaction_profiles/huawei/controller", "Haptic output", "/user/hand/right", "/user/hand/right/output/haptic", "", OpenXRAction::OPENXR_ACTION_HAPTIC);
+
+ // HTC Vive tracker
+ // Interestingly enough trackers don't have buttons or inputs, yet these are defined in the spec.
+ // I think this can be supported through attachments on the trackers.
+ // TODO move this into an extension once this is supported.
+ register_interaction_profile("HTC Vive tracker", "/interaction_profiles/htc/vive_tracker_htcx", XR_HTCX_VIVE_TRACKER_INTERACTION_EXTENSION_NAME);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Menu click", "/user/vive_tracker_htcx/role/left_foot", "/user/vive_tracker_htcx/role/left_foot/input/menu/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Menu click", "/user/vive_tracker_htcx/role/right_foot", "/user/vive_tracker_htcx/role/right_foot/input/menu/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Menu click", "/user/vive_tracker_htcx/role/left_shoulder", "/user/vive_tracker_htcx/role/left_shoulder/input/menu/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Menu click", "/user/vive_tracker_htcx/role/right_shoulder", "/user/vive_tracker_htcx/role/right_shoulder/input/menu/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Menu click", "/user/vive_tracker_htcx/role/left_elbow", "/user/vive_tracker_htcx/role/left_elbow/input/menu/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Menu click", "/user/vive_tracker_htcx/role/right_elbow", "/user/vive_tracker_htcx/role/right_elbow/input/menu/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Menu click", "/user/vive_tracker_htcx/role/left_knee", "/user/vive_tracker_htcx/role/left_knee/input/menu/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Menu click", "/user/vive_tracker_htcx/role/right_knee", "/user/vive_tracker_htcx/role/right_knee/input/menu/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Menu click", "/user/vive_tracker_htcx/role/waist", "/user/vive_tracker_htcx/role/waist/input/menu/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Menu click", "/user/vive_tracker_htcx/role/chest", "/user/vive_tracker_htcx/role/chest/input/menu/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Menu click", "/user/vive_tracker_htcx/role/camera", "/user/vive_tracker_htcx/role/camera/input/menu/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Menu click", "/user/vive_tracker_htcx/role/keyboard", "/user/vive_tracker_htcx/role/keyboard/input/menu/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ // register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trigger", "/user/vive_tracker_htcx/role/handheld_object", "/user/vive_tracker_htcx/role/handheld_object/input/trigger/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trigger", "/user/vive_tracker_htcx/role/left_foot", "/user/vive_tracker_htcx/role/left_foot/input/trigger/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trigger", "/user/vive_tracker_htcx/role/right_foot", "/user/vive_tracker_htcx/role/right_foot/input/trigger/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trigger", "/user/vive_tracker_htcx/role/left_shoulder", "/user/vive_tracker_htcx/role/left_shoulder/input/trigger/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trigger", "/user/vive_tracker_htcx/role/right_shoulder", "/user/vive_tracker_htcx/role/right_shoulder/input/trigger/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trigger", "/user/vive_tracker_htcx/role/left_elbow", "/user/vive_tracker_htcx/role/left_elbow/input/trigger/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trigger", "/user/vive_tracker_htcx/role/right_elbow", "/user/vive_tracker_htcx/role/right_elbow/input/trigger/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trigger", "/user/vive_tracker_htcx/role/left_knee", "/user/vive_tracker_htcx/role/left_knee/input/trigger/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trigger", "/user/vive_tracker_htcx/role/right_knee", "/user/vive_tracker_htcx/role/right_knee/input/trigger/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trigger", "/user/vive_tracker_htcx/role/waist", "/user/vive_tracker_htcx/role/waist/input/trigger/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trigger", "/user/vive_tracker_htcx/role/chest", "/user/vive_tracker_htcx/role/chest/input/trigger/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trigger", "/user/vive_tracker_htcx/role/camera", "/user/vive_tracker_htcx/role/camera/input/trigger/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trigger", "/user/vive_tracker_htcx/role/keyboard", "/user/vive_tracker_htcx/role/keyboard/input/trigger/value", "", OpenXRAction::OPENXR_ACTION_FLOAT);
+
+ // register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trigger click", "/user/vive_tracker_htcx/role/handheld_object", "/user/vive_tracker_htcx/role/handheld_object/input/trigger/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trigger click", "/user/vive_tracker_htcx/role/left_foot", "/user/vive_tracker_htcx/role/left_foot/input/trigger/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trigger click", "/user/vive_tracker_htcx/role/right_foot", "/user/vive_tracker_htcx/role/right_foot/input/trigger/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trigger click", "/user/vive_tracker_htcx/role/left_shoulder", "/user/vive_tracker_htcx/role/left_shoulder/input/trigger/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trigger click", "/user/vive_tracker_htcx/role/right_shoulder", "/user/vive_tracker_htcx/role/right_shoulder/input/trigger/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trigger click", "/user/vive_tracker_htcx/role/left_elbow", "/user/vive_tracker_htcx/role/left_elbow/input/trigger/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trigger click", "/user/vive_tracker_htcx/role/right_elbow", "/user/vive_tracker_htcx/role/right_elbow/input/trigger/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trigger click", "/user/vive_tracker_htcx/role/left_knee", "/user/vive_tracker_htcx/role/left_knee/input/trigger/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trigger click", "/user/vive_tracker_htcx/role/right_knee", "/user/vive_tracker_htcx/role/right_knee/input/trigger/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trigger click", "/user/vive_tracker_htcx/role/waist", "/user/vive_tracker_htcx/role/waist/input/trigger/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trigger click", "/user/vive_tracker_htcx/role/chest", "/user/vive_tracker_htcx/role/chest/input/trigger/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trigger click", "/user/vive_tracker_htcx/role/camera", "/user/vive_tracker_htcx/role/camera/input/trigger/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trigger click", "/user/vive_tracker_htcx/role/keyboard", "/user/vive_tracker_htcx/role/keyboard/input/trigger/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ // register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Squeeze click", "/user/vive_tracker_htcx/role/handheld_object", "/user/vive_tracker_htcx/role/handheld_object/input/squeeze/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Squeeze click", "/user/vive_tracker_htcx/role/left_foot", "/user/vive_tracker_htcx/role/left_foot/input/squeeze/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Squeeze click", "/user/vive_tracker_htcx/role/right_foot", "/user/vive_tracker_htcx/role/right_foot/input/squeeze/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Squeeze click", "/user/vive_tracker_htcx/role/left_shoulder", "/user/vive_tracker_htcx/role/left_shoulder/input/squeeze/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Squeeze click", "/user/vive_tracker_htcx/role/right_shoulder", "/user/vive_tracker_htcx/role/right_shoulder/input/squeeze/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Squeeze click", "/user/vive_tracker_htcx/role/left_elbow", "/user/vive_tracker_htcx/role/left_elbow/input/squeeze/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Squeeze click", "/user/vive_tracker_htcx/role/right_elbow", "/user/vive_tracker_htcx/role/right_elbow/input/squeeze/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Squeeze click", "/user/vive_tracker_htcx/role/left_knee", "/user/vive_tracker_htcx/role/left_knee/input/squeeze/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Squeeze click", "/user/vive_tracker_htcx/role/right_knee", "/user/vive_tracker_htcx/role/right_knee/input/squeeze/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Squeeze click", "/user/vive_tracker_htcx/role/waist", "/user/vive_tracker_htcx/role/waist/input/squeeze/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Squeeze click", "/user/vive_tracker_htcx/role/chest", "/user/vive_tracker_htcx/role/chest/input/squeeze/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Squeeze click", "/user/vive_tracker_htcx/role/camera", "/user/vive_tracker_htcx/role/camera/input/squeeze/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Squeeze click", "/user/vive_tracker_htcx/role/keyboard", "/user/vive_tracker_htcx/role/keyboard/input/squeeze/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ // register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad", "/user/vive_tracker_htcx/role/handheld_object", "/user/vive_tracker_htcx/role/handheld_object/input/trackpad", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad", "/user/vive_tracker_htcx/role/left_foot", "/user/vive_tracker_htcx/role/left_foot/input/trackpad", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad", "/user/vive_tracker_htcx/role/right_foot", "/user/vive_tracker_htcx/role/right_foot/input/trackpad", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad", "/user/vive_tracker_htcx/role/left_shoulder", "/user/vive_tracker_htcx/role/left_shoulder/input/trackpad", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad", "/user/vive_tracker_htcx/role/right_shoulder", "/user/vive_tracker_htcx/role/right_shoulder/input/trackpad", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad", "/user/vive_tracker_htcx/role/left_elbow", "/user/vive_tracker_htcx/role/left_elbow/input/trackpad", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad", "/user/vive_tracker_htcx/role/right_elbow", "/user/vive_tracker_htcx/role/right_elbow/input/trackpad", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad", "/user/vive_tracker_htcx/role/left_knee", "/user/vive_tracker_htcx/role/left_knee/input/trackpad", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad", "/user/vive_tracker_htcx/role/right_knee", "/user/vive_tracker_htcx/role/right_knee/input/trackpad", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad", "/user/vive_tracker_htcx/role/waist", "/user/vive_tracker_htcx/role/waist/input/trackpad", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad", "/user/vive_tracker_htcx/role/chest", "/user/vive_tracker_htcx/role/chest/input/trackpad", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad", "/user/vive_tracker_htcx/role/camera", "/user/vive_tracker_htcx/role/camera/input/trackpad", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad", "/user/vive_tracker_htcx/role/keyboard", "/user/vive_tracker_htcx/role/keyboard/input/trackpad", "", OpenXRAction::OPENXR_ACTION_VECTOR2);
+
+ // register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad click", "/user/vive_tracker_htcx/role/handheld_object", "/user/vive_tracker_htcx/role/handheld_object/input/trackpad/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad click", "/user/vive_tracker_htcx/role/left_foot", "/user/vive_tracker_htcx/role/left_foot/input/trackpad/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad click", "/user/vive_tracker_htcx/role/right_foot", "/user/vive_tracker_htcx/role/right_foot/input/trackpad/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad click", "/user/vive_tracker_htcx/role/left_shoulder", "/user/vive_tracker_htcx/role/left_shoulder/input/trackpad/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad click", "/user/vive_tracker_htcx/role/right_shoulder", "/user/vive_tracker_htcx/role/right_shoulder/input/trackpad/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad click", "/user/vive_tracker_htcx/role/left_elbow", "/user/vive_tracker_htcx/role/left_elbow/input/trackpad/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad click", "/user/vive_tracker_htcx/role/right_elbow", "/user/vive_tracker_htcx/role/right_elbow/input/trackpad/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad click", "/user/vive_tracker_htcx/role/left_knee", "/user/vive_tracker_htcx/role/left_knee/input/trackpad/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad click", "/user/vive_tracker_htcx/role/right_knee", "/user/vive_tracker_htcx/role/right_knee/input/trackpad/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad click", "/user/vive_tracker_htcx/role/waist", "/user/vive_tracker_htcx/role/waist/input/trackpad/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad click", "/user/vive_tracker_htcx/role/chest", "/user/vive_tracker_htcx/role/chest/input/trackpad/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad click", "/user/vive_tracker_htcx/role/camera", "/user/vive_tracker_htcx/role/camera/input/trackpad/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad click", "/user/vive_tracker_htcx/role/keyboard", "/user/vive_tracker_htcx/role/keyboard/input/trackpad/click", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ // register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad touch", "/user/vive_tracker_htcx/role/handheld_object", "/user/vive_tracker_htcx/role/handheld_object/input/trackpad/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad touch", "/user/vive_tracker_htcx/role/left_foot", "/user/vive_tracker_htcx/role/left_foot/input/trackpad/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad touch", "/user/vive_tracker_htcx/role/right_foot", "/user/vive_tracker_htcx/role/right_foot/input/trackpad/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad touch", "/user/vive_tracker_htcx/role/left_shoulder", "/user/vive_tracker_htcx/role/left_shoulder/input/trackpad/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad touch", "/user/vive_tracker_htcx/role/right_shoulder", "/user/vive_tracker_htcx/role/right_shoulder/input/trackpad/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad touch", "/user/vive_tracker_htcx/role/left_elbow", "/user/vive_tracker_htcx/role/left_elbow/input/trackpad/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad touch", "/user/vive_tracker_htcx/role/right_elbow", "/user/vive_tracker_htcx/role/right_elbow/input/trackpad/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad touch", "/user/vive_tracker_htcx/role/left_knee", "/user/vive_tracker_htcx/role/left_knee/input/trackpad/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad touch", "/user/vive_tracker_htcx/role/right_knee", "/user/vive_tracker_htcx/role/right_knee/input/trackpad/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad touch", "/user/vive_tracker_htcx/role/waist", "/user/vive_tracker_htcx/role/waist/input/trackpad/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad touch", "/user/vive_tracker_htcx/role/chest", "/user/vive_tracker_htcx/role/chest/input/trackpad/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad touch", "/user/vive_tracker_htcx/role/camera", "/user/vive_tracker_htcx/role/camera/input/trackpad/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Trackpad touch", "/user/vive_tracker_htcx/role/keyboard", "/user/vive_tracker_htcx/role/keyboard/input/trackpad/touch", "", OpenXRAction::OPENXR_ACTION_BOOL);
+
+ // register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Grip pose", "/user/vive_tracker_htcx/role/handheld_object", "/user/vive_tracker_htcx/role/handheld_object/input/grip/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Grip pose", "/user/vive_tracker_htcx/role/left_foot", "/user/vive_tracker_htcx/role/left_foot/input/grip/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Grip pose", "/user/vive_tracker_htcx/role/right_foot", "/user/vive_tracker_htcx/role/right_foot/input/grip/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Grip pose", "/user/vive_tracker_htcx/role/left_shoulder", "/user/vive_tracker_htcx/role/left_shoulder/input/grip/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Grip pose", "/user/vive_tracker_htcx/role/right_shoulder", "/user/vive_tracker_htcx/role/right_shoulder/input/grip/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Grip pose", "/user/vive_tracker_htcx/role/left_elbow", "/user/vive_tracker_htcx/role/left_elbow/input/grip/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Grip pose", "/user/vive_tracker_htcx/role/right_elbow", "/user/vive_tracker_htcx/role/right_elbow/input/grip/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Grip pose", "/user/vive_tracker_htcx/role/left_knee", "/user/vive_tracker_htcx/role/left_knee/input/grip/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Grip pose", "/user/vive_tracker_htcx/role/right_knee", "/user/vive_tracker_htcx/role/right_knee/input/grip/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Grip pose", "/user/vive_tracker_htcx/role/waist", "/user/vive_tracker_htcx/role/waist/input/grip/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Grip pose", "/user/vive_tracker_htcx/role/chest", "/user/vive_tracker_htcx/role/chest/input/grip/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Grip pose", "/user/vive_tracker_htcx/role/camera", "/user/vive_tracker_htcx/role/camera/input/grip/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Grip pose", "/user/vive_tracker_htcx/role/keyboard", "/user/vive_tracker_htcx/role/keyboard/input/grip/pose", "", OpenXRAction::OPENXR_ACTION_POSE);
+
+ // register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Haptic output", "/user/vive_tracker_htcx/role/handheld_object", "/user/vive_tracker_htcx/role/handheld_object/output/haptic", "", OpenXRAction::OPENXR_ACTION_HAPTIC);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Haptic output", "/user/vive_tracker_htcx/role/left_foot", "/user/vive_tracker_htcx/role/left_foot/output/haptic", "", OpenXRAction::OPENXR_ACTION_HAPTIC);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Haptic output", "/user/vive_tracker_htcx/role/right_foot", "/user/vive_tracker_htcx/role/right_foot/output/haptic", "", OpenXRAction::OPENXR_ACTION_HAPTIC);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Haptic output", "/user/vive_tracker_htcx/role/left_shoulder", "/user/vive_tracker_htcx/role/left_shoulder/output/haptic", "", OpenXRAction::OPENXR_ACTION_HAPTIC);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Haptic output", "/user/vive_tracker_htcx/role/right_shoulder", "/user/vive_tracker_htcx/role/right_shoulder/output/haptic", "", OpenXRAction::OPENXR_ACTION_HAPTIC);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Haptic output", "/user/vive_tracker_htcx/role/left_elbow", "/user/vive_tracker_htcx/role/left_elbow/output/haptic", "", OpenXRAction::OPENXR_ACTION_HAPTIC);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Haptic output", "/user/vive_tracker_htcx/role/right_elbow", "/user/vive_tracker_htcx/role/right_elbow/output/haptic", "", OpenXRAction::OPENXR_ACTION_HAPTIC);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Haptic output", "/user/vive_tracker_htcx/role/left_knee", "/user/vive_tracker_htcx/role/left_knee/output/haptic", "", OpenXRAction::OPENXR_ACTION_HAPTIC);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Haptic output", "/user/vive_tracker_htcx/role/right_knee", "/user/vive_tracker_htcx/role/right_knee/output/haptic", "", OpenXRAction::OPENXR_ACTION_HAPTIC);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Haptic output", "/user/vive_tracker_htcx/role/waist", "/user/vive_tracker_htcx/role/waist/output/haptic", "", OpenXRAction::OPENXR_ACTION_HAPTIC);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Haptic output", "/user/vive_tracker_htcx/role/chest", "/user/vive_tracker_htcx/role/chest/output/haptic", "", OpenXRAction::OPENXR_ACTION_HAPTIC);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Haptic output", "/user/vive_tracker_htcx/role/camera", "/user/vive_tracker_htcx/role/camera/output/haptic", "", OpenXRAction::OPENXR_ACTION_HAPTIC);
+ register_io_path("/interaction_profiles/htc/vive_tracker_htcx", "Haptic output", "/user/vive_tracker_htcx/role/keyboard", "/user/vive_tracker_htcx/role/keyboard/output/haptic", "", OpenXRAction::OPENXR_ACTION_HAPTIC);
+}
diff --git a/modules/openxr/action_map/openxr_interaction_profile_meta_data.h b/modules/openxr/action_map/openxr_interaction_profile_meta_data.h
new file mode 100644
index 0000000000..0ae6454be7
--- /dev/null
+++ b/modules/openxr/action_map/openxr_interaction_profile_meta_data.h
@@ -0,0 +1,118 @@
+/*************************************************************************/
+/* openxr_interaction_profile_meta_data.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef OPENXR_INTERACTION_PROFILE_META_DATA_H
+#define OPENXR_INTERACTION_PROFILE_META_DATA_H
+
+#include "openxr_action.h"
+
+///////////////////////////////////////////////////////////////////////////
+// Stores available interaction profile meta data
+//
+// OpenXR defines and hardcodes all the supported input devices and their
+// paths as part of the OpenXR spec. When support for new devices is
+// introduced this often starts life as an extension that needs to be enabled
+// until it's adopted into the core. As there is no interface to
+// enumerate the possibly paths, and that any OpenXR runtime would likely
+// limit such enumeration to those input devices supported by that runtime
+// there is no other option than to hardcode this.
+//
+// Note that we need to include paths of our extensions in our action map
+// regardless of whether the developers machine supports the extension or
+// not. Unsupported paths are filtered out when the action map is submitted
+// to the OpenXR runtime.
+//
+// Note on action type that automatic conversions between boolean and float
+// are supported but otherwise action types should match between action and
+// input/output paths.
+
+#include "core/object/object.h"
+
+#define XR_PATH_UNSUPPORTED_NAME "unsupported"
+
+class OpenXRInteractionProfileMetaData : public Object {
+public:
+ struct TopLevelPath {
+ String display_name; // User friendly display name (i.e. Left controller)
+ String openxr_path; // Path in OpenXR (i.e. /user/hand/left)
+ String openxr_extension_name; // If set, only available if extension is enabled (i.e. XR_HTCX_vive_tracker_interaction)
+ };
+
+ struct IOPath {
+ String display_name; // User friendly display name (i.e. Grip pose (left controller))
+ String top_level_path; // Top level path identifying the usage of the device in relation to this input/output
+ String openxr_path; // Path in OpenXR (i.e. /user/hand/left/input/grip/pose)
+ String openxr_extension_name; // If set, only available if extension is enabled (i.e. XR_EXT_palm_pose)
+ OpenXRAction::ActionType action_type; // Type of input/output
+ };
+
+ struct InteractionProfile {
+ String display_name; // User friendly display name (i.e. Simple controller)
+ String openxr_path; // Path in OpenXR (i.e. /interaction_profiles/khr/simple_controller)
+ String openxr_extension_name; // If set, only available if extension is enabled (i.e. XR_HTCX_vive_tracker_interaction)
+ Vector<IOPath> io_paths; // Inputs and outputs for this device
+
+ bool has_io_path(const String p_io_path) const;
+ const IOPath *get_io_path(const String p_io_path) const;
+ };
+
+private:
+ static OpenXRInteractionProfileMetaData *singleton;
+
+ Vector<TopLevelPath> top_level_paths;
+ Vector<InteractionProfile> interaction_profiles;
+
+ void _register_core_metadata();
+
+protected:
+ static void _bind_methods();
+
+public:
+ static OpenXRInteractionProfileMetaData *get_singleton() { return singleton; }
+
+ OpenXRInteractionProfileMetaData();
+ ~OpenXRInteractionProfileMetaData();
+
+ void register_top_level_path(const String &p_display_name, const String &p_openxr_path, const String &p_openxr_extension_name);
+ bool has_top_level_path(const String p_openxr_path) const;
+ String get_top_level_name(const String p_openxr_path) const;
+ String get_top_level_extension(const String p_openxr_path) const;
+
+ void register_interaction_profile(const String &p_display_name, const String &p_openxr_path, const String &p_openxr_extension_name);
+ bool has_interaction_profile(const String p_openxr_path) const;
+ String get_interaction_profile_extension(const String p_openxr_path) const;
+ const InteractionProfile *get_profile(const String p_openxr_path) const;
+ PackedStringArray get_interaction_profile_paths() const;
+
+ void register_io_path(const String &p_interaction_profile, const String &p_display_name, const String &p_toplevel_path, const String &p_openxr_path, const String &p_openxr_extension_name, OpenXRAction::ActionType p_action_type);
+ const IOPath *get_io_path(const String p_interaction_profile, const String p_io_path) const;
+};
+
+#endif // OPENXR_INTERACTION_PROFILE_META_DATA_H
diff --git a/modules/openxr/editor/openxr_action_editor.cpp b/modules/openxr/editor/openxr_action_editor.cpp
index 52216fa483..a6c99741d7 100644
--- a/modules/openxr/editor/openxr_action_editor.cpp
+++ b/modules/openxr/editor/openxr_action_editor.cpp
@@ -29,8 +29,13 @@
/*************************************************************************/
#include "openxr_action_editor.h"
+#include "editor/editor_node.h"
void OpenXRActionEditor::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("_do_set_name", "name"), &OpenXRActionEditor::_do_set_name);
+ ClassDB::bind_method(D_METHOD("_do_set_localized_name", "name"), &OpenXRActionEditor::_do_set_localized_name);
+ ClassDB::bind_method(D_METHOD("_do_set_action_type", "type"), &OpenXRActionEditor::_do_set_action_type);
+
ADD_SIGNAL(MethodInfo("remove", PropertyInfo(Variant::OBJECT, "action_editor")));
}
@@ -48,24 +53,71 @@ void OpenXRActionEditor::_notification(int p_what) {
}
void OpenXRActionEditor::_on_action_name_changed(const String p_new_text) {
- // TODO validate if entry is allowed
-
- // If our localized name matches our action name, set this too
- if (action->get_name() == action->get_localized_name()) {
- action->set_localized_name(p_new_text);
- action_localized_name->set_text(p_new_text);
+ if (action->get_name() != p_new_text) {
+ undo_redo->create_action(TTR("Rename Action"));
+ undo_redo->add_do_method(this, "_do_set_name", p_new_text);
+ undo_redo->add_undo_method(this, "_do_set_name", action->get_name());
+ undo_redo->commit_action(false);
+
+ // If our localized name matches our action name, set this too
+ if (action->get_name() == action->get_localized_name()) {
+ undo_redo->create_action(TTR("Rename Actions Localized name"));
+ undo_redo->add_do_method(this, "_do_set_localized_name", p_new_text);
+ undo_redo->add_undo_method(this, "_do_set_localized_name", action->get_localized_name());
+ undo_redo->commit_action(false);
+
+ action->set_localized_name(p_new_text);
+ action_localized_name->set_text(p_new_text);
+ }
+ action->set_name(p_new_text);
+ action->set_edited(true);
}
+}
+
+void OpenXRActionEditor::_do_set_name(const String p_new_text) {
action->set_name(p_new_text);
+ action->set_edited(true);
+ action_name->set_text(p_new_text);
}
void OpenXRActionEditor::_on_action_localized_name_changed(const String p_new_text) {
+ if (action->get_localized_name() != p_new_text) {
+ undo_redo->create_action(TTR("Rename Actions Localized name"));
+ undo_redo->add_do_method(this, "_do_set_localized_name", p_new_text);
+ undo_redo->add_undo_method(this, "_do_set_localized_name", action->get_localized_name());
+ undo_redo->commit_action(false);
+
+ action->set_localized_name(p_new_text);
+ action->set_edited(true);
+ }
+}
+
+void OpenXRActionEditor::_do_set_localized_name(const String p_new_text) {
action->set_localized_name(p_new_text);
+ action->set_edited(true);
+ action_localized_name->set_text(p_new_text);
}
void OpenXRActionEditor::_on_item_selected(int p_idx) {
ERR_FAIL_INDEX(p_idx, OpenXRAction::OPENXR_ACTION_MAX);
- action->set_action_type(OpenXRAction::ActionType(p_idx));
+ OpenXRAction::ActionType action_type = OpenXRAction::ActionType(p_idx);
+
+ if (action->get_action_type() != action_type) {
+ undo_redo->create_action(TTR("Change Action Type"));
+ undo_redo->add_do_method(this, "_do_set_action_type", action_type);
+ undo_redo->add_undo_method(this, "_do_set_action_type", action->get_action_type());
+ undo_redo->commit_action(false);
+
+ action->set_action_type(action_type);
+ action->set_edited(true);
+ }
+}
+
+void OpenXRActionEditor::_do_set_action_type(OpenXRAction::ActionType p_action_type) {
+ action->set_action_type(p_action_type);
+ action->set_edited(true);
+ action_type_button->select(int(action->get_action_type()));
}
void OpenXRActionEditor::_on_remove_action() {
@@ -73,6 +125,7 @@ void OpenXRActionEditor::_on_remove_action() {
}
OpenXRActionEditor::OpenXRActionEditor(Ref<OpenXRAction> p_action) {
+ undo_redo = EditorNode::get_undo_redo();
action = p_action;
set_h_size_flags(Control::SIZE_EXPAND_FILL);
@@ -90,16 +143,16 @@ OpenXRActionEditor::OpenXRActionEditor(Ref<OpenXRAction> p_action) {
action_localized_name->connect("text_changed", callable_mp(this, &OpenXRActionEditor::_on_action_localized_name_changed));
add_child(action_localized_name);
- action_type = memnew(OptionButton);
- action_type->add_item("Bool", OpenXRAction::OPENXR_ACTION_BOOL);
- action_type->add_item("Float", OpenXRAction::OPENXR_ACTION_FLOAT);
- action_type->add_item("Vector2", OpenXRAction::OPENXR_ACTION_VECTOR2);
- action_type->add_item("Pose", OpenXRAction::OPENXR_ACTION_POSE);
- action_type->add_item("Haptic", OpenXRAction::OPENXR_ACTION_HAPTIC);
- action_type->select(int(action->get_action_type()));
- action_type->set_custom_minimum_size(Size2(100.0, 0.0));
- action_type->connect("item_selected", callable_mp(this, &OpenXRActionEditor::_on_item_selected));
- add_child(action_type);
+ action_type_button = memnew(OptionButton);
+ action_type_button->add_item("Bool", OpenXRAction::OPENXR_ACTION_BOOL);
+ action_type_button->add_item("Float", OpenXRAction::OPENXR_ACTION_FLOAT);
+ action_type_button->add_item("Vector2", OpenXRAction::OPENXR_ACTION_VECTOR2);
+ action_type_button->add_item("Pose", OpenXRAction::OPENXR_ACTION_POSE);
+ action_type_button->add_item("Haptic", OpenXRAction::OPENXR_ACTION_HAPTIC);
+ action_type_button->select(int(action->get_action_type()));
+ action_type_button->set_custom_minimum_size(Size2(100.0, 0.0));
+ action_type_button->connect("item_selected", callable_mp(this, &OpenXRActionEditor::_on_item_selected));
+ add_child(action_type_button);
// maybe add dropdown to edit our toplevel paths, or do we deduce them from our suggested bindings?
diff --git a/modules/openxr/editor/openxr_action_editor.h b/modules/openxr/editor/openxr_action_editor.h
index 6cf098cf08..66b7eebaeb 100644
--- a/modules/openxr/editor/openxr_action_editor.h
+++ b/modules/openxr/editor/openxr_action_editor.h
@@ -32,6 +32,7 @@
#define OPENXR_ACTION_EDITOR_H
#include "../action_map/openxr_action.h"
+#include "editor/editor_undo_redo_manager.h"
#include "scene/gui/box_container.h"
#include "scene/gui/button.h"
#include "scene/gui/line_edit.h"
@@ -42,11 +43,12 @@ class OpenXRActionEditor : public HBoxContainer {
GDCLASS(OpenXRActionEditor, HBoxContainer);
private:
+ Ref<EditorUndoRedoManager> undo_redo;
Ref<OpenXRAction> action;
LineEdit *action_name = nullptr;
LineEdit *action_localized_name = nullptr;
- OptionButton *action_type = nullptr;
+ OptionButton *action_type_button = nullptr;
Button *rem_action = nullptr;
void _theme_changed();
@@ -59,6 +61,11 @@ protected:
static void _bind_methods();
void _notification(int p_what);
+ // used for undo/redo
+ void _do_set_name(const String p_new_text);
+ void _do_set_localized_name(const String p_new_text);
+ void _do_set_action_type(OpenXRAction::ActionType p_action_type);
+
public:
Ref<OpenXRAction> get_action() { return action; };
OpenXRActionEditor(Ref<OpenXRAction> p_action);
diff --git a/modules/openxr/editor/openxr_action_map_editor.cpp b/modules/openxr/editor/openxr_action_map_editor.cpp
index b5223e5903..a2c33a91c4 100644
--- a/modules/openxr/editor/openxr_action_map_editor.cpp
+++ b/modules/openxr/editor/openxr_action_map_editor.cpp
@@ -40,14 +40,16 @@
void OpenXRActionMapEditor::_bind_methods() {
ClassDB::bind_method("_add_action_set_editor", &OpenXRActionMapEditor::_add_action_set_editor);
- ClassDB::bind_method("_update_action_sets", &OpenXRActionMapEditor::_update_action_sets);
-
ClassDB::bind_method("_add_interaction_profile_editor", &OpenXRActionMapEditor::_add_interaction_profile_editor);
- ClassDB::bind_method("_update_interaction_profiles", &OpenXRActionMapEditor::_update_interaction_profiles);
ClassDB::bind_method(D_METHOD("_add_action_set", "name"), &OpenXRActionMapEditor::_add_action_set);
ClassDB::bind_method(D_METHOD("_set_focus_on_action_set", "action_set"), &OpenXRActionMapEditor::_set_focus_on_action_set);
ClassDB::bind_method(D_METHOD("_remove_action_set", "name"), &OpenXRActionMapEditor::_remove_action_set);
+
+ ClassDB::bind_method(D_METHOD("_do_add_action_set_editor", "action_set_editor"), &OpenXRActionMapEditor::_do_add_action_set_editor);
+ ClassDB::bind_method(D_METHOD("_do_remove_action_set_editor", "action_set_editor"), &OpenXRActionMapEditor::_do_remove_action_set_editor);
+ ClassDB::bind_method(D_METHOD("_do_add_interaction_profile_editor", "interaction_profile_editor"), &OpenXRActionMapEditor::_do_add_interaction_profile_editor);
+ ClassDB::bind_method(D_METHOD("_do_remove_interaction_profile_editor", "interaction_profile_editor"), &OpenXRActionMapEditor::_do_remove_interaction_profile_editor);
}
void OpenXRActionMapEditor::_notification(int p_what) {
@@ -63,8 +65,8 @@ void OpenXRActionMapEditor::_notification(int p_what) {
} break;
case NOTIFICATION_READY: {
- _update_action_sets();
- _update_interaction_profiles();
+ _create_action_sets();
+ _create_interaction_profiles();
} break;
}
}
@@ -75,18 +77,13 @@ OpenXRActionSetEditor *OpenXRActionMapEditor::_add_action_set_editor(Ref<OpenXRA
OpenXRActionSetEditor *action_set_editor = memnew(OpenXRActionSetEditor(action_map, p_action_set));
action_set_editor->connect("remove", callable_mp(this, &OpenXRActionMapEditor::_on_remove_action_set));
action_set_editor->connect("action_removed", callable_mp(this, &OpenXRActionMapEditor::_on_action_removed));
+
actionsets_vb->add_child(action_set_editor);
return action_set_editor;
}
-void OpenXRActionMapEditor::_update_action_sets() {
- // out with the old...
- while (actionsets_vb->get_child_count() > 0) {
- memdelete(actionsets_vb->get_child(0));
- }
-
- // in with the new...
+void OpenXRActionMapEditor::_create_action_sets() {
if (action_map.is_valid()) {
Array action_sets = action_map->get_action_sets();
for (int i = 0; i < action_sets.size(); i++) {
@@ -116,22 +113,10 @@ OpenXRInteractionProfileEditorBase *OpenXRActionMapEditor::_add_interaction_prof
new_profile_editor->add_theme_style_override("panel", get_theme_stylebox(SNAME("panel"), SNAME("Tree")));
tabs->set_tab_button_icon(tabs->get_tab_count() - 1, get_theme_icon(SNAME("close"), SNAME("TabBar")));
- interaction_profiles.push_back(new_profile_editor);
-
return new_profile_editor;
}
-void OpenXRActionMapEditor::_update_interaction_profiles() {
- // out with the old...
- while (interaction_profiles.size() > 0) {
- Node *interaction_profile = interaction_profiles[0];
- interaction_profiles.remove_at(0);
-
- tabs->remove_child(interaction_profile);
- interaction_profile->queue_free();
- }
-
- // in with the new...
+void OpenXRActionMapEditor::_create_interaction_profiles() {
if (action_map.is_valid()) {
Array new_interaction_profiles = action_map->get_interaction_profiles();
for (int i = 0; i < new_interaction_profiles.size(); i++) {
@@ -150,9 +135,17 @@ OpenXRActionSetEditor *OpenXRActionMapEditor::_add_action_set(String p_name) {
new_action_set->set_name(p_name);
new_action_set->set_localized_name(p_name);
action_map->add_action_set(new_action_set);
+ action_map->set_edited(true);
// update our editor right away
- return _add_action_set_editor(new_action_set);
+ OpenXRActionSetEditor *action_set_editor = _add_action_set_editor(new_action_set);
+
+ undo_redo->create_action(TTR("Add action set"));
+ undo_redo->add_do_method(this, "_do_add_action_set_editor", action_set_editor);
+ undo_redo->add_undo_method(this, "_do_remove_action_set_editor", action_set_editor);
+ undo_redo->commit_action(false);
+
+ return action_set_editor;
}
void OpenXRActionMapEditor::_remove_action_set(String p_name) {
@@ -160,13 +153,12 @@ void OpenXRActionMapEditor::_remove_action_set(String p_name) {
Ref<OpenXRActionSet> action_set = action_map->find_action_set(p_name);
ERR_FAIL_COND(action_set.is_null());
- if (action_set->get_action_count() > 0) {
- // we should remove these and add to our redo/undo step before calling _remove_action_set
- WARN_PRINT("Action set still has associated actions before being removed!");
+ for (int i = 0; i < actionsets_vb->get_child_count(); i++) {
+ OpenXRActionSetEditor *action_set_editor = Object::cast_to<OpenXRActionSetEditor>(actionsets_vb->get_child(i));
+ if (action_set_editor && action_set_editor->get_action_set() == action_set) {
+ _on_remove_action_set(action_set_editor);
+ }
}
-
- // now we remove it
- action_map->remove_action_set(action_set);
}
void OpenXRActionMapEditor::_on_add_action_set() {
@@ -203,14 +195,23 @@ void OpenXRActionMapEditor::_on_remove_action_set(Object *p_action_set_editor) {
Ref<OpenXRActionSet> action_set = action_set_editor->get_action_set();
ERR_FAIL_COND(action_set.is_null());
- action_map->remove_action_set(action_set);
- actionsets_vb->remove_child(action_set_editor);
- action_set_editor->queue_free();
+ action_set_editor->remove_all_actions();
+
+ undo_redo->create_action(TTR("Remove action set"));
+ undo_redo->add_do_method(this, "_do_remove_action_set_editor", action_set_editor);
+ undo_redo->add_undo_method(this, "_do_add_action_set_editor", action_set_editor);
+ undo_redo->commit_action(true);
+
+ action_map->set_edited(true);
}
void OpenXRActionMapEditor::_on_action_removed() {
- // make sure our interaction profiles are updated
- _update_interaction_profiles();
+ for (int i = 0; i < tabs->get_tab_count(); i++) {
+ // First tab won't be an interaction profile editor, but being thorough..
+ OpenXRInteractionProfileEditorBase *interaction_profile_editor = static_cast<OpenXRInteractionProfileEditorBase *>(tabs->get_tab_control(i));
+ if (interaction_profile_editor) {
+ }
+ }
}
void OpenXRActionMapEditor::_on_add_interaction_profile() {
@@ -232,20 +233,35 @@ void OpenXRActionMapEditor::_on_interaction_profile_selected(const String p_path
new_profile.instantiate();
new_profile->set_interaction_profile_path(p_path);
action_map->add_interaction_profile(new_profile);
+ action_map->set_edited(true);
- _add_interaction_profile_editor(new_profile);
+ OpenXRInteractionProfileEditorBase *interaction_profile_editor = _add_interaction_profile_editor(new_profile);
+
+ undo_redo->create_action(TTR("Add interaction profile"));
+ undo_redo->add_do_method(this, "_do_add_interaction_profile_editor", interaction_profile_editor);
+ undo_redo->add_undo_method(this, "_do_remove_interaction_profile_editor", interaction_profile_editor);
+ undo_redo->commit_action(false);
tabs->set_current_tab(tabs->get_tab_count() - 1);
}
void OpenXRActionMapEditor::_load_action_map(const String p_path, bool p_create_new_if_missing) {
- action_map = ResourceLoader::load(p_path, "", ResourceFormatLoader::CACHE_MODE_IGNORE);
- if (action_map.is_null()) {
- if (p_create_new_if_missing) {
+ Error err = OK;
+ action_map = ResourceLoader::load(p_path, "", ResourceFormatLoader::CACHE_MODE_IGNORE, &err);
+ if (err != OK) {
+ if ((err == ERR_FILE_NOT_FOUND || err == ERR_CANT_OPEN) && p_create_new_if_missing) {
action_map.instantiate();
action_map->create_default_action_sets();
+
+ // Save it immediately
+ err = ResourceSaver::save(action_map, p_path);
+ if (err != OK) {
+ // show warning but continue
+ EditorNode::get_singleton()->show_warning(vformat(TTR("Error saving file %s: %s"), edited_path, error_names[err]));
+ }
+
} else {
- EditorNode::get_singleton()->show_warning(TTR("Invalid file, not an OpenXR action map."));
+ EditorNode::get_singleton()->show_warning(vformat(TTR("Error loading %s: %s."), edited_path, error_names[err]));
edited_path = "";
header_label->set_text("");
@@ -254,55 +270,123 @@ void OpenXRActionMapEditor::_load_action_map(const String p_path, bool p_create_
}
edited_path = p_path;
- header_label->set_text(TTR("OpenXR Action map:") + " " + p_path.get_file());
+ header_label->set_text(TTR("OpenXR Action map:") + " " + edited_path.get_file());
}
void OpenXRActionMapEditor::_on_save_action_map() {
Error err = ResourceSaver::save(action_map, edited_path);
if (err != OK) {
- EditorNode::get_singleton()->show_warning(vformat(TTR("Error saving file: %s"), edited_path));
+ EditorNode::get_singleton()->show_warning(vformat(TTR("Error saving file %s: %s"), edited_path, error_names[err]));
return;
}
- _update_action_sets();
- _update_interaction_profiles();
+ // TODO should clear undo/redo history
+
+ // out with the old
+ _clear_action_map();
+
+ _create_action_sets();
+ _create_interaction_profiles();
}
void OpenXRActionMapEditor::_on_reset_to_default_layout() {
+ // TODO should clear undo/redo history
+
+ // out with the old
+ _clear_action_map();
+
// create a new one
action_map.unref();
action_map.instantiate();
action_map->create_default_action_sets();
+ action_map->set_edited(true);
- _update_action_sets();
- _update_interaction_profiles();
+ _create_action_sets();
+ _create_interaction_profiles();
}
void OpenXRActionMapEditor::_on_tabs_tab_changed(int p_tab) {
}
void OpenXRActionMapEditor::_on_tab_button_pressed(int p_tab) {
- OpenXRInteractionProfileEditorBase *profile_editor = static_cast<OpenXRInteractionProfileEditorBase *>(tabs->get_tab_control(p_tab));
- ERR_FAIL_NULL(profile_editor);
+ OpenXRInteractionProfileEditorBase *interaction_profile_editor = static_cast<OpenXRInteractionProfileEditorBase *>(tabs->get_tab_control(p_tab));
+ ERR_FAIL_NULL(interaction_profile_editor);
+
+ undo_redo->create_action(TTR("Remove interaction profile"));
+ undo_redo->add_do_method(this, "_do_remove_interaction_profile_editor", interaction_profile_editor);
+ undo_redo->add_undo_method(this, "_do_add_interaction_profile_editor", interaction_profile_editor);
+ undo_redo->commit_action(true);
+
+ action_map->set_edited(true);
+}
+
+void OpenXRActionMapEditor::_do_add_action_set_editor(OpenXRActionSetEditor *p_action_set_editor) {
+ Ref<OpenXRActionSet> action_set = p_action_set_editor->get_action_set();
+ ERR_FAIL_COND(action_set.is_null());
+
+ action_map->add_action_set(action_set);
+ actionsets_vb->add_child(p_action_set_editor);
+}
+
+void OpenXRActionMapEditor::_do_remove_action_set_editor(OpenXRActionSetEditor *p_action_set_editor) {
+ Ref<OpenXRActionSet> action_set = p_action_set_editor->get_action_set();
+ ERR_FAIL_COND(action_set.is_null());
+
+ actionsets_vb->remove_child(p_action_set_editor);
+ action_map->remove_action_set(action_set);
+}
+
+void OpenXRActionMapEditor::_do_add_interaction_profile_editor(OpenXRInteractionProfileEditorBase *p_interaction_profile_editor) {
+ Ref<OpenXRInteractionProfile> interaction_profile = p_interaction_profile_editor->get_interaction_profile();
+ ERR_FAIL_COND(interaction_profile.is_null());
+
+ action_map->add_interaction_profile(interaction_profile);
+ tabs->add_child(p_interaction_profile_editor);
+ tabs->set_tab_button_icon(tabs->get_tab_count() - 1, get_theme_icon(SNAME("close"), SNAME("TabBar")));
+
+ tabs->set_current_tab(tabs->get_tab_count() - 1);
+}
- Ref<OpenXRInteractionProfile> interaction_profile = profile_editor->get_interaction_profile();
+void OpenXRActionMapEditor::_do_remove_interaction_profile_editor(OpenXRInteractionProfileEditorBase *p_interaction_profile_editor) {
+ Ref<OpenXRInteractionProfile> interaction_profile = p_interaction_profile_editor->get_interaction_profile();
ERR_FAIL_COND(interaction_profile.is_null());
+ tabs->remove_child(p_interaction_profile_editor);
action_map->remove_interaction_profile(interaction_profile);
- tabs->remove_child(profile_editor);
- profile_editor->queue_free();
}
void OpenXRActionMapEditor::open_action_map(String p_path) {
EditorNode::get_singleton()->make_bottom_panel_item_visible(this);
+ // out with the old...
+ _clear_action_map();
+
+ // now load in our new action map
_load_action_map(p_path);
- _update_action_sets();
- _update_interaction_profiles();
+ _create_action_sets();
+ _create_interaction_profiles();
+}
+
+void OpenXRActionMapEditor::_clear_action_map() {
+ while (actionsets_vb->get_child_count() > 0) {
+ Node *child = actionsets_vb->get_child(0);
+ actionsets_vb->remove_child(child);
+ child->queue_free();
+ }
+
+ for (int i = 0; i < tabs->get_tab_count(); i++) {
+ // First tab won't be an interaction profile editor, but being thorough..
+ OpenXRInteractionProfileEditorBase *interaction_profile_editor = static_cast<OpenXRInteractionProfileEditorBase *>(tabs->get_tab_control(i));
+ if (interaction_profile_editor) {
+ tabs->remove_child(interaction_profile_editor);
+ interaction_profile_editor->queue_free();
+ }
+ }
}
OpenXRActionMapEditor::OpenXRActionMapEditor() {
+ undo_redo = EditorNode::get_undo_redo();
set_custom_minimum_size(Size2(0.0, 300.0));
top_hb = memnew(HBoxContainer);
@@ -364,7 +448,9 @@ OpenXRActionMapEditor::OpenXRActionMapEditor() {
select_interaction_profile_dialog->connect("interaction_profile_selected", callable_mp(this, &OpenXRActionMapEditor::_on_interaction_profile_selected));
add_child(select_interaction_profile_dialog);
- _load_action_map(GLOBAL_GET("xr/openxr/default_action_map"));
+ // Our Action map editor is only shown if openxr is enabled in project settings
+ // So load our action map and if it doesn't exist, create it right away.
+ _load_action_map(GLOBAL_GET("xr/openxr/default_action_map"), true);
}
OpenXRActionMapEditor::~OpenXRActionMapEditor() {
diff --git a/modules/openxr/editor/openxr_action_map_editor.h b/modules/openxr/editor/openxr_action_map_editor.h
index a19bc90f56..8e3210a8e9 100644
--- a/modules/openxr/editor/openxr_action_map_editor.h
+++ b/modules/openxr/editor/openxr_action_map_editor.h
@@ -37,6 +37,7 @@
#include "../editor/openxr_select_interaction_profile_dialog.h"
#include "editor/editor_plugin.h"
+#include "editor/editor_undo_redo_manager.h"
#include "scene/gui/box_container.h"
#include "scene/gui/button.h"
#include "scene/gui/label.h"
@@ -47,9 +48,9 @@ class OpenXRActionMapEditor : public VBoxContainer {
GDCLASS(OpenXRActionMapEditor, VBoxContainer);
private:
+ Ref<EditorUndoRedoManager> undo_redo;
String edited_path;
Ref<OpenXRActionMap> action_map;
- Vector<Node *> interaction_profiles;
HBoxContainer *top_hb = nullptr;
Label *header_label = nullptr;
@@ -64,9 +65,9 @@ private:
OpenXRSelectInteractionProfileDialog *select_interaction_profile_dialog = nullptr;
OpenXRActionSetEditor *_add_action_set_editor(Ref<OpenXRActionSet> p_action_set);
- void _update_action_sets();
+ void _create_action_sets();
OpenXRInteractionProfileEditorBase *_add_interaction_profile_editor(Ref<OpenXRInteractionProfile> p_interaction_profile);
- void _update_interaction_profiles();
+ void _create_interaction_profiles();
OpenXRActionSetEditor *_add_action_set(String p_name);
void _remove_action_set(String p_name);
@@ -90,6 +91,14 @@ protected:
static void _bind_methods();
void _notification(int p_what);
+ void _clear_action_map();
+
+ // used for undo/redo
+ void _do_add_action_set_editor(OpenXRActionSetEditor *p_action_set_editor);
+ void _do_remove_action_set_editor(OpenXRActionSetEditor *p_action_set_editor);
+ void _do_add_interaction_profile_editor(OpenXRInteractionProfileEditorBase *p_interaction_profile_editor);
+ void _do_remove_interaction_profile_editor(OpenXRInteractionProfileEditorBase *p_interaction_profile_editor);
+
public:
void open_action_map(String p_path);
diff --git a/modules/openxr/editor/openxr_action_set_editor.cpp b/modules/openxr/editor/openxr_action_set_editor.cpp
index 3869146e8e..d3b6945635 100644
--- a/modules/openxr/editor/openxr_action_set_editor.cpp
+++ b/modules/openxr/editor/openxr_action_set_editor.cpp
@@ -32,8 +32,14 @@
#include "openxr_action_editor.h"
void OpenXRActionSetEditor::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("_do_set_name", "name"), &OpenXRActionSetEditor::_do_set_name);
+ ClassDB::bind_method(D_METHOD("_do_set_localized_name", "name"), &OpenXRActionSetEditor::_do_set_localized_name);
+ ClassDB::bind_method(D_METHOD("_do_set_priority", "value"), &OpenXRActionSetEditor::_do_set_priority);
+ ClassDB::bind_method(D_METHOD("_do_add_action_editor", "action_editor"), &OpenXRActionSetEditor::_do_add_action_editor);
+ ClassDB::bind_method(D_METHOD("_do_remove_action_editor", "action_editor"), &OpenXRActionSetEditor::_do_remove_action_editor);
+
ADD_SIGNAL(MethodInfo("remove", PropertyInfo(Variant::OBJECT, "action_set_editor")));
- ADD_SIGNAL(MethodInfo("action_removed"));
+ ADD_SIGNAL(MethodInfo("action_removed", PropertyInfo(Variant::OBJECT, "action")));
}
void OpenXRActionSetEditor::_set_fold_icon() {
@@ -68,20 +74,6 @@ OpenXRActionEditor *OpenXRActionSetEditor::_add_action_editor(Ref<OpenXRAction>
return action_editor;
}
-void OpenXRActionSetEditor::_update_actions() {
- // out with the old...
- while (actions_vb->get_child_count() > 0) {
- memdelete(actions_vb->get_child(0));
- }
-
- // in with the new...
- Array actions = action_set->get_actions();
- for (int i = 0; i < actions.size(); i++) {
- Ref<OpenXRAction> action = actions[i];
- _add_action_editor(action);
- }
-}
-
void OpenXRActionSetEditor::_on_toggle_expand() {
is_expanded = !is_expanded;
actions_vb->set_visible(is_expanded);
@@ -89,24 +81,66 @@ void OpenXRActionSetEditor::_on_toggle_expand() {
}
void OpenXRActionSetEditor::_on_action_set_name_changed(const String p_new_text) {
- // TODO validate if entry is allowed
-
- // If our localized name matches our action set name, set this too
- if (action_set->get_name() == action_set->get_localized_name()) {
- action_set->set_localized_name(p_new_text);
- action_set_localized_name->set_text(p_new_text);
+ if (action_set->get_name() != p_new_text) {
+ undo_redo->create_action(TTR("Rename Action Set"));
+ undo_redo->add_do_method(this, "_do_set_name", p_new_text);
+ undo_redo->add_undo_method(this, "_do_set_name", action_set->get_name());
+ undo_redo->commit_action(false);
+
+ // If our localized name matches our action set name, set this too
+ if (action_set->get_name() == action_set->get_localized_name()) {
+ undo_redo->create_action(TTR("Rename Action Sets Localized name"));
+ undo_redo->add_do_method(this, "_do_set_localized_name", p_new_text);
+ undo_redo->add_undo_method(this, "_do_set_localized_name", action_set->get_localized_name());
+ undo_redo->commit_action(false);
+
+ action_set->set_localized_name(p_new_text);
+ action_set_localized_name->set_text(p_new_text);
+ }
+ action_set->set_name(p_new_text);
+ action_set->set_edited(true);
}
+}
+
+void OpenXRActionSetEditor::_do_set_name(const String p_new_text) {
action_set->set_name(p_new_text);
+ action_set_name->set_text(p_new_text);
}
void OpenXRActionSetEditor::_on_action_set_localized_name_changed(const String p_new_text) {
+ if (action_set->get_localized_name() != p_new_text) {
+ undo_redo->create_action(TTR("Rename Action Sets Localized name"));
+ undo_redo->add_do_method(this, "_do_set_localized_name", p_new_text);
+ undo_redo->add_undo_method(this, "_do_set_localized_name", action_set->get_localized_name());
+ undo_redo->commit_action(false);
+
+ action_set->set_localized_name(p_new_text);
+ action_set->set_edited(true);
+ }
+}
+
+void OpenXRActionSetEditor::_do_set_localized_name(const String p_new_text) {
action_set->set_localized_name(p_new_text);
+ action_set_localized_name->set_text(p_new_text);
}
void OpenXRActionSetEditor::_on_action_set_priority_changed(const String p_new_text) {
int64_t value = p_new_text.to_int();
- action_set->set_priority(value);
+ if (action_set->get_priority() != value) {
+ undo_redo->create_action(TTR("Change Action Sets priority"));
+ undo_redo->add_do_method(this, "_do_set_priority", value);
+ undo_redo->add_undo_method(this, "_do_set_priority", action_set->get_priority());
+ undo_redo->commit_action(false);
+
+ action_set->set_priority(value);
+ action_set->set_edited(true);
+ }
+}
+
+void OpenXRActionSetEditor::_do_set_priority(int64_t p_value) {
+ action_set->set_priority(p_value);
+ action_set_priority->set_text(itos(p_value));
}
void OpenXRActionSetEditor::_on_add_action() {
@@ -116,8 +150,14 @@ void OpenXRActionSetEditor::_on_add_action() {
new_action->set_name("New");
new_action->set_localized_name("New");
action_set->add_action(new_action);
+ action_set->set_edited(true);
- _add_action_editor(new_action);
+ OpenXRActionEditor *action_editor = _add_action_editor(new_action);
+
+ undo_redo->create_action(TTR("Add action"));
+ undo_redo->add_do_method(this, "_do_add_action_editor", action_editor);
+ undo_redo->add_undo_method(this, "_do_remove_action_editor", action_editor);
+ undo_redo->commit_action(false);
// TODO handle focus
}
@@ -133,17 +173,36 @@ void OpenXRActionSetEditor::_on_remove_action(Object *p_action_editor) {
Ref<OpenXRAction> action = action_editor->get_action();
ERR_FAIL_COND(action.is_null());
- // TODO add undo/redo action
+ emit_signal("action_removed", action);
+
+ undo_redo->create_action(TTR("Delete action"));
+ undo_redo->add_do_method(this, "_do_remove_action_editor", action_editor);
+ undo_redo->add_undo_method(this, "_do_add_action_editor", action_editor);
+ undo_redo->commit_action(true);
- // TODO find where this action is used by our interaction profiles and remove it there
+ action_set->set_edited(true);
+}
- // And remove it....
- action_map->remove_action(action->get_name_with_set()); // remove it from the set and any interaction profile it relates to
- actions_vb->remove_child(action_editor);
- action_editor->queue_free();
+void OpenXRActionSetEditor::_do_add_action_editor(OpenXRActionEditor *p_action_editor) {
+ Ref<OpenXRAction> action = p_action_editor->get_action();
+ ERR_FAIL_COND(action.is_null());
- // Let action map editor know so we can update our interaction profiles
- emit_signal("action_removed");
+ action_set->add_action(action);
+ actions_vb->add_child(p_action_editor);
+}
+
+void OpenXRActionSetEditor::_do_remove_action_editor(OpenXRActionEditor *p_action_editor) {
+ Ref<OpenXRAction> action = p_action_editor->get_action();
+ ERR_FAIL_COND(action.is_null());
+
+ actions_vb->remove_child(p_action_editor);
+ action_set->remove_action(action);
+}
+
+void OpenXRActionSetEditor::remove_all_actions() {
+ for (int i = actions_vb->get_child_count(); i > 0; --i) {
+ _on_remove_action(actions_vb->get_child(i));
+ }
}
void OpenXRActionSetEditor::set_focus_on_entry() {
@@ -214,5 +273,10 @@ OpenXRActionSetEditor::OpenXRActionSetEditor(Ref<OpenXRActionMap> p_action_map,
actions_vb->set_h_size_flags(Control::SIZE_EXPAND_FILL);
main_vb->add_child(actions_vb);
- _update_actions();
+ // Add our existing actions
+ Array actions = action_set->get_actions();
+ for (int i = 0; i < actions.size(); i++) {
+ Ref<OpenXRAction> action = actions[i];
+ _add_action_editor(action);
+ }
}
diff --git a/modules/openxr/editor/openxr_action_set_editor.h b/modules/openxr/editor/openxr_action_set_editor.h
index d8c85d03dd..7a8dc0dcbf 100644
--- a/modules/openxr/editor/openxr_action_set_editor.h
+++ b/modules/openxr/editor/openxr_action_set_editor.h
@@ -44,6 +44,7 @@ class OpenXRActionSetEditor : public HBoxContainer {
GDCLASS(OpenXRActionSetEditor, HBoxContainer);
private:
+ Ref<EditorUndoRedoManager> undo_redo;
Ref<OpenXRActionMap> action_map;
Ref<OpenXRActionSet> action_set;
@@ -63,7 +64,6 @@ private:
void _set_fold_icon();
void _theme_changed();
OpenXRActionEditor *_add_action_editor(Ref<OpenXRAction> p_action);
- void _update_actions();
void _on_toggle_expand();
void _on_action_set_name_changed(const String p_new_text);
@@ -78,10 +78,19 @@ protected:
static void _bind_methods();
void _notification(int p_what);
+ // used for undo/redo
+ void _do_set_name(const String p_new_text);
+ void _do_set_localized_name(const String p_new_text);
+ void _do_set_priority(int64_t value);
+ void _do_add_action_editor(OpenXRActionEditor *p_action_editor);
+ void _do_remove_action_editor(OpenXRActionEditor *p_action_editor);
+
public:
Ref<OpenXRActionSet> get_action_set() { return action_set; };
void set_focus_on_entry();
+ void remove_all_actions();
+
OpenXRActionSetEditor(Ref<OpenXRActionMap> p_action_map, Ref<OpenXRActionSet> p_action_set);
};
diff --git a/modules/openxr/editor/openxr_interaction_profile_editor.cpp b/modules/openxr/editor/openxr_interaction_profile_editor.cpp
index e2dc2d1b74..3eca1967f5 100644
--- a/modules/openxr/editor/openxr_interaction_profile_editor.cpp
+++ b/modules/openxr/editor/openxr_interaction_profile_editor.cpp
@@ -29,6 +29,7 @@
/*************************************************************************/
#include "openxr_interaction_profile_editor.h"
+#include "editor/editor_node.h"
#include "scene/gui/box_container.h"
#include "scene/gui/button.h"
#include "scene/gui/label.h"
@@ -58,6 +59,13 @@ void OpenXRInteractionProfileEditorBase::_notification(int p_what) {
}
}
+void OpenXRInteractionProfileEditorBase::_do_update_interaction_profile() {
+ if (!is_dirty) {
+ is_dirty = true;
+ call_deferred("_update_interaction_profile");
+ }
+}
+
void OpenXRInteractionProfileEditorBase::_add_binding(const String p_action, const String p_path) {
ERR_FAIL_COND(action_map.is_null());
ERR_FAIL_COND(interaction_profile.is_null());
@@ -71,14 +79,16 @@ void OpenXRInteractionProfileEditorBase::_add_binding(const String p_action, con
binding.instantiate();
binding->set_action(action);
interaction_profile->add_binding(binding);
+ interaction_profile->set_edited(true);
}
binding->add_path(p_path);
+ binding->set_edited(true);
// Update our toplevel paths
action->set_toplevel_paths(action_map->get_top_level_paths(action));
- call_deferred("_update_interaction_profile");
+ _do_update_interaction_profile();
}
void OpenXRInteractionProfileEditorBase::_remove_binding(const String p_action, const String p_path) {
@@ -91,25 +101,54 @@ void OpenXRInteractionProfileEditorBase::_remove_binding(const String p_action,
Ref<OpenXRIPBinding> binding = interaction_profile->get_binding_for_action(action);
if (binding.is_valid()) {
binding->remove_path(p_path);
+ binding->set_edited(true);
if (binding->get_path_count() == 0) {
interaction_profile->remove_binding(binding);
+ interaction_profile->set_edited(true);
}
// Update our toplevel paths
action->set_toplevel_paths(action_map->get_top_level_paths(action));
- call_deferred("_update_interaction_profile");
+ _do_update_interaction_profile();
+ }
+}
+
+void OpenXRInteractionProfileEditorBase::remove_all_bindings_for_action(Ref<OpenXRAction> p_action) {
+ Ref<OpenXRIPBinding> binding = interaction_profile->get_binding_for_action(p_action);
+ if (binding.is_valid()) {
+ String action_name = p_action->get_name_with_set();
+
+ // for our undo/redo we process all paths
+ undo_redo->create_action(TTR("Remove action from interaction profile"));
+ PackedStringArray paths = binding->get_paths();
+ for (const String &path : paths) {
+ undo_redo->add_do_method(this, "_remove_binding", p_action, path);
+ undo_redo->add_undo_method(this, "_add_binding", p_action, path);
+ }
+ undo_redo->commit_action(false);
+
+ // but we take a shortcut here :)
+ interaction_profile->remove_binding(binding);
+ interaction_profile->set_edited(true);
+
+ // Update our toplevel paths
+ p_action->set_toplevel_paths(action_map->get_top_level_paths(p_action));
+
+ _do_update_interaction_profile();
}
}
OpenXRInteractionProfileEditorBase::OpenXRInteractionProfileEditorBase(Ref<OpenXRActionMap> p_action_map, Ref<OpenXRInteractionProfile> p_interaction_profile) {
+ undo_redo = EditorNode::get_undo_redo();
+
action_map = p_action_map;
interaction_profile = p_interaction_profile;
String profile_path = interaction_profile->get_interaction_profile_path();
String profile_name = profile_path;
- profile_def = OpenXRDefs::get_profile(profile_path);
+ profile_def = OpenXRInteractionProfileMetaData::get_singleton()->get_profile(profile_path);
if (profile_def != nullptr) {
profile_name = profile_def->display_name;
}
@@ -117,6 +156,9 @@ OpenXRInteractionProfileEditorBase::OpenXRInteractionProfileEditorBase(Ref<OpenX
set_name(profile_name);
set_h_size_flags(SIZE_EXPAND_FILL);
set_v_size_flags(SIZE_EXPAND_FILL);
+
+ // Make sure it is updated when it enters the tree...
+ is_dirty = true;
}
///////////////////////////////////////////////////////////////////////////
@@ -128,11 +170,22 @@ void OpenXRInteractionProfileEditor::select_action_for(const String p_io_path) {
}
void OpenXRInteractionProfileEditor::action_selected(const String p_action) {
- _add_binding(p_action, selecting_for_io_path);
+ undo_redo->create_action(TTR("Add binding"));
+ undo_redo->add_do_method(this, "_add_binding", p_action, selecting_for_io_path);
+ undo_redo->add_undo_method(this, "_remove_binding", p_action, selecting_for_io_path);
+ undo_redo->commit_action(true);
+
selecting_for_io_path = "";
}
-void OpenXRInteractionProfileEditor::_add_io_path(VBoxContainer *p_container, const OpenXRDefs::IOPath *p_io_path) {
+void OpenXRInteractionProfileEditor::_on_remove_pressed(const String p_action, const String p_for_io_path) {
+ undo_redo->create_action(TTR("Remove binding"));
+ undo_redo->add_do_method(this, "_remove_binding", p_action, p_for_io_path);
+ undo_redo->add_undo_method(this, "_add_binding", p_action, p_for_io_path);
+ undo_redo->commit_action(true);
+}
+
+void OpenXRInteractionProfileEditor::_add_io_path(VBoxContainer *p_container, const OpenXRInteractionProfileMetaData::IOPath *p_io_path) {
HBoxContainer *path_hb = memnew(HBoxContainer);
path_hb->set_h_size_flags(Control::SIZE_EXPAND_FILL);
p_container->add_child(path_hb);
@@ -196,7 +249,7 @@ void OpenXRInteractionProfileEditor::_add_io_path(VBoxContainer *p_container, co
Button *action_rem = memnew(Button);
action_rem->set_flat(true);
action_rem->set_icon(get_theme_icon(SNAME("Remove"), SNAME("EditorIcons")));
- action_rem->connect("pressed", callable_mp((OpenXRInteractionProfileEditorBase *)this, &OpenXRInteractionProfileEditorBase::_remove_binding).bind(action->get_name_with_set(), String(p_io_path->openxr_path)));
+ action_rem->connect("pressed", callable_mp((OpenXRInteractionProfileEditor *)this, &OpenXRInteractionProfileEditor::_on_remove_pressed).bind(action->get_name_with_set(), String(p_io_path->openxr_path)));
action_hb->add_child(action_rem);
}
}
@@ -206,6 +259,11 @@ void OpenXRInteractionProfileEditor::_add_io_path(VBoxContainer *p_container, co
void OpenXRInteractionProfileEditor::_update_interaction_profile() {
ERR_FAIL_NULL(profile_def);
+ if (!is_dirty) {
+ // no need to update
+ return;
+ }
+
// out with the old...
while (main_hb->get_child_count() > 0) {
memdelete(main_hb->get_child(0));
@@ -214,9 +272,9 @@ void OpenXRInteractionProfileEditor::_update_interaction_profile() {
// in with the new...
// Determine toplevel paths
- Vector<const OpenXRDefs::TopLevelPath *> top_level_paths;
- for (int i = 0; i < profile_def->io_path_count; i++) {
- const OpenXRDefs::IOPath *io_path = &profile_def->io_paths[i];
+ Vector<String> top_level_paths;
+ for (int i = 0; i < profile_def->io_paths.size(); i++) {
+ const OpenXRInteractionProfileMetaData::IOPath *io_path = &profile_def->io_paths[i];
if (!top_level_paths.has(io_path->top_level_path)) {
top_level_paths.push_back(io_path->top_level_path);
@@ -233,16 +291,19 @@ void OpenXRInteractionProfileEditor::_update_interaction_profile() {
panel->add_child(container);
Label *label = memnew(Label);
- label->set_text(top_level_paths[i]->display_name);
+ label->set_text(OpenXRInteractionProfileMetaData::get_singleton()->get_top_level_name(top_level_paths[i]));
container->add_child(label);
- for (int j = 0; j < profile_def->io_path_count; j++) {
- const OpenXRDefs::IOPath *io_path = &profile_def->io_paths[j];
+ for (int j = 0; j < profile_def->io_paths.size(); j++) {
+ const OpenXRInteractionProfileMetaData::IOPath *io_path = &profile_def->io_paths[j];
if (io_path->top_level_path == top_level_paths[i]) {
_add_io_path(container, io_path);
}
}
}
+
+ // and we've updated it...
+ is_dirty = false;
}
void OpenXRInteractionProfileEditor::_theme_changed() {
@@ -256,14 +317,10 @@ void OpenXRInteractionProfileEditor::_theme_changed() {
OpenXRInteractionProfileEditor::OpenXRInteractionProfileEditor(Ref<OpenXRActionMap> p_action_map, Ref<OpenXRInteractionProfile> p_interaction_profile) :
OpenXRInteractionProfileEditorBase(p_action_map, p_interaction_profile) {
- // TODO background of scrollbox should be darker with our VBoxContainers we're adding in _update_interaction_profile the normal color
-
main_hb = memnew(HBoxContainer);
add_child(main_hb);
select_action_dialog = memnew(OpenXRSelectActionDialog(p_action_map));
select_action_dialog->connect("action_selected", callable_mp(this, &OpenXRInteractionProfileEditor::action_selected));
add_child(select_action_dialog);
-
- _update_interaction_profile();
}
diff --git a/modules/openxr/editor/openxr_interaction_profile_editor.h b/modules/openxr/editor/openxr_interaction_profile_editor.h
index 20a37a80eb..14af702b94 100644
--- a/modules/openxr/editor/openxr_interaction_profile_editor.h
+++ b/modules/openxr/editor/openxr_interaction_profile_editor.h
@@ -32,8 +32,9 @@
#define OPENXR_INTERACTION_PROFILE_EDITOR_H
#include "../action_map/openxr_action_map.h"
-#include "../action_map/openxr_defs.h"
#include "../action_map/openxr_interaction_profile.h"
+#include "../action_map/openxr_interaction_profile_meta_data.h"
+#include "editor/editor_undo_redo_manager.h"
#include "scene/gui/scroll_container.h"
#include "openxr_select_action_dialog.h"
@@ -42,22 +43,29 @@ class OpenXRInteractionProfileEditorBase : public ScrollContainer {
GDCLASS(OpenXRInteractionProfileEditorBase, ScrollContainer);
protected:
+ Ref<EditorUndoRedoManager> undo_redo;
Ref<OpenXRInteractionProfile> interaction_profile;
Ref<OpenXRActionMap> action_map;
+ bool is_dirty = false;
+
static void _bind_methods();
void _notification(int p_what);
- const OpenXRDefs::InteractionProfile *profile_def = nullptr;
+ const OpenXRInteractionProfileMetaData::InteractionProfile *profile_def = nullptr;
public:
Ref<OpenXRInteractionProfile> get_interaction_profile() { return interaction_profile; }
virtual void _update_interaction_profile() {}
virtual void _theme_changed() {}
+
+ void _do_update_interaction_profile();
void _add_binding(const String p_action, const String p_path);
void _remove_binding(const String p_action, const String p_path);
+ void remove_all_bindings_for_action(Ref<OpenXRAction> p_action);
+
OpenXRInteractionProfileEditorBase(Ref<OpenXRActionMap> p_action_map, Ref<OpenXRInteractionProfile> p_interaction_profile);
};
@@ -69,11 +77,12 @@ private:
HBoxContainer *main_hb = nullptr;
OpenXRSelectActionDialog *select_action_dialog = nullptr;
- void _add_io_path(VBoxContainer *p_container, const OpenXRDefs::IOPath *p_io_path);
+ void _add_io_path(VBoxContainer *p_container, const OpenXRInteractionProfileMetaData::IOPath *p_io_path);
public:
void select_action_for(const String p_io_path);
void action_selected(const String p_action);
+ void _on_remove_pressed(const String p_action, const String p_for_io_path);
virtual void _update_interaction_profile() override;
virtual void _theme_changed() override;
diff --git a/modules/openxr/editor/openxr_select_interaction_profile_dialog.cpp b/modules/openxr/editor/openxr_select_interaction_profile_dialog.cpp
index e92519aec2..6ce26a62db 100644
--- a/modules/openxr/editor/openxr_select_interaction_profile_dialog.cpp
+++ b/modules/openxr/editor/openxr_select_interaction_profile_dialog.cpp
@@ -75,13 +75,13 @@ void OpenXRSelectInteractionProfileDialog::open(PackedStringArray p_do_not_inclu
ip_buttons.clear();
// in with the new
- PackedStringArray interaction_profiles = OpenXRDefs::get_interaction_profile_paths();
+ PackedStringArray interaction_profiles = OpenXRInteractionProfileMetaData::get_singleton()->get_interaction_profile_paths();
for (int i = 0; i < interaction_profiles.size(); i++) {
String path = interaction_profiles[i];
if (!p_do_not_include.has(path)) {
Button *ip_button = memnew(Button);
ip_button->set_flat(true);
- ip_button->set_text(OpenXRDefs::get_profile(path)->display_name);
+ ip_button->set_text(OpenXRInteractionProfileMetaData::get_singleton()->get_profile(path)->display_name);
ip_button->connect("pressed", callable_mp(this, &OpenXRSelectInteractionProfileDialog::_on_select_interaction_profile).bind(path));
main_vb->add_child(ip_button);
diff --git a/modules/openxr/editor/openxr_select_interaction_profile_dialog.h b/modules/openxr/editor/openxr_select_interaction_profile_dialog.h
index 54bfe3120a..767326bc46 100644
--- a/modules/openxr/editor/openxr_select_interaction_profile_dialog.h
+++ b/modules/openxr/editor/openxr_select_interaction_profile_dialog.h
@@ -31,7 +31,7 @@
#ifndef OPENXR_SELECT_INTERACTION_PROFILE_DIALOG_H
#define OPENXR_SELECT_INTERACTION_PROFILE_DIALOG_H
-#include "../action_map/openxr_defs.h"
+#include "../action_map/openxr_interaction_profile_meta_data.h"
#include "scene/gui/box_container.h"
#include "scene/gui/button.h"
#include "scene/gui/dialogs.h"
diff --git a/modules/openxr/extensions/openxr_extension_wrapper.h b/modules/openxr/extensions/openxr_extension_wrapper.h
index 77b52ab355..eed969d628 100644
--- a/modules/openxr/extensions/openxr_extension_wrapper.h
+++ b/modules/openxr/extensions/openxr_extension_wrapper.h
@@ -89,11 +89,6 @@ public:
return false;
}
- // Return false if this extension is responsible for this path but the path is not enabled
- virtual bool is_path_supported(const String &p_path) {
- return true;
- }
-
OpenXRExtensionWrapper(OpenXRAPI *p_openxr_api) { openxr_api = p_openxr_api; };
virtual ~OpenXRExtensionWrapper() = default;
};
diff --git a/modules/openxr/extensions/openxr_htc_vive_tracker_extension.cpp b/modules/openxr/extensions/openxr_htc_vive_tracker_extension.cpp
index 29208efb20..302acf4e30 100644
--- a/modules/openxr/extensions/openxr_htc_vive_tracker_extension.cpp
+++ b/modules/openxr/extensions/openxr_htc_vive_tracker_extension.cpp
@@ -65,38 +65,3 @@ bool OpenXRHTCViveTrackerExtension::on_event_polled(const XrEventDataBuffer &eve
} break;
}
}
-
-bool OpenXRHTCViveTrackerExtension::is_path_supported(const String &p_path) {
- if (p_path == "/interaction_profiles/htc/vive_tracker_htcx") {
- return available;
- } else if (p_path == "/user/vive_tracker_htcx/role/handheld_object") {
- return available;
- } else if (p_path == "/user/vive_tracker_htcx/role/left_foot") {
- return available;
- } else if (p_path == "/user/vive_tracker_htcx/role/right_foot") {
- return available;
- } else if (p_path == "/user/vive_tracker_htcx/role/left_shoulder") {
- return available;
- } else if (p_path == "/user/vive_tracker_htcx/role/right_shoulder") {
- return available;
- } else if (p_path == "/user/vive_tracker_htcx/role/left_elbow") {
- return available;
- } else if (p_path == "/user/vive_tracker_htcx/role/right_elbow") {
- return available;
- } else if (p_path == "/user/vive_tracker_htcx/role/left_knee") {
- return available;
- } else if (p_path == "/user/vive_tracker_htcx/role/right_knee") {
- return available;
- } else if (p_path == "/user/vive_tracker_htcx/role/waist") {
- return available;
- } else if (p_path == "/user/vive_tracker_htcx/role/chest") {
- return available;
- } else if (p_path == "/user/vive_tracker_htcx/role/camera") {
- return available;
- } else if (p_path == "/user/vive_tracker_htcx/role/keyboard") {
- return available;
- }
-
- // Not a path under this extensions control, so we return true;
- return true;
-}
diff --git a/modules/openxr/extensions/openxr_htc_vive_tracker_extension.h b/modules/openxr/extensions/openxr_htc_vive_tracker_extension.h
index ab8e8535f1..376af35e37 100644
--- a/modules/openxr/extensions/openxr_htc_vive_tracker_extension.h
+++ b/modules/openxr/extensions/openxr_htc_vive_tracker_extension.h
@@ -43,7 +43,6 @@ public:
bool is_available();
virtual bool on_event_polled(const XrEventDataBuffer &event) override;
- virtual bool is_path_supported(const String &p_path) override;
private:
static OpenXRHTCViveTrackerExtension *singleton;
diff --git a/modules/openxr/extensions/openxr_palm_pose_extension.cpp b/modules/openxr/extensions/openxr_palm_pose_extension.cpp
index fd3b8f50fe..8f87aaea7f 100644
--- a/modules/openxr/extensions/openxr_palm_pose_extension.cpp
+++ b/modules/openxr/extensions/openxr_palm_pose_extension.cpp
@@ -51,16 +51,3 @@ OpenXRPalmPoseExtension::~OpenXRPalmPoseExtension() {
bool OpenXRPalmPoseExtension::is_available() {
return available;
}
-
-bool OpenXRPalmPoseExtension::is_path_supported(const String &p_path) {
- if (p_path == "/user/hand/left/input/palm_ext/pose") {
- return available;
- }
-
- if (p_path == "/user/hand/right/input/palm_ext/pose") {
- return available;
- }
-
- // Not a path under this extensions control, so we return true;
- return true;
-}
diff --git a/modules/openxr/extensions/openxr_palm_pose_extension.h b/modules/openxr/extensions/openxr_palm_pose_extension.h
index a7ef83c5d5..a63c57eb51 100644
--- a/modules/openxr/extensions/openxr_palm_pose_extension.h
+++ b/modules/openxr/extensions/openxr_palm_pose_extension.h
@@ -42,8 +42,6 @@ public:
bool is_available();
- virtual bool is_path_supported(const String &p_path) override;
-
private:
static OpenXRPalmPoseExtension *singleton;
diff --git a/modules/openxr/openxr_api.cpp b/modules/openxr/openxr_api.cpp
index b652ca4617..a075031ac9 100644
--- a/modules/openxr/openxr_api.cpp
+++ b/modules/openxr/openxr_api.cpp
@@ -208,17 +208,79 @@ bool OpenXRAPI::is_extension_supported(const String &p_extension) const {
return false;
}
-bool OpenXRAPI::is_path_supported(const String &p_path) {
- // This checks with extensions whether a path is *unsupported* and returns false if this is so.
- // This allows us to filter out paths that are only available if related extensions are supported.
- // WARNING: This method will return true for unknown/mistyped paths as we have no way to validate those.
+bool OpenXRAPI::is_extension_enabled(const String &p_extension) const {
+ CharString extension = p_extension.ascii();
- for (OpenXRExtensionWrapper *wrapper : registered_extension_wrappers) {
- if (!wrapper->is_path_supported(p_path)) {
- return false;
+ for (int i = 0; i < enabled_extensions.size(); i++) {
+ if (strcmp(enabled_extensions[i].ptr(), extension.ptr()) == 0) {
+ return true;
}
}
+ return false;
+}
+
+bool OpenXRAPI::is_top_level_path_supported(const String &p_toplevel_path) {
+ String required_extension = OpenXRInteractionProfileMetaData::get_singleton()->get_top_level_extension(p_toplevel_path);
+
+ // If unsupported is returned we likely have a misspelled interaction profile path in our action map. Always output that as an error.
+ ERR_FAIL_COND_V_MSG(required_extension == XR_PATH_UNSUPPORTED_NAME, false, "OpenXR: Unsupported interaction profile " + p_toplevel_path);
+
+ if (required_extension == "") {
+ // no extension needed, core top level are always "supported", they just won't be used if not really supported
+ return true;
+ }
+
+ if (!is_extension_enabled(required_extension)) {
+ // It is very likely we have top level paths for which the extension is not available so don't flood the logs with unnecessary spam.
+ print_verbose("OpenXR: Top level path " + p_toplevel_path + " requires extension " + required_extension);
+ return false;
+ }
+
+ return true;
+}
+
+bool OpenXRAPI::is_interaction_profile_supported(const String &p_ip_path) {
+ String required_extension = OpenXRInteractionProfileMetaData::get_singleton()->get_interaction_profile_extension(p_ip_path);
+
+ // If unsupported is returned we likely have a misspelled interaction profile path in our action map. Always output that as an error.
+ ERR_FAIL_COND_V_MSG(required_extension == XR_PATH_UNSUPPORTED_NAME, false, "OpenXR: Unsupported interaction profile " + p_ip_path);
+
+ if (required_extension == "") {
+ // no extension needed, core interaction profiles are always "supported", they just won't be used if not really supported
+ return true;
+ }
+
+ if (!is_extension_enabled(required_extension)) {
+ // It is very likely we have interaction profiles for which the extension is not available so don't flood the logs with unnecessary spam.
+ print_verbose("OpenXR: Interaction profile " + p_ip_path + " requires extension " + required_extension);
+ return false;
+ }
+
+ return true;
+}
+
+bool OpenXRAPI::interaction_profile_supports_io_path(const String &p_ip_path, const String &p_io_path) {
+ if (!is_interaction_profile_supported(p_ip_path)) {
+ return false;
+ }
+
+ const OpenXRInteractionProfileMetaData::IOPath *io_path = OpenXRInteractionProfileMetaData::get_singleton()->get_io_path(p_ip_path, p_io_path);
+
+ // If the io_path is not part of our meta data we've likely got a misspelled name or a bad action map, report
+ ERR_FAIL_NULL_V_MSG(io_path, false, "OpenXR: Unsupported io path " + String(p_ip_path) + String(p_io_path));
+
+ if (io_path->openxr_extension_name == "") {
+ // no extension needed, core io paths are always "supported", they just won't be used if not really supported
+ return true;
+ }
+
+ if (!is_extension_enabled(io_path->openxr_extension_name)) {
+ // It is very likely we have io paths for which the extension is not available so don't flood the logs with unnecessary spam.
+ print_verbose("OpenXR: IO path " + String(p_ip_path) + String(p_io_path) + " requires extension " + io_path->openxr_extension_name);
+ return false;
+ }
+
return true;
}
@@ -283,6 +345,7 @@ bool OpenXRAPI::create_instance() {
Vector<const char *> extension_ptrs;
for (int i = 0; i < enabled_extensions.size(); i++) {
+ print_verbose(String("OpenXR: Enabling extension ") + String(enabled_extensions[i]));
extension_ptrs.push_back(enabled_extensions[i].get_data());
}
@@ -2341,7 +2404,7 @@ XrPath OpenXRAPI::get_interaction_profile_path(RID p_interaction_profile) {
}
RID OpenXRAPI::interaction_profile_create(const String p_name) {
- if (!is_path_supported(p_name)) {
+ if (!is_interaction_profile_supported(p_name)) {
// The extension enabling this path must not be active, we will silently skip this interaction profile
return RID();
}
@@ -2382,14 +2445,13 @@ void OpenXRAPI::interaction_profile_clear_bindings(RID p_interaction_profile) {
}
bool OpenXRAPI::interaction_profile_add_binding(RID p_interaction_profile, RID p_action, const String p_path) {
- if (!is_path_supported(p_path)) {
- // The extension enabling this path must not be active, we will silently skip this binding
- return false;
- }
-
InteractionProfile *ip = interaction_profile_owner.get_or_null(p_interaction_profile);
ERR_FAIL_NULL_V(ip, false);
+ if (!interaction_profile_supports_io_path(ip->name, p_path)) {
+ return false;
+ }
+
XrActionSuggestedBinding binding;
Action *action = action_owner.get_or_null(p_action);
diff --git a/modules/openxr/openxr_api.h b/modules/openxr/openxr_api.h
index ac4bbff94c..806e859da0 100644
--- a/modules/openxr/openxr_api.h
+++ b/modules/openxr/openxr_api.h
@@ -150,6 +150,7 @@ private:
bool load_layer_properties();
bool load_supported_extensions();
bool is_extension_supported(const String &p_extension) const;
+ bool is_extension_enabled(const String &p_extension) const;
bool openxr_loader_init();
bool resolve_instance_openxr_symbols();
@@ -301,7 +302,9 @@ public:
void parse_velocities(const XrSpaceVelocity &p_velocity, Vector3 &r_linear_velocity, Vector3 &r_angular_velocity);
bool xr_result(XrResult result, const char *format, Array args = Array()) const;
- bool is_path_supported(const String &p_path);
+ bool is_top_level_path_supported(const String &p_toplevel_path);
+ bool is_interaction_profile_supported(const String &p_ip_path);
+ bool interaction_profile_supports_io_path(const String &p_ip_path, const String &p_io_path);
static bool openxr_is_enabled(bool p_check_run_in_editor = true);
static OpenXRAPI *get_singleton();
diff --git a/modules/openxr/openxr_interface.cpp b/modules/openxr/openxr_interface.cpp
index 40190ab2f3..d6f7cd7b3e 100644
--- a/modules/openxr/openxr_interface.cpp
+++ b/modules/openxr/openxr_interface.cpp
@@ -158,7 +158,7 @@ void OpenXRInterface::_load_action_map() {
for (int k = 0; k < toplevel_paths.size(); k++) {
// Only check for our tracker if our path is supported.
- if (openxr_api->is_path_supported(toplevel_paths[k])) {
+ if (openxr_api->is_top_level_path_supported(toplevel_paths[k])) {
Tracker *tracker = find_tracker(toplevel_paths[k], true);
if (tracker) {
trackers_for_action.push_back(tracker);
@@ -345,7 +345,7 @@ OpenXRInterface::Tracker *OpenXRInterface::find_tracker(const String &p_tracker_
return nullptr;
}
- ERR_FAIL_COND_V(!openxr_api->is_path_supported(p_tracker_name), nullptr);
+ ERR_FAIL_COND_V(!openxr_api->is_top_level_path_supported(p_tracker_name), nullptr);
// Create our RID
RID tracker_rid = openxr_api->tracker_create(p_tracker_name);
diff --git a/modules/openxr/register_types.cpp b/modules/openxr/register_types.cpp
index 5694fffe39..0835bbd642 100644
--- a/modules/openxr/register_types.cpp
+++ b/modules/openxr/register_types.cpp
@@ -37,9 +37,14 @@
#include "action_map/openxr_action_map.h"
#include "action_map/openxr_action_set.h"
#include "action_map/openxr_interaction_profile.h"
+#include "action_map/openxr_interaction_profile_meta_data.h"
#include "scene/openxr_hand.h"
+static OpenXRAPI *openxr_api = nullptr;
+static OpenXRInteractionProfileMetaData *openxr_interaction_profile_meta_data = nullptr;
+static Ref<OpenXRInterface> openxr_interface;
+
#ifdef TOOLS_ENABLED
#include "editor/editor_node.h"
@@ -49,6 +54,12 @@ static void _editor_init() {
if (OpenXRAPI::openxr_is_enabled(false)) {
// Only add our OpenXR action map editor if OpenXR is enabled for our project
+ if (openxr_interaction_profile_meta_data == nullptr) {
+ // If we didn't initialize our actionmap meta data at startup, we initialise it now.
+ openxr_interaction_profile_meta_data = memnew(OpenXRInteractionProfileMetaData);
+ ERR_FAIL_NULL(openxr_interaction_profile_meta_data);
+ }
+
OpenXREditorPlugin *openxr_plugin = memnew(OpenXREditorPlugin());
EditorNode::get_singleton()->add_editor_plugin(openxr_plugin);
}
@@ -56,14 +67,13 @@ static void _editor_init() {
#endif
-static OpenXRAPI *openxr_api = nullptr;
-static Ref<OpenXRInterface> openxr_interface;
-
void initialize_openxr_module(ModuleInitializationLevel p_level) {
if (p_level == MODULE_INITIALIZATION_LEVEL_SERVERS) {
// For now we create our openxr device here. If we merge it with openxr_interface we'll create that here soon.
if (OpenXRAPI::openxr_is_enabled()) {
+ openxr_interaction_profile_meta_data = memnew(OpenXRInteractionProfileMetaData);
+ ERR_FAIL_NULL(openxr_interaction_profile_meta_data);
openxr_api = memnew(OpenXRAPI);
ERR_FAIL_NULL(openxr_api);
@@ -81,6 +91,7 @@ void initialize_openxr_module(ModuleInitializationLevel p_level) {
GDREGISTER_CLASS(OpenXRAction);
GDREGISTER_CLASS(OpenXRActionSet);
GDREGISTER_CLASS(OpenXRActionMap);
+ GDREGISTER_CLASS(OpenXRInteractionProfileMetaData);
GDREGISTER_CLASS(OpenXRIPBinding);
GDREGISTER_CLASS(OpenXRInteractionProfile);
@@ -131,4 +142,9 @@ void uninitialize_openxr_module(ModuleInitializationLevel p_level) {
memdelete(openxr_api);
openxr_api = nullptr;
}
+
+ if (openxr_interaction_profile_meta_data) {
+ memdelete(openxr_interaction_profile_meta_data);
+ openxr_interaction_profile_meta_data = nullptr;
+ }
}
diff --git a/modules/raycast/config.py b/modules/raycast/config.py
index f4243f01c5..26329d813a 100644
--- a/modules/raycast/config.py
+++ b/modules/raycast/config.py
@@ -1,13 +1,11 @@
def can_build(env, platform):
# Supported architectures depend on the Embree library.
- # No ARM32 support planned.
- if env["arch"] == "arm32":
- return False
+ if env["arch"] in ["x86_64", "arm64", "wasm32"]:
+ return True
# x86_32 only seems supported on Windows for now.
- if env["arch"] == "x86_32" and platform != "windows":
- return False
- # The rest works, even wasm32!
- return True
+ if env["arch"] == "x86_32" and platform == "windows":
+ return True
+ return False
def configure(env):
diff --git a/modules/text_server_adv/SCsub b/modules/text_server_adv/SCsub
index 3c7a89b705..4a9c7b3567 100644
--- a/modules/text_server_adv/SCsub
+++ b/modules/text_server_adv/SCsub
@@ -223,9 +223,6 @@ if env["builtin_graphite"] and freetype_enabled and env["graphite"]:
]
)
- if env.msvc: # Not our business to fix.
- env_graphite.Append(CCFLAGS=["-D_SILENCE_ALL_CXX17_DEPRECATION_WARNINGS"])
-
lib = env_graphite.add_library("graphite_builtin", thirdparty_sources)
thirdparty_obj += lib
diff --git a/platform/ios/display_server_ios.h b/platform/ios/display_server_ios.h
index 4901eeefaf..0ca0d3d1fe 100644
--- a/platform/ios/display_server_ios.h
+++ b/platform/ios/display_server_ios.h
@@ -113,7 +113,7 @@ public:
// MARK: Keyboard
- void key(Key p_key, bool p_pressed);
+ void key(Key p_key, char32_t p_char, bool p_pressed);
// MARK: Motion
diff --git a/platform/ios/display_server_ios.mm b/platform/ios/display_server_ios.mm
index ed1bc499ed..23b70fbc28 100644
--- a/platform/ios/display_server_ios.mm
+++ b/platform/ios/display_server_ios.mm
@@ -260,14 +260,14 @@ void DisplayServerIOS::touches_cancelled(int p_idx) {
// MARK: Keyboard
-void DisplayServerIOS::key(Key p_key, bool p_pressed) {
+void DisplayServerIOS::key(Key p_key, char32_t p_char, bool p_pressed) {
Ref<InputEventKey> ev;
ev.instantiate();
ev->set_echo(false);
ev->set_pressed(p_pressed);
ev->set_keycode(p_key);
ev->set_physical_keycode(p_key);
- ev->set_unicode((char32_t)p_key);
+ ev->set_unicode(p_char);
perform_event(ev);
}
@@ -589,6 +589,16 @@ bool DisplayServerIOS::is_touchscreen_available() const {
return true;
}
+_FORCE_INLINE_ int _convert_utf32_offset_to_utf16(const String &p_existing_text, int p_pos) {
+ int limit = p_pos;
+ for (int i = 0; i < MIN(p_existing_text.length(), p_pos); i++) {
+ if (p_existing_text[i] > 0xffff) {
+ limit++;
+ }
+ }
+ return limit;
+}
+
void DisplayServerIOS::virtual_keyboard_show(const String &p_existing_text, const Rect2 &p_screen_rect, VirtualKeyboardType p_type, int p_max_length, int p_cursor_start, int p_cursor_end) {
NSString *existingString = [[NSString alloc] initWithUTF8String:p_existing_text.utf8().get_data()];
@@ -627,8 +637,8 @@ void DisplayServerIOS::virtual_keyboard_show(const String &p_existing_text, cons
[AppDelegate.viewController.keyboardView
becomeFirstResponderWithString:existingString
- cursorStart:p_cursor_start
- cursorEnd:p_cursor_end];
+ cursorStart:_convert_utf32_offset_to_utf16(p_existing_text, p_cursor_start)
+ cursorEnd:_convert_utf32_offset_to_utf16(p_existing_text, p_cursor_end)];
}
void DisplayServerIOS::virtual_keyboard_hide() {
diff --git a/platform/ios/keyboard_input_view.mm b/platform/ios/keyboard_input_view.mm
index f031a1de22..8fb5656c24 100644
--- a/platform/ios/keyboard_input_view.mm
+++ b/platform/ios/keyboard_input_view.mm
@@ -115,8 +115,8 @@
- (void)deleteText:(NSInteger)charactersToDelete {
for (int i = 0; i < charactersToDelete; i++) {
- DisplayServerIOS::get_singleton()->key(Key::BACKSPACE, true);
- DisplayServerIOS::get_singleton()->key(Key::BACKSPACE, false);
+ DisplayServerIOS::get_singleton()->key(Key::BACKSPACE, 0, true);
+ DisplayServerIOS::get_singleton()->key(Key::BACKSPACE, 0, false);
}
}
@@ -126,20 +126,28 @@
for (int i = 0; i < characters.size(); i++) {
int character = characters[i];
-
- switch (character) {
- case 10:
- character = (int)Key::ENTER;
- break;
- case 8198:
- character = (int)Key::SPACE;
- break;
- default:
- break;
+ Key key = Key::NONE;
+
+ if (character == '\t') { // 0x09
+ key = Key::TAB;
+ } else if (character == '\n') { // 0x0A
+ key = Key::ENTER;
+ } else if (character == 0x2006) {
+ key = Key::SPACE;
+ } else if (character == U'Â¥') {
+ key = Key::YEN;
+ } else if (character == U'§') {
+ key = Key::SECTION;
+ } else if (character >= 0x20 && character <= 0x7E) { // ASCII.
+ if (character > 0x60 && character < 0x7B) { // Lowercase ASCII.
+ key = (Key)(character - 32);
+ } else {
+ key = (Key)character;
+ }
}
- DisplayServerIOS::get_singleton()->key((Key)character, true);
- DisplayServerIOS::get_singleton()->key((Key)character, false);
+ DisplayServerIOS::get_singleton()->key(key, character, true);
+ DisplayServerIOS::get_singleton()->key(key, character, false);
}
}
diff --git a/platform/windows/os_windows.cpp b/platform/windows/os_windows.cpp
index 34afc4ea14..a083a98c72 100644
--- a/platform/windows/os_windows.cpp
+++ b/platform/windows/os_windows.cpp
@@ -1059,7 +1059,7 @@ String OS_Windows::get_system_font_path(const String &p_font_name, int p_weight,
UINT32 index = 0;
BOOL exists = false;
HRESULT hr = font_collection->FindFamilyName((const WCHAR *)font_name.utf16().get_data(), &index, &exists);
- if (FAILED(hr)) {
+ if (FAILED(hr) || !exists) {
return String();
}
diff --git a/scene/2d/canvas_group.cpp b/scene/2d/canvas_group.cpp
index d4182f85a7..0ada703837 100644
--- a/scene/2d/canvas_group.cpp
+++ b/scene/2d/canvas_group.cpp
@@ -47,7 +47,7 @@ void CanvasGroup::set_clear_margin(real_t p_clear_margin) {
ERR_FAIL_COND(p_clear_margin < 0.0);
clear_margin = p_clear_margin;
- RS::get_singleton()->canvas_item_set_canvas_group_mode(get_canvas_item(), RS::CANVAS_GROUP_MODE_TRANSPARENT, clear_margin, true, clear_margin, use_mipmaps);
+ RS::get_singleton()->canvas_item_set_canvas_group_mode(get_canvas_item(), RS::CANVAS_GROUP_MODE_TRANSPARENT, clear_margin, true, fit_margin, use_mipmaps);
queue_redraw();
}
diff --git a/scene/2d/gpu_particles_2d.cpp b/scene/2d/gpu_particles_2d.cpp
index c8f5d7f5a6..ccbc080768 100644
--- a/scene/2d/gpu_particles_2d.cpp
+++ b/scene/2d/gpu_particles_2d.cpp
@@ -625,6 +625,8 @@ void GPUParticles2D::_bind_methods() {
ADD_PROPERTY_DEFAULT("emitting", true); // Workaround for doctool in headless mode, as dummy rasterizer always returns false.
ADD_PROPERTY(PropertyInfo(Variant::INT, "amount", PROPERTY_HINT_RANGE, "1,1000000,1,exp"), "set_amount", "get_amount");
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "sub_emitter", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "GPUParticles2D"), "set_sub_emitter", "get_sub_emitter");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "process_material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,ParticleProcessMaterial"), "set_process_material", "get_process_material");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
ADD_GROUP("Time", "");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lifetime", PROPERTY_HINT_RANGE, "0.01,600.0,0.01,or_greater,suffix:s"), "set_lifetime", "get_lifetime");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_shot"), "set_one_shot", "get_one_shot");
@@ -646,10 +648,6 @@ void GPUParticles2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "trail_lifetime", PROPERTY_HINT_RANGE, "0.01,10,0.01,or_greater,suffix:s"), "set_trail_lifetime", "get_trail_lifetime");
ADD_PROPERTY(PropertyInfo(Variant::INT, "trail_sections", PROPERTY_HINT_RANGE, "2,128,1"), "set_trail_sections", "get_trail_sections");
ADD_PROPERTY(PropertyInfo(Variant::INT, "trail_section_subdivisions", PROPERTY_HINT_RANGE, "1,1024,1"), "set_trail_section_subdivisions", "get_trail_section_subdivisions");
- ADD_GROUP("Process Material", "process_");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "process_material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,ParticleProcessMaterial"), "set_process_material", "get_process_material");
- ADD_GROUP("Textures", "");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
BIND_ENUM_CONSTANT(DRAW_ORDER_INDEX);
BIND_ENUM_CONSTANT(DRAW_ORDER_LIFETIME);
diff --git a/scene/3d/mesh_instance_3d.cpp b/scene/3d/mesh_instance_3d.cpp
index 88b1c340d8..10f3ab5c79 100644
--- a/scene/3d/mesh_instance_3d.cpp
+++ b/scene/3d/mesh_instance_3d.cpp
@@ -52,11 +52,22 @@ bool MeshInstance3D::_set(const StringName &p_name, const Variant &p_value) {
if (p_name.operator String().begins_with("surface_material_override/")) {
int idx = p_name.operator String().get_slicec('/', 1).to_int();
- if (idx >= surface_override_materials.size() || idx < 0) {
+
+ // This is a bit of a hack to ensure compatibility with older material
+ // overrides that start indexing at 0.
+ // We assume that idx 0 is always read first, if its not, this won't work.
+ if (idx == 0) {
+ old_surface_index = true;
+ }
+ if (old_surface_index) {
+ idx++;
+ }
+
+ if (idx > surface_override_materials.size() || idx < 0) {
return false;
}
- set_surface_override_material(idx, p_value);
+ set_surface_override_material(idx - 1, p_value);
return true;
}
@@ -75,7 +86,7 @@ bool MeshInstance3D::_get(const StringName &p_name, Variant &r_ret) const {
}
if (p_name.operator String().begins_with("surface_material_override/")) {
- int idx = p_name.operator String().get_slicec('/', 1).to_int();
+ int idx = p_name.operator String().get_slicec('/', 1).to_int() - 1;
if (idx >= surface_override_materials.size() || idx < 0) {
return false;
}
@@ -98,7 +109,7 @@ void MeshInstance3D::_get_property_list(List<PropertyInfo> *p_list) const {
}
if (mesh.is_valid()) {
- for (int i = 0; i < mesh->get_surface_count(); i++) {
+ for (int i = 1; i <= mesh->get_surface_count(); i++) {
p_list->push_back(PropertyInfo(Variant::OBJECT, vformat("%s/%d", PNAME("surface_material_override"), i), PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE));
}
}
diff --git a/scene/3d/mesh_instance_3d.h b/scene/3d/mesh_instance_3d.h
index caf7d25616..9e6dbaf160 100644
--- a/scene/3d/mesh_instance_3d.h
+++ b/scene/3d/mesh_instance_3d.h
@@ -57,6 +57,7 @@ protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
+ bool old_surface_index = false;
void _notification(int p_what);
static void _bind_methods();
diff --git a/scene/animation/animation_tree.cpp b/scene/animation/animation_tree.cpp
index fbc85bd5e1..b06a21dea9 100644
--- a/scene/animation/animation_tree.cpp
+++ b/scene/animation/animation_tree.cpp
@@ -1759,7 +1759,7 @@ void AnimationTree::_setup_animation_player() {
AnimationPlayer *new_player = nullptr;
if (!animation_player.is_empty()) {
- new_player = Object::cast_to<AnimationPlayer>(get_node(animation_player));
+ new_player = Object::cast_to<AnimationPlayer>(get_node_or_null(animation_player));
if (new_player && !new_player->is_connected("animation_list_changed", callable_mp(this, &AnimationTree::_animation_player_changed))) {
new_player->connect("animation_list_changed", callable_mp(this, &AnimationTree::_animation_player_changed));
}
diff --git a/scene/gui/item_list.cpp b/scene/gui/item_list.cpp
index 82f089735d..c44feddd38 100644
--- a/scene/gui/item_list.cpp
+++ b/scene/gui/item_list.cpp
@@ -1550,6 +1550,7 @@ bool ItemList::get_allow_reselect() const {
}
void ItemList::set_icon_scale(real_t p_scale) {
+ ERR_FAIL_COND(!Math::is_finite(p_scale));
icon_scale = p_scale;
}
diff --git a/scene/gui/text_edit.cpp b/scene/gui/text_edit.cpp
index a96d85dffa..6d9e8a90c2 100644
--- a/scene/gui/text_edit.cpp
+++ b/scene/gui/text_edit.cpp
@@ -680,7 +680,7 @@ void TextEdit::_notification(int p_what) {
}
}
- bool draw_placeholder = text.size() == 1 && text[0].length() == 0;
+ bool draw_placeholder = text.size() == 1 && text[0].is_empty() && ime_text.is_empty();
// Get the highlighted words.
String highlighted_text = get_selected_text(0);
diff --git a/scene/resources/curve.cpp b/scene/resources/curve.cpp
index bc2149a8c6..b0a63bb7fa 100644
--- a/scene/resources/curve.cpp
+++ b/scene/resources/curve.cpp
@@ -790,6 +790,19 @@ void Curve2D::_bake_segment2d_even_length(RBMap<real_t, Vector2> &r_bake, real_t
}
}
+Vector2 Curve2D::_calculate_tangent(const Vector2 &p_begin, const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, const real_t p_t) {
+ // Handle corner cases.
+ if (Math::is_zero_approx(p_t - 0.0f) && p_control_1.is_equal_approx(p_begin)) {
+ return (p_end - p_begin).normalized();
+ }
+
+ if (Math::is_zero_approx(p_t - 1.0f) && p_control_2.is_equal_approx(p_end)) {
+ return (p_end - p_begin).normalized();
+ }
+
+ return p_begin.bezier_derivative(p_control_1, p_control_2, p_end, p_t).normalized();
+}
+
void Curve2D::_bake() const {
if (!baked_cache_dirty) {
return;
@@ -835,19 +848,19 @@ void Curve2D::_bake() const {
// Collect positions and sample tilts and tangents for each baked points.
bpw[0] = points[0].position;
- bfw[0] = points[0].position.bezier_derivative(points[0].position + points[0].out, points[1].position + points[1].in, points[1].position, 0.0).normalized();
+ bfw[0] = _calculate_tangent(points[0].position, points[0].position + points[0].out, points[1].position + points[1].in, points[1].position, 0.0);
int pidx = 0;
for (int i = 0; i < points.size() - 1; i++) {
for (const KeyValue<real_t, Vector2> &E : midpoints[i]) {
pidx++;
bpw[pidx] = E.value;
- bfw[pidx] = points[i].position.bezier_derivative(points[i].position + points[i].out, points[i + 1].position + points[i + 1].in, points[i + 1].position, E.key).normalized();
+ bfw[pidx] = _calculate_tangent(points[i].position, points[i].position + points[i].out, points[i + 1].position + points[i + 1].in, points[i + 1].position, E.key);
}
pidx++;
bpw[pidx] = points[i + 1].position;
- bfw[pidx] = points[i].position.bezier_derivative(points[i].position + points[i].out, points[i + 1].position + points[i + 1].in, points[i + 1].position, 1.0).normalized();
+ bfw[pidx] = _calculate_tangent(points[i].position, points[i].position + points[i].out, points[i + 1].position + points[i + 1].in, points[i + 1].position, 1.0);
}
// Recalculate the baked distances.
@@ -1031,10 +1044,11 @@ Vector2 Curve2D::get_closest_point(const Vector2 &p_to_point) const {
real_t nearest_dist = -1.0f;
for (int i = 0; i < pc - 1; i++) {
+ const real_t interval = baked_dist_cache[i + 1] - baked_dist_cache[i];
Vector2 origin = r[i];
- Vector2 direction = (r[i + 1] - origin) / bake_interval;
+ Vector2 direction = (r[i + 1] - origin) / interval;
- real_t d = CLAMP((p_to_point - origin).dot(direction), 0.0f, bake_interval);
+ real_t d = CLAMP((p_to_point - origin).dot(direction), 0.0f, interval);
Vector2 proj = origin + direction * d;
real_t dist = proj.distance_squared_to(p_to_point);
@@ -1070,10 +1084,13 @@ real_t Curve2D::get_closest_offset(const Vector2 &p_to_point) const {
real_t offset = 0.0f;
for (int i = 0; i < pc - 1; i++) {
+ offset = baked_dist_cache[i];
+
+ const real_t interval = baked_dist_cache[i + 1] - baked_dist_cache[i];
Vector2 origin = r[i];
- Vector2 direction = (r[i + 1] - origin) / bake_interval;
+ Vector2 direction = (r[i + 1] - origin) / interval;
- real_t d = CLAMP((p_to_point - origin).dot(direction), 0.0f, bake_interval);
+ real_t d = CLAMP((p_to_point - origin).dot(direction), 0.0f, interval);
Vector2 proj = origin + direction * d;
real_t dist = proj.distance_squared_to(p_to_point);
@@ -1082,8 +1099,6 @@ real_t Curve2D::get_closest_offset(const Vector2 &p_to_point) const {
nearest = offset + d;
nearest_dist = dist;
}
-
- offset += bake_interval;
}
return nearest;
@@ -1480,6 +1495,19 @@ void Curve3D::_bake_segment3d_even_length(RBMap<real_t, Vector3> &r_bake, real_t
}
}
+Vector3 Curve3D::_calculate_tangent(const Vector3 &p_begin, const Vector3 &p_control_1, const Vector3 &p_control_2, const Vector3 &p_end, const real_t p_t) {
+ // Handle corner cases.
+ if (Math::is_zero_approx(p_t - 0.0f) && p_control_1.is_equal_approx(p_begin)) {
+ return (p_end - p_begin).normalized();
+ }
+
+ if (Math::is_zero_approx(p_t - 1.0f) && p_control_2.is_equal_approx(p_end)) {
+ return (p_end - p_begin).normalized();
+ }
+
+ return p_begin.bezier_derivative(p_control_1, p_control_2, p_end, p_t).normalized();
+}
+
void Curve3D::_bake() const {
if (!baked_cache_dirty) {
return;
@@ -1539,7 +1567,7 @@ void Curve3D::_bake() const {
// Collect positions and sample tilts and tangents for each baked points.
bpw[0] = points[0].position;
- bfw[0] = points[0].position.bezier_derivative(points[0].position + points[0].out, points[1].position + points[1].in, points[1].position, 0.0).normalized();
+ bfw[0] = _calculate_tangent(points[0].position, points[0].position + points[0].out, points[1].position + points[1].in, points[1].position, 0.0);
btw[0] = points[0].tilt;
int pidx = 0;
@@ -1547,13 +1575,13 @@ void Curve3D::_bake() const {
for (const KeyValue<real_t, Vector3> &E : midpoints[i]) {
pidx++;
bpw[pidx] = E.value;
- bfw[pidx] = points[i].position.bezier_derivative(points[i].position + points[i].out, points[i + 1].position + points[i + 1].in, points[i + 1].position, E.key).normalized();
+ bfw[pidx] = _calculate_tangent(points[i].position, points[i].position + points[i].out, points[i + 1].position + points[i + 1].in, points[i + 1].position, E.key);
btw[pidx] = Math::lerp(points[i].tilt, points[i + 1].tilt, E.key);
}
pidx++;
bpw[pidx] = points[i + 1].position;
- bfw[pidx] = points[i].position.bezier_derivative(points[i].position + points[i].out, points[i + 1].position + points[i + 1].in, points[i + 1].position, 1.0).normalized();
+ bfw[pidx] = _calculate_tangent(points[i].position, points[i].position + points[i].out, points[i + 1].position + points[i + 1].in, points[i + 1].position, 1.0);
btw[pidx] = points[i + 1].tilt;
}
diff --git a/scene/resources/curve.h b/scene/resources/curve.h
index ea3ceabb14..26608c47cd 100644
--- a/scene/resources/curve.h
+++ b/scene/resources/curve.h
@@ -178,6 +178,7 @@ class Curve2D : public Resource {
void mark_dirty();
+ static Vector2 _calculate_tangent(const Vector2 &p_begin, const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, const real_t p_t);
void _bake() const;
real_t bake_interval = 5.0;
@@ -261,6 +262,7 @@ class Curve3D : public Resource {
void mark_dirty();
+ static Vector3 _calculate_tangent(const Vector3 &p_begin, const Vector3 &p_control_1, const Vector3 &p_control_2, const Vector3 &p_end, const real_t p_t);
void _bake() const;
struct Interval {
diff --git a/scene/resources/resource_format_text.cpp b/scene/resources/resource_format_text.cpp
index 36e4a8ea37..092f672cba 100644
--- a/scene/resources/resource_format_text.cpp
+++ b/scene/resources/resource_format_text.cpp
@@ -836,7 +836,8 @@ void ResourceLoaderText::set_translation_remapped(bool p_remapped) {
translation_remapped = p_remapped;
}
-ResourceLoaderText::ResourceLoaderText() {}
+ResourceLoaderText::ResourceLoaderText() :
+ stream(false) {}
void ResourceLoaderText::get_dependencies(Ref<FileAccess> p_f, List<String> *p_dependencies, bool p_add_types) {
open(p_f);
@@ -981,15 +982,26 @@ Error ResourceLoaderText::rename_dependencies(Ref<FileAccess> p_f, const String
f->seek(tag_end);
- uint8_t c = f->get_8();
- if (c == '\n' && !f->eof_reached()) {
- // Skip first newline character since we added one
- c = f->get_8();
+ const uint32_t buffer_size = 2048;
+ uint8_t *buffer = (uint8_t *)alloca(buffer_size);
+ uint32_t num_read;
+
+ num_read = f->get_buffer(buffer, buffer_size);
+ ERR_FAIL_COND_V_MSG(num_read == UINT32_MAX, ERR_CANT_CREATE, "Failed to allocate memory for buffer.");
+ ERR_FAIL_COND_V(num_read == 0, ERR_FILE_CORRUPT);
+
+ if (*buffer == '\n') {
+ // Skip first newline character since we added one.
+ if (num_read > 1) {
+ fw->store_buffer(buffer + 1, num_read - 1);
+ }
+ } else {
+ fw->store_buffer(buffer, num_read);
}
while (!f->eof_reached()) {
- fw->store_8(c);
- c = f->get_8();
+ num_read = f->get_buffer(buffer, buffer_size);
+ fw->store_buffer(buffer, num_read);
}
bool all_ok = fw->get_error() == OK;
diff --git a/servers/physics_2d/godot_body_pair_2d.cpp b/servers/physics_2d/godot_body_pair_2d.cpp
index 7b7c67bbc2..79e084e90e 100644
--- a/servers/physics_2d/godot_body_pair_2d.cpp
+++ b/servers/physics_2d/godot_body_pair_2d.cpp
@@ -161,6 +161,11 @@ void GodotBodyPair2D::_validate_contacts() {
}
}
+// _test_ccd prevents tunneling by slowing down a high velocity body that is about to collide so that next frame it will be at an appropriate location to collide (i.e. slight overlap)
+// Warning: the way velocity is adjusted down to cause a collision means the momentum will be weaker than it should for a bounce!
+// Process: only proceed if body A's motion is high relative to its size.
+// cast forward along motion vector to see if A is going to enter/pass B's collider next frame, only proceed if it does.
+// adjust the velocity of A down so that it will just slightly intersect the collider instead of blowing right past it.
bool GodotBodyPair2D::_test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A, const Transform2D &p_xform_A, GodotBody2D *p_B, int p_shape_B, const Transform2D &p_xform_B) {
Vector2 motion = p_A->get_linear_velocity() * p_step;
real_t mlen = motion.length();
@@ -180,24 +185,32 @@ bool GodotBodyPair2D::_test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A,
return false;
}
- // Going too fast in that direction.
+ // A is moving fast enough that tunneling might occur. See if it's really about to collide.
// Cast a segment from support in motion normal, in the same direction of motion by motion length.
- // Support is the worst case collision point, so real collision happened before.
+ // Support point will the farthest forward collision point along the movement vector.
+ // i.e. the point that should hit B first if any collision does occur.
+
+ // convert mnormal into body A's local xform because get_support requires (and returns) local coordinates.
int a;
Vector2 s[2];
- p_A->get_shape(p_shape_A)->get_supports(p_xform_A.basis_xform(mnormal).normalized(), s, a);
+ p_A->get_shape(p_shape_A)->get_supports(p_xform_A.basis_xform_inv(mnormal).normalized(), s, a);
Vector2 from = p_xform_A.xform(s[0]);
+ // Back up 10% of the per-frame motion behind the support point and use that as the beginning of our cast.
+ // This should ensure the calculated new velocity will really cause a bit of overlap instead of just getting us very close.
+ from -= motion * 0.1;
Vector2 to = from + motion;
Transform2D from_inv = p_xform_B.affine_inverse();
// Start from a little inside the bounding box.
- Vector2 local_from = from_inv.xform(from - mnormal * mlen * 0.1);
+ Vector2 local_from = from_inv.xform(from);
Vector2 local_to = from_inv.xform(to);
Vector2 rpos, rnorm;
if (!p_B->get_shape(p_shape_B)->intersect_segment(local_from, local_to, rpos, rnorm)) {
+ // there was no hit. Since the segment is the length of per-frame motion, this means the bodies will not
+ // actually collide yet on next frame. We'll probably check again next frame once they're closer.
return false;
}
@@ -215,7 +228,7 @@ bool GodotBodyPair2D::_test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A,
// next frame will hit softly or soft enough.
Vector2 hitpos = p_xform_B.xform(rpos);
- real_t newlen = hitpos.distance_to(from) - (max - min) * 0.01;
+ real_t newlen = hitpos.distance_to(from);
p_A->set_linear_velocity(mnormal * (newlen / p_step));
return true;
diff --git a/servers/physics_3d/godot_body_pair_3d.cpp b/servers/physics_3d/godot_body_pair_3d.cpp
index 7e6cc6f834..981a7c502f 100644
--- a/servers/physics_3d/godot_body_pair_3d.cpp
+++ b/servers/physics_3d/godot_body_pair_3d.cpp
@@ -161,6 +161,11 @@ void GodotBodyPair3D::validate_contacts() {
}
}
+// _test_ccd prevents tunneling by slowing down a high velocity body that is about to collide so that next frame it will be at an appropriate location to collide (i.e. slight overlap)
+// Warning: the way velocity is adjusted down to cause a collision means the momentum will be weaker than it should for a bounce!
+// Process: only proceed if body A's motion is high relative to its size.
+// cast forward along motion vector to see if A is going to enter/pass B's collider next frame, only proceed if it does.
+// adjust the velocity of A down so that it will just slightly intersect the collider instead of blowing right past it.
bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A, const Transform3D &p_xform_A, GodotBody3D *p_B, int p_shape_B, const Transform3D &p_xform_B) {
Vector3 motion = p_A->get_linear_velocity() * p_step;
real_t mlen = motion.length();
@@ -177,33 +182,39 @@ bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A,
// Let's say it should move more than 1/3 the size of the object in that axis.
bool fast_object = mlen > (max - min) * 0.3;
if (!fast_object) {
- return false;
+ return false; // moving slow enough that there's no chance of tunneling.
}
- // Going too fast in that direction.
+ // A is moving fast enough that tunneling might occur. See if it's really about to collide.
// Cast a segment from support in motion normal, in the same direction of motion by motion length.
- // Support is the worst case collision point, so real collision happened before.
- Vector3 s = p_A->get_shape(p_shape_A)->get_support(p_xform_A.basis.xform(mnormal).normalized());
+ // Support point will the farthest forward collision point along the movement vector.
+ // i.e. the point that should hit B first if any collision does occur.
+
+ // convert mnormal into body A's local xform because get_support requires (and returns) local coordinates.
+ Vector3 s = p_A->get_shape(p_shape_A)->get_support(p_xform_A.basis.xform_inv(mnormal).normalized());
Vector3 from = p_xform_A.xform(s);
+ // Back up 10% of the per-frame motion behind the support point and use that as the beginning of our cast.
+ // This should ensure the calculated new velocity will really cause a bit of overlap instead of just getting us very close.
+ from -= motion * 0.1;
Vector3 to = from + motion;
Transform3D from_inv = p_xform_B.affine_inverse();
- // Start from a little inside the bounding box.
- Vector3 local_from = from_inv.xform(from - mnormal * mlen * 0.1);
+ Vector3 local_from = from_inv.xform(from);
Vector3 local_to = from_inv.xform(to);
Vector3 rpos, rnorm;
if (!p_B->get_shape(p_shape_B)->intersect_segment(local_from, local_to, rpos, rnorm, true)) {
+ // there was no hit. Since the segment is the length of per-frame motion, this means the bodies will not
+ // actually collide yet on next frame. We'll probably check again next frame once they're closer.
return false;
}
- // Shorten the linear velocity so it does not hit, but gets close enough,
- // next frame will hit softly or soft enough.
+ // Shorten the linear velocity so it will collide next frame.
Vector3 hitpos = p_xform_B.xform(rpos);
- real_t newlen = hitpos.distance_to(from) - (max - min) * 0.01;
+ real_t newlen = hitpos.distance_to(from); // this length (speed) should cause the point we chose slightly behind A's support point to arrive right at B's collider next frame.
p_A->set_linear_velocity((mnormal * newlen) / p_step);
return true;
diff --git a/servers/rendering/dummy/rasterizer_scene_dummy.h b/servers/rendering/dummy/rasterizer_scene_dummy.h
index bc8f7c523b..3937362920 100644
--- a/servers/rendering/dummy/rasterizer_scene_dummy.h
+++ b/servers/rendering/dummy/rasterizer_scene_dummy.h
@@ -112,7 +112,6 @@ public:
/* ENVIRONMENT API */
void environment_glow_set_use_bicubic_upscale(bool p_enable) override {}
- void environment_glow_set_use_high_quality(bool p_enable) override {}
void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override {}
diff --git a/servers/rendering/renderer_rd/effects/copy_effects.cpp b/servers/rendering/renderer_rd/effects/copy_effects.cpp
index f94abd66d7..9fda54a34d 100644
--- a/servers/rendering/renderer_rd/effects/copy_effects.cpp
+++ b/servers/rendering/renderer_rd/effects/copy_effects.cpp
@@ -628,7 +628,7 @@ void CopyEffects::copy_raster(RID p_source_texture, RID p_dest_framebuffer) {
RD::get_singleton()->draw_list_end();
}
-void CopyEffects::gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, bool p_8bit_dst) {
+void CopyEffects::gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, const Size2i &p_size, bool p_8bit_dst) {
ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian blur with the mobile renderer.");
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
@@ -640,8 +640,10 @@ void CopyEffects::gaussian_blur(RID p_source_rd_texture, RID p_texture, const Re
copy.push_constant.section[0] = p_region.position.x;
copy.push_constant.section[1] = p_region.position.y;
- copy.push_constant.section[2] = p_region.size.width;
- copy.push_constant.section[3] = p_region.size.height;
+ copy.push_constant.target[0] = p_region.position.x;
+ copy.push_constant.target[1] = p_region.position.y;
+ copy.push_constant.section[2] = p_size.width;
+ copy.push_constant.section[3] = p_size.height;
// setup our uniforms
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
@@ -702,7 +704,7 @@ void CopyEffects::gaussian_blur_raster(RID p_source_rd_texture, RID p_dest_textu
RD::get_singleton()->draw_list_end();
}
-void CopyEffects::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_scale) {
+void CopyEffects::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_scale) {
ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian glow with the mobile renderer.");
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
@@ -746,14 +748,14 @@ void CopyEffects::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, con
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_auto_exposure), 1);
}
- copy.push_constant.flags = base_flags | (p_first_pass ? COPY_FLAG_GLOW_FIRST_PASS : 0) | (p_high_quality ? COPY_FLAG_HIGH_QUALITY_GLOW : 0);
+ copy.push_constant.flags = base_flags | (p_first_pass ? COPY_FLAG_GLOW_FIRST_PASS : 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_size.width, p_size.height, 1);
RD::get_singleton()->compute_list_end();
}
-void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, RID p_half_texture, RID p_dest_texture, float p_luminance_multiplier, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_scale) {
+void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, RID p_half_texture, RID p_dest_texture, float p_luminance_multiplier, const Size2i &p_size, float p_strength, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_scale) {
ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the gaussian glow with the clustered renderer.");
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
diff --git a/servers/rendering/renderer_rd/effects/copy_effects.h b/servers/rendering/renderer_rd/effects/copy_effects.h
index 83f7a51a36..a0904f0b8e 100644
--- a/servers/rendering/renderer_rd/effects/copy_effects.h
+++ b/servers/rendering/renderer_rd/effects/copy_effects.h
@@ -132,8 +132,7 @@ private:
COPY_FLAG_FLIP_Y = (1 << 5),
COPY_FLAG_FORCE_LUMINANCE = (1 << 6),
COPY_FLAG_ALL_SOURCE = (1 << 7),
- COPY_FLAG_HIGH_QUALITY_GLOW = (1 << 8),
- COPY_FLAG_ALPHA_TO_ONE = (1 << 9),
+ COPY_FLAG_ALPHA_TO_ONE = (1 << 8),
};
struct CopyPushConstant {
@@ -331,10 +330,10 @@ public:
void copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y = false, bool p_panorama = false);
void copy_raster(RID p_source_texture, RID p_dest_framebuffer);
- void gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, bool p_8bit_dst = false);
+ void gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, const Size2i &p_size, bool p_8bit_dst = false);
void gaussian_blur_raster(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_region, const Size2i &p_size);
- void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_scale = 1.0);
- void gaussian_glow_raster(RID p_source_rd_texture, RID p_half_texture, RID p_dest_texture, float p_luminance_multiplier, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_scale = 1.0);
+ void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_scale = 1.0);
+ void gaussian_glow_raster(RID p_source_rd_texture, RID p_half_texture, RID p_dest_texture, float p_luminance_multiplier, const Size2i &p_size, float p_strength = 1.0, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_scale = 1.0);
void make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size);
void make_mipmap_raster(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size);
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 1b5665855f..3d84d47333 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -171,10 +171,6 @@ void RendererSceneRenderRD::environment_glow_set_use_bicubic_upscale(bool p_enab
glow_bicubic_upscale = p_enable;
}
-void RendererSceneRenderRD::environment_glow_set_use_high_quality(bool p_enable) {
- glow_high_quality = p_enable;
-}
-
void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
volumetric_fog_size = p_size;
volumetric_fog_depth = p_depth;
@@ -599,20 +595,20 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
RID source = rb->get_internal_texture(l);
RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);
if (can_use_storage) {
- copy_effects->gaussian_glow(source, dest, vp_size, environment_get_glow_strength(p_render_data->environment), glow_high_quality, true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, auto_exposure_scale);
+ copy_effects->gaussian_glow(source, dest, vp_size, environment_get_glow_strength(p_render_data->environment), true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, auto_exposure_scale);
} else {
RID half = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, 0, i); // we can reuse this for each view
- copy_effects->gaussian_glow_raster(source, half, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment), glow_high_quality, true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, auto_exposure_scale);
+ copy_effects->gaussian_glow_raster(source, half, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment), true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, auto_exposure_scale);
}
} else {
RID source = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i - 1);
RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);
if (can_use_storage) {
- copy_effects->gaussian_glow(source, dest, vp_size, environment_get_glow_strength(p_render_data->environment), glow_high_quality);
+ copy_effects->gaussian_glow(source, dest, vp_size, environment_get_glow_strength(p_render_data->environment));
} else {
RID half = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, 0, i); // we can reuse this for each view
- copy_effects->gaussian_glow_raster(source, half, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment), glow_high_quality);
+ copy_effects->gaussian_glow_raster(source, half, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment));
}
}
}
@@ -1401,7 +1397,6 @@ void RendererSceneRenderRD::init() {
screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount");
screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/limit");
glow_bicubic_upscale = int(GLOBAL_GET("rendering/environment/glow/upscale_mode")) > 0;
- glow_high_quality = GLOBAL_GET("rendering/environment/glow/use_high_quality");
directional_penumbra_shadow_kernel = memnew_arr(float, 128);
directional_soft_shadow_kernel = memnew_arr(float, 128);
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index 2312603829..d813d96f77 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -114,7 +114,6 @@ protected:
/* ENVIRONMENT */
bool glow_bicubic_upscale = false;
- bool glow_high_quality = false;
bool use_physical_light_units = false;
@@ -239,7 +238,6 @@ public:
/* ENVIRONMENT API */
virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) override;
- virtual void environment_glow_set_use_high_quality(bool p_enable) override;
virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override;
virtual void environment_set_volumetric_fog_filter_active(bool p_enable) override;
diff --git a/servers/rendering/renderer_rd/shaders/effects/copy.glsl b/servers/rendering/renderer_rd/shaders/effects/copy.glsl
index 5cc2ed7622..3a82861057 100644
--- a/servers/rendering/renderer_rd/shaders/effects/copy.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/copy.glsl
@@ -14,8 +14,7 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#define FLAG_FLIP_Y (1 << 5)
#define FLAG_FORCE_LUMINANCE (1 << 6)
#define FLAG_COPY_ALL_SOURCE (1 << 7)
-#define FLAG_HIGH_QUALITY_GLOW (1 << 8)
-#define FLAG_ALPHA_TO_ONE (1 << 9)
+#define FLAG_ALPHA_TO_ONE (1 << 8)
layout(push_constant, std430) uniform Params {
ivec4 section;
@@ -93,25 +92,14 @@ void main() {
#ifdef MODE_GAUSSIAN_BLUR
// First pass copy texture into 16x16 local memory for every 8x8 thread block
- vec2 quad_center_uv = clamp(vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.5) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw));
+ vec2 quad_center_uv = clamp(vec2(params.section.xy + gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.5) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw));
uint dest_index = gl_LocalInvocationID.x * 2 + gl_LocalInvocationID.y * 2 * 16;
-#ifdef MODE_GLOW
- if (bool(params.flags & FLAG_HIGH_QUALITY_GLOW)) {
- vec2 quad_offset_uv = clamp((vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.0)) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw));
-
- local_cache[dest_index] = (textureLod(source_color, quad_center_uv, 0) + textureLod(source_color, quad_offset_uv, 0)) * 0.5;
- local_cache[dest_index + 1] = (textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.z, 0.0), 0) + textureLod(source_color, quad_offset_uv + vec2(1.0 / params.section.z, 0.0), 0)) * 0.5;
- local_cache[dest_index + 16] = (textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0) + textureLod(source_color, quad_offset_uv + vec2(0.0, 1.0 / params.section.w), 0)) * 0.5;
- local_cache[dest_index + 16 + 1] = (textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0) + textureLod(source_color, quad_offset_uv + vec2(1.0 / params.section.zw), 0)) * 0.5;
- } else
-#endif
- {
- local_cache[dest_index] = textureLod(source_color, quad_center_uv, 0);
- local_cache[dest_index + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.z, 0.0), 0);
- local_cache[dest_index + 16] = textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0);
- local_cache[dest_index + 16 + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0);
- }
+ local_cache[dest_index] = textureLod(source_color, quad_center_uv, 0);
+ local_cache[dest_index + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.z, 0.0), 0);
+ local_cache[dest_index + 16] = textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0);
+ local_cache[dest_index + 16 + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0);
+
#ifdef MODE_GLOW
if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
// Tonemap initial samples to reduce weight of fireflies: https://graphicrants.blogspot.com/2013/12/tone-mapping.html
diff --git a/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl
index 46bb99794d..6137224162 100644
--- a/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl
@@ -88,6 +88,7 @@ layout(push_constant, std430) uniform Params {
}
params;
+#ifndef MODE_SET_COLOR
#ifdef MULTIVIEW
layout(location = 0) in vec3 uv_interp;
#else
@@ -106,6 +107,7 @@ layout(set = 0, binding = 0) uniform sampler2D source_color;
layout(set = 1, binding = 0) uniform sampler2D source_color2;
#endif /* MODE_TWO_SOURCES */
#endif /* MULTIVIEW */
+#endif /* !SET_COLOR */
layout(location = 0) out vec4 frag_color;
diff --git a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
index 9d8294a7da..a8b2d77718 100644
--- a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
@@ -212,6 +212,9 @@ void main() {
float grad = (steps_taken + 1.0) / float(params.num_steps);
float initial_fade = params.curve_fade_in == 0.0 ? 1.0 : pow(clamp(grad, 0.0, 1.0), params.curve_fade_in);
float fade = pow(clamp(1.0 - grad, 0.0, 1.0), params.distance_fade) * initial_fade;
+ // This is an ad-hoc term to fade out the SSR as roughness increases. Values used
+ // are meant to match the visual appearance of a ReflectionProbe.
+ float roughness_fade = smoothstep(0.4, 0.7, 1.0 - normal_roughness.w);
final_pos = pos;
vec4 final_color;
@@ -246,7 +249,7 @@ void main() {
#endif // MODE_ROUGH
- final_color = vec4(imageLoad(source_diffuse, ivec2(final_pos - 0.5)).rgb, fade * margin_blend);
+ final_color = vec4(imageLoad(source_diffuse, ivec2(final_pos - 0.5)).rgb, fade * margin_blend * roughness_fade);
// Schlick term.
float metallic = texelFetch(source_metallic, ssC << 1, 0).w;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
index ba31b9c6dd..b30b0c8169 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -134,7 +134,8 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
#endif
#if defined(LIGHT_RIM_USED)
- float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
+ // Epsilon min to prevent pow(0, 0) singularity which results in undefined behavior.
+ float rim_light = pow(max(1e-4, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
diffuse_light += rim_light * rim * mix(vec3(1.0), albedo, rim_tint) * light_color;
#endif
diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
index 15c5687665..543eb0cb72 100644
--- a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
@@ -3140,13 +3140,13 @@ void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, cons
region.position.y >>= 1;
region.size.x = MAX(1, region.size.x >> 1);
region.size.y = MAX(1, region.size.y >> 1);
+ texture_size.x = MAX(1, texture_size.x >> 1);
+ texture_size.y = MAX(1, texture_size.y >> 1);
RID mipmap = rt->backbuffer_mipmaps[i];
if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {
- copy_effects->gaussian_blur(prev_texture, mipmap, region, true);
+ copy_effects->gaussian_blur(prev_texture, mipmap, region, texture_size, true);
} else {
- texture_size.x = MAX(1, texture_size.x >> 1);
- texture_size.y = MAX(1, texture_size.y >> 1);
copy_effects->gaussian_blur_raster(prev_texture, mipmap, region, texture_size);
}
prev_texture = mipmap;
@@ -3179,7 +3179,7 @@ void TextureStorage::render_target_clear_back_buffer(RID p_render_target, const
if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {
copy_effects->set_color(rt->backbuffer_mipmap0, p_color, region, true);
} else {
- copy_effects->set_color(rt->backbuffer_mipmap0, p_color, region, true);
+ copy_effects->set_color_raster(rt->backbuffer_mipmap0, p_color, region);
}
}
@@ -3213,14 +3213,14 @@ void TextureStorage::render_target_gen_back_buffer_mipmaps(RID p_render_target,
region.position.y >>= 1;
region.size.x = MAX(1, region.size.x >> 1);
region.size.y = MAX(1, region.size.y >> 1);
+ texture_size.x = MAX(1, texture_size.x >> 1);
+ texture_size.y = MAX(1, texture_size.y >> 1);
RID mipmap = rt->backbuffer_mipmaps[i];
if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {
- copy_effects->gaussian_blur(prev_texture, mipmap, region, true);
+ copy_effects->gaussian_blur(prev_texture, mipmap, region, texture_size, true);
} else {
- texture_size.x = MAX(1, texture_size.x >> 1);
- texture_size.y = MAX(1, texture_size.y >> 1);
copy_effects->gaussian_blur_raster(prev_texture, mipmap, region, texture_size);
}
prev_texture = mipmap;
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h
index d085b84a8c..2030af204d 100644
--- a/servers/rendering/renderer_scene_cull.h
+++ b/servers/rendering/renderer_scene_cull.h
@@ -1173,7 +1173,6 @@ public:
PASS1RC(RID, environment_get_glow_map, RID)
PASS1(environment_glow_set_use_bicubic_upscale, bool)
- PASS1(environment_glow_set_use_high_quality, bool)
// SSR
PASS6(environment_set_ssr, RID, bool, int, float, float, float)
diff --git a/servers/rendering/renderer_scene_render.h b/servers/rendering/renderer_scene_render.h
index 2c2d5a5a9e..71f0a78ef3 100644
--- a/servers/rendering/renderer_scene_render.h
+++ b/servers/rendering/renderer_scene_render.h
@@ -162,7 +162,6 @@ public:
RID environment_get_glow_map(RID p_env) const;
virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0;
- virtual void environment_glow_set_use_high_quality(bool p_enable) = 0;
// SSR
void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance);
diff --git a/servers/rendering/rendering_method.h b/servers/rendering/rendering_method.h
index c4d9e25ecd..51b9cb2bcf 100644
--- a/servers/rendering/rendering_method.h
+++ b/servers/rendering/rendering_method.h
@@ -203,7 +203,6 @@ public:
virtual RID environment_get_glow_map(RID p_env) const = 0;
virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0;
- virtual void environment_glow_set_use_high_quality(bool p_enable) = 0;
// SSR
diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h
index b77b95bb62..662b582411 100644
--- a/servers/rendering/rendering_server_default.h
+++ b/servers/rendering/rendering_server_default.h
@@ -698,7 +698,6 @@ public:
FUNC13(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, EnvironmentGlowBlendMode, float, float, float, float, RID)
FUNC1(environment_glow_set_use_bicubic_upscale, bool)
- FUNC1(environment_glow_set_use_high_quality, bool)
FUNC4(environment_set_tonemap, RID, EnvironmentToneMapper, float, float)
diff --git a/servers/rendering/shader_compiler.cpp b/servers/rendering/shader_compiler.cpp
index 7ccf3af6eb..3604756fd8 100644
--- a/servers/rendering/shader_compiler.cpp
+++ b/servers/rendering/shader_compiler.cpp
@@ -1287,7 +1287,7 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
}
code += ")";
if (is_screen_texture && actions.apply_luminance_multiplier) {
- code = "(" + code + " / vec4(vec3(sc_luminance_multiplier), 1.0))";
+ code = "(" + code + " * vec4(vec3(sc_luminance_multiplier), 1.0))";
}
} break;
case SL::OP_INDEX: {
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index 9551b983fc..8d6d756edc 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -2353,7 +2353,6 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("environment_set_volumetric_fog", "env", "enable", "density", "albedo", "emission", "emission_energy", "anisotropy", "length", "p_detail_spread", "gi_inject", "temporal_reprojection", "temporal_reprojection_amount", "ambient_inject", "sky_affect"), &RenderingServer::environment_set_volumetric_fog);
ClassDB::bind_method(D_METHOD("environment_glow_set_use_bicubic_upscale", "enable"), &RenderingServer::environment_glow_set_use_bicubic_upscale);
- ClassDB::bind_method(D_METHOD("environment_glow_set_use_high_quality", "enable"), &RenderingServer::environment_glow_set_use_high_quality);
ClassDB::bind_method(D_METHOD("environment_set_ssr_roughness_quality", "quality"), &RenderingServer::environment_set_ssr_roughness_quality);
ClassDB::bind_method(D_METHOD("environment_set_ssao_quality", "quality", "half_size", "adaptive_target", "blur_passes", "fadeout_from", "fadeout_to"), &RenderingServer::environment_set_ssao_quality);
ClassDB::bind_method(D_METHOD("environment_set_ssil_quality", "quality", "half_size", "adaptive_target", "blur_passes", "fadeout_from", "fadeout_to"), &RenderingServer::environment_set_ssil_quality);
@@ -2987,7 +2986,6 @@ void RenderingServer::init() {
GLOBAL_DEF("rendering/environment/glow/upscale_mode", 1);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/glow/upscale_mode", PropertyInfo(Variant::INT, "rendering/environment/glow/upscale_mode", PROPERTY_HINT_ENUM, "Linear (Fast),Bicubic (Slow)"));
GLOBAL_DEF("rendering/environment/glow/upscale_mode.mobile", 0);
- GLOBAL_DEF("rendering/environment/glow/use_high_quality", false);
GLOBAL_DEF("rendering/environment/screen_space_reflection/roughness_quality", 1);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/screen_space_reflection/roughness_quality", PropertyInfo(Variant::INT, "rendering/environment/screen_space_reflection/roughness_quality", PROPERTY_HINT_ENUM, "Disabled (Fastest),Low (Fast),Medium (Average),High (Slow)"));
diff --git a/servers/rendering_server.h b/servers/rendering_server.h
index 1d364dfcff..1d74bb54b9 100644
--- a/servers/rendering_server.h
+++ b/servers/rendering_server.h
@@ -1038,7 +1038,6 @@ public:
virtual void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, float p_glow_map_strength, RID p_glow_map) = 0;
virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0;
- virtual void environment_glow_set_use_high_quality(bool p_enable) = 0;
enum EnvironmentToneMapper {
ENV_TONE_MAPPER_LINEAR,
diff --git a/tests/scene/test_arraymesh.h b/tests/scene/test_arraymesh.h
index fc23adcd06..a11916fbd0 100644
--- a/tests/scene/test_arraymesh.h
+++ b/tests/scene/test_arraymesh.h
@@ -82,7 +82,9 @@ TEST_CASE("[SceneTree][ArrayMesh] Adding and modifying blendshapes.") {
cylinder->create_mesh_array(cylinder_array, 3.f, 3.f, 5.f);
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, cylinder_array);
+ ERR_PRINT_OFF
mesh->add_blend_shape(name_a);
+ ERR_PRINT_ON
CHECK(mesh->get_blend_shape_count() == 0);
}
@@ -121,7 +123,9 @@ TEST_CASE("[SceneTree][ArrayMesh] Adding and modifying blendshapes.") {
cylinder->create_mesh_array(cylinder_array, 3.f, 3.f, 5.f);
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, cylinder_array);
+ ERR_PRINT_OFF
mesh->clear_blend_shapes();
+ ERR_PRINT_ON
CHECK(mesh->get_blend_shape_count() == 2);
}
diff --git a/tests/scene/test_bit_map.h b/tests/scene/test_bit_map.h
index dc47bd7863..a8ee7505ec 100644
--- a/tests/scene/test_bit_map.h
+++ b/tests/scene/test_bit_map.h
@@ -49,6 +49,8 @@ TEST_CASE("[BitMap] Create bit map") {
CHECK(bit_map.get_size() == Size2i(256, 512));
CHECK_MESSAGE(bit_map.get_true_bit_count() == 0, "This will go through the entire bitmask inside of bitmap, thus hopefully checking if the bitmask was correctly set up.");
+ ERR_PRINT_OFF
+
dim = Size2i(0, 256);
bit_map.create(dim);
CHECK_MESSAGE(bit_map.get_size() == Size2i(256, 512), "We should still have the same dimensions as before, because the new dimension is invalid.");
@@ -60,6 +62,8 @@ TEST_CASE("[BitMap] Create bit map") {
dim = Size2i(46341, 46341);
bit_map.create(dim);
CHECK_MESSAGE(bit_map.get_size() == Size2i(256, 512), "We should still have the same dimensions as before, because the new dimension is too large (46341*46341=2147488281).");
+
+ ERR_PRINT_ON
}
TEST_CASE("[BitMap] Create bit map from image alpha") {
@@ -67,6 +71,8 @@ TEST_CASE("[BitMap] Create bit map from image alpha") {
BitMap bit_map{};
bit_map.create(dim);
+ ERR_PRINT_OFF
+
const Ref<Image> null_img = nullptr;
bit_map.create_from_image_alpha(null_img);
CHECK_MESSAGE(bit_map.get_size() == Size2i(256, 256), "Bitmap should have its old values because bitmap creation from a nullptr should fail.");
@@ -80,6 +86,8 @@ TEST_CASE("[BitMap] Create bit map from image alpha") {
bit_map.create_from_image_alpha(wrong_format_img);
CHECK_MESSAGE(bit_map.get_size() == Size2i(256, 256), "Bitmap should have its old values because converting from a compressed image should fail.");
+ ERR_PRINT_ON
+
Ref<Image> img = Image::create_empty(3, 3, false, Image::Format::FORMAT_RGBA8);
img->set_pixel(0, 0, Color(0, 0, 0, 0));
img->set_pixel(0, 1, Color(0, 0, 0, 0.09f));
@@ -105,6 +113,8 @@ TEST_CASE("[BitMap] Set bit") {
BitMap bit_map{};
// Setting a point before a bit map is created should not crash, because there are checks to see if we are out of bounds.
+ ERR_PRINT_OFF
+
bit_map.set_bitv(Point2i(128, 128), true);
bit_map.create(dim);
@@ -120,12 +130,16 @@ TEST_CASE("[BitMap] Set bit") {
bit_map.create(dim);
bit_map.set_bitv(Point2i(512, 512), true);
CHECK_MESSAGE(bit_map.get_true_bit_count() == 0, "Nothing should change as we were trying to edit a bit outside of the correct range.");
+
+ ERR_PRINT_ON
}
TEST_CASE("[BitMap] Get bit") {
const Size2i dim{ 256, 256 };
BitMap bit_map{};
+ ERR_PRINT_OFF
+
CHECK_MESSAGE(bit_map.get_bitv(Point2i(128, 128)) == false, "Trying to access a bit outside of the BitMap's range should always return false");
bit_map.create(dim);
@@ -140,6 +154,8 @@ TEST_CASE("[BitMap] Get bit") {
CHECK(bit_map.get_bitv(Point2i(255, 255)) == true);
CHECK(bit_map.get_bitv(Point2i(256, 256)) == false);
CHECK(bit_map.get_bitv(Point2i(257, 257)) == false);
+
+ ERR_PRINT_ON
}
TEST_CASE("[BitMap] Set bit rect") {
@@ -158,6 +174,9 @@ TEST_CASE("[BitMap] Set bit rect") {
reset_bit_map(bit_map);
// Checking out of bounds handling.
+
+ ERR_PRINT_OFF
+
bit_map.set_bit_rect(Rect2i{ 128, 128, 256, 256 }, true);
CHECK(bit_map.get_true_bit_count() == 16384);
@@ -170,6 +189,8 @@ TEST_CASE("[BitMap] Set bit rect") {
bit_map.set_bit_rect(Rect2i{ -128, -128, 512, 512 }, true);
CHECK(bit_map.get_true_bit_count() == 65536);
+
+ ERR_PRINT_ON
}
TEST_CASE("[BitMap] Get true bit count") {
@@ -197,7 +218,9 @@ TEST_CASE("[BitMap] Get size") {
bit_map.create(dim);
CHECK(bit_map.get_size() == Size2i(256, 256));
+ ERR_PRINT_OFF
bit_map.create(Size2i(-1, 0));
+ ERR_PRINT_ON
CHECK_MESSAGE(bit_map.get_size() == Size2i(256, 256), "Invalid size should not be accepted by create");
bit_map.create(Size2i(256, 128));
@@ -219,7 +242,9 @@ TEST_CASE("[BitMap] Resize") {
CHECK_MESSAGE(bit_map.get_true_bit_count() == 50, "There should be 25 bits in the top left corner, and 25 bits in the bottom right corner");
bit_map.create(dim);
+ ERR_PRINT_OFF
bit_map.resize(Size2i(-1, 128));
+ ERR_PRINT_ON
CHECK_MESSAGE(bit_map.get_size() == Size2i(128, 128), "When an invalid size is given the bit map will keep its size");
bit_map.create(dim);
@@ -234,7 +259,9 @@ TEST_CASE("[BitMap] Resize") {
TEST_CASE("[BitMap] Grow and shrink mask") {
const Size2i dim{ 256, 256 };
BitMap bit_map{};
+ ERR_PRINT_OFF
bit_map.grow_mask(100, Rect2i(0, 0, 128, 128)); // Check if method does not crash when working with an uninitialized bit map.
+ ERR_PRINT_ON
CHECK_MESSAGE(bit_map.get_size() == Size2i(0, 0), "Size should still be equal to 0x0");
bit_map.create(dim);
@@ -331,7 +358,9 @@ TEST_CASE("[BitMap] Blit") {
Ref<BitMap> blit_bit_map{};
// Testing null reference to blit bit map.
+ ERR_PRINT_OFF
bit_map.blit(blit_pos, blit_bit_map);
+ ERR_PRINT_ON
blit_bit_map.instantiate();
@@ -378,7 +407,9 @@ TEST_CASE("[BitMap] Convert to image") {
BitMap bit_map{};
Ref<Image> img;
+ ERR_PRINT_OFF
img = bit_map.convert_to_image();
+ ERR_PRINT_ON
CHECK_MESSAGE(img.is_valid(), "We should receive a valid Image Object even if BitMap is not created yet");
CHECK_MESSAGE(img->get_format() == Image::FORMAT_L8, "We should receive a valid Image Object even if BitMap is not created yet");
CHECK_MESSAGE(img->get_size() == (Size2i(0, 0)), "Image should have no width or height, because BitMap has not yet been created");
@@ -392,7 +423,7 @@ TEST_CASE("[BitMap] Convert to image") {
bit_map.set_bit_rect(Rect2i(0, 0, 128, 128), true);
img = bit_map.convert_to_image();
CHECK_MESSAGE(img->get_pixel(0, 0).is_equal_approx(Color(1, 1, 1)), "BitMap's top-left quadrant is all 1's, so Image should be white");
- CHECK_MESSAGE(img->get_pixel(256, 256).is_equal_approx(Color(0, 0, 0)), "All other quadrants were 0's, so these should be black");
+ CHECK_MESSAGE(img->get_pixel(255, 255).is_equal_approx(Color(0, 0, 0)), "All other quadrants were 0's, so these should be black");
}
TEST_CASE("[BitMap] Clip to polygon") {
@@ -400,7 +431,9 @@ TEST_CASE("[BitMap] Clip to polygon") {
BitMap bit_map{};
Vector<Vector<Vector2>> polygons;
+ ERR_PRINT_OFF
polygons = bit_map.clip_opaque_to_polygons(Rect2i(0, 0, 128, 128));
+ ERR_PRINT_ON
CHECK_MESSAGE(polygons.size() == 0, "We should have no polygons, because the BitMap was not initialized");
bit_map.create(dim);
diff --git a/tests/scene/test_curve.h b/tests/scene/test_curve.h
index 4afd5b293f..4f95568b4a 100644
--- a/tests/scene/test_curve.h
+++ b/tests/scene/test_curve.h
@@ -240,8 +240,9 @@ TEST_CASE("[Curve3D] Linear sampling should return exact value") {
curve->add_point(Vector3(0, 0, 0));
curve->add_point(Vector3(len, 0, 0));
-
+ ERR_PRINT_OFF
real_t baked_length = curve->get_baked_length();
+ ERR_PRINT_ON
CHECK(len == baked_length);
for (int i = 0; i < len; i++) {
diff --git a/thirdparty/README.md b/thirdparty/README.md
index ed38fe0ec8..717cc835b0 100644
--- a/thirdparty/README.md
+++ b/thirdparty/README.md
@@ -217,8 +217,8 @@ Files extracted from upstream source:
## graphite
- Upstream: https://github.com/silnrsi/graphite
-- Version: 1.3.14 (80c52493ef42e6fe605a69dcddd2a691cd8a1380, 2021)
-- License: MPL-2.0
+- Version: 1.3.14 (27572742003b93dc53dc02c01c237b72c6c25f54, 2022)
+- License: MIT
Files extracted from upstream source:
@@ -548,7 +548,7 @@ Patch files are provided in `oidn/patches/`.
## openxr
- Upstream: https://github.com/KhronosGroup/OpenXR-SDK
-- Version: 1.0.25 (c16a18c99740ea5dd251e3af117e0e5aea4ceaa9, 2022)
+- Version: 1.0.26 (e2da9ce83a4388c9622da328bf48548471261290, 2022)
- License: Apache 2.0
Files extracted from upstream source:
diff --git a/thirdparty/graphite/include/graphite2/Font.h b/thirdparty/graphite/include/graphite2/Font.h
index fe569295a5..b0a1e36370 100644
--- a/thirdparty/graphite/include/graphite2/Font.h
+++ b/thirdparty/graphite/include/graphite2/Font.h
@@ -1,29 +1,5 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
- Alternatively, the contents of this file may be used under the terms
- of the Mozilla Public License (http://mozilla.org/MPL) or the GNU
- General Public License, as published by the Free Software Foundation,
- either version 2 of the License or (at your option) any later version.
-*/
+/* SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later */
+/* Copyright 2010, SIL International, All rights reserved. */
#pragma once
#include "graphite2/Types.h"
diff --git a/thirdparty/graphite/include/graphite2/Log.h b/thirdparty/graphite/include/graphite2/Log.h
index a5a6947fab..d83b1b90e7 100644
--- a/thirdparty/graphite/include/graphite2/Log.h
+++ b/thirdparty/graphite/include/graphite2/Log.h
@@ -1,29 +1,5 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
- Alternatively, the contents of this file may be used under the terms
- of the Mozilla Public License (http://mozilla.org/MPL) or the GNU
- General Public License, as published by the Free Software Foundation,
- either version 2 of the License or (at your option) any later version.
-*/
+/* SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later */
+/* Copyright 2010, SIL International, All rights reserved. */
#pragma once
#include <graphite2/Types.h>
diff --git a/thirdparty/graphite/include/graphite2/Segment.h b/thirdparty/graphite/include/graphite2/Segment.h
index 0e24f5d795..9969b4eb45 100644
--- a/thirdparty/graphite/include/graphite2/Segment.h
+++ b/thirdparty/graphite/include/graphite2/Segment.h
@@ -1,29 +1,5 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
- Alternatively, the contents of this file may be used under the terms
- of the Mozilla Public License (http://mozilla.org/MPL) or the GNU
- General Public License, as published by the Free Software Foundation,
- either version 2 of the License or (at your option) any later version.
-*/
+/* SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later */
+/* Copyright 2010, SIL International, All rights reserved. */
#pragma once
#include "graphite2/Types.h"
diff --git a/thirdparty/graphite/include/graphite2/Types.h b/thirdparty/graphite/include/graphite2/Types.h
index 916c91191b..32236a6195 100644
--- a/thirdparty/graphite/include/graphite2/Types.h
+++ b/thirdparty/graphite/include/graphite2/Types.h
@@ -1,29 +1,5 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
- Alternatively, the contents of this file may be used under the terms
- of the Mozilla Public License (http://mozilla.org/MPL) or the GNU
- General Public License, as published by the Free Software Foundation,
- either version 2 of the License or (at your option) any later version.
-*/
+/* SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later */
+/* Copyright 2010, SIL International, All rights reserved. */
#pragma once
#include <stddef.h>
diff --git a/thirdparty/graphite/src/CmapCache.cpp b/thirdparty/graphite/src/CmapCache.cpp
index d070019a34..ac860e9ee2 100644
--- a/thirdparty/graphite/src/CmapCache.cpp
+++ b/thirdparty/graphite/src/CmapCache.cpp
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
+
#include "inc/Main.h"
#include "inc/CmapCache.h"
diff --git a/thirdparty/graphite/src/Code.cpp b/thirdparty/graphite/src/Code.cpp
index ec5ab298ca..4a53ae871b 100644
--- a/thirdparty/graphite/src/Code.cpp
+++ b/thirdparty/graphite/src/Code.cpp
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
+
// This class represents loaded graphite stack machine code. It performs
// basic sanity checks, on the incoming code to prevent more obvious problems
// from crashing graphite.
diff --git a/thirdparty/graphite/src/Collider.cpp b/thirdparty/graphite/src/Collider.cpp
index 1929b39a58..ca36d4550a 100644
--- a/thirdparty/graphite/src/Collider.cpp
+++ b/thirdparty/graphite/src/Collider.cpp
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
+
#include <algorithm>
#include <limits>
#include <cmath>
diff --git a/thirdparty/graphite/src/Decompressor.cpp b/thirdparty/graphite/src/Decompressor.cpp
index 42dc9113e5..f9f1e28e5b 100644
--- a/thirdparty/graphite/src/Decompressor.cpp
+++ b/thirdparty/graphite/src/Decompressor.cpp
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2015, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2015, SIL International, All rights reserved.
+
#include <cassert>
#include "inc/Decompressor.h"
diff --git a/thirdparty/graphite/src/Face.cpp b/thirdparty/graphite/src/Face.cpp
index 3e106050d7..4dd5a780cf 100644
--- a/thirdparty/graphite/src/Face.cpp
+++ b/thirdparty/graphite/src/Face.cpp
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
+
#include <cstring>
#include "graphite2/Segment.h"
#include "inc/CmapCache.h"
diff --git a/thirdparty/graphite/src/FeatureMap.cpp b/thirdparty/graphite/src/FeatureMap.cpp
index 014a88fd08..992be05540 100644
--- a/thirdparty/graphite/src/FeatureMap.cpp
+++ b/thirdparty/graphite/src/FeatureMap.cpp
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
+
#include <cstring>
#include "inc/Main.h"
diff --git a/thirdparty/graphite/src/FileFace.cpp b/thirdparty/graphite/src/FileFace.cpp
index 7e663876a7..2e41044688 100644
--- a/thirdparty/graphite/src/FileFace.cpp
+++ b/thirdparty/graphite/src/FileFace.cpp
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2012, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2012, SIL International, All rights reserved.
+
#include <cstring>
#include "inc/FileFace.h"
diff --git a/thirdparty/graphite/src/Font.cpp b/thirdparty/graphite/src/Font.cpp
index faf3715f9d..bffb4223d5 100644
--- a/thirdparty/graphite/src/Font.cpp
+++ b/thirdparty/graphite/src/Font.cpp
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
#include "inc/Face.h"
#include "inc/Font.h"
#include "inc/GlyphCache.h"
diff --git a/thirdparty/graphite/src/GlyphCache.cpp b/thirdparty/graphite/src/GlyphCache.cpp
index 282bdc18fd..30479bdc4d 100644
--- a/thirdparty/graphite/src/GlyphCache.cpp
+++ b/thirdparty/graphite/src/GlyphCache.cpp
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2012, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2012, SIL International, All rights reserved.
+
#include "graphite2/Font.h"
#include "inc/Main.h"
@@ -44,12 +21,18 @@ namespace
// variable length structures.
template<typename W>
- class _glat_iterator : public std::iterator<std::input_iterator_tag, std::pair<sparse::key_type, sparse::mapped_type> >
+ class _glat_iterator
{
unsigned short key() const { return uint16(be::peek<W>(_e) + _n); }
unsigned int run() const { return be::peek<W>(_e+sizeof(W)); }
void advance_entry() { _n = 0; _e = _v; be::skip<W>(_v,2); }
public:
+ using iterator_category = std::input_iterator_tag;
+ using value_type = std::pair<sparse::key_type, sparse::mapped_type>;
+ using difference_type = ptrdiff_t;
+ using pointer = value_type *;
+ using reference = value_type &;
+
_glat_iterator(const void * glat=0) : _e(reinterpret_cast<const byte *>(glat)), _v(_e+2*sizeof(W)), _n(0) {}
_glat_iterator<W> & operator ++ () {
diff --git a/thirdparty/graphite/src/GlyphFace.cpp b/thirdparty/graphite/src/GlyphFace.cpp
index bc5e63a9f0..d9408f556b 100644
--- a/thirdparty/graphite/src/GlyphFace.cpp
+++ b/thirdparty/graphite/src/GlyphFace.cpp
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
#include "inc/GlyphFace.h"
diff --git a/thirdparty/graphite/src/Intervals.cpp b/thirdparty/graphite/src/Intervals.cpp
index 0fe99a127a..b223a67f56 100644
--- a/thirdparty/graphite/src/Intervals.cpp
+++ b/thirdparty/graphite/src/Intervals.cpp
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
+
#include <algorithm>
#include <cmath>
#include <limits>
diff --git a/thirdparty/graphite/src/Justifier.cpp b/thirdparty/graphite/src/Justifier.cpp
index 78c11e6a51..0bb18225b9 100644
--- a/thirdparty/graphite/src/Justifier.cpp
+++ b/thirdparty/graphite/src/Justifier.cpp
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2012, SIL International, All rights reserved.
- Copyright 2012, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
#include "inc/Segment.h"
#include "graphite2/Font.h"
diff --git a/thirdparty/graphite/src/NameTable.cpp b/thirdparty/graphite/src/NameTable.cpp
index d42b7f95bd..85892f179c 100644
--- a/thirdparty/graphite/src/NameTable.cpp
+++ b/thirdparty/graphite/src/NameTable.cpp
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
#include "inc/Main.h"
#include "inc/Endian.h"
diff --git a/thirdparty/graphite/src/Pass.cpp b/thirdparty/graphite/src/Pass.cpp
index 47ae2064f7..986fed83b1 100644
--- a/thirdparty/graphite/src/Pass.cpp
+++ b/thirdparty/graphite/src/Pass.cpp
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
+
#include "inc/Main.h"
#include "inc/debug.h"
#include "inc/Endian.h"
@@ -194,7 +171,7 @@ bool Pass::readPass(const byte * const pass_start, size_t pass_length, size_t su
m_cPConstraint = vm::Machine::Code(true, pcCode, pcCode + pass_constraint_len,
precontext[0], be::peek<uint16>(sort_keys), *m_silf, face, PASS_TYPE_UNKNOWN);
if (e.test(!m_cPConstraint, E_OUTOFMEM)
- || e.test(m_cPConstraint.status() != Code::loaded, m_cPConstraint.status() + E_CODEFAILURE))
+ || e.test(m_cPConstraint.status() != Code::loaded, int(m_cPConstraint.status()) + E_CODEFAILURE))
return face.error(e);
face.error_context(face.error_context() - 1);
}
@@ -266,8 +243,8 @@ bool Pass::readRules(const byte * rule_map, const size_t num_entries,
r->constraint = new (m_codes+n*2-1) vm::Machine::Code(true, rc_begin, rc_end, r->preContext, r->sort, *m_silf, face, pt, &prog_pool_free);
if (e.test(!r->action || !r->constraint, E_OUTOFMEM)
- || e.test(r->action->status() != Code::loaded, r->action->status() + E_CODEFAILURE)
- || e.test(r->constraint->status() != Code::loaded, r->constraint->status() + E_CODEFAILURE)
+ || e.test(r->action->status() != Code::loaded, int(r->action->status()) + E_CODEFAILURE)
+ || e.test(r->constraint->status() != Code::loaded, int(r->constraint->status()) + E_CODEFAILURE)
|| e.test(!r->constraint->immutable(), E_MUTABLECCODE))
return face.error(e);
}
diff --git a/thirdparty/graphite/src/Position.cpp b/thirdparty/graphite/src/Position.cpp
index d2fdbd4e7c..a727f61664 100644
--- a/thirdparty/graphite/src/Position.cpp
+++ b/thirdparty/graphite/src/Position.cpp
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
#include "inc/Position.h"
#include <cmath>
diff --git a/thirdparty/graphite/src/Segment.cpp b/thirdparty/graphite/src/Segment.cpp
index 62edd4250f..7bb3d132fa 100644
--- a/thirdparty/graphite/src/Segment.cpp
+++ b/thirdparty/graphite/src/Segment.cpp
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
+
#include "inc/UtfCodec.h"
#include <cstring>
#include <cstdlib>
diff --git a/thirdparty/graphite/src/Silf.cpp b/thirdparty/graphite/src/Silf.cpp
index 44d3c96171..51a7473627 100644
--- a/thirdparty/graphite/src/Silf.cpp
+++ b/thirdparty/graphite/src/Silf.cpp
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
+
#include <cstdlib>
#include "graphite2/Segment.h"
#include "inc/debug.h"
diff --git a/thirdparty/graphite/src/Slot.cpp b/thirdparty/graphite/src/Slot.cpp
index 0fdb098952..040e90d109 100644
--- a/thirdparty/graphite/src/Slot.cpp
+++ b/thirdparty/graphite/src/Slot.cpp
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
+
#include "inc/Segment.h"
#include "inc/Slot.h"
#include "inc/Silf.h"
diff --git a/thirdparty/graphite/src/Sparse.cpp b/thirdparty/graphite/src/Sparse.cpp
index aa43113669..746dfc9522 100644
--- a/thirdparty/graphite/src/Sparse.cpp
+++ b/thirdparty/graphite/src/Sparse.cpp
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2011, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2011, SIL International, All rights reserved.
+
#include <cassert>
#include "inc/Sparse.h"
#include "inc/bits.h"
diff --git a/thirdparty/graphite/src/TtfUtil.cpp b/thirdparty/graphite/src/TtfUtil.cpp
index 2eb46a11fb..47940112ee 100644
--- a/thirdparty/graphite/src/TtfUtil.cpp
+++ b/thirdparty/graphite/src/TtfUtil.cpp
@@ -1,39 +1,14 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
-/*--------------------------------------------------------------------*//*:Ignore this sentence.
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
-File: TtfUtil.cpp
+/*
Responsibility: Alan Ward
Last reviewed: Not yet.
Description
Implements the methods for TtfUtil class. This file should remain portable to any C++
environment by only using standard C++ and the TTF structurs defined in Tt.h.
--------------------------------------------------------------------------------*//*:End Ignore*/
+*/
/***********************************************************************************************
diff --git a/thirdparty/graphite/src/UtfCodec.cpp b/thirdparty/graphite/src/UtfCodec.cpp
index a944bbf9d0..9156bad00f 100644
--- a/thirdparty/graphite/src/UtfCodec.cpp
+++ b/thirdparty/graphite/src/UtfCodec.cpp
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
#include "inc/UtfCodec.h"
//using namespace graphite2;
diff --git a/thirdparty/graphite/src/call_machine.cpp b/thirdparty/graphite/src/call_machine.cpp
index fcd8a0c2c1..7d9d1ef315 100644
--- a/thirdparty/graphite/src/call_machine.cpp
+++ b/thirdparty/graphite/src/call_machine.cpp
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
+
// This call threaded interpreter implmentation for machine.h
// Author: Tim Eves
diff --git a/thirdparty/graphite/src/direct_machine.cpp b/thirdparty/graphite/src/direct_machine.cpp
index 86206cfe37..e3a28fa536 100644
--- a/thirdparty/graphite/src/direct_machine.cpp
+++ b/thirdparty/graphite/src/direct_machine.cpp
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
+
// This direct threaded interpreter implmentation for machine.h
// Author: Tim Eves
diff --git a/thirdparty/graphite/src/gr_char_info.cpp b/thirdparty/graphite/src/gr_char_info.cpp
index 612f9ba694..1345fae847 100644
--- a/thirdparty/graphite/src/gr_char_info.cpp
+++ b/thirdparty/graphite/src/gr_char_info.cpp
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
#include <cassert>
#include "graphite2/Segment.h"
#include "inc/CharInfo.h"
diff --git a/thirdparty/graphite/src/gr_face.cpp b/thirdparty/graphite/src/gr_face.cpp
index baa469727b..6e80036113 100644
--- a/thirdparty/graphite/src/gr_face.cpp
+++ b/thirdparty/graphite/src/gr_face.cpp
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
+
#include "graphite2/Font.h"
#include "inc/Face.h"
#include "inc/FileFace.h"
diff --git a/thirdparty/graphite/src/gr_features.cpp b/thirdparty/graphite/src/gr_features.cpp
index a560e053f2..67208f14e6 100644
--- a/thirdparty/graphite/src/gr_features.cpp
+++ b/thirdparty/graphite/src/gr_features.cpp
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
+
#include "graphite2/Font.h"
#include "inc/Face.h"
#include "inc/FeatureMap.h"
diff --git a/thirdparty/graphite/src/gr_font.cpp b/thirdparty/graphite/src/gr_font.cpp
index 724cc83c13..fc85112e24 100644
--- a/thirdparty/graphite/src/gr_font.cpp
+++ b/thirdparty/graphite/src/gr_font.cpp
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
#include "graphite2/Font.h"
#include "inc/Font.h"
diff --git a/thirdparty/graphite/src/gr_logging.cpp b/thirdparty/graphite/src/gr_logging.cpp
index 8f1e675e62..c6f03fd616 100644
--- a/thirdparty/graphite/src/gr_logging.cpp
+++ b/thirdparty/graphite/src/gr_logging.cpp
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
#include <cstdio>
#include "graphite2/Log.h"
diff --git a/thirdparty/graphite/src/gr_segment.cpp b/thirdparty/graphite/src/gr_segment.cpp
index 7a27e9c562..7592296c04 100644
--- a/thirdparty/graphite/src/gr_segment.cpp
+++ b/thirdparty/graphite/src/gr_segment.cpp
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
+
#include "graphite2/Segment.h"
#include "inc/UtfCodec.h"
#include "inc/Segment.h"
diff --git a/thirdparty/graphite/src/gr_slot.cpp b/thirdparty/graphite/src/gr_slot.cpp
index a3c6b46a7f..a6adefec61 100644
--- a/thirdparty/graphite/src/gr_slot.cpp
+++ b/thirdparty/graphite/src/gr_slot.cpp
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
+
#include "graphite2/Segment.h"
#include "inc/Segment.h"
#include "inc/Slot.h"
diff --git a/thirdparty/graphite/src/inc/CharInfo.h b/thirdparty/graphite/src/inc/CharInfo.h
index 01e7e31ac9..0fbfefda4d 100644
--- a/thirdparty/graphite/src/inc/CharInfo.h
+++ b/thirdparty/graphite/src/inc/CharInfo.h
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
#pragma once
#include "inc/Main.h"
diff --git a/thirdparty/graphite/src/inc/CmapCache.h b/thirdparty/graphite/src/inc/CmapCache.h
index 7820c958b0..b18ce2929b 100644
--- a/thirdparty/graphite/src/inc/CmapCache.h
+++ b/thirdparty/graphite/src/inc/CmapCache.h
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
#pragma once
#include "inc/Main.h"
diff --git a/thirdparty/graphite/src/inc/Code.h b/thirdparty/graphite/src/inc/Code.h
index 3cee67c81d..24e92e429d 100644
--- a/thirdparty/graphite/src/inc/Code.h
+++ b/thirdparty/graphite/src/inc/Code.h
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
+
// This class represents loaded graphite stack machine code. It performs
// basic sanity checks, on the incoming code to prevent more obvious problems
// from crashing graphite.
diff --git a/thirdparty/graphite/src/inc/Collider.h b/thirdparty/graphite/src/inc/Collider.h
index 71e8400501..3a922660d4 100644
--- a/thirdparty/graphite/src/inc/Collider.h
+++ b/thirdparty/graphite/src/inc/Collider.h
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
+
#pragma once
#include "inc/List.h"
diff --git a/thirdparty/graphite/src/inc/Compression.h b/thirdparty/graphite/src/inc/Compression.h
index 9fe10e025d..4f5193b931 100644
--- a/thirdparty/graphite/src/inc/Compression.h
+++ b/thirdparty/graphite/src/inc/Compression.h
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2015, SIL International, All rights reserved.
- Copyright 2015, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
#pragma once
diff --git a/thirdparty/graphite/src/inc/Decompressor.h b/thirdparty/graphite/src/inc/Decompressor.h
index 10f21b7af1..1113e004c1 100644
--- a/thirdparty/graphite/src/inc/Decompressor.h
+++ b/thirdparty/graphite/src/inc/Decompressor.h
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2015, SIL International, All rights reserved.
- Copyright 2015, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
#pragma once
diff --git a/thirdparty/graphite/src/inc/Endian.h b/thirdparty/graphite/src/inc/Endian.h
index 56ecfd8667..7bd201f92b 100644
--- a/thirdparty/graphite/src/inc/Endian.h
+++ b/thirdparty/graphite/src/inc/Endian.h
@@ -1,30 +1,5 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2011, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
-
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2011, SIL International, All rights reserved.
/*
Description:
A set of fast template based decoders for decoding values of any C integer
diff --git a/thirdparty/graphite/src/inc/Error.h b/thirdparty/graphite/src/inc/Error.h
index 2b7ab763a2..7e14c8e754 100644
--- a/thirdparty/graphite/src/inc/Error.h
+++ b/thirdparty/graphite/src/inc/Error.h
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2013, SIL International, All rights reserved.
- Copyright 2013, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
#pragma once
// numbers are explicitly assigned for future proofing
@@ -38,7 +15,7 @@ public:
operator bool() { return (_e != 0); }
int error() { return _e; }
void error(int e) { _e = e; }
- bool test(bool pr, int err) { return (_e = int(pr) * err); }
+ bool test(bool pr, int err) { return (_e = pr ? err : 0); }
private:
int _e;
@@ -56,7 +33,7 @@ enum errcontext {
EC_ARULEMAP = 9 // in Silf %d, pass %d, state %d
};
-enum errors {
+enum error {
E_OUTOFMEM = 1, // Out of memory
E_NOGLYPHS = 2, // There are no glyphs in the font
E_BADUPEM = 3, // The units per em for the font is bad (0)
@@ -125,7 +102,7 @@ enum errors {
E_BADJUMPCODE = 65, // Code jumps past end of op codes
E_CODEBADARGS = 66, // Code arguments exhausted
E_CODENORETURN = 67, // Missing return type op code at end of code
- E_CODENESTEDCTXT = 68, // Nested context encountered in code
+ E_CODENESTEDCTXT = 68, // Nested context encountered in code
// Compression errors
E_BADSCHEME = 69,
E_SHRINKERFAILED = 70,
diff --git a/thirdparty/graphite/src/inc/Face.h b/thirdparty/graphite/src/inc/Face.h
index 355c5aa0d3..fac7fd4b8e 100644
--- a/thirdparty/graphite/src/inc/Face.h
+++ b/thirdparty/graphite/src/inc/Face.h
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
+
#pragma once
#include <cstdio>
diff --git a/thirdparty/graphite/src/inc/FeatureMap.h b/thirdparty/graphite/src/inc/FeatureMap.h
index 0f05e941a2..a98008f738 100644
--- a/thirdparty/graphite/src/inc/FeatureMap.h
+++ b/thirdparty/graphite/src/inc/FeatureMap.h
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
+
#pragma once
#include "inc/Main.h"
#include "inc/FeatureVal.h"
diff --git a/thirdparty/graphite/src/inc/FeatureVal.h b/thirdparty/graphite/src/inc/FeatureVal.h
index cd3f93b2b5..35397f0f3b 100644
--- a/thirdparty/graphite/src/inc/FeatureVal.h
+++ b/thirdparty/graphite/src/inc/FeatureVal.h
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
#pragma once
#include <cstring>
#include <cassert>
diff --git a/thirdparty/graphite/src/inc/FileFace.h b/thirdparty/graphite/src/inc/FileFace.h
index 35927847f8..521942ee85 100644
--- a/thirdparty/graphite/src/inc/FileFace.h
+++ b/thirdparty/graphite/src/inc/FileFace.h
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2012, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2012, SIL International, All rights reserved.
+
#pragma once
//#include "inc/FeatureMap.h"
diff --git a/thirdparty/graphite/src/inc/Font.h b/thirdparty/graphite/src/inc/Font.h
index 9bc9ffb510..537ad9de0e 100644
--- a/thirdparty/graphite/src/inc/Font.h
+++ b/thirdparty/graphite/src/inc/Font.h
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
#pragma once
#include <cassert>
#include "graphite2/Font.h"
diff --git a/thirdparty/graphite/src/inc/GlyphCache.h b/thirdparty/graphite/src/inc/GlyphCache.h
index 7d5324e522..5f6d3eea18 100644
--- a/thirdparty/graphite/src/inc/GlyphCache.h
+++ b/thirdparty/graphite/src/inc/GlyphCache.h
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2012, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2012, SIL International, All rights reserved.
+
#pragma once
diff --git a/thirdparty/graphite/src/inc/GlyphFace.h b/thirdparty/graphite/src/inc/GlyphFace.h
index fc29056146..f964c0581a 100644
--- a/thirdparty/graphite/src/inc/GlyphFace.h
+++ b/thirdparty/graphite/src/inc/GlyphFace.h
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
#pragma once
#include "inc/Main.h"
diff --git a/thirdparty/graphite/src/inc/Intervals.h b/thirdparty/graphite/src/inc/Intervals.h
index 81d23187b6..15427d428a 100644
--- a/thirdparty/graphite/src/inc/Intervals.h
+++ b/thirdparty/graphite/src/inc/Intervals.h
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
+
#pragma once
#include <utility>
diff --git a/thirdparty/graphite/src/inc/List.h b/thirdparty/graphite/src/inc/List.h
index a3b7a77961..3a36c17a7a 100644
--- a/thirdparty/graphite/src/inc/List.h
+++ b/thirdparty/graphite/src/inc/List.h
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
+
// designed to have a limited subset of the std::vector api
#pragma once
diff --git a/thirdparty/graphite/src/inc/Machine.h b/thirdparty/graphite/src/inc/Machine.h
index b23819fb98..5ceedc296d 100644
--- a/thirdparty/graphite/src/inc/Machine.h
+++ b/thirdparty/graphite/src/inc/Machine.h
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
+
// This general interpreter interface.
// Author: Tim Eves
diff --git a/thirdparty/graphite/src/inc/Main.h b/thirdparty/graphite/src/inc/Main.h
index ebf02dd553..6a412efeca 100644
--- a/thirdparty/graphite/src/inc/Main.h
+++ b/thirdparty/graphite/src/inc/Main.h
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
+
#pragma once
#include <cstdlib>
diff --git a/thirdparty/graphite/src/inc/NameTable.h b/thirdparty/graphite/src/inc/NameTable.h
index 0fdbeb4d85..5a7913ddc5 100644
--- a/thirdparty/graphite/src/inc/NameTable.h
+++ b/thirdparty/graphite/src/inc/NameTable.h
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
#pragma once
#include <graphite2/Segment.h>
diff --git a/thirdparty/graphite/src/inc/Pass.h b/thirdparty/graphite/src/inc/Pass.h
index e687a87d8c..fb507e6a04 100644
--- a/thirdparty/graphite/src/inc/Pass.h
+++ b/thirdparty/graphite/src/inc/Pass.h
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
#pragma once
#include <cstdlib>
diff --git a/thirdparty/graphite/src/inc/Position.h b/thirdparty/graphite/src/inc/Position.h
index 510e4f4c41..554acc411e 100644
--- a/thirdparty/graphite/src/inc/Position.h
+++ b/thirdparty/graphite/src/inc/Position.h
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
#pragma once
namespace graphite2 {
diff --git a/thirdparty/graphite/src/inc/Rule.h b/thirdparty/graphite/src/inc/Rule.h
index 5964e003a6..09025dc799 100644
--- a/thirdparty/graphite/src/inc/Rule.h
+++ b/thirdparty/graphite/src/inc/Rule.h
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2011, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2011, SIL International, All rights reserved.
+
#pragma once
diff --git a/thirdparty/graphite/src/inc/Segment.h b/thirdparty/graphite/src/inc/Segment.h
index 6cf83408d4..a3a8eef648 100644
--- a/thirdparty/graphite/src/inc/Segment.h
+++ b/thirdparty/graphite/src/inc/Segment.h
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
+
#pragma once
#include "inc/Main.h"
diff --git a/thirdparty/graphite/src/inc/Silf.h b/thirdparty/graphite/src/inc/Silf.h
index edc0c3a16d..6fe2aaef1f 100644
--- a/thirdparty/graphite/src/inc/Silf.h
+++ b/thirdparty/graphite/src/inc/Silf.h
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
+
#pragma once
#include "graphite2/Font.h"
diff --git a/thirdparty/graphite/src/inc/Slot.h b/thirdparty/graphite/src/inc/Slot.h
index df39d9a3bb..0d8571d336 100644
--- a/thirdparty/graphite/src/inc/Slot.h
+++ b/thirdparty/graphite/src/inc/Slot.h
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
+
#pragma once
#include "graphite2/Types.h"
diff --git a/thirdparty/graphite/src/inc/Sparse.h b/thirdparty/graphite/src/inc/Sparse.h
index fcda890171..3c5d33ae5d 100644
--- a/thirdparty/graphite/src/inc/Sparse.h
+++ b/thirdparty/graphite/src/inc/Sparse.h
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2011, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2011, SIL International, All rights reserved.
+
#pragma once
#include <iterator>
#include <utility>
diff --git a/thirdparty/graphite/src/inc/TtfTypes.h b/thirdparty/graphite/src/inc/TtfTypes.h
index ae67915304..e4fd49f943 100644
--- a/thirdparty/graphite/src/inc/TtfTypes.h
+++ b/thirdparty/graphite/src/inc/TtfTypes.h
@@ -1,39 +1,14 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
-#pragma once
-/*--------------------------------------------------------------------*//*:Ignore this sentence.
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
-File: TtfTypes.h
+#pragma once
+/*
Responsibility: Tim Eves
Last reviewed: Not yet.
Description:
Provides types required to represent the TTF basic types.
--------------------------------------------------------------------------------*//*:End Ignore*/
+*/
//**********************************************************************************************
diff --git a/thirdparty/graphite/src/inc/TtfUtil.h b/thirdparty/graphite/src/inc/TtfUtil.h
index 3952bc06fb..1ccab42fb8 100644
--- a/thirdparty/graphite/src/inc/TtfUtil.h
+++ b/thirdparty/graphite/src/inc/TtfUtil.h
@@ -1,39 +1,13 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
-#pragma once
-/*--------------------------------------------------------------------*//*:Ignore this sentence.
-
-File: TtfUtil.h
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
+/*
Responsibility: Alan Ward
Last reviewed: Not yet.
Description:
Utility class for handling TrueType font files.
-----------------------------------------------------------------------------------------------*/
+*/
+#pragma once
#include <cstddef>
diff --git a/thirdparty/graphite/src/inc/UtfCodec.h b/thirdparty/graphite/src/inc/UtfCodec.h
index 24a343d8d9..bab652c119 100644
--- a/thirdparty/graphite/src/inc/UtfCodec.h
+++ b/thirdparty/graphite/src/inc/UtfCodec.h
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2011, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2011, SIL International, All rights reserved.
+
#pragma once
#include <cstdlib>
diff --git a/thirdparty/graphite/src/inc/bits.h b/thirdparty/graphite/src/inc/bits.h
index 9365986a10..168ff256d3 100644
--- a/thirdparty/graphite/src/inc/bits.h
+++ b/thirdparty/graphite/src/inc/bits.h
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2012, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2012, SIL International, All rights reserved.
+
#pragma once
namespace graphite2
diff --git a/thirdparty/graphite/src/inc/debug.h b/thirdparty/graphite/src/inc/debug.h
index 97175eb2cc..5b9c63872b 100644
--- a/thirdparty/graphite/src/inc/debug.h
+++ b/thirdparty/graphite/src/inc/debug.h
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2011, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2011, SIL International, All rights reserved.
+
// debug.h
//
// Created on: 22 Dec 2011
diff --git a/thirdparty/graphite/src/inc/json.h b/thirdparty/graphite/src/inc/json.h
index 554cd9a3d1..72011ef198 100644
--- a/thirdparty/graphite/src/inc/json.h
+++ b/thirdparty/graphite/src/inc/json.h
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2011, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2011, SIL International, All rights reserved.
+
// JSON pretty printer for graphite font debug output logging.
// Created on: 15 Dec 2011
// Author: Tim Eves
diff --git a/thirdparty/graphite/src/inc/locale2lcid.h b/thirdparty/graphite/src/inc/locale2lcid.h
index 25d5c0a3c8..e591c42b28 100644
--- a/thirdparty/graphite/src/inc/locale2lcid.h
+++ b/thirdparty/graphite/src/inc/locale2lcid.h
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
#pragma once
#include <cstring>
#include <cassert>
diff --git a/thirdparty/graphite/src/inc/opcode_table.h b/thirdparty/graphite/src/inc/opcode_table.h
index cb5acde9a4..01a84831bc 100644
--- a/thirdparty/graphite/src/inc/opcode_table.h
+++ b/thirdparty/graphite/src/inc/opcode_table.h
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
// This file will be pulled into and integrated into a machine implmentation
// DO NOT build directly
#pragma once
diff --git a/thirdparty/graphite/src/inc/opcodes.h b/thirdparty/graphite/src/inc/opcodes.h
index ff2f1741e2..10ba177229 100644
--- a/thirdparty/graphite/src/inc/opcodes.h
+++ b/thirdparty/graphite/src/inc/opcodes.h
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2010, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2010, SIL International, All rights reserved.
+
#pragma once
// This file will be pulled into and integrated into a machine implmentation
// DO NOT build directly and under no circumstances ever #include headers in
diff --git a/thirdparty/graphite/src/json.cpp b/thirdparty/graphite/src/json.cpp
index 25f2190f71..7990654eb8 100644
--- a/thirdparty/graphite/src/json.cpp
+++ b/thirdparty/graphite/src/json.cpp
@@ -1,29 +1,6 @@
-/* GRAPHITE2 LICENSING
-
- Copyright 2011, SIL International
- All rights reserved.
-
- This library is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published
- by the Free Software Foundation; either version 2.1 of License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
-
- You should also have received a copy of the GNU Lesser General Public
- License along with this library in the file named "LICENSE".
- If not, write to the Free Software Foundation, 51 Franklin Street,
- Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
- internet at http://www.fsf.org/licenses/lgpl.html.
-
-Alternatively, the contents of this file may be used under the terms of the
-Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
-License, as published by the Free Software Foundation, either version 2
-of the License or (at your option) any later version.
-*/
+// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
+// Copyright 2011, SIL International, All rights reserved.
+
// JSON debug logging
// Author: Tim Eves
diff --git a/thirdparty/openxr/include/openxr/openxr.h b/thirdparty/openxr/include/openxr/openxr.h
index 6f9b71aa68..3663f9f14d 100644
--- a/thirdparty/openxr/include/openxr/openxr.h
+++ b/thirdparty/openxr/include/openxr/openxr.h
@@ -25,7 +25,7 @@ extern "C" {
((((major) & 0xffffULL) << 48) | (((minor) & 0xffffULL) << 32) | ((patch) & 0xffffffffULL))
// OpenXR current version number.
-#define XR_CURRENT_API_VERSION XR_MAKE_VERSION(1, 0, 25)
+#define XR_CURRENT_API_VERSION XR_MAKE_VERSION(1, 0, 26)
#define XR_VERSION_MAJOR(version) (uint16_t)(((uint64_t)(version) >> 48)& 0xffffULL)
#define XR_VERSION_MINOR(version) (uint16_t)(((uint64_t)(version) >> 32) & 0xffffULL)
@@ -450,6 +450,15 @@ typedef enum XrStructureType {
XR_TYPE_VULKAN_SWAPCHAIN_CREATE_INFO_META = 1000227000,
XR_TYPE_PERFORMANCE_METRICS_STATE_META = 1000232001,
XR_TYPE_PERFORMANCE_METRICS_COUNTER_META = 1000232002,
+ XR_TYPE_SYSTEM_HEADSET_ID_PROPERTIES_META = 1000245000,
+ XR_TYPE_PASSTHROUGH_CREATE_INFO_HTC = 1000317001,
+ XR_TYPE_PASSTHROUGH_COLOR_HTC = 1000317002,
+ XR_TYPE_PASSTHROUGH_MESH_TRANSFORM_INFO_HTC = 1000317003,
+ XR_TYPE_COMPOSITION_LAYER_PASSTHROUGH_HTC = 1000317004,
+ XR_TYPE_FOVEATION_APPLY_INFO_HTC = 1000318000,
+ XR_TYPE_FOVEATION_DYNAMIC_MODE_INFO_HTC = 1000318001,
+ XR_TYPE_FOVEATION_CUSTOM_MODE_INFO_HTC = 1000318002,
+ XR_TYPE_ACTIVE_ACTION_SET_PRIORITIES_EXT = 1000373000,
XR_TYPE_GRAPHICS_BINDING_VULKAN2_KHR = XR_TYPE_GRAPHICS_BINDING_VULKAN_KHR,
XR_TYPE_SWAPCHAIN_IMAGE_VULKAN2_KHR = XR_TYPE_SWAPCHAIN_IMAGE_VULKAN_KHR,
XR_TYPE_GRAPHICS_REQUIREMENTS_VULKAN2_KHR = XR_TYPE_GRAPHICS_REQUIREMENTS_VULKAN_KHR,
@@ -536,6 +545,7 @@ typedef enum XrObjectType {
XR_OBJECT_TYPE_PASSTHROUGH_LAYER_FB = 1000118002,
XR_OBJECT_TYPE_GEOMETRY_INSTANCE_FB = 1000118004,
XR_OBJECT_TYPE_SPATIAL_ANCHOR_STORE_CONNECTION_MSFT = 1000142000,
+ XR_OBJECT_TYPE_PASSTHROUGH_HTC = 1000317000,
XR_OBJECT_TYPE_MAX_ENUM = 0x7FFFFFFF
} XrObjectType;
typedef XrFlags64 XrInstanceCreateFlags;
@@ -1631,7 +1641,7 @@ typedef struct XrBindingModificationsKHR {
#define XR_EXT_performance_settings 1
-#define XR_EXT_performance_settings_SPEC_VERSION 3
+#define XR_EXT_performance_settings_SPEC_VERSION 4
#define XR_EXT_PERFORMANCE_SETTINGS_EXTENSION_NAME "XR_EXT_performance_settings"
typedef enum XrPerfSettingsDomainEXT {
@@ -3007,7 +3017,7 @@ XRAPI_ATTR XrResult XRAPI_CALL xrRequestDisplayRefreshRateFB(
#define XR_HTCX_vive_tracker_interaction 1
-#define XR_HTCX_vive_tracker_interaction_SPEC_VERSION 1
+#define XR_HTCX_vive_tracker_interaction_SPEC_VERSION 2
#define XR_HTCX_VIVE_TRACKER_INTERACTION_EXTENSION_NAME "XR_HTCX_vive_tracker_interaction"
typedef struct XrViveTrackerPathsHTCX {
XrStructureType type;
@@ -3043,7 +3053,7 @@ XRAPI_ATTR XrResult XRAPI_CALL xrEnumerateViveTrackerPathsHTCX(
#define XR_FACIAL_EXPRESSION_LIP_COUNT_HTC 37
XR_DEFINE_HANDLE(XrFacialTrackerHTC)
-#define XR_HTC_facial_tracking_SPEC_VERSION 1
+#define XR_HTC_facial_tracking_SPEC_VERSION 2
#define XR_HTC_FACIAL_TRACKING_EXTENSION_NAME "XR_HTC_facial_tracking"
typedef enum XrEyeExpressionHTC {
@@ -4508,7 +4518,7 @@ typedef struct XrCompositionLayerSettingsFB {
#define XR_META_performance_metrics 1
-#define XR_META_performance_metrics_SPEC_VERSION 1
+#define XR_META_performance_metrics_SPEC_VERSION 2
#define XR_META_PERFORMANCE_METRICS_EXTENSION_NAME "XR_META_performance_metrics"
typedef enum XrPerformanceMetricsCounterUnitMETA {
@@ -4570,10 +4580,167 @@ XRAPI_ATTR XrResult XRAPI_CALL xrQueryPerformanceMetricsCounterMETA(
#endif /* !XR_NO_PROTOTYPES */
+#define XR_META_headset_id 1
+#define XR_META_headset_id_SPEC_VERSION 1
+#define XR_META_HEADSET_ID_EXTENSION_NAME "XR_META_headset_id"
+// XrSystemHeadsetIdPropertiesMETA extends XrSystemProperties
+typedef struct XrSystemHeadsetIdPropertiesMETA {
+ XrStructureType type;
+ void* XR_MAY_ALIAS next;
+ XrUuidEXT id;
+} XrSystemHeadsetIdPropertiesMETA;
+
+
+
#define XR_EXT_uuid 1
#define XR_EXT_uuid_SPEC_VERSION 1
#define XR_EXT_UUID_EXTENSION_NAME "XR_EXT_uuid"
+
+#define XR_HTC_passthrough 1
+XR_DEFINE_HANDLE(XrPassthroughHTC)
+#define XR_HTC_passthrough_SPEC_VERSION 1
+#define XR_HTC_PASSTHROUGH_EXTENSION_NAME "XR_HTC_passthrough"
+
+typedef enum XrPassthroughFormHTC {
+ XR_PASSTHROUGH_FORM_PLANAR_HTC = 0,
+ XR_PASSTHROUGH_FORM_PROJECTED_HTC = 1,
+ XR_PASSTHROUGH_FORM_MAX_ENUM_HTC = 0x7FFFFFFF
+} XrPassthroughFormHTC;
+typedef struct XrPassthroughCreateInfoHTC {
+ XrStructureType type;
+ const void* XR_MAY_ALIAS next;
+ XrPassthroughFormHTC form;
+} XrPassthroughCreateInfoHTC;
+
+typedef struct XrPassthroughColorHTC {
+ XrStructureType type;
+ const void* XR_MAY_ALIAS next;
+ float alpha;
+} XrPassthroughColorHTC;
+
+// XrPassthroughMeshTransformInfoHTC extends XrCompositionLayerPassthroughHTC
+typedef struct XrPassthroughMeshTransformInfoHTC {
+ XrStructureType type;
+ const void* XR_MAY_ALIAS next;
+ uint32_t vertexCount;
+ const XrVector3f* vertices;
+ uint32_t indexCount;
+ const uint32_t* indices;
+ XrSpace baseSpace;
+ XrTime time;
+ XrPosef pose;
+ XrVector3f scale;
+} XrPassthroughMeshTransformInfoHTC;
+
+typedef struct XrCompositionLayerPassthroughHTC {
+ XrStructureType type;
+ const void* XR_MAY_ALIAS next;
+ XrCompositionLayerFlags layerFlags;
+ XrSpace space;
+ XrPassthroughHTC passthrough;
+ XrPassthroughColorHTC color;
+} XrCompositionLayerPassthroughHTC;
+
+typedef XrResult (XRAPI_PTR *PFN_xrCreatePassthroughHTC)(XrSession session, const XrPassthroughCreateInfoHTC* createInfo, XrPassthroughHTC* passthrough);
+typedef XrResult (XRAPI_PTR *PFN_xrDestroyPassthroughHTC)(XrPassthroughHTC passthrough);
+
+#ifndef XR_NO_PROTOTYPES
+#ifdef XR_EXTENSION_PROTOTYPES
+XRAPI_ATTR XrResult XRAPI_CALL xrCreatePassthroughHTC(
+ XrSession session,
+ const XrPassthroughCreateInfoHTC* createInfo,
+ XrPassthroughHTC* passthrough);
+
+XRAPI_ATTR XrResult XRAPI_CALL xrDestroyPassthroughHTC(
+ XrPassthroughHTC passthrough);
+#endif /* XR_EXTENSION_PROTOTYPES */
+#endif /* !XR_NO_PROTOTYPES */
+
+
+#define XR_HTC_foveation 1
+#define XR_HTC_foveation_SPEC_VERSION 1
+#define XR_HTC_FOVEATION_EXTENSION_NAME "XR_HTC_foveation"
+
+typedef enum XrFoveationModeHTC {
+ XR_FOVEATION_MODE_DISABLE_HTC = 0,
+ XR_FOVEATION_MODE_FIXED_HTC = 1,
+ XR_FOVEATION_MODE_DYNAMIC_HTC = 2,
+ XR_FOVEATION_MODE_CUSTOM_HTC = 3,
+ XR_FOVEATION_MODE_MAX_ENUM_HTC = 0x7FFFFFFF
+} XrFoveationModeHTC;
+
+typedef enum XrFoveationLevelHTC {
+ XR_FOVEATION_LEVEL_NONE_HTC = 0,
+ XR_FOVEATION_LEVEL_LOW_HTC = 1,
+ XR_FOVEATION_LEVEL_MEDIUM_HTC = 2,
+ XR_FOVEATION_LEVEL_HIGH_HTC = 3,
+ XR_FOVEATION_LEVEL_MAX_ENUM_HTC = 0x7FFFFFFF
+} XrFoveationLevelHTC;
+typedef XrFlags64 XrFoveationDynamicFlagsHTC;
+
+// Flag bits for XrFoveationDynamicFlagsHTC
+static const XrFoveationDynamicFlagsHTC XR_FOVEATION_DYNAMIC_LEVEL_ENABLED_BIT_HTC = 0x00000001;
+static const XrFoveationDynamicFlagsHTC XR_FOVEATION_DYNAMIC_CLEAR_FOV_ENABLED_BIT_HTC = 0x00000002;
+static const XrFoveationDynamicFlagsHTC XR_FOVEATION_DYNAMIC_FOCAL_CENTER_OFFSET_ENABLED_BIT_HTC = 0x00000004;
+
+typedef struct XrFoveationApplyInfoHTC {
+ XrStructureType type;
+ const void* XR_MAY_ALIAS next;
+ XrFoveationModeHTC mode;
+ uint32_t subImageCount;
+ XrSwapchainSubImage* subImages;
+} XrFoveationApplyInfoHTC;
+
+typedef struct XrFoveationConfigurationHTC {
+ XrFoveationLevelHTC level;
+ float clearFovDegree;
+ XrVector2f focalCenterOffset;
+} XrFoveationConfigurationHTC;
+
+// XrFoveationDynamicModeInfoHTC extends XrFoveationApplyInfoHTC
+typedef struct XrFoveationDynamicModeInfoHTC {
+ XrStructureType type;
+ const void* XR_MAY_ALIAS next;
+ XrFoveationDynamicFlagsHTC dynamicFlags;
+} XrFoveationDynamicModeInfoHTC;
+
+// XrFoveationCustomModeInfoHTC extends XrFoveationApplyInfoHTC
+typedef struct XrFoveationCustomModeInfoHTC {
+ XrStructureType type;
+ const void* XR_MAY_ALIAS next;
+ uint32_t configCount;
+ const XrFoveationConfigurationHTC* configs;
+} XrFoveationCustomModeInfoHTC;
+
+typedef XrResult (XRAPI_PTR *PFN_xrApplyFoveationHTC)(XrSession session, const XrFoveationApplyInfoHTC* applyInfo);
+
+#ifndef XR_NO_PROTOTYPES
+#ifdef XR_EXTENSION_PROTOTYPES
+XRAPI_ATTR XrResult XRAPI_CALL xrApplyFoveationHTC(
+ XrSession session,
+ const XrFoveationApplyInfoHTC* applyInfo);
+#endif /* XR_EXTENSION_PROTOTYPES */
+#endif /* !XR_NO_PROTOTYPES */
+
+
+#define XR_EXT_active_action_set_priority 1
+#define XR_EXT_active_action_set_priority_SPEC_VERSION 1
+#define XR_EXT_ACTIVE_ACTION_SET_PRIORITY_EXTENSION_NAME "XR_EXT_active_action_set_priority"
+typedef struct XrActiveActionSetPriorityEXT {
+ XrActionSet actionSet;
+ uint32_t priorityOverride;
+} XrActiveActionSetPriorityEXT;
+
+// XrActiveActionSetPrioritiesEXT extends XrActionsSyncInfo
+typedef struct XrActiveActionSetPrioritiesEXT {
+ XrStructureType type;
+ const void* XR_MAY_ALIAS next;
+ uint32_t actionSetPriorityCount;
+ const XrActiveActionSetPriorityEXT* actionSetPriorities;
+} XrActiveActionSetPrioritiesEXT;
+
+
#ifdef __cplusplus
}
#endif
diff --git a/thirdparty/openxr/include/openxr/openxr_reflection.h b/thirdparty/openxr/include/openxr/openxr_reflection.h
index ac6f452377..1a873c1770 100644
--- a/thirdparty/openxr/include/openxr/openxr_reflection.h
+++ b/thirdparty/openxr/include/openxr/openxr_reflection.h
@@ -351,6 +351,15 @@ XR_ENUM_STR(XrResult);
_(XR_TYPE_VULKAN_SWAPCHAIN_CREATE_INFO_META, 1000227000) \
_(XR_TYPE_PERFORMANCE_METRICS_STATE_META, 1000232001) \
_(XR_TYPE_PERFORMANCE_METRICS_COUNTER_META, 1000232002) \
+ _(XR_TYPE_SYSTEM_HEADSET_ID_PROPERTIES_META, 1000245000) \
+ _(XR_TYPE_PASSTHROUGH_CREATE_INFO_HTC, 1000317001) \
+ _(XR_TYPE_PASSTHROUGH_COLOR_HTC, 1000317002) \
+ _(XR_TYPE_PASSTHROUGH_MESH_TRANSFORM_INFO_HTC, 1000317003) \
+ _(XR_TYPE_COMPOSITION_LAYER_PASSTHROUGH_HTC, 1000317004) \
+ _(XR_TYPE_FOVEATION_APPLY_INFO_HTC, 1000318000) \
+ _(XR_TYPE_FOVEATION_DYNAMIC_MODE_INFO_HTC, 1000318001) \
+ _(XR_TYPE_FOVEATION_CUSTOM_MODE_INFO_HTC, 1000318002) \
+ _(XR_TYPE_ACTIVE_ACTION_SET_PRIORITIES_EXT, 1000373000) \
_(XR_STRUCTURE_TYPE_MAX_ENUM, 0x7FFFFFFF)
#define XR_LIST_ENUM_XrFormFactor(_) \
@@ -426,6 +435,7 @@ XR_ENUM_STR(XrResult);
_(XR_OBJECT_TYPE_PASSTHROUGH_LAYER_FB, 1000118002) \
_(XR_OBJECT_TYPE_GEOMETRY_INSTANCE_FB, 1000118004) \
_(XR_OBJECT_TYPE_SPATIAL_ANCHOR_STORE_CONNECTION_MSFT, 1000142000) \
+ _(XR_OBJECT_TYPE_PASSTHROUGH_HTC, 1000317000) \
_(XR_OBJECT_TYPE_MAX_ENUM, 0x7FFFFFFF)
#define XR_LIST_ENUM_XrAndroidThreadTypeKHR(_) \
@@ -748,6 +758,25 @@ XR_ENUM_STR(XrResult);
_(XR_PERFORMANCE_METRICS_COUNTER_UNIT_HERTZ_META, 4) \
_(XR_PERFORMANCE_METRICS_COUNTER_UNIT_MAX_ENUM_META, 0x7FFFFFFF)
+#define XR_LIST_ENUM_XrPassthroughFormHTC(_) \
+ _(XR_PASSTHROUGH_FORM_PLANAR_HTC, 0) \
+ _(XR_PASSTHROUGH_FORM_PROJECTED_HTC, 1) \
+ _(XR_PASSTHROUGH_FORM_MAX_ENUM_HTC, 0x7FFFFFFF)
+
+#define XR_LIST_ENUM_XrFoveationModeHTC(_) \
+ _(XR_FOVEATION_MODE_DISABLE_HTC, 0) \
+ _(XR_FOVEATION_MODE_FIXED_HTC, 1) \
+ _(XR_FOVEATION_MODE_DYNAMIC_HTC, 2) \
+ _(XR_FOVEATION_MODE_CUSTOM_HTC, 3) \
+ _(XR_FOVEATION_MODE_MAX_ENUM_HTC, 0x7FFFFFFF)
+
+#define XR_LIST_ENUM_XrFoveationLevelHTC(_) \
+ _(XR_FOVEATION_LEVEL_NONE_HTC, 0) \
+ _(XR_FOVEATION_LEVEL_LOW_HTC, 1) \
+ _(XR_FOVEATION_LEVEL_MEDIUM_HTC, 2) \
+ _(XR_FOVEATION_LEVEL_HIGH_HTC, 3) \
+ _(XR_FOVEATION_LEVEL_MAX_ENUM_HTC, 0x7FFFFFFF)
+
#define XR_LIST_BITS_XrInstanceCreateFlags(_)
#define XR_LIST_BITS_XrSessionCreateFlags(_)
@@ -891,6 +920,12 @@ XR_ENUM_STR(XrResult);
_(XR_PERFORMANCE_METRICS_COUNTER_UINT_VALUE_VALID_BIT_META, 0x00000002) \
_(XR_PERFORMANCE_METRICS_COUNTER_FLOAT_VALUE_VALID_BIT_META, 0x00000004) \
+#define XR_LIST_BITS_XrFoveationDynamicFlagsHTC(_) \
+ _(XR_FOVEATION_DYNAMIC_LEVEL_ENABLED_BIT_HTC, 0x00000001) \
+ _(XR_FOVEATION_DYNAMIC_CLEAR_FOV_ENABLED_BIT_HTC, 0x00000002) \
+ _(XR_FOVEATION_DYNAMIC_FOCAL_CENTER_OFFSET_ENABLED_BIT_HTC, 0x00000004) \
+
+/// Calls your macro with the name of each member of XrApiLayerProperties, in order.
#define XR_LIST_STRUCT_XrApiLayerProperties(_) \
_(type) \
_(next) \
@@ -899,12 +934,14 @@ XR_ENUM_STR(XrResult);
_(layerVersion) \
_(description) \
+/// Calls your macro with the name of each member of XrExtensionProperties, in order.
#define XR_LIST_STRUCT_XrExtensionProperties(_) \
_(type) \
_(next) \
_(extensionName) \
_(extensionVersion) \
+/// Calls your macro with the name of each member of XrApplicationInfo, in order.
#define XR_LIST_STRUCT_XrApplicationInfo(_) \
_(applicationName) \
_(applicationVersion) \
@@ -912,6 +949,7 @@ XR_ENUM_STR(XrResult);
_(engineVersion) \
_(apiVersion) \
+/// Calls your macro with the name of each member of XrInstanceCreateInfo, in order.
#define XR_LIST_STRUCT_XrInstanceCreateInfo(_) \
_(type) \
_(next) \
@@ -922,31 +960,37 @@ XR_ENUM_STR(XrResult);
_(enabledExtensionCount) \
_(enabledExtensionNames) \
+/// Calls your macro with the name of each member of XrInstanceProperties, in order.
#define XR_LIST_STRUCT_XrInstanceProperties(_) \
_(type) \
_(next) \
_(runtimeVersion) \
_(runtimeName) \
+/// Calls your macro with the name of each member of XrEventDataBuffer, in order.
#define XR_LIST_STRUCT_XrEventDataBuffer(_) \
_(type) \
_(next) \
_(varying) \
+/// Calls your macro with the name of each member of XrSystemGetInfo, in order.
#define XR_LIST_STRUCT_XrSystemGetInfo(_) \
_(type) \
_(next) \
_(formFactor) \
+/// Calls your macro with the name of each member of XrSystemGraphicsProperties, in order.
#define XR_LIST_STRUCT_XrSystemGraphicsProperties(_) \
_(maxSwapchainImageHeight) \
_(maxSwapchainImageWidth) \
_(maxLayerCount) \
+/// Calls your macro with the name of each member of XrSystemTrackingProperties, in order.
#define XR_LIST_STRUCT_XrSystemTrackingProperties(_) \
_(orientationTracking) \
_(positionTracking) \
+/// Calls your macro with the name of each member of XrSystemProperties, in order.
#define XR_LIST_STRUCT_XrSystemProperties(_) \
_(type) \
_(next) \
@@ -956,17 +1000,20 @@ XR_ENUM_STR(XrResult);
_(graphicsProperties) \
_(trackingProperties) \
+/// Calls your macro with the name of each member of XrSessionCreateInfo, in order.
#define XR_LIST_STRUCT_XrSessionCreateInfo(_) \
_(type) \
_(next) \
_(createFlags) \
_(systemId) \
+/// Calls your macro with the name of each member of XrVector3f, in order.
#define XR_LIST_STRUCT_XrVector3f(_) \
_(x) \
_(y) \
_(z) \
+/// Calls your macro with the name of each member of XrSpaceVelocity, in order.
#define XR_LIST_STRUCT_XrSpaceVelocity(_) \
_(type) \
_(next) \
@@ -974,26 +1021,31 @@ XR_ENUM_STR(XrResult);
_(linearVelocity) \
_(angularVelocity) \
+/// Calls your macro with the name of each member of XrQuaternionf, in order.
#define XR_LIST_STRUCT_XrQuaternionf(_) \
_(x) \
_(y) \
_(z) \
_(w) \
+/// Calls your macro with the name of each member of XrPosef, in order.
#define XR_LIST_STRUCT_XrPosef(_) \
_(orientation) \
_(position) \
+/// Calls your macro with the name of each member of XrReferenceSpaceCreateInfo, in order.
#define XR_LIST_STRUCT_XrReferenceSpaceCreateInfo(_) \
_(type) \
_(next) \
_(referenceSpaceType) \
_(poseInReferenceSpace) \
+/// Calls your macro with the name of each member of XrExtent2Df, in order.
#define XR_LIST_STRUCT_XrExtent2Df(_) \
_(width) \
_(height) \
+/// Calls your macro with the name of each member of XrActionSpaceCreateInfo, in order.
#define XR_LIST_STRUCT_XrActionSpaceCreateInfo(_) \
_(type) \
_(next) \
@@ -1001,18 +1053,21 @@ XR_ENUM_STR(XrResult);
_(subactionPath) \
_(poseInActionSpace) \
+/// Calls your macro with the name of each member of XrSpaceLocation, in order.
#define XR_LIST_STRUCT_XrSpaceLocation(_) \
_(type) \
_(next) \
_(locationFlags) \
_(pose) \
+/// Calls your macro with the name of each member of XrViewConfigurationProperties, in order.
#define XR_LIST_STRUCT_XrViewConfigurationProperties(_) \
_(type) \
_(next) \
_(viewConfigurationType) \
_(fovMutable) \
+/// Calls your macro with the name of each member of XrViewConfigurationView, in order.
#define XR_LIST_STRUCT_XrViewConfigurationView(_) \
_(type) \
_(next) \
@@ -1023,6 +1078,7 @@ XR_ENUM_STR(XrResult);
_(recommendedSwapchainSampleCount) \
_(maxSwapchainSampleCount) \
+/// Calls your macro with the name of each member of XrSwapchainCreateInfo, in order.
#define XR_LIST_STRUCT_XrSwapchainCreateInfo(_) \
_(type) \
_(next) \
@@ -1036,32 +1092,39 @@ XR_ENUM_STR(XrResult);
_(arraySize) \
_(mipCount) \
+/// Calls your macro with the name of each member of XrSwapchainImageBaseHeader, in order.
#define XR_LIST_STRUCT_XrSwapchainImageBaseHeader(_) \
_(type) \
_(next) \
+/// Calls your macro with the name of each member of XrSwapchainImageAcquireInfo, in order.
#define XR_LIST_STRUCT_XrSwapchainImageAcquireInfo(_) \
_(type) \
_(next) \
+/// Calls your macro with the name of each member of XrSwapchainImageWaitInfo, in order.
#define XR_LIST_STRUCT_XrSwapchainImageWaitInfo(_) \
_(type) \
_(next) \
_(timeout) \
+/// Calls your macro with the name of each member of XrSwapchainImageReleaseInfo, in order.
#define XR_LIST_STRUCT_XrSwapchainImageReleaseInfo(_) \
_(type) \
_(next) \
+/// Calls your macro with the name of each member of XrSessionBeginInfo, in order.
#define XR_LIST_STRUCT_XrSessionBeginInfo(_) \
_(type) \
_(next) \
_(primaryViewConfigurationType) \
+/// Calls your macro with the name of each member of XrFrameWaitInfo, in order.
#define XR_LIST_STRUCT_XrFrameWaitInfo(_) \
_(type) \
_(next) \
+/// Calls your macro with the name of each member of XrFrameState, in order.
#define XR_LIST_STRUCT_XrFrameState(_) \
_(type) \
_(next) \
@@ -1069,16 +1132,19 @@ XR_ENUM_STR(XrResult);
_(predictedDisplayPeriod) \
_(shouldRender) \
+/// Calls your macro with the name of each member of XrFrameBeginInfo, in order.
#define XR_LIST_STRUCT_XrFrameBeginInfo(_) \
_(type) \
_(next) \
+/// Calls your macro with the name of each member of XrCompositionLayerBaseHeader, in order.
#define XR_LIST_STRUCT_XrCompositionLayerBaseHeader(_) \
_(type) \
_(next) \
_(layerFlags) \
_(space) \
+/// Calls your macro with the name of each member of XrFrameEndInfo, in order.
#define XR_LIST_STRUCT_XrFrameEndInfo(_) \
_(type) \
_(next) \
@@ -1087,6 +1153,7 @@ XR_ENUM_STR(XrResult);
_(layerCount) \
_(layers) \
+/// Calls your macro with the name of each member of XrViewLocateInfo, in order.
#define XR_LIST_STRUCT_XrViewLocateInfo(_) \
_(type) \
_(next) \
@@ -1094,23 +1161,27 @@ XR_ENUM_STR(XrResult);
_(displayTime) \
_(space) \
+/// Calls your macro with the name of each member of XrViewState, in order.
#define XR_LIST_STRUCT_XrViewState(_) \
_(type) \
_(next) \
_(viewStateFlags) \
+/// Calls your macro with the name of each member of XrFovf, in order.
#define XR_LIST_STRUCT_XrFovf(_) \
_(angleLeft) \
_(angleRight) \
_(angleUp) \
_(angleDown) \
+/// Calls your macro with the name of each member of XrView, in order.
#define XR_LIST_STRUCT_XrView(_) \
_(type) \
_(next) \
_(pose) \
_(fov) \
+/// Calls your macro with the name of each member of XrActionSetCreateInfo, in order.
#define XR_LIST_STRUCT_XrActionSetCreateInfo(_) \
_(type) \
_(next) \
@@ -1118,6 +1189,7 @@ XR_ENUM_STR(XrResult);
_(localizedActionSetName) \
_(priority) \
+/// Calls your macro with the name of each member of XrActionCreateInfo, in order.
#define XR_LIST_STRUCT_XrActionCreateInfo(_) \
_(type) \
_(next) \
@@ -1127,10 +1199,12 @@ XR_ENUM_STR(XrResult);
_(subactionPaths) \
_(localizedActionName) \
+/// Calls your macro with the name of each member of XrActionSuggestedBinding, in order.
#define XR_LIST_STRUCT_XrActionSuggestedBinding(_) \
_(action) \
_(binding) \
+/// Calls your macro with the name of each member of XrInteractionProfileSuggestedBinding, in order.
#define XR_LIST_STRUCT_XrInteractionProfileSuggestedBinding(_) \
_(type) \
_(next) \
@@ -1138,23 +1212,27 @@ XR_ENUM_STR(XrResult);
_(countSuggestedBindings) \
_(suggestedBindings) \
+/// Calls your macro with the name of each member of XrSessionActionSetsAttachInfo, in order.
#define XR_LIST_STRUCT_XrSessionActionSetsAttachInfo(_) \
_(type) \
_(next) \
_(countActionSets) \
_(actionSets) \
+/// Calls your macro with the name of each member of XrInteractionProfileState, in order.
#define XR_LIST_STRUCT_XrInteractionProfileState(_) \
_(type) \
_(next) \
_(interactionProfile) \
+/// Calls your macro with the name of each member of XrActionStateGetInfo, in order.
#define XR_LIST_STRUCT_XrActionStateGetInfo(_) \
_(type) \
_(next) \
_(action) \
_(subactionPath) \
+/// Calls your macro with the name of each member of XrActionStateBoolean, in order.
#define XR_LIST_STRUCT_XrActionStateBoolean(_) \
_(type) \
_(next) \
@@ -1163,6 +1241,7 @@ XR_ENUM_STR(XrResult);
_(lastChangeTime) \
_(isActive) \
+/// Calls your macro with the name of each member of XrActionStateFloat, in order.
#define XR_LIST_STRUCT_XrActionStateFloat(_) \
_(type) \
_(next) \
@@ -1171,10 +1250,12 @@ XR_ENUM_STR(XrResult);
_(lastChangeTime) \
_(isActive) \
+/// Calls your macro with the name of each member of XrVector2f, in order.
#define XR_LIST_STRUCT_XrVector2f(_) \
_(x) \
_(y) \
+/// Calls your macro with the name of each member of XrActionStateVector2f, in order.
#define XR_LIST_STRUCT_XrActionStateVector2f(_) \
_(type) \
_(next) \
@@ -1183,67 +1264,81 @@ XR_ENUM_STR(XrResult);
_(lastChangeTime) \
_(isActive) \
+/// Calls your macro with the name of each member of XrActionStatePose, in order.
#define XR_LIST_STRUCT_XrActionStatePose(_) \
_(type) \
_(next) \
_(isActive) \
+/// Calls your macro with the name of each member of XrActiveActionSet, in order.
#define XR_LIST_STRUCT_XrActiveActionSet(_) \
_(actionSet) \
_(subactionPath) \
+/// Calls your macro with the name of each member of XrActionsSyncInfo, in order.
#define XR_LIST_STRUCT_XrActionsSyncInfo(_) \
_(type) \
_(next) \
_(countActiveActionSets) \
_(activeActionSets) \
+/// Calls your macro with the name of each member of XrBoundSourcesForActionEnumerateInfo, in order.
#define XR_LIST_STRUCT_XrBoundSourcesForActionEnumerateInfo(_) \
_(type) \
_(next) \
_(action) \
+/// Calls your macro with the name of each member of XrInputSourceLocalizedNameGetInfo, in order.
#define XR_LIST_STRUCT_XrInputSourceLocalizedNameGetInfo(_) \
_(type) \
_(next) \
_(sourcePath) \
_(whichComponents) \
+/// Calls your macro with the name of each member of XrHapticActionInfo, in order.
#define XR_LIST_STRUCT_XrHapticActionInfo(_) \
_(type) \
_(next) \
_(action) \
_(subactionPath) \
+/// Calls your macro with the name of each member of XrHapticBaseHeader, in order.
#define XR_LIST_STRUCT_XrHapticBaseHeader(_) \
_(type) \
_(next) \
+/// Calls your macro with the name of each member of XrBaseInStructure, in order.
#define XR_LIST_STRUCT_XrBaseInStructure(_) \
_(type) \
_(next) \
+/// Calls your macro with the name of each member of XrBaseOutStructure, in order.
#define XR_LIST_STRUCT_XrBaseOutStructure(_) \
_(type) \
_(next) \
+/// Calls your macro with the name of each member of XrOffset2Di, in order.
#define XR_LIST_STRUCT_XrOffset2Di(_) \
_(x) \
_(y) \
+/// Calls your macro with the name of each member of XrExtent2Di, in order.
#define XR_LIST_STRUCT_XrExtent2Di(_) \
_(width) \
_(height) \
+/// Calls your macro with the name of each member of XrRect2Di, in order.
#define XR_LIST_STRUCT_XrRect2Di(_) \
_(offset) \
_(extent) \
+/// Calls your macro with the name of each member of XrSwapchainSubImage, in order.
#define XR_LIST_STRUCT_XrSwapchainSubImage(_) \
_(swapchain) \
_(imageRect) \
_(imageArrayIndex) \
+/// Calls your macro with the name of each member of XrCompositionLayerProjectionView, in order.
#define XR_LIST_STRUCT_XrCompositionLayerProjectionView(_) \
_(type) \
_(next) \
@@ -1251,6 +1346,7 @@ XR_ENUM_STR(XrResult);
_(fov) \
_(subImage) \
+/// Calls your macro with the name of each member of XrCompositionLayerProjection, in order.
#define XR_LIST_STRUCT_XrCompositionLayerProjection(_) \
_(type) \
_(next) \
@@ -1259,6 +1355,7 @@ XR_ENUM_STR(XrResult);
_(viewCount) \
_(views) \
+/// Calls your macro with the name of each member of XrCompositionLayerQuad, in order.
#define XR_LIST_STRUCT_XrCompositionLayerQuad(_) \
_(type) \
_(next) \
@@ -1269,20 +1366,24 @@ XR_ENUM_STR(XrResult);
_(pose) \
_(size) \
+/// Calls your macro with the name of each member of XrEventDataBaseHeader, in order.
#define XR_LIST_STRUCT_XrEventDataBaseHeader(_) \
_(type) \
_(next) \
+/// Calls your macro with the name of each member of XrEventDataEventsLost, in order.
#define XR_LIST_STRUCT_XrEventDataEventsLost(_) \
_(type) \
_(next) \
_(lostEventCount) \
+/// Calls your macro with the name of each member of XrEventDataInstanceLossPending, in order.
#define XR_LIST_STRUCT_XrEventDataInstanceLossPending(_) \
_(type) \
_(next) \
_(lossTime) \
+/// Calls your macro with the name of each member of XrEventDataSessionStateChanged, in order.
#define XR_LIST_STRUCT_XrEventDataSessionStateChanged(_) \
_(type) \
_(next) \
@@ -1290,6 +1391,7 @@ XR_ENUM_STR(XrResult);
_(state) \
_(time) \
+/// Calls your macro with the name of each member of XrEventDataReferenceSpaceChangePending, in order.
#define XR_LIST_STRUCT_XrEventDataReferenceSpaceChangePending(_) \
_(type) \
_(next) \
@@ -1299,11 +1401,13 @@ XR_ENUM_STR(XrResult);
_(poseValid) \
_(poseInPreviousSpace) \
+/// Calls your macro with the name of each member of XrEventDataInteractionProfileChanged, in order.
#define XR_LIST_STRUCT_XrEventDataInteractionProfileChanged(_) \
_(type) \
_(next) \
_(session) \
+/// Calls your macro with the name of each member of XrHapticVibration, in order.
#define XR_LIST_STRUCT_XrHapticVibration(_) \
_(type) \
_(next) \
@@ -1311,26 +1415,31 @@ XR_ENUM_STR(XrResult);
_(frequency) \
_(amplitude) \
+/// Calls your macro with the name of each member of XrOffset2Df, in order.
#define XR_LIST_STRUCT_XrOffset2Df(_) \
_(x) \
_(y) \
+/// Calls your macro with the name of each member of XrRect2Df, in order.
#define XR_LIST_STRUCT_XrRect2Df(_) \
_(offset) \
_(extent) \
+/// Calls your macro with the name of each member of XrVector4f, in order.
#define XR_LIST_STRUCT_XrVector4f(_) \
_(x) \
_(y) \
_(z) \
_(w) \
+/// Calls your macro with the name of each member of XrColor4f, in order.
#define XR_LIST_STRUCT_XrColor4f(_) \
_(r) \
_(g) \
_(b) \
_(a) \
+/// Calls your macro with the name of each member of XrCompositionLayerCubeKHR, in order.
#define XR_LIST_STRUCT_XrCompositionLayerCubeKHR(_) \
_(type) \
_(next) \
@@ -1341,12 +1450,14 @@ XR_ENUM_STR(XrResult);
_(imageArrayIndex) \
_(orientation) \
+/// Calls your macro with the name of each member of XrInstanceCreateInfoAndroidKHR, in order.
#define XR_LIST_STRUCT_XrInstanceCreateInfoAndroidKHR(_) \
_(type) \
_(next) \
_(applicationVM) \
_(applicationActivity) \
+/// Calls your macro with the name of each member of XrCompositionLayerDepthInfoKHR, in order.
#define XR_LIST_STRUCT_XrCompositionLayerDepthInfoKHR(_) \
_(type) \
_(next) \
@@ -1356,12 +1467,14 @@ XR_ENUM_STR(XrResult);
_(nearZ) \
_(farZ) \
+/// Calls your macro with the name of each member of XrVulkanSwapchainFormatListCreateInfoKHR, in order.
#define XR_LIST_STRUCT_XrVulkanSwapchainFormatListCreateInfoKHR(_) \
_(type) \
_(next) \
_(viewFormatCount) \
_(viewFormats) \
+/// Calls your macro with the name of each member of XrCompositionLayerCylinderKHR, in order.
#define XR_LIST_STRUCT_XrCompositionLayerCylinderKHR(_) \
_(type) \
_(next) \
@@ -1374,6 +1487,7 @@ XR_ENUM_STR(XrResult);
_(centralAngle) \
_(aspectRatio) \
+/// Calls your macro with the name of each member of XrCompositionLayerEquirectKHR, in order.
#define XR_LIST_STRUCT_XrCompositionLayerEquirectKHR(_) \
_(type) \
_(next) \
@@ -1386,12 +1500,14 @@ XR_ENUM_STR(XrResult);
_(scale) \
_(bias) \
+/// Calls your macro with the name of each member of XrGraphicsBindingOpenGLWin32KHR, in order.
#define XR_LIST_STRUCT_XrGraphicsBindingOpenGLWin32KHR(_) \
_(type) \
_(next) \
_(hDC) \
_(hGLRC) \
+/// Calls your macro with the name of each member of XrGraphicsBindingOpenGLXlibKHR, in order.
#define XR_LIST_STRUCT_XrGraphicsBindingOpenGLXlibKHR(_) \
_(type) \
_(next) \
@@ -1401,6 +1517,7 @@ XR_ENUM_STR(XrResult);
_(glxDrawable) \
_(glxContext) \
+/// Calls your macro with the name of each member of XrGraphicsBindingOpenGLXcbKHR, in order.
#define XR_LIST_STRUCT_XrGraphicsBindingOpenGLXcbKHR(_) \
_(type) \
_(next) \
@@ -1411,22 +1528,26 @@ XR_ENUM_STR(XrResult);
_(glxDrawable) \
_(glxContext) \
+/// Calls your macro with the name of each member of XrGraphicsBindingOpenGLWaylandKHR, in order.
#define XR_LIST_STRUCT_XrGraphicsBindingOpenGLWaylandKHR(_) \
_(type) \
_(next) \
_(display) \
+/// Calls your macro with the name of each member of XrSwapchainImageOpenGLKHR, in order.
#define XR_LIST_STRUCT_XrSwapchainImageOpenGLKHR(_) \
_(type) \
_(next) \
_(image) \
+/// Calls your macro with the name of each member of XrGraphicsRequirementsOpenGLKHR, in order.
#define XR_LIST_STRUCT_XrGraphicsRequirementsOpenGLKHR(_) \
_(type) \
_(next) \
_(minApiVersionSupported) \
_(maxApiVersionSupported) \
+/// Calls your macro with the name of each member of XrGraphicsBindingOpenGLESAndroidKHR, in order.
#define XR_LIST_STRUCT_XrGraphicsBindingOpenGLESAndroidKHR(_) \
_(type) \
_(next) \
@@ -1434,17 +1555,20 @@ XR_ENUM_STR(XrResult);
_(config) \
_(context) \
+/// Calls your macro with the name of each member of XrSwapchainImageOpenGLESKHR, in order.
#define XR_LIST_STRUCT_XrSwapchainImageOpenGLESKHR(_) \
_(type) \
_(next) \
_(image) \
+/// Calls your macro with the name of each member of XrGraphicsRequirementsOpenGLESKHR, in order.
#define XR_LIST_STRUCT_XrGraphicsRequirementsOpenGLESKHR(_) \
_(type) \
_(next) \
_(minApiVersionSupported) \
_(maxApiVersionSupported) \
+/// Calls your macro with the name of each member of XrGraphicsBindingVulkanKHR, in order.
#define XR_LIST_STRUCT_XrGraphicsBindingVulkanKHR(_) \
_(type) \
_(next) \
@@ -1454,50 +1578,59 @@ XR_ENUM_STR(XrResult);
_(queueFamilyIndex) \
_(queueIndex) \
+/// Calls your macro with the name of each member of XrSwapchainImageVulkanKHR, in order.
#define XR_LIST_STRUCT_XrSwapchainImageVulkanKHR(_) \
_(type) \
_(next) \
_(image) \
+/// Calls your macro with the name of each member of XrGraphicsRequirementsVulkanKHR, in order.
#define XR_LIST_STRUCT_XrGraphicsRequirementsVulkanKHR(_) \
_(type) \
_(next) \
_(minApiVersionSupported) \
_(maxApiVersionSupported) \
+/// Calls your macro with the name of each member of XrGraphicsBindingD3D11KHR, in order.
#define XR_LIST_STRUCT_XrGraphicsBindingD3D11KHR(_) \
_(type) \
_(next) \
_(device) \
+/// Calls your macro with the name of each member of XrSwapchainImageD3D11KHR, in order.
#define XR_LIST_STRUCT_XrSwapchainImageD3D11KHR(_) \
_(type) \
_(next) \
_(texture) \
+/// Calls your macro with the name of each member of XrGraphicsRequirementsD3D11KHR, in order.
#define XR_LIST_STRUCT_XrGraphicsRequirementsD3D11KHR(_) \
_(type) \
_(next) \
_(adapterLuid) \
_(minFeatureLevel) \
+/// Calls your macro with the name of each member of XrGraphicsBindingD3D12KHR, in order.
#define XR_LIST_STRUCT_XrGraphicsBindingD3D12KHR(_) \
_(type) \
_(next) \
_(device) \
_(queue) \
+/// Calls your macro with the name of each member of XrSwapchainImageD3D12KHR, in order.
#define XR_LIST_STRUCT_XrSwapchainImageD3D12KHR(_) \
_(type) \
_(next) \
_(texture) \
+/// Calls your macro with the name of each member of XrGraphicsRequirementsD3D12KHR, in order.
#define XR_LIST_STRUCT_XrGraphicsRequirementsD3D12KHR(_) \
_(type) \
_(next) \
_(adapterLuid) \
_(minFeatureLevel) \
+/// Calls your macro with the name of each member of XrVisibilityMaskKHR, in order.
#define XR_LIST_STRUCT_XrVisibilityMaskKHR(_) \
_(type) \
_(next) \
@@ -1508,6 +1641,7 @@ XR_ENUM_STR(XrResult);
_(indexCountOutput) \
_(indices) \
+/// Calls your macro with the name of each member of XrEventDataVisibilityMaskChangedKHR, in order.
#define XR_LIST_STRUCT_XrEventDataVisibilityMaskChangedKHR(_) \
_(type) \
_(next) \
@@ -1515,22 +1649,26 @@ XR_ENUM_STR(XrResult);
_(viewConfigurationType) \
_(viewIndex) \
+/// Calls your macro with the name of each member of XrCompositionLayerColorScaleBiasKHR, in order.
#define XR_LIST_STRUCT_XrCompositionLayerColorScaleBiasKHR(_) \
_(type) \
_(next) \
_(colorScale) \
_(colorBias) \
+/// Calls your macro with the name of each member of XrLoaderInitInfoBaseHeaderKHR, in order.
#define XR_LIST_STRUCT_XrLoaderInitInfoBaseHeaderKHR(_) \
_(type) \
_(next) \
+/// Calls your macro with the name of each member of XrLoaderInitInfoAndroidKHR, in order.
#define XR_LIST_STRUCT_XrLoaderInitInfoAndroidKHR(_) \
_(type) \
_(next) \
_(applicationVM) \
_(applicationContext) \
+/// Calls your macro with the name of each member of XrVulkanInstanceCreateInfoKHR, in order.
#define XR_LIST_STRUCT_XrVulkanInstanceCreateInfoKHR(_) \
_(type) \
_(next) \
@@ -1540,6 +1678,7 @@ XR_ENUM_STR(XrResult);
_(vulkanCreateInfo) \
_(vulkanAllocator) \
+/// Calls your macro with the name of each member of XrVulkanDeviceCreateInfoKHR, in order.
#define XR_LIST_STRUCT_XrVulkanDeviceCreateInfoKHR(_) \
_(type) \
_(next) \
@@ -1550,12 +1689,14 @@ XR_ENUM_STR(XrResult);
_(vulkanCreateInfo) \
_(vulkanAllocator) \
+/// Calls your macro with the name of each member of XrVulkanGraphicsDeviceGetInfoKHR, in order.
#define XR_LIST_STRUCT_XrVulkanGraphicsDeviceGetInfoKHR(_) \
_(type) \
_(next) \
_(systemId) \
_(vulkanInstance) \
+/// Calls your macro with the name of each member of XrCompositionLayerEquirect2KHR, in order.
#define XR_LIST_STRUCT_XrCompositionLayerEquirect2KHR(_) \
_(type) \
_(next) \
@@ -1569,16 +1710,19 @@ XR_ENUM_STR(XrResult);
_(upperVerticalAngle) \
_(lowerVerticalAngle) \
+/// Calls your macro with the name of each member of XrBindingModificationBaseHeaderKHR, in order.
#define XR_LIST_STRUCT_XrBindingModificationBaseHeaderKHR(_) \
_(type) \
_(next) \
+/// Calls your macro with the name of each member of XrBindingModificationsKHR, in order.
#define XR_LIST_STRUCT_XrBindingModificationsKHR(_) \
_(type) \
_(next) \
_(bindingModificationCount) \
_(bindingModifications) \
+/// Calls your macro with the name of each member of XrEventDataPerfSettingsEXT, in order.
#define XR_LIST_STRUCT_XrEventDataPerfSettingsEXT(_) \
_(type) \
_(next) \
@@ -1587,6 +1731,7 @@ XR_ENUM_STR(XrResult);
_(fromLevel) \
_(toLevel) \
+/// Calls your macro with the name of each member of XrDebugUtilsObjectNameInfoEXT, in order.
#define XR_LIST_STRUCT_XrDebugUtilsObjectNameInfoEXT(_) \
_(type) \
_(next) \
@@ -1594,11 +1739,13 @@ XR_ENUM_STR(XrResult);
_(objectHandle) \
_(objectName) \
+/// Calls your macro with the name of each member of XrDebugUtilsLabelEXT, in order.
#define XR_LIST_STRUCT_XrDebugUtilsLabelEXT(_) \
_(type) \
_(next) \
_(labelName) \
+/// Calls your macro with the name of each member of XrDebugUtilsMessengerCallbackDataEXT, in order.
#define XR_LIST_STRUCT_XrDebugUtilsMessengerCallbackDataEXT(_) \
_(type) \
_(next) \
@@ -1610,6 +1757,7 @@ XR_ENUM_STR(XrResult);
_(sessionLabelCount) \
_(sessionLabels) \
+/// Calls your macro with the name of each member of XrDebugUtilsMessengerCreateInfoEXT, in order.
#define XR_LIST_STRUCT_XrDebugUtilsMessengerCreateInfoEXT(_) \
_(type) \
_(next) \
@@ -1618,28 +1766,33 @@ XR_ENUM_STR(XrResult);
_(userCallback) \
_(userData) \
+/// Calls your macro with the name of each member of XrSystemEyeGazeInteractionPropertiesEXT, in order.
#define XR_LIST_STRUCT_XrSystemEyeGazeInteractionPropertiesEXT(_) \
_(type) \
_(next) \
_(supportsEyeGazeInteraction) \
+/// Calls your macro with the name of each member of XrEyeGazeSampleTimeEXT, in order.
#define XR_LIST_STRUCT_XrEyeGazeSampleTimeEXT(_) \
_(type) \
_(next) \
_(time) \
+/// Calls your macro with the name of each member of XrSessionCreateInfoOverlayEXTX, in order.
#define XR_LIST_STRUCT_XrSessionCreateInfoOverlayEXTX(_) \
_(type) \
_(next) \
_(createFlags) \
_(sessionLayersPlacement) \
+/// Calls your macro with the name of each member of XrEventDataMainSessionVisibilityChangedEXTX, in order.
#define XR_LIST_STRUCT_XrEventDataMainSessionVisibilityChangedEXTX(_) \
_(type) \
_(next) \
_(visible) \
_(flags) \
+/// Calls your macro with the name of each member of XrSpatialAnchorCreateInfoMSFT, in order.
#define XR_LIST_STRUCT_XrSpatialAnchorCreateInfoMSFT(_) \
_(type) \
_(next) \
@@ -1647,17 +1800,20 @@ XR_ENUM_STR(XrResult);
_(pose) \
_(time) \
+/// Calls your macro with the name of each member of XrSpatialAnchorSpaceCreateInfoMSFT, in order.
#define XR_LIST_STRUCT_XrSpatialAnchorSpaceCreateInfoMSFT(_) \
_(type) \
_(next) \
_(anchor) \
_(poseInAnchorSpace) \
+/// Calls your macro with the name of each member of XrCompositionLayerImageLayoutFB, in order.
#define XR_LIST_STRUCT_XrCompositionLayerImageLayoutFB(_) \
_(type) \
_(next) \
_(flags) \
+/// Calls your macro with the name of each member of XrCompositionLayerAlphaBlendFB, in order.
#define XR_LIST_STRUCT_XrCompositionLayerAlphaBlendFB(_) \
_(type) \
_(next) \
@@ -1666,6 +1822,7 @@ XR_ENUM_STR(XrResult);
_(srcFactorAlpha) \
_(dstFactorAlpha) \
+/// Calls your macro with the name of each member of XrViewConfigurationDepthRangeEXT, in order.
#define XR_LIST_STRUCT_XrViewConfigurationDepthRangeEXT(_) \
_(type) \
_(next) \
@@ -1674,6 +1831,7 @@ XR_ENUM_STR(XrResult);
_(recommendedFarZ) \
_(maxFarZ) \
+/// Calls your macro with the name of each member of XrGraphicsBindingEGLMNDX, in order.
#define XR_LIST_STRUCT_XrGraphicsBindingEGLMNDX(_) \
_(type) \
_(next) \
@@ -1682,6 +1840,7 @@ XR_ENUM_STR(XrResult);
_(config) \
_(context) \
+/// Calls your macro with the name of each member of XrSpatialGraphNodeSpaceCreateInfoMSFT, in order.
#define XR_LIST_STRUCT_XrSpatialGraphNodeSpaceCreateInfoMSFT(_) \
_(type) \
_(next) \
@@ -1689,6 +1848,7 @@ XR_ENUM_STR(XrResult);
_(nodeId) \
_(pose) \
+/// Calls your macro with the name of each member of XrSpatialGraphStaticNodeBindingCreateInfoMSFT, in order.
#define XR_LIST_STRUCT_XrSpatialGraphStaticNodeBindingCreateInfoMSFT(_) \
_(type) \
_(next) \
@@ -1696,43 +1856,51 @@ XR_ENUM_STR(XrResult);
_(poseInSpace) \
_(time) \
+/// Calls your macro with the name of each member of XrSpatialGraphNodeBindingPropertiesGetInfoMSFT, in order.
#define XR_LIST_STRUCT_XrSpatialGraphNodeBindingPropertiesGetInfoMSFT(_) \
_(type) \
_(next) \
+/// Calls your macro with the name of each member of XrSpatialGraphNodeBindingPropertiesMSFT, in order.
#define XR_LIST_STRUCT_XrSpatialGraphNodeBindingPropertiesMSFT(_) \
_(type) \
_(next) \
_(nodeId) \
_(poseInNodeSpace) \
+/// Calls your macro with the name of each member of XrSystemHandTrackingPropertiesEXT, in order.
#define XR_LIST_STRUCT_XrSystemHandTrackingPropertiesEXT(_) \
_(type) \
_(next) \
_(supportsHandTracking) \
+/// Calls your macro with the name of each member of XrHandTrackerCreateInfoEXT, in order.
#define XR_LIST_STRUCT_XrHandTrackerCreateInfoEXT(_) \
_(type) \
_(next) \
_(hand) \
_(handJointSet) \
+/// Calls your macro with the name of each member of XrHandJointsLocateInfoEXT, in order.
#define XR_LIST_STRUCT_XrHandJointsLocateInfoEXT(_) \
_(type) \
_(next) \
_(baseSpace) \
_(time) \
+/// Calls your macro with the name of each member of XrHandJointLocationEXT, in order.
#define XR_LIST_STRUCT_XrHandJointLocationEXT(_) \
_(locationFlags) \
_(pose) \
_(radius) \
+/// Calls your macro with the name of each member of XrHandJointVelocityEXT, in order.
#define XR_LIST_STRUCT_XrHandJointVelocityEXT(_) \
_(velocityFlags) \
_(linearVelocity) \
_(angularVelocity) \
+/// Calls your macro with the name of each member of XrHandJointLocationsEXT, in order.
#define XR_LIST_STRUCT_XrHandJointLocationsEXT(_) \
_(type) \
_(next) \
@@ -1740,12 +1908,14 @@ XR_ENUM_STR(XrResult);
_(jointCount) \
_(jointLocations) \
+/// Calls your macro with the name of each member of XrHandJointVelocitiesEXT, in order.
#define XR_LIST_STRUCT_XrHandJointVelocitiesEXT(_) \
_(type) \
_(next) \
_(jointCount) \
_(jointVelocities) \
+/// Calls your macro with the name of each member of XrSystemHandTrackingMeshPropertiesMSFT, in order.
#define XR_LIST_STRUCT_XrSystemHandTrackingMeshPropertiesMSFT(_) \
_(type) \
_(next) \
@@ -1753,34 +1923,40 @@ XR_ENUM_STR(XrResult);
_(maxHandMeshIndexCount) \
_(maxHandMeshVertexCount) \
+/// Calls your macro with the name of each member of XrHandMeshSpaceCreateInfoMSFT, in order.
#define XR_LIST_STRUCT_XrHandMeshSpaceCreateInfoMSFT(_) \
_(type) \
_(next) \
_(handPoseType) \
_(poseInHandMeshSpace) \
+/// Calls your macro with the name of each member of XrHandMeshUpdateInfoMSFT, in order.
#define XR_LIST_STRUCT_XrHandMeshUpdateInfoMSFT(_) \
_(type) \
_(next) \
_(time) \
_(handPoseType) \
+/// Calls your macro with the name of each member of XrHandMeshIndexBufferMSFT, in order.
#define XR_LIST_STRUCT_XrHandMeshIndexBufferMSFT(_) \
_(indexBufferKey) \
_(indexCapacityInput) \
_(indexCountOutput) \
_(indices) \
+/// Calls your macro with the name of each member of XrHandMeshVertexMSFT, in order.
#define XR_LIST_STRUCT_XrHandMeshVertexMSFT(_) \
_(position) \
_(normal) \
+/// Calls your macro with the name of each member of XrHandMeshVertexBufferMSFT, in order.
#define XR_LIST_STRUCT_XrHandMeshVertexBufferMSFT(_) \
_(vertexUpdateTime) \
_(vertexCapacityInput) \
_(vertexCountOutput) \
_(vertices) \
+/// Calls your macro with the name of each member of XrHandMeshMSFT, in order.
#define XR_LIST_STRUCT_XrHandMeshMSFT(_) \
_(type) \
_(next) \
@@ -1790,29 +1966,34 @@ XR_ENUM_STR(XrResult);
_(indexBuffer) \
_(vertexBuffer) \
+/// Calls your macro with the name of each member of XrHandPoseTypeInfoMSFT, in order.
#define XR_LIST_STRUCT_XrHandPoseTypeInfoMSFT(_) \
_(type) \
_(next) \
_(handPoseType) \
+/// Calls your macro with the name of each member of XrSecondaryViewConfigurationSessionBeginInfoMSFT, in order.
#define XR_LIST_STRUCT_XrSecondaryViewConfigurationSessionBeginInfoMSFT(_) \
_(type) \
_(next) \
_(viewConfigurationCount) \
_(enabledViewConfigurationTypes) \
+/// Calls your macro with the name of each member of XrSecondaryViewConfigurationStateMSFT, in order.
#define XR_LIST_STRUCT_XrSecondaryViewConfigurationStateMSFT(_) \
_(type) \
_(next) \
_(viewConfigurationType) \
_(active) \
+/// Calls your macro with the name of each member of XrSecondaryViewConfigurationFrameStateMSFT, in order.
#define XR_LIST_STRUCT_XrSecondaryViewConfigurationFrameStateMSFT(_) \
_(type) \
_(next) \
_(viewConfigurationCount) \
_(viewConfigurationStates) \
+/// Calls your macro with the name of each member of XrSecondaryViewConfigurationLayerInfoMSFT, in order.
#define XR_LIST_STRUCT_XrSecondaryViewConfigurationLayerInfoMSFT(_) \
_(type) \
_(next) \
@@ -1821,28 +2002,33 @@ XR_ENUM_STR(XrResult);
_(layerCount) \
_(layers) \
+/// Calls your macro with the name of each member of XrSecondaryViewConfigurationFrameEndInfoMSFT, in order.
#define XR_LIST_STRUCT_XrSecondaryViewConfigurationFrameEndInfoMSFT(_) \
_(type) \
_(next) \
_(viewConfigurationCount) \
_(viewConfigurationLayersInfo) \
+/// Calls your macro with the name of each member of XrSecondaryViewConfigurationSwapchainCreateInfoMSFT, in order.
#define XR_LIST_STRUCT_XrSecondaryViewConfigurationSwapchainCreateInfoMSFT(_) \
_(type) \
_(next) \
_(viewConfigurationType) \
+/// Calls your macro with the name of each member of XrControllerModelKeyStateMSFT, in order.
#define XR_LIST_STRUCT_XrControllerModelKeyStateMSFT(_) \
_(type) \
_(next) \
_(modelKey) \
+/// Calls your macro with the name of each member of XrControllerModelNodePropertiesMSFT, in order.
#define XR_LIST_STRUCT_XrControllerModelNodePropertiesMSFT(_) \
_(type) \
_(next) \
_(parentNodeName) \
_(nodeName) \
+/// Calls your macro with the name of each member of XrControllerModelPropertiesMSFT, in order.
#define XR_LIST_STRUCT_XrControllerModelPropertiesMSFT(_) \
_(type) \
_(next) \
@@ -1850,11 +2036,13 @@ XR_ENUM_STR(XrResult);
_(nodeCountOutput) \
_(nodeProperties) \
+/// Calls your macro with the name of each member of XrControllerModelNodeStateMSFT, in order.
#define XR_LIST_STRUCT_XrControllerModelNodeStateMSFT(_) \
_(type) \
_(next) \
_(nodePose) \
+/// Calls your macro with the name of each member of XrControllerModelStateMSFT, in order.
#define XR_LIST_STRUCT_XrControllerModelStateMSFT(_) \
_(type) \
_(next) \
@@ -1862,23 +2050,27 @@ XR_ENUM_STR(XrResult);
_(nodeCountOutput) \
_(nodeStates) \
+/// Calls your macro with the name of each member of XrViewConfigurationViewFovEPIC, in order.
#define XR_LIST_STRUCT_XrViewConfigurationViewFovEPIC(_) \
_(type) \
_(next) \
_(recommendedFov) \
_(maxMutableFov) \
+/// Calls your macro with the name of each member of XrHolographicWindowAttachmentMSFT, in order.
#define XR_LIST_STRUCT_XrHolographicWindowAttachmentMSFT(_) \
_(type) \
_(next) \
_(holographicSpace) \
_(coreWindow) \
+/// Calls your macro with the name of each member of XrCompositionLayerReprojectionInfoMSFT, in order.
#define XR_LIST_STRUCT_XrCompositionLayerReprojectionInfoMSFT(_) \
_(type) \
_(next) \
_(reprojectionMode) \
+/// Calls your macro with the name of each member of XrCompositionLayerReprojectionPlaneOverrideMSFT, in order.
#define XR_LIST_STRUCT_XrCompositionLayerReprojectionPlaneOverrideMSFT(_) \
_(type) \
_(next) \
@@ -1886,20 +2078,24 @@ XR_ENUM_STR(XrResult);
_(normal) \
_(velocity) \
+/// Calls your macro with the name of each member of XrAndroidSurfaceSwapchainCreateInfoFB, in order.
#define XR_LIST_STRUCT_XrAndroidSurfaceSwapchainCreateInfoFB(_) \
_(type) \
_(next) \
_(createFlags) \
+/// Calls your macro with the name of each member of XrSwapchainStateBaseHeaderFB, in order.
#define XR_LIST_STRUCT_XrSwapchainStateBaseHeaderFB(_) \
_(type) \
_(next) \
+/// Calls your macro with the name of each member of XrCompositionLayerSecureContentFB, in order.
#define XR_LIST_STRUCT_XrCompositionLayerSecureContentFB(_) \
_(type) \
_(next) \
_(flags) \
+/// Calls your macro with the name of each member of XrInteractionProfileDpadBindingEXT, in order.
#define XR_LIST_STRUCT_XrInteractionProfileDpadBindingEXT(_) \
_(type) \
_(next) \
@@ -1913,6 +2109,7 @@ XR_ENUM_STR(XrResult);
_(onHaptic) \
_(offHaptic) \
+/// Calls your macro with the name of each member of XrInteractionProfileAnalogThresholdVALVE, in order.
#define XR_LIST_STRUCT_XrInteractionProfileAnalogThresholdVALVE(_) \
_(type) \
_(next) \
@@ -1923,35 +2120,43 @@ XR_ENUM_STR(XrResult);
_(onHaptic) \
_(offHaptic) \
+/// Calls your macro with the name of each member of XrHandJointsMotionRangeInfoEXT, in order.
#define XR_LIST_STRUCT_XrHandJointsMotionRangeInfoEXT(_) \
_(type) \
_(next) \
_(handJointsMotionRange) \
+/// Calls your macro with the name of each member of XrUuidMSFT, in order.
#define XR_LIST_STRUCT_XrUuidMSFT(_) \
_(bytes) \
+/// Calls your macro with the name of each member of XrSceneObserverCreateInfoMSFT, in order.
#define XR_LIST_STRUCT_XrSceneObserverCreateInfoMSFT(_) \
_(type) \
_(next) \
+/// Calls your macro with the name of each member of XrSceneCreateInfoMSFT, in order.
#define XR_LIST_STRUCT_XrSceneCreateInfoMSFT(_) \
_(type) \
_(next) \
+/// Calls your macro with the name of each member of XrSceneSphereBoundMSFT, in order.
#define XR_LIST_STRUCT_XrSceneSphereBoundMSFT(_) \
_(center) \
_(radius) \
+/// Calls your macro with the name of each member of XrSceneOrientedBoxBoundMSFT, in order.
#define XR_LIST_STRUCT_XrSceneOrientedBoxBoundMSFT(_) \
_(pose) \
_(extents) \
+/// Calls your macro with the name of each member of XrSceneFrustumBoundMSFT, in order.
#define XR_LIST_STRUCT_XrSceneFrustumBoundMSFT(_) \
_(pose) \
_(fov) \
_(farDistance) \
+/// Calls your macro with the name of each member of XrSceneBoundsMSFT, in order.
#define XR_LIST_STRUCT_XrSceneBoundsMSFT(_) \
_(space) \
_(time) \
@@ -1962,6 +2167,7 @@ XR_ENUM_STR(XrResult);
_(frustumCount) \
_(frustums) \
+/// Calls your macro with the name of each member of XrNewSceneComputeInfoMSFT, in order.
#define XR_LIST_STRUCT_XrNewSceneComputeInfoMSFT(_) \
_(type) \
_(next) \
@@ -1970,17 +2176,20 @@ XR_ENUM_STR(XrResult);
_(consistency) \
_(bounds) \
+/// Calls your macro with the name of each member of XrVisualMeshComputeLodInfoMSFT, in order.
#define XR_LIST_STRUCT_XrVisualMeshComputeLodInfoMSFT(_) \
_(type) \
_(next) \
_(lod) \
+/// Calls your macro with the name of each member of XrSceneComponentMSFT, in order.
#define XR_LIST_STRUCT_XrSceneComponentMSFT(_) \
_(componentType) \
_(id) \
_(parentId) \
_(updateTime) \
+/// Calls your macro with the name of each member of XrSceneComponentsMSFT, in order.
#define XR_LIST_STRUCT_XrSceneComponentsMSFT(_) \
_(type) \
_(next) \
@@ -1988,21 +2197,25 @@ XR_ENUM_STR(XrResult);
_(componentCountOutput) \
_(components) \
+/// Calls your macro with the name of each member of XrSceneComponentsGetInfoMSFT, in order.
#define XR_LIST_STRUCT_XrSceneComponentsGetInfoMSFT(_) \
_(type) \
_(next) \
_(componentType) \
+/// Calls your macro with the name of each member of XrSceneComponentLocationMSFT, in order.
#define XR_LIST_STRUCT_XrSceneComponentLocationMSFT(_) \
_(flags) \
_(pose) \
+/// Calls your macro with the name of each member of XrSceneComponentLocationsMSFT, in order.
#define XR_LIST_STRUCT_XrSceneComponentLocationsMSFT(_) \
_(type) \
_(next) \
_(locationCount) \
_(locations) \
+/// Calls your macro with the name of each member of XrSceneComponentsLocateInfoMSFT, in order.
#define XR_LIST_STRUCT_XrSceneComponentsLocateInfoMSFT(_) \
_(type) \
_(next) \
@@ -2011,63 +2224,75 @@ XR_ENUM_STR(XrResult);
_(componentIdCount) \
_(componentIds) \
+/// Calls your macro with the name of each member of XrSceneObjectMSFT, in order.
#define XR_LIST_STRUCT_XrSceneObjectMSFT(_) \
_(objectType) \
+/// Calls your macro with the name of each member of XrSceneObjectsMSFT, in order.
#define XR_LIST_STRUCT_XrSceneObjectsMSFT(_) \
_(type) \
_(next) \
_(sceneObjectCount) \
_(sceneObjects) \
+/// Calls your macro with the name of each member of XrSceneComponentParentFilterInfoMSFT, in order.
#define XR_LIST_STRUCT_XrSceneComponentParentFilterInfoMSFT(_) \
_(type) \
_(next) \
_(parentId) \
+/// Calls your macro with the name of each member of XrSceneObjectTypesFilterInfoMSFT, in order.
#define XR_LIST_STRUCT_XrSceneObjectTypesFilterInfoMSFT(_) \
_(type) \
_(next) \
_(objectTypeCount) \
_(objectTypes) \
+/// Calls your macro with the name of each member of XrScenePlaneMSFT, in order.
#define XR_LIST_STRUCT_XrScenePlaneMSFT(_) \
_(alignment) \
_(size) \
_(meshBufferId) \
_(supportsIndicesUint16) \
+/// Calls your macro with the name of each member of XrScenePlanesMSFT, in order.
#define XR_LIST_STRUCT_XrScenePlanesMSFT(_) \
_(type) \
_(next) \
_(scenePlaneCount) \
_(scenePlanes) \
+/// Calls your macro with the name of each member of XrScenePlaneAlignmentFilterInfoMSFT, in order.
#define XR_LIST_STRUCT_XrScenePlaneAlignmentFilterInfoMSFT(_) \
_(type) \
_(next) \
_(alignmentCount) \
_(alignments) \
+/// Calls your macro with the name of each member of XrSceneMeshMSFT, in order.
#define XR_LIST_STRUCT_XrSceneMeshMSFT(_) \
_(meshBufferId) \
_(supportsIndicesUint16) \
+/// Calls your macro with the name of each member of XrSceneMeshesMSFT, in order.
#define XR_LIST_STRUCT_XrSceneMeshesMSFT(_) \
_(type) \
_(next) \
_(sceneMeshCount) \
_(sceneMeshes) \
+/// Calls your macro with the name of each member of XrSceneMeshBuffersGetInfoMSFT, in order.
#define XR_LIST_STRUCT_XrSceneMeshBuffersGetInfoMSFT(_) \
_(type) \
_(next) \
_(meshBufferId) \
+/// Calls your macro with the name of each member of XrSceneMeshBuffersMSFT, in order.
#define XR_LIST_STRUCT_XrSceneMeshBuffersMSFT(_) \
_(type) \
_(next) \
+/// Calls your macro with the name of each member of XrSceneMeshVertexBufferMSFT, in order.
#define XR_LIST_STRUCT_XrSceneMeshVertexBufferMSFT(_) \
_(type) \
_(next) \
@@ -2075,6 +2300,7 @@ XR_ENUM_STR(XrResult);
_(vertexCountOutput) \
_(vertices) \
+/// Calls your macro with the name of each member of XrSceneMeshIndicesUint32MSFT, in order.
#define XR_LIST_STRUCT_XrSceneMeshIndicesUint32MSFT(_) \
_(type) \
_(next) \
@@ -2082,6 +2308,7 @@ XR_ENUM_STR(XrResult);
_(indexCountOutput) \
_(indices) \
+/// Calls your macro with the name of each member of XrSceneMeshIndicesUint16MSFT, in order.
#define XR_LIST_STRUCT_XrSceneMeshIndicesUint16MSFT(_) \
_(type) \
_(next) \
@@ -2089,44 +2316,52 @@ XR_ENUM_STR(XrResult);
_(indexCountOutput) \
_(indices) \
+/// Calls your macro with the name of each member of XrSerializedSceneFragmentDataGetInfoMSFT, in order.
#define XR_LIST_STRUCT_XrSerializedSceneFragmentDataGetInfoMSFT(_) \
_(type) \
_(next) \
_(sceneFragmentId) \
+/// Calls your macro with the name of each member of XrDeserializeSceneFragmentMSFT, in order.
#define XR_LIST_STRUCT_XrDeserializeSceneFragmentMSFT(_) \
_(bufferSize) \
_(buffer) \
+/// Calls your macro with the name of each member of XrSceneDeserializeInfoMSFT, in order.
#define XR_LIST_STRUCT_XrSceneDeserializeInfoMSFT(_) \
_(type) \
_(next) \
_(fragmentCount) \
_(fragments) \
+/// Calls your macro with the name of each member of XrEventDataDisplayRefreshRateChangedFB, in order.
#define XR_LIST_STRUCT_XrEventDataDisplayRefreshRateChangedFB(_) \
_(type) \
_(next) \
_(fromDisplayRefreshRate) \
_(toDisplayRefreshRate) \
+/// Calls your macro with the name of each member of XrViveTrackerPathsHTCX, in order.
#define XR_LIST_STRUCT_XrViveTrackerPathsHTCX(_) \
_(type) \
_(next) \
_(persistentPath) \
_(rolePath) \
+/// Calls your macro with the name of each member of XrEventDataViveTrackerConnectedHTCX, in order.
#define XR_LIST_STRUCT_XrEventDataViveTrackerConnectedHTCX(_) \
_(type) \
_(next) \
_(paths) \
+/// Calls your macro with the name of each member of XrSystemFacialTrackingPropertiesHTC, in order.
#define XR_LIST_STRUCT_XrSystemFacialTrackingPropertiesHTC(_) \
_(type) \
_(next) \
_(supportEyeFacialTracking) \
_(supportLipFacialTracking) \
+/// Calls your macro with the name of each member of XrFacialExpressionsHTC, in order.
#define XR_LIST_STRUCT_XrFacialExpressionsHTC(_) \
_(type) \
_(next) \
@@ -2135,22 +2370,26 @@ XR_ENUM_STR(XrResult);
_(expressionCount) \
_(expressionWeightings) \
+/// Calls your macro with the name of each member of XrFacialTrackerCreateInfoHTC, in order.
#define XR_LIST_STRUCT_XrFacialTrackerCreateInfoHTC(_) \
_(type) \
_(next) \
_(facialTrackingType) \
+/// Calls your macro with the name of each member of XrSystemColorSpacePropertiesFB, in order.
#define XR_LIST_STRUCT_XrSystemColorSpacePropertiesFB(_) \
_(type) \
_(next) \
_(colorSpace) \
+/// Calls your macro with the name of each member of XrVector4sFB, in order.
#define XR_LIST_STRUCT_XrVector4sFB(_) \
_(x) \
_(y) \
_(z) \
_(w) \
+/// Calls your macro with the name of each member of XrHandTrackingMeshFB, in order.
#define XR_LIST_STRUCT_XrHandTrackingMeshFB(_) \
_(type) \
_(next) \
@@ -2170,6 +2409,7 @@ XR_ENUM_STR(XrResult);
_(indexCountOutput) \
_(indices) \
+/// Calls your macro with the name of each member of XrHandTrackingScaleFB, in order.
#define XR_LIST_STRUCT_XrHandTrackingScaleFB(_) \
_(type) \
_(next) \
@@ -2178,6 +2418,7 @@ XR_ENUM_STR(XrResult);
_(overrideHandScale) \
_(overrideValueInput) \
+/// Calls your macro with the name of each member of XrHandTrackingAimStateFB, in order.
#define XR_LIST_STRUCT_XrHandTrackingAimStateFB(_) \
_(type) \
_(next) \
@@ -2188,21 +2429,25 @@ XR_ENUM_STR(XrResult);
_(pinchStrengthRing) \
_(pinchStrengthLittle) \
+/// Calls your macro with the name of each member of XrHandCapsuleFB, in order.
#define XR_LIST_STRUCT_XrHandCapsuleFB(_) \
_(points) \
_(radius) \
_(joint) \
+/// Calls your macro with the name of each member of XrHandTrackingCapsulesStateFB, in order.
#define XR_LIST_STRUCT_XrHandTrackingCapsulesStateFB(_) \
_(type) \
_(next) \
_(capsules) \
+/// Calls your macro with the name of each member of XrSystemSpatialEntityPropertiesFB, in order.
#define XR_LIST_STRUCT_XrSystemSpatialEntityPropertiesFB(_) \
_(type) \
_(next) \
_(supportsSpatialEntity) \
+/// Calls your macro with the name of each member of XrSpatialAnchorCreateInfoFB, in order.
#define XR_LIST_STRUCT_XrSpatialAnchorCreateInfoFB(_) \
_(type) \
_(next) \
@@ -2210,6 +2455,7 @@ XR_ENUM_STR(XrResult);
_(poseInSpace) \
_(time) \
+/// Calls your macro with the name of each member of XrSpaceComponentStatusSetInfoFB, in order.
#define XR_LIST_STRUCT_XrSpaceComponentStatusSetInfoFB(_) \
_(type) \
_(next) \
@@ -2217,15 +2463,18 @@ XR_ENUM_STR(XrResult);
_(enabled) \
_(timeout) \
+/// Calls your macro with the name of each member of XrSpaceComponentStatusFB, in order.
#define XR_LIST_STRUCT_XrSpaceComponentStatusFB(_) \
_(type) \
_(next) \
_(enabled) \
_(changePending) \
+/// Calls your macro with the name of each member of XrUuidEXT, in order.
#define XR_LIST_STRUCT_XrUuidEXT(_) \
_(data) \
+/// Calls your macro with the name of each member of XrEventDataSpatialAnchorCreateCompleteFB, in order.
#define XR_LIST_STRUCT_XrEventDataSpatialAnchorCreateCompleteFB(_) \
_(type) \
_(next) \
@@ -2234,6 +2483,7 @@ XR_ENUM_STR(XrResult);
_(space) \
_(uuid) \
+/// Calls your macro with the name of each member of XrEventDataSpaceSetStatusCompleteFB, in order.
#define XR_LIST_STRUCT_XrEventDataSpaceSetStatusCompleteFB(_) \
_(type) \
_(next) \
@@ -2244,21 +2494,25 @@ XR_ENUM_STR(XrResult);
_(componentType) \
_(enabled) \
+/// Calls your macro with the name of each member of XrFoveationProfileCreateInfoFB, in order.
#define XR_LIST_STRUCT_XrFoveationProfileCreateInfoFB(_) \
_(type) \
_(next) \
+/// Calls your macro with the name of each member of XrSwapchainCreateInfoFoveationFB, in order.
#define XR_LIST_STRUCT_XrSwapchainCreateInfoFoveationFB(_) \
_(type) \
_(next) \
_(flags) \
+/// Calls your macro with the name of each member of XrSwapchainStateFoveationFB, in order.
#define XR_LIST_STRUCT_XrSwapchainStateFoveationFB(_) \
_(type) \
_(next) \
_(flags) \
_(profile) \
+/// Calls your macro with the name of each member of XrFoveationLevelProfileCreateInfoFB, in order.
#define XR_LIST_STRUCT_XrFoveationLevelProfileCreateInfoFB(_) \
_(type) \
_(next) \
@@ -2266,27 +2520,32 @@ XR_ENUM_STR(XrResult);
_(verticalOffset) \
_(dynamic) \
+/// Calls your macro with the name of each member of XrSystemKeyboardTrackingPropertiesFB, in order.
#define XR_LIST_STRUCT_XrSystemKeyboardTrackingPropertiesFB(_) \
_(type) \
_(next) \
_(supportsKeyboardTracking) \
+/// Calls your macro with the name of each member of XrKeyboardTrackingDescriptionFB, in order.
#define XR_LIST_STRUCT_XrKeyboardTrackingDescriptionFB(_) \
_(trackedKeyboardId) \
_(size) \
_(flags) \
_(name) \
+/// Calls your macro with the name of each member of XrKeyboardSpaceCreateInfoFB, in order.
#define XR_LIST_STRUCT_XrKeyboardSpaceCreateInfoFB(_) \
_(type) \
_(next) \
_(trackedKeyboardId) \
+/// Calls your macro with the name of each member of XrKeyboardTrackingQueryFB, in order.
#define XR_LIST_STRUCT_XrKeyboardTrackingQueryFB(_) \
_(type) \
_(next) \
_(flags) \
+/// Calls your macro with the name of each member of XrTriangleMeshCreateInfoFB, in order.
#define XR_LIST_STRUCT_XrTriangleMeshCreateInfoFB(_) \
_(type) \
_(next) \
@@ -2297,21 +2556,25 @@ XR_ENUM_STR(XrResult);
_(triangleCount) \
_(indexBuffer) \
+/// Calls your macro with the name of each member of XrSystemPassthroughPropertiesFB, in order.
#define XR_LIST_STRUCT_XrSystemPassthroughPropertiesFB(_) \
_(type) \
_(next) \
_(supportsPassthrough) \
+/// Calls your macro with the name of each member of XrSystemPassthroughProperties2FB, in order.
#define XR_LIST_STRUCT_XrSystemPassthroughProperties2FB(_) \
_(type) \
_(next) \
_(capabilities) \
+/// Calls your macro with the name of each member of XrPassthroughCreateInfoFB, in order.
#define XR_LIST_STRUCT_XrPassthroughCreateInfoFB(_) \
_(type) \
_(next) \
_(flags) \
+/// Calls your macro with the name of each member of XrPassthroughLayerCreateInfoFB, in order.
#define XR_LIST_STRUCT_XrPassthroughLayerCreateInfoFB(_) \
_(type) \
_(next) \
@@ -2319,6 +2582,7 @@ XR_ENUM_STR(XrResult);
_(flags) \
_(purpose) \
+/// Calls your macro with the name of each member of XrCompositionLayerPassthroughFB, in order.
#define XR_LIST_STRUCT_XrCompositionLayerPassthroughFB(_) \
_(type) \
_(next) \
@@ -2326,6 +2590,7 @@ XR_ENUM_STR(XrResult);
_(space) \
_(layerHandle) \
+/// Calls your macro with the name of each member of XrGeometryInstanceCreateInfoFB, in order.
#define XR_LIST_STRUCT_XrGeometryInstanceCreateInfoFB(_) \
_(type) \
_(next) \
@@ -2335,6 +2600,7 @@ XR_ENUM_STR(XrResult);
_(pose) \
_(scale) \
+/// Calls your macro with the name of each member of XrGeometryInstanceTransformFB, in order.
#define XR_LIST_STRUCT_XrGeometryInstanceTransformFB(_) \
_(type) \
_(next) \
@@ -2343,22 +2609,26 @@ XR_ENUM_STR(XrResult);
_(pose) \
_(scale) \
+/// Calls your macro with the name of each member of XrPassthroughStyleFB, in order.
#define XR_LIST_STRUCT_XrPassthroughStyleFB(_) \
_(type) \
_(next) \
_(textureOpacityFactor) \
_(edgeColor) \
+/// Calls your macro with the name of each member of XrPassthroughColorMapMonoToRgbaFB, in order.
#define XR_LIST_STRUCT_XrPassthroughColorMapMonoToRgbaFB(_) \
_(type) \
_(next) \
_(textureColorMap) \
+/// Calls your macro with the name of each member of XrPassthroughColorMapMonoToMonoFB, in order.
#define XR_LIST_STRUCT_XrPassthroughColorMapMonoToMonoFB(_) \
_(type) \
_(next) \
_(textureColorMap) \
+/// Calls your macro with the name of each member of XrPassthroughBrightnessContrastSaturationFB, in order.
#define XR_LIST_STRUCT_XrPassthroughBrightnessContrastSaturationFB(_) \
_(type) \
_(next) \
@@ -2366,16 +2636,19 @@ XR_ENUM_STR(XrResult);
_(contrast) \
_(saturation) \
+/// Calls your macro with the name of each member of XrEventDataPassthroughStateChangedFB, in order.
#define XR_LIST_STRUCT_XrEventDataPassthroughStateChangedFB(_) \
_(type) \
_(next) \
_(flags) \
+/// Calls your macro with the name of each member of XrRenderModelPathInfoFB, in order.
#define XR_LIST_STRUCT_XrRenderModelPathInfoFB(_) \
_(type) \
_(next) \
_(path) \
+/// Calls your macro with the name of each member of XrRenderModelPropertiesFB, in order.
#define XR_LIST_STRUCT_XrRenderModelPropertiesFB(_) \
_(type) \
_(next) \
@@ -2385,6 +2658,7 @@ XR_ENUM_STR(XrResult);
_(modelVersion) \
_(flags) \
+/// Calls your macro with the name of each member of XrRenderModelBufferFB, in order.
#define XR_LIST_STRUCT_XrRenderModelBufferFB(_) \
_(type) \
_(next) \
@@ -2392,47 +2666,56 @@ XR_ENUM_STR(XrResult);
_(bufferCountOutput) \
_(buffer) \
+/// Calls your macro with the name of each member of XrRenderModelLoadInfoFB, in order.
#define XR_LIST_STRUCT_XrRenderModelLoadInfoFB(_) \
_(type) \
_(next) \
_(modelKey) \
+/// Calls your macro with the name of each member of XrSystemRenderModelPropertiesFB, in order.
#define XR_LIST_STRUCT_XrSystemRenderModelPropertiesFB(_) \
_(type) \
_(next) \
_(supportsRenderModelLoading) \
+/// Calls your macro with the name of each member of XrRenderModelCapabilitiesRequestFB, in order.
#define XR_LIST_STRUCT_XrRenderModelCapabilitiesRequestFB(_) \
_(type) \
_(next) \
_(flags) \
+/// Calls your macro with the name of each member of XrViewLocateFoveatedRenderingVARJO, in order.
#define XR_LIST_STRUCT_XrViewLocateFoveatedRenderingVARJO(_) \
_(type) \
_(next) \
_(foveatedRenderingActive) \
+/// Calls your macro with the name of each member of XrFoveatedViewConfigurationViewVARJO, in order.
#define XR_LIST_STRUCT_XrFoveatedViewConfigurationViewVARJO(_) \
_(type) \
_(next) \
_(foveatedRenderingActive) \
+/// Calls your macro with the name of each member of XrSystemFoveatedRenderingPropertiesVARJO, in order.
#define XR_LIST_STRUCT_XrSystemFoveatedRenderingPropertiesVARJO(_) \
_(type) \
_(next) \
_(supportsFoveatedRendering) \
+/// Calls your macro with the name of each member of XrCompositionLayerDepthTestVARJO, in order.
#define XR_LIST_STRUCT_XrCompositionLayerDepthTestVARJO(_) \
_(type) \
_(next) \
_(depthTestRangeNearZ) \
_(depthTestRangeFarZ) \
+/// Calls your macro with the name of each member of XrSystemMarkerTrackingPropertiesVARJO, in order.
#define XR_LIST_STRUCT_XrSystemMarkerTrackingPropertiesVARJO(_) \
_(type) \
_(next) \
_(supportsMarkerTracking) \
+/// Calls your macro with the name of each member of XrEventDataMarkerTrackingUpdateVARJO, in order.
#define XR_LIST_STRUCT_XrEventDataMarkerTrackingUpdateVARJO(_) \
_(type) \
_(next) \
@@ -2441,35 +2724,42 @@ XR_ENUM_STR(XrResult);
_(isPredicted) \
_(time) \
+/// Calls your macro with the name of each member of XrMarkerSpaceCreateInfoVARJO, in order.
#define XR_LIST_STRUCT_XrMarkerSpaceCreateInfoVARJO(_) \
_(type) \
_(next) \
_(markerId) \
_(poseInMarkerSpace) \
+/// Calls your macro with the name of each member of XrSpatialAnchorPersistenceNameMSFT, in order.
#define XR_LIST_STRUCT_XrSpatialAnchorPersistenceNameMSFT(_) \
_(name) \
+/// Calls your macro with the name of each member of XrSpatialAnchorPersistenceInfoMSFT, in order.
#define XR_LIST_STRUCT_XrSpatialAnchorPersistenceInfoMSFT(_) \
_(type) \
_(next) \
_(spatialAnchorPersistenceName) \
_(spatialAnchor) \
+/// Calls your macro with the name of each member of XrSpatialAnchorFromPersistedAnchorCreateInfoMSFT, in order.
#define XR_LIST_STRUCT_XrSpatialAnchorFromPersistedAnchorCreateInfoMSFT(_) \
_(type) \
_(next) \
_(spatialAnchorStore) \
_(spatialAnchorPersistenceName) \
+/// Calls your macro with the name of each member of XrSpaceQueryInfoBaseHeaderFB, in order.
#define XR_LIST_STRUCT_XrSpaceQueryInfoBaseHeaderFB(_) \
_(type) \
_(next) \
+/// Calls your macro with the name of each member of XrSpaceFilterInfoBaseHeaderFB, in order.
#define XR_LIST_STRUCT_XrSpaceFilterInfoBaseHeaderFB(_) \
_(type) \
_(next) \
+/// Calls your macro with the name of each member of XrSpaceQueryInfoFB, in order.
#define XR_LIST_STRUCT_XrSpaceQueryInfoFB(_) \
_(type) \
_(next) \
@@ -2479,26 +2769,31 @@ XR_ENUM_STR(XrResult);
_(filter) \
_(excludeFilter) \
+/// Calls your macro with the name of each member of XrSpaceStorageLocationFilterInfoFB, in order.
#define XR_LIST_STRUCT_XrSpaceStorageLocationFilterInfoFB(_) \
_(type) \
_(next) \
_(location) \
+/// Calls your macro with the name of each member of XrSpaceUuidFilterInfoFB, in order.
#define XR_LIST_STRUCT_XrSpaceUuidFilterInfoFB(_) \
_(type) \
_(next) \
_(uuidCount) \
_(uuids) \
+/// Calls your macro with the name of each member of XrSpaceComponentFilterInfoFB, in order.
#define XR_LIST_STRUCT_XrSpaceComponentFilterInfoFB(_) \
_(type) \
_(next) \
_(componentType) \
+/// Calls your macro with the name of each member of XrSpaceQueryResultFB, in order.
#define XR_LIST_STRUCT_XrSpaceQueryResultFB(_) \
_(space) \
_(uuid) \
+/// Calls your macro with the name of each member of XrSpaceQueryResultsFB, in order.
#define XR_LIST_STRUCT_XrSpaceQueryResultsFB(_) \
_(type) \
_(next) \
@@ -2506,17 +2801,20 @@ XR_ENUM_STR(XrResult);
_(resultCountOutput) \
_(results) \
+/// Calls your macro with the name of each member of XrEventDataSpaceQueryResultsAvailableFB, in order.
#define XR_LIST_STRUCT_XrEventDataSpaceQueryResultsAvailableFB(_) \
_(type) \
_(next) \
_(requestId) \
+/// Calls your macro with the name of each member of XrEventDataSpaceQueryCompleteFB, in order.
#define XR_LIST_STRUCT_XrEventDataSpaceQueryCompleteFB(_) \
_(type) \
_(next) \
_(requestId) \
_(result) \
+/// Calls your macro with the name of each member of XrSpaceSaveInfoFB, in order.
#define XR_LIST_STRUCT_XrSpaceSaveInfoFB(_) \
_(type) \
_(next) \
@@ -2524,12 +2822,14 @@ XR_ENUM_STR(XrResult);
_(location) \
_(persistenceMode) \
+/// Calls your macro with the name of each member of XrSpaceEraseInfoFB, in order.
#define XR_LIST_STRUCT_XrSpaceEraseInfoFB(_) \
_(type) \
_(next) \
_(space) \
_(location) \
+/// Calls your macro with the name of each member of XrEventDataSpaceSaveCompleteFB, in order.
#define XR_LIST_STRUCT_XrEventDataSpaceSaveCompleteFB(_) \
_(type) \
_(next) \
@@ -2539,6 +2839,7 @@ XR_ENUM_STR(XrResult);
_(uuid) \
_(location) \
+/// Calls your macro with the name of each member of XrEventDataSpaceEraseCompleteFB, in order.
#define XR_LIST_STRUCT_XrEventDataSpaceEraseCompleteFB(_) \
_(type) \
_(next) \
@@ -2548,6 +2849,7 @@ XR_ENUM_STR(XrResult);
_(uuid) \
_(location) \
+/// Calls your macro with the name of each member of XrSwapchainImageFoveationVulkanFB, in order.
#define XR_LIST_STRUCT_XrSwapchainImageFoveationVulkanFB(_) \
_(type) \
_(next) \
@@ -2555,12 +2857,14 @@ XR_ENUM_STR(XrResult);
_(width) \
_(height) \
+/// Calls your macro with the name of each member of XrSwapchainStateAndroidSurfaceDimensionsFB, in order.
#define XR_LIST_STRUCT_XrSwapchainStateAndroidSurfaceDimensionsFB(_) \
_(type) \
_(next) \
_(width) \
_(height) \
+/// Calls your macro with the name of each member of XrSwapchainStateSamplerOpenGLESFB, in order.
#define XR_LIST_STRUCT_XrSwapchainStateSamplerOpenGLESFB(_) \
_(type) \
_(next) \
@@ -2575,6 +2879,7 @@ XR_ENUM_STR(XrResult);
_(maxAnisotropy) \
_(borderColor) \
+/// Calls your macro with the name of each member of XrSwapchainStateSamplerVulkanFB, in order.
#define XR_LIST_STRUCT_XrSwapchainStateSamplerVulkanFB(_) \
_(type) \
_(next) \
@@ -2590,6 +2895,7 @@ XR_ENUM_STR(XrResult);
_(maxAnisotropy) \
_(borderColor) \
+/// Calls your macro with the name of each member of XrCompositionLayerSpaceWarpInfoFB, in order.
#define XR_LIST_STRUCT_XrCompositionLayerSpaceWarpInfoFB(_) \
_(type) \
_(next) \
@@ -2602,26 +2908,31 @@ XR_ENUM_STR(XrResult);
_(nearZ) \
_(farZ) \
+/// Calls your macro with the name of each member of XrSystemSpaceWarpPropertiesFB, in order.
#define XR_LIST_STRUCT_XrSystemSpaceWarpPropertiesFB(_) \
_(type) \
_(next) \
_(recommendedMotionVectorImageRectWidth) \
_(recommendedMotionVectorImageRectHeight) \
+/// Calls your macro with the name of each member of XrExtent3DfFB, in order.
#define XR_LIST_STRUCT_XrExtent3DfFB(_) \
_(width) \
_(height) \
_(depth) \
+/// Calls your macro with the name of each member of XrOffset3DfFB, in order.
#define XR_LIST_STRUCT_XrOffset3DfFB(_) \
_(x) \
_(y) \
_(z) \
+/// Calls your macro with the name of each member of XrRect3DfFB, in order.
#define XR_LIST_STRUCT_XrRect3DfFB(_) \
_(offset) \
_(extent) \
+/// Calls your macro with the name of each member of XrSemanticLabelsFB, in order.
#define XR_LIST_STRUCT_XrSemanticLabelsFB(_) \
_(type) \
_(next) \
@@ -2629,6 +2940,7 @@ XR_ENUM_STR(XrResult);
_(bufferCountOutput) \
_(buffer) \
+/// Calls your macro with the name of each member of XrRoomLayoutFB, in order.
#define XR_LIST_STRUCT_XrRoomLayoutFB(_) \
_(type) \
_(next) \
@@ -2638,6 +2950,7 @@ XR_ENUM_STR(XrResult);
_(wallUuidCountOutput) \
_(wallUuids) \
+/// Calls your macro with the name of each member of XrBoundary2DFB, in order.
#define XR_LIST_STRUCT_XrBoundary2DFB(_) \
_(type) \
_(next) \
@@ -2645,11 +2958,13 @@ XR_ENUM_STR(XrResult);
_(vertexCountOutput) \
_(vertices) \
+/// Calls your macro with the name of each member of XrDigitalLensControlALMALENCE, in order.
#define XR_LIST_STRUCT_XrDigitalLensControlALMALENCE(_) \
_(type) \
_(next) \
_(flags) \
+/// Calls your macro with the name of each member of XrSpaceContainerFB, in order.
#define XR_LIST_STRUCT_XrSpaceContainerFB(_) \
_(type) \
_(next) \
@@ -2657,28 +2972,33 @@ XR_ENUM_STR(XrResult);
_(uuidCountOutput) \
_(uuids) \
+/// Calls your macro with the name of each member of XrPassthroughKeyboardHandsIntensityFB, in order.
#define XR_LIST_STRUCT_XrPassthroughKeyboardHandsIntensityFB(_) \
_(type) \
_(next) \
_(leftHandIntensity) \
_(rightHandIntensity) \
+/// Calls your macro with the name of each member of XrCompositionLayerSettingsFB, in order.
#define XR_LIST_STRUCT_XrCompositionLayerSettingsFB(_) \
_(type) \
_(next) \
_(layerFlags) \
+/// Calls your macro with the name of each member of XrVulkanSwapchainCreateInfoMETA, in order.
#define XR_LIST_STRUCT_XrVulkanSwapchainCreateInfoMETA(_) \
_(type) \
_(next) \
_(additionalCreateFlags) \
_(additionalUsageFlags) \
+/// Calls your macro with the name of each member of XrPerformanceMetricsStateMETA, in order.
#define XR_LIST_STRUCT_XrPerformanceMetricsStateMETA(_) \
_(type) \
_(next) \
_(enabled) \
+/// Calls your macro with the name of each member of XrPerformanceMetricsCounterMETA, in order.
#define XR_LIST_STRUCT_XrPerformanceMetricsCounterMETA(_) \
_(type) \
_(next) \
@@ -2687,8 +3007,107 @@ XR_ENUM_STR(XrResult);
_(uintValue) \
_(floatValue) \
+/// Calls your macro with the name of each member of XrSystemHeadsetIdPropertiesMETA, in order.
+#define XR_LIST_STRUCT_XrSystemHeadsetIdPropertiesMETA(_) \
+ _(type) \
+ _(next) \
+ _(id) \
+
+/// Calls your macro with the name of each member of XrPassthroughCreateInfoHTC, in order.
+#define XR_LIST_STRUCT_XrPassthroughCreateInfoHTC(_) \
+ _(type) \
+ _(next) \
+ _(form) \
+
+/// Calls your macro with the name of each member of XrPassthroughColorHTC, in order.
+#define XR_LIST_STRUCT_XrPassthroughColorHTC(_) \
+ _(type) \
+ _(next) \
+ _(alpha) \
+
+/// Calls your macro with the name of each member of XrPassthroughMeshTransformInfoHTC, in order.
+#define XR_LIST_STRUCT_XrPassthroughMeshTransformInfoHTC(_) \
+ _(type) \
+ _(next) \
+ _(vertexCount) \
+ _(vertices) \
+ _(indexCount) \
+ _(indices) \
+ _(baseSpace) \
+ _(time) \
+ _(pose) \
+ _(scale) \
+
+/// Calls your macro with the name of each member of XrCompositionLayerPassthroughHTC, in order.
+#define XR_LIST_STRUCT_XrCompositionLayerPassthroughHTC(_) \
+ _(type) \
+ _(next) \
+ _(layerFlags) \
+ _(space) \
+ _(passthrough) \
+ _(color) \
+
+/// Calls your macro with the name of each member of XrFoveationApplyInfoHTC, in order.
+#define XR_LIST_STRUCT_XrFoveationApplyInfoHTC(_) \
+ _(type) \
+ _(next) \
+ _(mode) \
+ _(subImageCount) \
+ _(subImages) \
+
+/// Calls your macro with the name of each member of XrFoveationConfigurationHTC, in order.
+#define XR_LIST_STRUCT_XrFoveationConfigurationHTC(_) \
+ _(level) \
+ _(clearFovDegree) \
+ _(focalCenterOffset) \
+/// Calls your macro with the name of each member of XrFoveationDynamicModeInfoHTC, in order.
+#define XR_LIST_STRUCT_XrFoveationDynamicModeInfoHTC(_) \
+ _(type) \
+ _(next) \
+ _(dynamicFlags) \
+/// Calls your macro with the name of each member of XrFoveationCustomModeInfoHTC, in order.
+#define XR_LIST_STRUCT_XrFoveationCustomModeInfoHTC(_) \
+ _(type) \
+ _(next) \
+ _(configCount) \
+ _(configs) \
+
+/// Calls your macro with the name of each member of XrActiveActionSetPriorityEXT, in order.
+#define XR_LIST_STRUCT_XrActiveActionSetPriorityEXT(_) \
+ _(actionSet) \
+ _(priorityOverride) \
+
+/// Calls your macro with the name of each member of XrActiveActionSetPrioritiesEXT, in order.
+#define XR_LIST_STRUCT_XrActiveActionSetPrioritiesEXT(_) \
+ _(type) \
+ _(next) \
+ _(actionSetPriorityCount) \
+ _(actionSetPriorities) \
+
+
+
+/// Calls your macro with the structure type name and the XrStructureType constant for
+/// each known/available structure type, excluding those unavailable due to preprocessor definitions.
+#define XR_LIST_STRUCTURE_TYPES(_) \
+ XR_LIST_STRUCTURE_TYPES_CORE(_) \
+ XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_D3D11(_) \
+ XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_D3D12(_) \
+ XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL(_) \
+ XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_XR_USE_PLATFORM_WAYLAND(_) \
+ XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_XR_USE_PLATFORM_WIN32(_) \
+ XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_XR_USE_PLATFORM_XCB(_) \
+ XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_XR_USE_PLATFORM_XLIB(_) \
+ XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_ES(_) \
+ XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_ES_XR_USE_PLATFORM_ANDROID(_) \
+ XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_VULKAN(_) \
+ XR_LIST_STRUCTURE_TYPES_XR_USE_PLATFORM_ANDROID(_) \
+ XR_LIST_STRUCTURE_TYPES_XR_USE_PLATFORM_EGL(_) \
+ XR_LIST_STRUCTURE_TYPES_XR_USE_PLATFORM_WIN32(_) \
+
+
+/// Implementation detail of XR_LIST_STRUCTURE_TYPES() - structure types available without any preprocessor definitions
#define XR_LIST_STRUCTURE_TYPES_CORE(_) \
_(XrApiLayerProperties, XR_TYPE_API_LAYER_PROPERTIES) \
_(XrExtensionProperties, XR_TYPE_EXTENSION_PROPERTIES) \
@@ -2889,99 +3308,117 @@ XR_ENUM_STR(XrResult);
_(XrCompositionLayerSettingsFB, XR_TYPE_COMPOSITION_LAYER_SETTINGS_FB) \
_(XrPerformanceMetricsStateMETA, XR_TYPE_PERFORMANCE_METRICS_STATE_META) \
_(XrPerformanceMetricsCounterMETA, XR_TYPE_PERFORMANCE_METRICS_COUNTER_META) \
-
-
+ _(XrSystemHeadsetIdPropertiesMETA, XR_TYPE_SYSTEM_HEADSET_ID_PROPERTIES_META) \
+ _(XrPassthroughCreateInfoHTC, XR_TYPE_PASSTHROUGH_CREATE_INFO_HTC) \
+ _(XrPassthroughColorHTC, XR_TYPE_PASSTHROUGH_COLOR_HTC) \
+ _(XrPassthroughMeshTransformInfoHTC, XR_TYPE_PASSTHROUGH_MESH_TRANSFORM_INFO_HTC) \
+ _(XrCompositionLayerPassthroughHTC, XR_TYPE_COMPOSITION_LAYER_PASSTHROUGH_HTC) \
+ _(XrFoveationApplyInfoHTC, XR_TYPE_FOVEATION_APPLY_INFO_HTC) \
+ _(XrFoveationDynamicModeInfoHTC, XR_TYPE_FOVEATION_DYNAMIC_MODE_INFO_HTC) \
+ _(XrFoveationCustomModeInfoHTC, XR_TYPE_FOVEATION_CUSTOM_MODE_INFO_HTC) \
+ _(XrActiveActionSetPrioritiesEXT, XR_TYPE_ACTIVE_ACTION_SET_PRIORITIES_EXT) \
#if defined(XR_USE_GRAPHICS_API_D3D11)
+/// Implementation detail of XR_LIST_STRUCTURE_TYPES()
+/// Structure types available only when XR_USE_GRAPHICS_API_D3D11 is defined
#define XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_D3D11(_) \
_(XrGraphicsBindingD3D11KHR, XR_TYPE_GRAPHICS_BINDING_D3D11_KHR) \
_(XrSwapchainImageD3D11KHR, XR_TYPE_SWAPCHAIN_IMAGE_D3D11_KHR) \
_(XrGraphicsRequirementsD3D11KHR, XR_TYPE_GRAPHICS_REQUIREMENTS_D3D11_KHR) \
-
#else
#define XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_D3D11(_)
#endif
#if defined(XR_USE_GRAPHICS_API_D3D12)
+/// Implementation detail of XR_LIST_STRUCTURE_TYPES()
+/// Structure types available only when XR_USE_GRAPHICS_API_D3D12 is defined
#define XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_D3D12(_) \
_(XrGraphicsBindingD3D12KHR, XR_TYPE_GRAPHICS_BINDING_D3D12_KHR) \
_(XrSwapchainImageD3D12KHR, XR_TYPE_SWAPCHAIN_IMAGE_D3D12_KHR) \
_(XrGraphicsRequirementsD3D12KHR, XR_TYPE_GRAPHICS_REQUIREMENTS_D3D12_KHR) \
-
#else
#define XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_D3D12(_)
#endif
#if defined(XR_USE_GRAPHICS_API_OPENGL)
+/// Implementation detail of XR_LIST_STRUCTURE_TYPES()
+/// Structure types available only when XR_USE_GRAPHICS_API_OPENGL is defined
#define XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL(_) \
_(XrSwapchainImageOpenGLKHR, XR_TYPE_SWAPCHAIN_IMAGE_OPENGL_KHR) \
_(XrGraphicsRequirementsOpenGLKHR, XR_TYPE_GRAPHICS_REQUIREMENTS_OPENGL_KHR) \
-
#else
#define XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL(_)
#endif
#if defined(XR_USE_GRAPHICS_API_OPENGL) && defined(XR_USE_PLATFORM_WAYLAND)
+/// Implementation detail of XR_LIST_STRUCTURE_TYPES()
+/// Structure types available only when XR_USE_GRAPHICS_API_OPENGL and XR_USE_PLATFORM_WAYLAND are defined
#define XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_XR_USE_PLATFORM_WAYLAND(_) \
_(XrGraphicsBindingOpenGLWaylandKHR, XR_TYPE_GRAPHICS_BINDING_OPENGL_WAYLAND_KHR) \
-
#else
#define XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_XR_USE_PLATFORM_WAYLAND(_)
#endif
#if defined(XR_USE_GRAPHICS_API_OPENGL) && defined(XR_USE_PLATFORM_WIN32)
+/// Implementation detail of XR_LIST_STRUCTURE_TYPES()
+/// Structure types available only when XR_USE_GRAPHICS_API_OPENGL and XR_USE_PLATFORM_WIN32 are defined
#define XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_XR_USE_PLATFORM_WIN32(_) \
_(XrGraphicsBindingOpenGLWin32KHR, XR_TYPE_GRAPHICS_BINDING_OPENGL_WIN32_KHR) \
-
#else
#define XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_XR_USE_PLATFORM_WIN32(_)
#endif
#if defined(XR_USE_GRAPHICS_API_OPENGL) && defined(XR_USE_PLATFORM_XCB)
+/// Implementation detail of XR_LIST_STRUCTURE_TYPES()
+/// Structure types available only when XR_USE_GRAPHICS_API_OPENGL and XR_USE_PLATFORM_XCB are defined
#define XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_XR_USE_PLATFORM_XCB(_) \
_(XrGraphicsBindingOpenGLXcbKHR, XR_TYPE_GRAPHICS_BINDING_OPENGL_XCB_KHR) \
-
#else
#define XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_XR_USE_PLATFORM_XCB(_)
#endif
#if defined(XR_USE_GRAPHICS_API_OPENGL) && defined(XR_USE_PLATFORM_XLIB)
+/// Implementation detail of XR_LIST_STRUCTURE_TYPES()
+/// Structure types available only when XR_USE_GRAPHICS_API_OPENGL and XR_USE_PLATFORM_XLIB are defined
#define XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_XR_USE_PLATFORM_XLIB(_) \
_(XrGraphicsBindingOpenGLXlibKHR, XR_TYPE_GRAPHICS_BINDING_OPENGL_XLIB_KHR) \
-
#else
#define XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_XR_USE_PLATFORM_XLIB(_)
#endif
#if defined(XR_USE_GRAPHICS_API_OPENGL_ES)
+/// Implementation detail of XR_LIST_STRUCTURE_TYPES()
+/// Structure types available only when XR_USE_GRAPHICS_API_OPENGL_ES is defined
#define XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_ES(_) \
_(XrSwapchainImageOpenGLESKHR, XR_TYPE_SWAPCHAIN_IMAGE_OPENGL_ES_KHR) \
_(XrGraphicsRequirementsOpenGLESKHR, XR_TYPE_GRAPHICS_REQUIREMENTS_OPENGL_ES_KHR) \
_(XrSwapchainStateSamplerOpenGLESFB, XR_TYPE_SWAPCHAIN_STATE_SAMPLER_OPENGL_ES_FB) \
-
#else
#define XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_ES(_)
#endif
#if defined(XR_USE_GRAPHICS_API_OPENGL_ES) && defined(XR_USE_PLATFORM_ANDROID)
+/// Implementation detail of XR_LIST_STRUCTURE_TYPES()
+/// Structure types available only when XR_USE_GRAPHICS_API_OPENGL_ES and XR_USE_PLATFORM_ANDROID are defined
#define XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_ES_XR_USE_PLATFORM_ANDROID(_) \
_(XrGraphicsBindingOpenGLESAndroidKHR, XR_TYPE_GRAPHICS_BINDING_OPENGL_ES_ANDROID_KHR) \
-
#else
#define XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_ES_XR_USE_PLATFORM_ANDROID(_)
#endif
#if defined(XR_USE_GRAPHICS_API_VULKAN)
+/// Implementation detail of XR_LIST_STRUCTURE_TYPES()
+/// Structure types available only when XR_USE_GRAPHICS_API_VULKAN is defined
#define XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_VULKAN(_) \
_(XrVulkanSwapchainFormatListCreateInfoKHR, XR_TYPE_VULKAN_SWAPCHAIN_FORMAT_LIST_CREATE_INFO_KHR) \
_(XrGraphicsBindingVulkanKHR, XR_TYPE_GRAPHICS_BINDING_VULKAN_KHR) \
@@ -2994,58 +3431,47 @@ XR_ENUM_STR(XrResult);
_(XrSwapchainStateSamplerVulkanFB, XR_TYPE_SWAPCHAIN_STATE_SAMPLER_VULKAN_FB) \
_(XrVulkanSwapchainCreateInfoMETA, XR_TYPE_VULKAN_SWAPCHAIN_CREATE_INFO_META) \
-
#else
#define XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_VULKAN(_)
#endif
#if defined(XR_USE_PLATFORM_ANDROID)
+/// Implementation detail of XR_LIST_STRUCTURE_TYPES()
+/// Structure types available only when XR_USE_PLATFORM_ANDROID is defined
#define XR_LIST_STRUCTURE_TYPES_XR_USE_PLATFORM_ANDROID(_) \
_(XrInstanceCreateInfoAndroidKHR, XR_TYPE_INSTANCE_CREATE_INFO_ANDROID_KHR) \
_(XrLoaderInitInfoAndroidKHR, XR_TYPE_LOADER_INIT_INFO_ANDROID_KHR) \
_(XrAndroidSurfaceSwapchainCreateInfoFB, XR_TYPE_ANDROID_SURFACE_SWAPCHAIN_CREATE_INFO_FB) \
_(XrSwapchainStateAndroidSurfaceDimensionsFB, XR_TYPE_SWAPCHAIN_STATE_ANDROID_SURFACE_DIMENSIONS_FB) \
-
#else
#define XR_LIST_STRUCTURE_TYPES_XR_USE_PLATFORM_ANDROID(_)
#endif
#if defined(XR_USE_PLATFORM_EGL)
+/// Implementation detail of XR_LIST_STRUCTURE_TYPES()
+/// Structure types available only when XR_USE_PLATFORM_EGL is defined
#define XR_LIST_STRUCTURE_TYPES_XR_USE_PLATFORM_EGL(_) \
_(XrGraphicsBindingEGLMNDX, XR_TYPE_GRAPHICS_BINDING_EGL_MNDX) \
-
#else
#define XR_LIST_STRUCTURE_TYPES_XR_USE_PLATFORM_EGL(_)
#endif
#if defined(XR_USE_PLATFORM_WIN32)
+/// Implementation detail of XR_LIST_STRUCTURE_TYPES()
+/// Structure types available only when XR_USE_PLATFORM_WIN32 is defined
#define XR_LIST_STRUCTURE_TYPES_XR_USE_PLATFORM_WIN32(_) \
_(XrHolographicWindowAttachmentMSFT, XR_TYPE_HOLOGRAPHIC_WINDOW_ATTACHMENT_MSFT) \
-
#else
#define XR_LIST_STRUCTURE_TYPES_XR_USE_PLATFORM_WIN32(_)
#endif
-#define XR_LIST_STRUCTURE_TYPES(_) \
- XR_LIST_STRUCTURE_TYPES_CORE(_) \
- XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_D3D11(_) \
- XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_D3D12(_) \
- XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL(_) \
- XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_XR_USE_PLATFORM_WAYLAND(_) \
- XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_XR_USE_PLATFORM_WIN32(_) \
- XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_XR_USE_PLATFORM_XCB(_) \
- XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_XR_USE_PLATFORM_XLIB(_) \
- XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_ES(_) \
- XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_ES_XR_USE_PLATFORM_ANDROID(_) \
- XR_LIST_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_VULKAN(_) \
- XR_LIST_STRUCTURE_TYPES_XR_USE_PLATFORM_ANDROID(_) \
- XR_LIST_STRUCTURE_TYPES_XR_USE_PLATFORM_EGL(_) \
- XR_LIST_STRUCTURE_TYPES_XR_USE_PLATFORM_WIN32(_) \
+/// Calls your macro with the name and extension number of all known
+/// extensions in this version of the spec.
#define XR_LIST_EXTENSIONS(_) \
_(XR_KHR_android_thread_settings, 4) \
_(XR_KHR_android_surface_swapchain, 5) \
@@ -3151,7 +3577,11 @@ XR_ENUM_STR(XrResult);
_(XR_FB_composition_layer_settings, 205) \
_(XR_META_vulkan_swapchain_create_info, 228) \
_(XR_META_performance_metrics, 233) \
+ _(XR_META_headset_id, 246) \
_(XR_EXT_uuid, 300) \
+ _(XR_HTC_passthrough, 318) \
+ _(XR_HTC_foveation, 319) \
+ _(XR_EXT_active_action_set_priority, 374) \
#endif
diff --git a/thirdparty/openxr/include/openxr/openxr_reflection_parent_structs.h b/thirdparty/openxr/include/openxr/openxr_reflection_parent_structs.h
new file mode 100644
index 0000000000..19b0e1c3f6
--- /dev/null
+++ b/thirdparty/openxr/include/openxr/openxr_reflection_parent_structs.h
@@ -0,0 +1,261 @@
+#ifndef OPENXR_REFLECTION_PARENT_STRUCTS_H_
+#define OPENXR_REFLECTION_PARENT_STRUCTS_H_ 1
+
+/*
+** Copyright (c) 2017-2022, The Khronos Group Inc.
+**
+** SPDX-License-Identifier: Apache-2.0 OR MIT
+*/
+
+/*
+** This header is generated from the Khronos OpenXR XML API Registry.
+**
+*/
+
+#include "openxr.h"
+
+/*
+This file contains expansion macros (X Macros) for OpenXR structures that have a parent type.
+*/
+
+
+/// Like XR_LIST_ALL_STRUCTURE_TYPES, but only includes types whose parent struct type is XrCompositionLayerBaseHeader
+#define XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrCompositionLayerBaseHeader(_avail, _unavail) \
+ _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrCompositionLayerBaseHeader_CORE(_avail, _unavail) \
+
+
+// Implementation detail of XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrCompositionLayerBaseHeader()
+#define _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrCompositionLayerBaseHeader_CORE(_avail, _unavail) \
+ _avail(XrCompositionLayerProjection, XR_TYPE_COMPOSITION_LAYER_PROJECTION) \
+ _avail(XrCompositionLayerQuad, XR_TYPE_COMPOSITION_LAYER_QUAD) \
+ _avail(XrCompositionLayerCubeKHR, XR_TYPE_COMPOSITION_LAYER_CUBE_KHR) \
+ _avail(XrCompositionLayerCylinderKHR, XR_TYPE_COMPOSITION_LAYER_CYLINDER_KHR) \
+ _avail(XrCompositionLayerEquirectKHR, XR_TYPE_COMPOSITION_LAYER_EQUIRECT_KHR) \
+ _avail(XrCompositionLayerEquirect2KHR, XR_TYPE_COMPOSITION_LAYER_EQUIRECT2_KHR) \
+ _avail(XrCompositionLayerPassthroughHTC, XR_TYPE_COMPOSITION_LAYER_PASSTHROUGH_HTC) \
+
+
+
+
+
+/// Like XR_LIST_ALL_STRUCTURE_TYPES, but only includes types whose parent struct type is XrEventDataBaseHeader
+#define XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrEventDataBaseHeader(_avail, _unavail) \
+ _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrEventDataBaseHeader_CORE(_avail, _unavail) \
+
+
+// Implementation detail of XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrEventDataBaseHeader()
+#define _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrEventDataBaseHeader_CORE(_avail, _unavail) \
+ _avail(XrEventDataEventsLost, XR_TYPE_EVENT_DATA_EVENTS_LOST) \
+ _avail(XrEventDataInstanceLossPending, XR_TYPE_EVENT_DATA_INSTANCE_LOSS_PENDING) \
+ _avail(XrEventDataSessionStateChanged, XR_TYPE_EVENT_DATA_SESSION_STATE_CHANGED) \
+ _avail(XrEventDataReferenceSpaceChangePending, XR_TYPE_EVENT_DATA_REFERENCE_SPACE_CHANGE_PENDING) \
+ _avail(XrEventDataInteractionProfileChanged, XR_TYPE_EVENT_DATA_INTERACTION_PROFILE_CHANGED) \
+ _avail(XrEventDataVisibilityMaskChangedKHR, XR_TYPE_EVENT_DATA_VISIBILITY_MASK_CHANGED_KHR) \
+ _avail(XrEventDataPerfSettingsEXT, XR_TYPE_EVENT_DATA_PERF_SETTINGS_EXT) \
+ _avail(XrEventDataMainSessionVisibilityChangedEXTX, XR_TYPE_EVENT_DATA_MAIN_SESSION_VISIBILITY_CHANGED_EXTX) \
+ _avail(XrEventDataDisplayRefreshRateChangedFB, XR_TYPE_EVENT_DATA_DISPLAY_REFRESH_RATE_CHANGED_FB) \
+ _avail(XrEventDataViveTrackerConnectedHTCX, XR_TYPE_EVENT_DATA_VIVE_TRACKER_CONNECTED_HTCX) \
+ _avail(XrEventDataSpatialAnchorCreateCompleteFB, XR_TYPE_EVENT_DATA_SPATIAL_ANCHOR_CREATE_COMPLETE_FB) \
+ _avail(XrEventDataSpaceSetStatusCompleteFB, XR_TYPE_EVENT_DATA_SPACE_SET_STATUS_COMPLETE_FB) \
+ _avail(XrEventDataMarkerTrackingUpdateVARJO, XR_TYPE_EVENT_DATA_MARKER_TRACKING_UPDATE_VARJO) \
+ _avail(XrEventDataSpaceQueryResultsAvailableFB, XR_TYPE_EVENT_DATA_SPACE_QUERY_RESULTS_AVAILABLE_FB) \
+ _avail(XrEventDataSpaceQueryCompleteFB, XR_TYPE_EVENT_DATA_SPACE_QUERY_COMPLETE_FB) \
+ _avail(XrEventDataSpaceSaveCompleteFB, XR_TYPE_EVENT_DATA_SPACE_SAVE_COMPLETE_FB) \
+ _avail(XrEventDataSpaceEraseCompleteFB, XR_TYPE_EVENT_DATA_SPACE_ERASE_COMPLETE_FB) \
+
+
+
+
+
+/// Like XR_LIST_ALL_STRUCTURE_TYPES, but only includes types whose parent struct type is XrHapticBaseHeader
+#define XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrHapticBaseHeader(_avail, _unavail) \
+ _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrHapticBaseHeader_CORE(_avail, _unavail) \
+
+
+// Implementation detail of XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrHapticBaseHeader()
+#define _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrHapticBaseHeader_CORE(_avail, _unavail) \
+ _avail(XrHapticVibration, XR_TYPE_HAPTIC_VIBRATION) \
+
+
+
+
+
+/// Like XR_LIST_ALL_STRUCTURE_TYPES, but only includes types whose parent struct type is XrSwapchainImageBaseHeader
+#define XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSwapchainImageBaseHeader(_avail, _unavail) \
+ _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSwapchainImageBaseHeader_CORE(_avail, _unavail) \
+ _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSwapchainImageBaseHeader_XR_USE_GRAPHICS_API_D3D11(_avail, _unavail) \
+ _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSwapchainImageBaseHeader_XR_USE_GRAPHICS_API_D3D12(_avail, _unavail) \
+ _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSwapchainImageBaseHeader_XR_USE_GRAPHICS_API_OPENGL(_avail, _unavail) \
+ _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSwapchainImageBaseHeader_XR_USE_GRAPHICS_API_OPENGL_ES(_avail, _unavail) \
+ _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSwapchainImageBaseHeader_XR_USE_GRAPHICS_API_VULKAN(_avail, _unavail) \
+
+
+// Implementation detail of XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSwapchainImageBaseHeader()
+#define _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSwapchainImageBaseHeader_CORE(_avail, _unavail) \
+
+
+#if defined(XR_USE_GRAPHICS_API_D3D11)
+#define _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSwapchainImageBaseHeader_XR_USE_GRAPHICS_API_D3D11(_avail, _unavail) \
+ _avail(XrSwapchainImageD3D11KHR, XR_TYPE_SWAPCHAIN_IMAGE_D3D11_KHR) \
+
+#else
+#define _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSwapchainImageBaseHeader_XR_USE_GRAPHICS_API_D3D11(_avail, _unavail) \
+ _unavail(XrSwapchainImageD3D11KHR, XR_TYPE_SWAPCHAIN_IMAGE_D3D11_KHR) \
+
+#endif
+
+#if defined(XR_USE_GRAPHICS_API_D3D12)
+#define _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSwapchainImageBaseHeader_XR_USE_GRAPHICS_API_D3D12(_avail, _unavail) \
+ _avail(XrSwapchainImageD3D12KHR, XR_TYPE_SWAPCHAIN_IMAGE_D3D12_KHR) \
+
+#else
+#define _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSwapchainImageBaseHeader_XR_USE_GRAPHICS_API_D3D12(_avail, _unavail) \
+ _unavail(XrSwapchainImageD3D12KHR, XR_TYPE_SWAPCHAIN_IMAGE_D3D12_KHR) \
+
+#endif
+
+#if defined(XR_USE_GRAPHICS_API_OPENGL)
+#define _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSwapchainImageBaseHeader_XR_USE_GRAPHICS_API_OPENGL(_avail, _unavail) \
+ _avail(XrSwapchainImageOpenGLKHR, XR_TYPE_SWAPCHAIN_IMAGE_OPENGL_KHR) \
+
+#else
+#define _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSwapchainImageBaseHeader_XR_USE_GRAPHICS_API_OPENGL(_avail, _unavail) \
+ _unavail(XrSwapchainImageOpenGLKHR, XR_TYPE_SWAPCHAIN_IMAGE_OPENGL_KHR) \
+
+#endif
+
+#if defined(XR_USE_GRAPHICS_API_OPENGL_ES)
+#define _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSwapchainImageBaseHeader_XR_USE_GRAPHICS_API_OPENGL_ES(_avail, _unavail) \
+ _avail(XrSwapchainImageOpenGLESKHR, XR_TYPE_SWAPCHAIN_IMAGE_OPENGL_ES_KHR) \
+
+#else
+#define _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSwapchainImageBaseHeader_XR_USE_GRAPHICS_API_OPENGL_ES(_avail, _unavail) \
+ _unavail(XrSwapchainImageOpenGLESKHR, XR_TYPE_SWAPCHAIN_IMAGE_OPENGL_ES_KHR) \
+
+#endif
+
+#if defined(XR_USE_GRAPHICS_API_VULKAN)
+#define _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSwapchainImageBaseHeader_XR_USE_GRAPHICS_API_VULKAN(_avail, _unavail) \
+ _avail(XrSwapchainImageVulkanKHR, XR_TYPE_SWAPCHAIN_IMAGE_VULKAN_KHR) \
+
+#else
+#define _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSwapchainImageBaseHeader_XR_USE_GRAPHICS_API_VULKAN(_avail, _unavail) \
+ _unavail(XrSwapchainImageVulkanKHR, XR_TYPE_SWAPCHAIN_IMAGE_VULKAN_KHR) \
+
+#endif
+
+
+
+
+/// Like XR_LIST_ALL_STRUCTURE_TYPES, but only includes types whose parent struct type is XrLoaderInitInfoBaseHeaderKHR
+#define XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrLoaderInitInfoBaseHeaderKHR(_avail, _unavail) \
+ _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrLoaderInitInfoBaseHeaderKHR_CORE(_avail, _unavail) \
+ _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrLoaderInitInfoBaseHeaderKHR_XR_USE_PLATFORM_ANDROID(_avail, _unavail) \
+
+
+// Implementation detail of XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrLoaderInitInfoBaseHeaderKHR()
+#define _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrLoaderInitInfoBaseHeaderKHR_CORE(_avail, _unavail) \
+
+
+#if defined(XR_USE_PLATFORM_ANDROID)
+#define _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrLoaderInitInfoBaseHeaderKHR_XR_USE_PLATFORM_ANDROID(_avail, _unavail) \
+ _avail(XrLoaderInitInfoAndroidKHR, XR_TYPE_LOADER_INIT_INFO_ANDROID_KHR) \
+
+#else
+#define _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrLoaderInitInfoBaseHeaderKHR_XR_USE_PLATFORM_ANDROID(_avail, _unavail) \
+ _unavail(XrLoaderInitInfoAndroidKHR, XR_TYPE_LOADER_INIT_INFO_ANDROID_KHR) \
+
+#endif
+
+
+
+
+/// Like XR_LIST_ALL_STRUCTURE_TYPES, but only includes types whose parent struct type is XrBindingModificationBaseHeaderKHR
+#define XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrBindingModificationBaseHeaderKHR(_avail, _unavail) \
+ _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrBindingModificationBaseHeaderKHR_CORE(_avail, _unavail) \
+
+
+// Implementation detail of XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrBindingModificationBaseHeaderKHR()
+#define _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrBindingModificationBaseHeaderKHR_CORE(_avail, _unavail) \
+ _avail(XrInteractionProfileDpadBindingEXT, XR_TYPE_INTERACTION_PROFILE_DPAD_BINDING_EXT) \
+ _avail(XrInteractionProfileAnalogThresholdVALVE, XR_TYPE_INTERACTION_PROFILE_ANALOG_THRESHOLD_VALVE) \
+
+
+
+
+
+/// Like XR_LIST_ALL_STRUCTURE_TYPES, but only includes types whose parent struct type is XrSwapchainStateBaseHeaderFB
+#define XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSwapchainStateBaseHeaderFB(_avail, _unavail) \
+ _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSwapchainStateBaseHeaderFB_CORE(_avail, _unavail) \
+ _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSwapchainStateBaseHeaderFB_XR_USE_GRAPHICS_API_OPENGL_ES(_avail, _unavail) \
+ _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSwapchainStateBaseHeaderFB_XR_USE_GRAPHICS_API_VULKAN(_avail, _unavail) \
+ _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSwapchainStateBaseHeaderFB_XR_USE_PLATFORM_ANDROID(_avail, _unavail) \
+
+
+// Implementation detail of XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSwapchainStateBaseHeaderFB()
+#define _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSwapchainStateBaseHeaderFB_CORE(_avail, _unavail) \
+ _avail(XrSwapchainStateFoveationFB, XR_TYPE_SWAPCHAIN_STATE_FOVEATION_FB) \
+
+
+#if defined(XR_USE_GRAPHICS_API_OPENGL_ES)
+#define _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSwapchainStateBaseHeaderFB_XR_USE_GRAPHICS_API_OPENGL_ES(_avail, _unavail) \
+ _avail(XrSwapchainStateSamplerOpenGLESFB, XR_TYPE_SWAPCHAIN_STATE_SAMPLER_OPENGL_ES_FB) \
+
+#else
+#define _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSwapchainStateBaseHeaderFB_XR_USE_GRAPHICS_API_OPENGL_ES(_avail, _unavail) \
+ _unavail(XrSwapchainStateSamplerOpenGLESFB, XR_TYPE_SWAPCHAIN_STATE_SAMPLER_OPENGL_ES_FB) \
+
+#endif
+
+#if defined(XR_USE_GRAPHICS_API_VULKAN)
+#define _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSwapchainStateBaseHeaderFB_XR_USE_GRAPHICS_API_VULKAN(_avail, _unavail) \
+ _avail(XrSwapchainStateSamplerVulkanFB, XR_TYPE_SWAPCHAIN_STATE_SAMPLER_VULKAN_FB) \
+
+#else
+#define _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSwapchainStateBaseHeaderFB_XR_USE_GRAPHICS_API_VULKAN(_avail, _unavail) \
+ _unavail(XrSwapchainStateSamplerVulkanFB, XR_TYPE_SWAPCHAIN_STATE_SAMPLER_VULKAN_FB) \
+
+#endif
+
+#if defined(XR_USE_PLATFORM_ANDROID)
+#define _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSwapchainStateBaseHeaderFB_XR_USE_PLATFORM_ANDROID(_avail, _unavail) \
+ _avail(XrSwapchainStateAndroidSurfaceDimensionsFB, XR_TYPE_SWAPCHAIN_STATE_ANDROID_SURFACE_DIMENSIONS_FB) \
+
+#else
+#define _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSwapchainStateBaseHeaderFB_XR_USE_PLATFORM_ANDROID(_avail, _unavail) \
+ _unavail(XrSwapchainStateAndroidSurfaceDimensionsFB, XR_TYPE_SWAPCHAIN_STATE_ANDROID_SURFACE_DIMENSIONS_FB) \
+
+#endif
+
+
+
+
+/// Like XR_LIST_ALL_STRUCTURE_TYPES, but only includes types whose parent struct type is XrSpaceQueryInfoBaseHeaderFB
+#define XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSpaceQueryInfoBaseHeaderFB(_avail, _unavail) \
+ _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSpaceQueryInfoBaseHeaderFB_CORE(_avail, _unavail) \
+
+
+// Implementation detail of XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSpaceQueryInfoBaseHeaderFB()
+#define _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSpaceQueryInfoBaseHeaderFB_CORE(_avail, _unavail) \
+ _avail(XrSpaceQueryInfoFB, XR_TYPE_SPACE_QUERY_INFO_FB) \
+
+
+
+
+
+/// Like XR_LIST_ALL_STRUCTURE_TYPES, but only includes types whose parent struct type is XrSpaceFilterInfoBaseHeaderFB
+#define XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSpaceFilterInfoBaseHeaderFB(_avail, _unavail) \
+ _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSpaceFilterInfoBaseHeaderFB_CORE(_avail, _unavail) \
+
+
+// Implementation detail of XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSpaceFilterInfoBaseHeaderFB()
+#define _impl_XR_LIST_ALL_CHILD_STRUCTURE_TYPES_XrSpaceFilterInfoBaseHeaderFB_CORE(_avail, _unavail) \
+ _avail(XrSpaceUuidFilterInfoFB, XR_TYPE_SPACE_UUID_FILTER_INFO_FB) \
+ _avail(XrSpaceComponentFilterInfoFB, XR_TYPE_SPACE_COMPONENT_FILTER_INFO_FB) \
+
+
+
+
+
+#endif
+
diff --git a/thirdparty/openxr/include/openxr/openxr_reflection_structs.h b/thirdparty/openxr/include/openxr/openxr_reflection_structs.h
new file mode 100644
index 0000000000..300bbbad6d
--- /dev/null
+++ b/thirdparty/openxr/include/openxr/openxr_reflection_structs.h
@@ -0,0 +1,427 @@
+#ifndef OPENXR_REFLECTION_STRUCTS_H_
+#define OPENXR_REFLECTION_STRUCTS_H_ 1
+
+/*
+** Copyright (c) 2017-2022, The Khronos Group Inc.
+**
+** SPDX-License-Identifier: Apache-2.0 OR MIT
+*/
+
+/*
+** This header is generated from the Khronos OpenXR XML API Registry.
+**
+*/
+
+#include "openxr.h"
+
+/*
+This file contains expansion macros (X Macros) for OpenXR structures.
+*/
+
+
+
+/// Calls one of your macros with the structure type name and the XrStructureType constant for
+/// each known structure type. The first macro (_avail) is called for those that are available,
+/// while the second macro (_unavail) is called for those unavailable due to preprocessor definitions.
+#define XR_LIST_ALL_STRUCTURE_TYPES(_avail, _unavail) \
+ _impl_XR_LIST_ALL_STRUCTURE_TYPES_CORE(_avail, _unavail) \
+ _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_D3D11(_avail, _unavail) \
+ _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_D3D12(_avail, _unavail) \
+ _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL(_avail, _unavail) \
+ _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_XR_USE_PLATFORM_WAYLAND(_avail, _unavail) \
+ _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_XR_USE_PLATFORM_WIN32(_avail, _unavail) \
+ _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_XR_USE_PLATFORM_XCB(_avail, _unavail) \
+ _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_XR_USE_PLATFORM_XLIB(_avail, _unavail) \
+ _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_ES(_avail, _unavail) \
+ _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_ES_XR_USE_PLATFORM_ANDROID(_avail, _unavail) \
+ _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_VULKAN(_avail, _unavail) \
+ _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_PLATFORM_ANDROID(_avail, _unavail) \
+ _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_PLATFORM_EGL(_avail, _unavail) \
+ _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_PLATFORM_WIN32(_avail, _unavail) \
+
+
+// Implementation detail of XR_LIST_ALL_STRUCTURE_TYPES()
+#define _impl_XR_LIST_ALL_STRUCTURE_TYPES_CORE(_avail, _unavail) \
+ _avail(XrApiLayerProperties, XR_TYPE_API_LAYER_PROPERTIES) \
+ _avail(XrExtensionProperties, XR_TYPE_EXTENSION_PROPERTIES) \
+ _avail(XrInstanceCreateInfo, XR_TYPE_INSTANCE_CREATE_INFO) \
+ _avail(XrInstanceProperties, XR_TYPE_INSTANCE_PROPERTIES) \
+ _avail(XrEventDataBuffer, XR_TYPE_EVENT_DATA_BUFFER) \
+ _avail(XrSystemGetInfo, XR_TYPE_SYSTEM_GET_INFO) \
+ _avail(XrSystemProperties, XR_TYPE_SYSTEM_PROPERTIES) \
+ _avail(XrSessionCreateInfo, XR_TYPE_SESSION_CREATE_INFO) \
+ _avail(XrSpaceVelocity, XR_TYPE_SPACE_VELOCITY) \
+ _avail(XrReferenceSpaceCreateInfo, XR_TYPE_REFERENCE_SPACE_CREATE_INFO) \
+ _avail(XrActionSpaceCreateInfo, XR_TYPE_ACTION_SPACE_CREATE_INFO) \
+ _avail(XrSpaceLocation, XR_TYPE_SPACE_LOCATION) \
+ _avail(XrViewConfigurationProperties, XR_TYPE_VIEW_CONFIGURATION_PROPERTIES) \
+ _avail(XrViewConfigurationView, XR_TYPE_VIEW_CONFIGURATION_VIEW) \
+ _avail(XrSwapchainCreateInfo, XR_TYPE_SWAPCHAIN_CREATE_INFO) \
+ _avail(XrSwapchainImageAcquireInfo, XR_TYPE_SWAPCHAIN_IMAGE_ACQUIRE_INFO) \
+ _avail(XrSwapchainImageWaitInfo, XR_TYPE_SWAPCHAIN_IMAGE_WAIT_INFO) \
+ _avail(XrSwapchainImageReleaseInfo, XR_TYPE_SWAPCHAIN_IMAGE_RELEASE_INFO) \
+ _avail(XrSessionBeginInfo, XR_TYPE_SESSION_BEGIN_INFO) \
+ _avail(XrFrameWaitInfo, XR_TYPE_FRAME_WAIT_INFO) \
+ _avail(XrFrameState, XR_TYPE_FRAME_STATE) \
+ _avail(XrFrameBeginInfo, XR_TYPE_FRAME_BEGIN_INFO) \
+ _avail(XrFrameEndInfo, XR_TYPE_FRAME_END_INFO) \
+ _avail(XrViewLocateInfo, XR_TYPE_VIEW_LOCATE_INFO) \
+ _avail(XrViewState, XR_TYPE_VIEW_STATE) \
+ _avail(XrView, XR_TYPE_VIEW) \
+ _avail(XrActionSetCreateInfo, XR_TYPE_ACTION_SET_CREATE_INFO) \
+ _avail(XrActionCreateInfo, XR_TYPE_ACTION_CREATE_INFO) \
+ _avail(XrInteractionProfileSuggestedBinding, XR_TYPE_INTERACTION_PROFILE_SUGGESTED_BINDING) \
+ _avail(XrSessionActionSetsAttachInfo, XR_TYPE_SESSION_ACTION_SETS_ATTACH_INFO) \
+ _avail(XrInteractionProfileState, XR_TYPE_INTERACTION_PROFILE_STATE) \
+ _avail(XrActionStateGetInfo, XR_TYPE_ACTION_STATE_GET_INFO) \
+ _avail(XrActionStateBoolean, XR_TYPE_ACTION_STATE_BOOLEAN) \
+ _avail(XrActionStateFloat, XR_TYPE_ACTION_STATE_FLOAT) \
+ _avail(XrActionStateVector2f, XR_TYPE_ACTION_STATE_VECTOR2F) \
+ _avail(XrActionStatePose, XR_TYPE_ACTION_STATE_POSE) \
+ _avail(XrActionsSyncInfo, XR_TYPE_ACTIONS_SYNC_INFO) \
+ _avail(XrBoundSourcesForActionEnumerateInfo, XR_TYPE_BOUND_SOURCES_FOR_ACTION_ENUMERATE_INFO) \
+ _avail(XrInputSourceLocalizedNameGetInfo, XR_TYPE_INPUT_SOURCE_LOCALIZED_NAME_GET_INFO) \
+ _avail(XrHapticActionInfo, XR_TYPE_HAPTIC_ACTION_INFO) \
+ _avail(XrCompositionLayerProjectionView, XR_TYPE_COMPOSITION_LAYER_PROJECTION_VIEW) \
+ _avail(XrCompositionLayerProjection, XR_TYPE_COMPOSITION_LAYER_PROJECTION) \
+ _avail(XrCompositionLayerQuad, XR_TYPE_COMPOSITION_LAYER_QUAD) \
+ _avail(XrEventDataEventsLost, XR_TYPE_EVENT_DATA_EVENTS_LOST) \
+ _avail(XrEventDataInstanceLossPending, XR_TYPE_EVENT_DATA_INSTANCE_LOSS_PENDING) \
+ _avail(XrEventDataSessionStateChanged, XR_TYPE_EVENT_DATA_SESSION_STATE_CHANGED) \
+ _avail(XrEventDataReferenceSpaceChangePending, XR_TYPE_EVENT_DATA_REFERENCE_SPACE_CHANGE_PENDING) \
+ _avail(XrEventDataInteractionProfileChanged, XR_TYPE_EVENT_DATA_INTERACTION_PROFILE_CHANGED) \
+ _avail(XrHapticVibration, XR_TYPE_HAPTIC_VIBRATION) \
+ _avail(XrCompositionLayerCubeKHR, XR_TYPE_COMPOSITION_LAYER_CUBE_KHR) \
+ _avail(XrCompositionLayerDepthInfoKHR, XR_TYPE_COMPOSITION_LAYER_DEPTH_INFO_KHR) \
+ _avail(XrCompositionLayerCylinderKHR, XR_TYPE_COMPOSITION_LAYER_CYLINDER_KHR) \
+ _avail(XrCompositionLayerEquirectKHR, XR_TYPE_COMPOSITION_LAYER_EQUIRECT_KHR) \
+ _avail(XrVisibilityMaskKHR, XR_TYPE_VISIBILITY_MASK_KHR) \
+ _avail(XrEventDataVisibilityMaskChangedKHR, XR_TYPE_EVENT_DATA_VISIBILITY_MASK_CHANGED_KHR) \
+ _avail(XrCompositionLayerColorScaleBiasKHR, XR_TYPE_COMPOSITION_LAYER_COLOR_SCALE_BIAS_KHR) \
+ _avail(XrCompositionLayerEquirect2KHR, XR_TYPE_COMPOSITION_LAYER_EQUIRECT2_KHR) \
+ _avail(XrBindingModificationsKHR, XR_TYPE_BINDING_MODIFICATIONS_KHR) \
+ _avail(XrEventDataPerfSettingsEXT, XR_TYPE_EVENT_DATA_PERF_SETTINGS_EXT) \
+ _avail(XrDebugUtilsObjectNameInfoEXT, XR_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT) \
+ _avail(XrDebugUtilsLabelEXT, XR_TYPE_DEBUG_UTILS_LABEL_EXT) \
+ _avail(XrDebugUtilsMessengerCallbackDataEXT, XR_TYPE_DEBUG_UTILS_MESSENGER_CALLBACK_DATA_EXT) \
+ _avail(XrDebugUtilsMessengerCreateInfoEXT, XR_TYPE_DEBUG_UTILS_MESSENGER_CREATE_INFO_EXT) \
+ _avail(XrSystemEyeGazeInteractionPropertiesEXT, XR_TYPE_SYSTEM_EYE_GAZE_INTERACTION_PROPERTIES_EXT) \
+ _avail(XrEyeGazeSampleTimeEXT, XR_TYPE_EYE_GAZE_SAMPLE_TIME_EXT) \
+ _avail(XrSessionCreateInfoOverlayEXTX, XR_TYPE_SESSION_CREATE_INFO_OVERLAY_EXTX) \
+ _avail(XrEventDataMainSessionVisibilityChangedEXTX, XR_TYPE_EVENT_DATA_MAIN_SESSION_VISIBILITY_CHANGED_EXTX) \
+ _avail(XrSpatialAnchorCreateInfoMSFT, XR_TYPE_SPATIAL_ANCHOR_CREATE_INFO_MSFT) \
+ _avail(XrSpatialAnchorSpaceCreateInfoMSFT, XR_TYPE_SPATIAL_ANCHOR_SPACE_CREATE_INFO_MSFT) \
+ _avail(XrCompositionLayerImageLayoutFB, XR_TYPE_COMPOSITION_LAYER_IMAGE_LAYOUT_FB) \
+ _avail(XrCompositionLayerAlphaBlendFB, XR_TYPE_COMPOSITION_LAYER_ALPHA_BLEND_FB) \
+ _avail(XrViewConfigurationDepthRangeEXT, XR_TYPE_VIEW_CONFIGURATION_DEPTH_RANGE_EXT) \
+ _avail(XrSpatialGraphNodeSpaceCreateInfoMSFT, XR_TYPE_SPATIAL_GRAPH_NODE_SPACE_CREATE_INFO_MSFT) \
+ _avail(XrSpatialGraphStaticNodeBindingCreateInfoMSFT, XR_TYPE_SPATIAL_GRAPH_STATIC_NODE_BINDING_CREATE_INFO_MSFT) \
+ _avail(XrSpatialGraphNodeBindingPropertiesGetInfoMSFT, XR_TYPE_SPATIAL_GRAPH_NODE_BINDING_PROPERTIES_GET_INFO_MSFT) \
+ _avail(XrSpatialGraphNodeBindingPropertiesMSFT, XR_TYPE_SPATIAL_GRAPH_NODE_BINDING_PROPERTIES_MSFT) \
+ _avail(XrSystemHandTrackingPropertiesEXT, XR_TYPE_SYSTEM_HAND_TRACKING_PROPERTIES_EXT) \
+ _avail(XrHandTrackerCreateInfoEXT, XR_TYPE_HAND_TRACKER_CREATE_INFO_EXT) \
+ _avail(XrHandJointsLocateInfoEXT, XR_TYPE_HAND_JOINTS_LOCATE_INFO_EXT) \
+ _avail(XrHandJointLocationsEXT, XR_TYPE_HAND_JOINT_LOCATIONS_EXT) \
+ _avail(XrHandJointVelocitiesEXT, XR_TYPE_HAND_JOINT_VELOCITIES_EXT) \
+ _avail(XrSystemHandTrackingMeshPropertiesMSFT, XR_TYPE_SYSTEM_HAND_TRACKING_MESH_PROPERTIES_MSFT) \
+ _avail(XrHandMeshSpaceCreateInfoMSFT, XR_TYPE_HAND_MESH_SPACE_CREATE_INFO_MSFT) \
+ _avail(XrHandMeshUpdateInfoMSFT, XR_TYPE_HAND_MESH_UPDATE_INFO_MSFT) \
+ _avail(XrHandMeshMSFT, XR_TYPE_HAND_MESH_MSFT) \
+ _avail(XrHandPoseTypeInfoMSFT, XR_TYPE_HAND_POSE_TYPE_INFO_MSFT) \
+ _avail(XrSecondaryViewConfigurationSessionBeginInfoMSFT, XR_TYPE_SECONDARY_VIEW_CONFIGURATION_SESSION_BEGIN_INFO_MSFT) \
+ _avail(XrSecondaryViewConfigurationStateMSFT, XR_TYPE_SECONDARY_VIEW_CONFIGURATION_STATE_MSFT) \
+ _avail(XrSecondaryViewConfigurationFrameStateMSFT, XR_TYPE_SECONDARY_VIEW_CONFIGURATION_FRAME_STATE_MSFT) \
+ _avail(XrSecondaryViewConfigurationLayerInfoMSFT, XR_TYPE_SECONDARY_VIEW_CONFIGURATION_LAYER_INFO_MSFT) \
+ _avail(XrSecondaryViewConfigurationFrameEndInfoMSFT, XR_TYPE_SECONDARY_VIEW_CONFIGURATION_FRAME_END_INFO_MSFT) \
+ _avail(XrSecondaryViewConfigurationSwapchainCreateInfoMSFT, XR_TYPE_SECONDARY_VIEW_CONFIGURATION_SWAPCHAIN_CREATE_INFO_MSFT) \
+ _avail(XrControllerModelKeyStateMSFT, XR_TYPE_CONTROLLER_MODEL_KEY_STATE_MSFT) \
+ _avail(XrControllerModelNodePropertiesMSFT, XR_TYPE_CONTROLLER_MODEL_NODE_PROPERTIES_MSFT) \
+ _avail(XrControllerModelPropertiesMSFT, XR_TYPE_CONTROLLER_MODEL_PROPERTIES_MSFT) \
+ _avail(XrControllerModelNodeStateMSFT, XR_TYPE_CONTROLLER_MODEL_NODE_STATE_MSFT) \
+ _avail(XrControllerModelStateMSFT, XR_TYPE_CONTROLLER_MODEL_STATE_MSFT) \
+ _avail(XrViewConfigurationViewFovEPIC, XR_TYPE_VIEW_CONFIGURATION_VIEW_FOV_EPIC) \
+ _avail(XrCompositionLayerReprojectionInfoMSFT, XR_TYPE_COMPOSITION_LAYER_REPROJECTION_INFO_MSFT) \
+ _avail(XrCompositionLayerReprojectionPlaneOverrideMSFT, XR_TYPE_COMPOSITION_LAYER_REPROJECTION_PLANE_OVERRIDE_MSFT) \
+ _avail(XrCompositionLayerSecureContentFB, XR_TYPE_COMPOSITION_LAYER_SECURE_CONTENT_FB) \
+ _avail(XrInteractionProfileDpadBindingEXT, XR_TYPE_INTERACTION_PROFILE_DPAD_BINDING_EXT) \
+ _avail(XrInteractionProfileAnalogThresholdVALVE, XR_TYPE_INTERACTION_PROFILE_ANALOG_THRESHOLD_VALVE) \
+ _avail(XrHandJointsMotionRangeInfoEXT, XR_TYPE_HAND_JOINTS_MOTION_RANGE_INFO_EXT) \
+ _avail(XrSceneObserverCreateInfoMSFT, XR_TYPE_SCENE_OBSERVER_CREATE_INFO_MSFT) \
+ _avail(XrSceneCreateInfoMSFT, XR_TYPE_SCENE_CREATE_INFO_MSFT) \
+ _avail(XrNewSceneComputeInfoMSFT, XR_TYPE_NEW_SCENE_COMPUTE_INFO_MSFT) \
+ _avail(XrVisualMeshComputeLodInfoMSFT, XR_TYPE_VISUAL_MESH_COMPUTE_LOD_INFO_MSFT) \
+ _avail(XrSceneComponentsMSFT, XR_TYPE_SCENE_COMPONENTS_MSFT) \
+ _avail(XrSceneComponentsGetInfoMSFT, XR_TYPE_SCENE_COMPONENTS_GET_INFO_MSFT) \
+ _avail(XrSceneComponentLocationsMSFT, XR_TYPE_SCENE_COMPONENT_LOCATIONS_MSFT) \
+ _avail(XrSceneComponentsLocateInfoMSFT, XR_TYPE_SCENE_COMPONENTS_LOCATE_INFO_MSFT) \
+ _avail(XrSceneObjectsMSFT, XR_TYPE_SCENE_OBJECTS_MSFT) \
+ _avail(XrSceneComponentParentFilterInfoMSFT, XR_TYPE_SCENE_COMPONENT_PARENT_FILTER_INFO_MSFT) \
+ _avail(XrSceneObjectTypesFilterInfoMSFT, XR_TYPE_SCENE_OBJECT_TYPES_FILTER_INFO_MSFT) \
+ _avail(XrScenePlanesMSFT, XR_TYPE_SCENE_PLANES_MSFT) \
+ _avail(XrScenePlaneAlignmentFilterInfoMSFT, XR_TYPE_SCENE_PLANE_ALIGNMENT_FILTER_INFO_MSFT) \
+ _avail(XrSceneMeshesMSFT, XR_TYPE_SCENE_MESHES_MSFT) \
+ _avail(XrSceneMeshBuffersGetInfoMSFT, XR_TYPE_SCENE_MESH_BUFFERS_GET_INFO_MSFT) \
+ _avail(XrSceneMeshBuffersMSFT, XR_TYPE_SCENE_MESH_BUFFERS_MSFT) \
+ _avail(XrSceneMeshVertexBufferMSFT, XR_TYPE_SCENE_MESH_VERTEX_BUFFER_MSFT) \
+ _avail(XrSceneMeshIndicesUint32MSFT, XR_TYPE_SCENE_MESH_INDICES_UINT32_MSFT) \
+ _avail(XrSceneMeshIndicesUint16MSFT, XR_TYPE_SCENE_MESH_INDICES_UINT16_MSFT) \
+ _avail(XrSerializedSceneFragmentDataGetInfoMSFT, XR_TYPE_SERIALIZED_SCENE_FRAGMENT_DATA_GET_INFO_MSFT) \
+ _avail(XrSceneDeserializeInfoMSFT, XR_TYPE_SCENE_DESERIALIZE_INFO_MSFT) \
+ _avail(XrEventDataDisplayRefreshRateChangedFB, XR_TYPE_EVENT_DATA_DISPLAY_REFRESH_RATE_CHANGED_FB) \
+ _avail(XrViveTrackerPathsHTCX, XR_TYPE_VIVE_TRACKER_PATHS_HTCX) \
+ _avail(XrEventDataViveTrackerConnectedHTCX, XR_TYPE_EVENT_DATA_VIVE_TRACKER_CONNECTED_HTCX) \
+ _avail(XrSystemFacialTrackingPropertiesHTC, XR_TYPE_SYSTEM_FACIAL_TRACKING_PROPERTIES_HTC) \
+ _avail(XrFacialExpressionsHTC, XR_TYPE_FACIAL_EXPRESSIONS_HTC) \
+ _avail(XrFacialTrackerCreateInfoHTC, XR_TYPE_FACIAL_TRACKER_CREATE_INFO_HTC) \
+ _avail(XrSystemColorSpacePropertiesFB, XR_TYPE_SYSTEM_COLOR_SPACE_PROPERTIES_FB) \
+ _avail(XrHandTrackingMeshFB, XR_TYPE_HAND_TRACKING_MESH_FB) \
+ _avail(XrHandTrackingScaleFB, XR_TYPE_HAND_TRACKING_SCALE_FB) \
+ _avail(XrHandTrackingAimStateFB, XR_TYPE_HAND_TRACKING_AIM_STATE_FB) \
+ _avail(XrHandTrackingCapsulesStateFB, XR_TYPE_HAND_TRACKING_CAPSULES_STATE_FB) \
+ _avail(XrSystemSpatialEntityPropertiesFB, XR_TYPE_SYSTEM_SPATIAL_ENTITY_PROPERTIES_FB) \
+ _avail(XrSpatialAnchorCreateInfoFB, XR_TYPE_SPATIAL_ANCHOR_CREATE_INFO_FB) \
+ _avail(XrSpaceComponentStatusSetInfoFB, XR_TYPE_SPACE_COMPONENT_STATUS_SET_INFO_FB) \
+ _avail(XrSpaceComponentStatusFB, XR_TYPE_SPACE_COMPONENT_STATUS_FB) \
+ _avail(XrEventDataSpatialAnchorCreateCompleteFB, XR_TYPE_EVENT_DATA_SPATIAL_ANCHOR_CREATE_COMPLETE_FB) \
+ _avail(XrEventDataSpaceSetStatusCompleteFB, XR_TYPE_EVENT_DATA_SPACE_SET_STATUS_COMPLETE_FB) \
+ _avail(XrFoveationProfileCreateInfoFB, XR_TYPE_FOVEATION_PROFILE_CREATE_INFO_FB) \
+ _avail(XrSwapchainCreateInfoFoveationFB, XR_TYPE_SWAPCHAIN_CREATE_INFO_FOVEATION_FB) \
+ _avail(XrSwapchainStateFoveationFB, XR_TYPE_SWAPCHAIN_STATE_FOVEATION_FB) \
+ _avail(XrFoveationLevelProfileCreateInfoFB, XR_TYPE_FOVEATION_LEVEL_PROFILE_CREATE_INFO_FB) \
+ _avail(XrSystemKeyboardTrackingPropertiesFB, XR_TYPE_SYSTEM_KEYBOARD_TRACKING_PROPERTIES_FB) \
+ _avail(XrKeyboardSpaceCreateInfoFB, XR_TYPE_KEYBOARD_SPACE_CREATE_INFO_FB) \
+ _avail(XrKeyboardTrackingQueryFB, XR_TYPE_KEYBOARD_TRACKING_QUERY_FB) \
+ _avail(XrTriangleMeshCreateInfoFB, XR_TYPE_TRIANGLE_MESH_CREATE_INFO_FB) \
+ _avail(XrSystemPassthroughPropertiesFB, XR_TYPE_SYSTEM_PASSTHROUGH_PROPERTIES_FB) \
+ _avail(XrSystemPassthroughProperties2FB, XR_TYPE_SYSTEM_PASSTHROUGH_PROPERTIES2_FB) \
+ _avail(XrPassthroughCreateInfoFB, XR_TYPE_PASSTHROUGH_CREATE_INFO_FB) \
+ _avail(XrPassthroughLayerCreateInfoFB, XR_TYPE_PASSTHROUGH_LAYER_CREATE_INFO_FB) \
+ _avail(XrCompositionLayerPassthroughFB, XR_TYPE_COMPOSITION_LAYER_PASSTHROUGH_FB) \
+ _avail(XrGeometryInstanceCreateInfoFB, XR_TYPE_GEOMETRY_INSTANCE_CREATE_INFO_FB) \
+ _avail(XrGeometryInstanceTransformFB, XR_TYPE_GEOMETRY_INSTANCE_TRANSFORM_FB) \
+ _avail(XrPassthroughStyleFB, XR_TYPE_PASSTHROUGH_STYLE_FB) \
+ _avail(XrPassthroughColorMapMonoToRgbaFB, XR_TYPE_PASSTHROUGH_COLOR_MAP_MONO_TO_RGBA_FB) \
+ _avail(XrPassthroughColorMapMonoToMonoFB, XR_TYPE_PASSTHROUGH_COLOR_MAP_MONO_TO_MONO_FB) \
+ _avail(XrPassthroughBrightnessContrastSaturationFB, XR_TYPE_PASSTHROUGH_BRIGHTNESS_CONTRAST_SATURATION_FB) \
+ _avail(XrEventDataPassthroughStateChangedFB, XR_TYPE_EVENT_DATA_PASSTHROUGH_STATE_CHANGED_FB) \
+ _avail(XrRenderModelPathInfoFB, XR_TYPE_RENDER_MODEL_PATH_INFO_FB) \
+ _avail(XrRenderModelPropertiesFB, XR_TYPE_RENDER_MODEL_PROPERTIES_FB) \
+ _avail(XrRenderModelBufferFB, XR_TYPE_RENDER_MODEL_BUFFER_FB) \
+ _avail(XrRenderModelLoadInfoFB, XR_TYPE_RENDER_MODEL_LOAD_INFO_FB) \
+ _avail(XrSystemRenderModelPropertiesFB, XR_TYPE_SYSTEM_RENDER_MODEL_PROPERTIES_FB) \
+ _avail(XrRenderModelCapabilitiesRequestFB, XR_TYPE_RENDER_MODEL_CAPABILITIES_REQUEST_FB) \
+ _avail(XrViewLocateFoveatedRenderingVARJO, XR_TYPE_VIEW_LOCATE_FOVEATED_RENDERING_VARJO) \
+ _avail(XrFoveatedViewConfigurationViewVARJO, XR_TYPE_FOVEATED_VIEW_CONFIGURATION_VIEW_VARJO) \
+ _avail(XrSystemFoveatedRenderingPropertiesVARJO, XR_TYPE_SYSTEM_FOVEATED_RENDERING_PROPERTIES_VARJO) \
+ _avail(XrCompositionLayerDepthTestVARJO, XR_TYPE_COMPOSITION_LAYER_DEPTH_TEST_VARJO) \
+ _avail(XrSystemMarkerTrackingPropertiesVARJO, XR_TYPE_SYSTEM_MARKER_TRACKING_PROPERTIES_VARJO) \
+ _avail(XrEventDataMarkerTrackingUpdateVARJO, XR_TYPE_EVENT_DATA_MARKER_TRACKING_UPDATE_VARJO) \
+ _avail(XrMarkerSpaceCreateInfoVARJO, XR_TYPE_MARKER_SPACE_CREATE_INFO_VARJO) \
+ _avail(XrSpatialAnchorPersistenceInfoMSFT, XR_TYPE_SPATIAL_ANCHOR_PERSISTENCE_INFO_MSFT) \
+ _avail(XrSpatialAnchorFromPersistedAnchorCreateInfoMSFT, XR_TYPE_SPATIAL_ANCHOR_FROM_PERSISTED_ANCHOR_CREATE_INFO_MSFT) \
+ _avail(XrSpaceQueryInfoFB, XR_TYPE_SPACE_QUERY_INFO_FB) \
+ _avail(XrSpaceStorageLocationFilterInfoFB, XR_TYPE_SPACE_STORAGE_LOCATION_FILTER_INFO_FB) \
+ _avail(XrSpaceUuidFilterInfoFB, XR_TYPE_SPACE_UUID_FILTER_INFO_FB) \
+ _avail(XrSpaceComponentFilterInfoFB, XR_TYPE_SPACE_COMPONENT_FILTER_INFO_FB) \
+ _avail(XrSpaceQueryResultsFB, XR_TYPE_SPACE_QUERY_RESULTS_FB) \
+ _avail(XrEventDataSpaceQueryResultsAvailableFB, XR_TYPE_EVENT_DATA_SPACE_QUERY_RESULTS_AVAILABLE_FB) \
+ _avail(XrEventDataSpaceQueryCompleteFB, XR_TYPE_EVENT_DATA_SPACE_QUERY_COMPLETE_FB) \
+ _avail(XrSpaceSaveInfoFB, XR_TYPE_SPACE_SAVE_INFO_FB) \
+ _avail(XrSpaceEraseInfoFB, XR_TYPE_SPACE_ERASE_INFO_FB) \
+ _avail(XrEventDataSpaceSaveCompleteFB, XR_TYPE_EVENT_DATA_SPACE_SAVE_COMPLETE_FB) \
+ _avail(XrEventDataSpaceEraseCompleteFB, XR_TYPE_EVENT_DATA_SPACE_ERASE_COMPLETE_FB) \
+ _avail(XrCompositionLayerSpaceWarpInfoFB, XR_TYPE_COMPOSITION_LAYER_SPACE_WARP_INFO_FB) \
+ _avail(XrSystemSpaceWarpPropertiesFB, XR_TYPE_SYSTEM_SPACE_WARP_PROPERTIES_FB) \
+ _avail(XrSemanticLabelsFB, XR_TYPE_SEMANTIC_LABELS_FB) \
+ _avail(XrRoomLayoutFB, XR_TYPE_ROOM_LAYOUT_FB) \
+ _avail(XrBoundary2DFB, XR_TYPE_BOUNDARY_2D_FB) \
+ _avail(XrDigitalLensControlALMALENCE, XR_TYPE_DIGITAL_LENS_CONTROL_ALMALENCE) \
+ _avail(XrSpaceContainerFB, XR_TYPE_SPACE_CONTAINER_FB) \
+ _avail(XrPassthroughKeyboardHandsIntensityFB, XR_TYPE_PASSTHROUGH_KEYBOARD_HANDS_INTENSITY_FB) \
+ _avail(XrCompositionLayerSettingsFB, XR_TYPE_COMPOSITION_LAYER_SETTINGS_FB) \
+ _avail(XrPerformanceMetricsStateMETA, XR_TYPE_PERFORMANCE_METRICS_STATE_META) \
+ _avail(XrPerformanceMetricsCounterMETA, XR_TYPE_PERFORMANCE_METRICS_COUNTER_META) \
+ _avail(XrSystemHeadsetIdPropertiesMETA, XR_TYPE_SYSTEM_HEADSET_ID_PROPERTIES_META) \
+ _avail(XrPassthroughCreateInfoHTC, XR_TYPE_PASSTHROUGH_CREATE_INFO_HTC) \
+ _avail(XrPassthroughColorHTC, XR_TYPE_PASSTHROUGH_COLOR_HTC) \
+ _avail(XrPassthroughMeshTransformInfoHTC, XR_TYPE_PASSTHROUGH_MESH_TRANSFORM_INFO_HTC) \
+ _avail(XrCompositionLayerPassthroughHTC, XR_TYPE_COMPOSITION_LAYER_PASSTHROUGH_HTC) \
+ _avail(XrFoveationApplyInfoHTC, XR_TYPE_FOVEATION_APPLY_INFO_HTC) \
+ _avail(XrFoveationDynamicModeInfoHTC, XR_TYPE_FOVEATION_DYNAMIC_MODE_INFO_HTC) \
+ _avail(XrFoveationCustomModeInfoHTC, XR_TYPE_FOVEATION_CUSTOM_MODE_INFO_HTC) \
+ _avail(XrActiveActionSetPrioritiesEXT, XR_TYPE_ACTIVE_ACTION_SET_PRIORITIES_EXT) \
+
+
+#if defined(XR_USE_GRAPHICS_API_D3D11)
+#define _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_D3D11(_avail, _unavail) \
+ _avail(XrGraphicsBindingD3D11KHR, XR_TYPE_GRAPHICS_BINDING_D3D11_KHR) \
+ _avail(XrSwapchainImageD3D11KHR, XR_TYPE_SWAPCHAIN_IMAGE_D3D11_KHR) \
+ _avail(XrGraphicsRequirementsD3D11KHR, XR_TYPE_GRAPHICS_REQUIREMENTS_D3D11_KHR) \
+
+#else
+#define _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_D3D11(_avail, _unavail) \
+ _unavail(XrGraphicsBindingD3D11KHR, XR_TYPE_GRAPHICS_BINDING_D3D11_KHR) \
+ _unavail(XrSwapchainImageD3D11KHR, XR_TYPE_SWAPCHAIN_IMAGE_D3D11_KHR) \
+ _unavail(XrGraphicsRequirementsD3D11KHR, XR_TYPE_GRAPHICS_REQUIREMENTS_D3D11_KHR) \
+
+#endif
+
+#if defined(XR_USE_GRAPHICS_API_D3D12)
+#define _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_D3D12(_avail, _unavail) \
+ _avail(XrGraphicsBindingD3D12KHR, XR_TYPE_GRAPHICS_BINDING_D3D12_KHR) \
+ _avail(XrSwapchainImageD3D12KHR, XR_TYPE_SWAPCHAIN_IMAGE_D3D12_KHR) \
+ _avail(XrGraphicsRequirementsD3D12KHR, XR_TYPE_GRAPHICS_REQUIREMENTS_D3D12_KHR) \
+
+#else
+#define _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_D3D12(_avail, _unavail) \
+ _unavail(XrGraphicsBindingD3D12KHR, XR_TYPE_GRAPHICS_BINDING_D3D12_KHR) \
+ _unavail(XrSwapchainImageD3D12KHR, XR_TYPE_SWAPCHAIN_IMAGE_D3D12_KHR) \
+ _unavail(XrGraphicsRequirementsD3D12KHR, XR_TYPE_GRAPHICS_REQUIREMENTS_D3D12_KHR) \
+
+#endif
+
+#if defined(XR_USE_GRAPHICS_API_OPENGL)
+#define _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL(_avail, _unavail) \
+ _avail(XrSwapchainImageOpenGLKHR, XR_TYPE_SWAPCHAIN_IMAGE_OPENGL_KHR) \
+ _avail(XrGraphicsRequirementsOpenGLKHR, XR_TYPE_GRAPHICS_REQUIREMENTS_OPENGL_KHR) \
+
+#else
+#define _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL(_avail, _unavail) \
+ _unavail(XrSwapchainImageOpenGLKHR, XR_TYPE_SWAPCHAIN_IMAGE_OPENGL_KHR) \
+ _unavail(XrGraphicsRequirementsOpenGLKHR, XR_TYPE_GRAPHICS_REQUIREMENTS_OPENGL_KHR) \
+
+#endif
+
+#if defined(XR_USE_GRAPHICS_API_OPENGL) && defined(XR_USE_PLATFORM_WAYLAND)
+#define _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_XR_USE_PLATFORM_WAYLAND(_avail, _unavail) \
+ _avail(XrGraphicsBindingOpenGLWaylandKHR, XR_TYPE_GRAPHICS_BINDING_OPENGL_WAYLAND_KHR) \
+
+#else
+#define _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_XR_USE_PLATFORM_WAYLAND(_avail, _unavail) \
+ _unavail(XrGraphicsBindingOpenGLWaylandKHR, XR_TYPE_GRAPHICS_BINDING_OPENGL_WAYLAND_KHR) \
+
+#endif
+
+#if defined(XR_USE_GRAPHICS_API_OPENGL) && defined(XR_USE_PLATFORM_WIN32)
+#define _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_XR_USE_PLATFORM_WIN32(_avail, _unavail) \
+ _avail(XrGraphicsBindingOpenGLWin32KHR, XR_TYPE_GRAPHICS_BINDING_OPENGL_WIN32_KHR) \
+
+#else
+#define _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_XR_USE_PLATFORM_WIN32(_avail, _unavail) \
+ _unavail(XrGraphicsBindingOpenGLWin32KHR, XR_TYPE_GRAPHICS_BINDING_OPENGL_WIN32_KHR) \
+
+#endif
+
+#if defined(XR_USE_GRAPHICS_API_OPENGL) && defined(XR_USE_PLATFORM_XCB)
+#define _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_XR_USE_PLATFORM_XCB(_avail, _unavail) \
+ _avail(XrGraphicsBindingOpenGLXcbKHR, XR_TYPE_GRAPHICS_BINDING_OPENGL_XCB_KHR) \
+
+#else
+#define _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_XR_USE_PLATFORM_XCB(_avail, _unavail) \
+ _unavail(XrGraphicsBindingOpenGLXcbKHR, XR_TYPE_GRAPHICS_BINDING_OPENGL_XCB_KHR) \
+
+#endif
+
+#if defined(XR_USE_GRAPHICS_API_OPENGL) && defined(XR_USE_PLATFORM_XLIB)
+#define _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_XR_USE_PLATFORM_XLIB(_avail, _unavail) \
+ _avail(XrGraphicsBindingOpenGLXlibKHR, XR_TYPE_GRAPHICS_BINDING_OPENGL_XLIB_KHR) \
+
+#else
+#define _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_XR_USE_PLATFORM_XLIB(_avail, _unavail) \
+ _unavail(XrGraphicsBindingOpenGLXlibKHR, XR_TYPE_GRAPHICS_BINDING_OPENGL_XLIB_KHR) \
+
+#endif
+
+#if defined(XR_USE_GRAPHICS_API_OPENGL_ES)
+#define _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_ES(_avail, _unavail) \
+ _avail(XrSwapchainImageOpenGLESKHR, XR_TYPE_SWAPCHAIN_IMAGE_OPENGL_ES_KHR) \
+ _avail(XrGraphicsRequirementsOpenGLESKHR, XR_TYPE_GRAPHICS_REQUIREMENTS_OPENGL_ES_KHR) \
+ _avail(XrSwapchainStateSamplerOpenGLESFB, XR_TYPE_SWAPCHAIN_STATE_SAMPLER_OPENGL_ES_FB) \
+
+#else
+#define _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_ES(_avail, _unavail) \
+ _unavail(XrSwapchainImageOpenGLESKHR, XR_TYPE_SWAPCHAIN_IMAGE_OPENGL_ES_KHR) \
+ _unavail(XrGraphicsRequirementsOpenGLESKHR, XR_TYPE_GRAPHICS_REQUIREMENTS_OPENGL_ES_KHR) \
+ _unavail(XrSwapchainStateSamplerOpenGLESFB, XR_TYPE_SWAPCHAIN_STATE_SAMPLER_OPENGL_ES_FB) \
+
+#endif
+
+#if defined(XR_USE_GRAPHICS_API_OPENGL_ES) && defined(XR_USE_PLATFORM_ANDROID)
+#define _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_ES_XR_USE_PLATFORM_ANDROID(_avail, _unavail) \
+ _avail(XrGraphicsBindingOpenGLESAndroidKHR, XR_TYPE_GRAPHICS_BINDING_OPENGL_ES_ANDROID_KHR) \
+
+#else
+#define _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_OPENGL_ES_XR_USE_PLATFORM_ANDROID(_avail, _unavail) \
+ _unavail(XrGraphicsBindingOpenGLESAndroidKHR, XR_TYPE_GRAPHICS_BINDING_OPENGL_ES_ANDROID_KHR) \
+
+#endif
+
+#if defined(XR_USE_GRAPHICS_API_VULKAN)
+#define _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_VULKAN(_avail, _unavail) \
+ _avail(XrVulkanSwapchainFormatListCreateInfoKHR, XR_TYPE_VULKAN_SWAPCHAIN_FORMAT_LIST_CREATE_INFO_KHR) \
+ _avail(XrGraphicsBindingVulkanKHR, XR_TYPE_GRAPHICS_BINDING_VULKAN_KHR) \
+ _avail(XrSwapchainImageVulkanKHR, XR_TYPE_SWAPCHAIN_IMAGE_VULKAN_KHR) \
+ _avail(XrGraphicsRequirementsVulkanKHR, XR_TYPE_GRAPHICS_REQUIREMENTS_VULKAN_KHR) \
+ _avail(XrVulkanInstanceCreateInfoKHR, XR_TYPE_VULKAN_INSTANCE_CREATE_INFO_KHR) \
+ _avail(XrVulkanDeviceCreateInfoKHR, XR_TYPE_VULKAN_DEVICE_CREATE_INFO_KHR) \
+ _avail(XrVulkanGraphicsDeviceGetInfoKHR, XR_TYPE_VULKAN_GRAPHICS_DEVICE_GET_INFO_KHR) \
+ _avail(XrSwapchainImageFoveationVulkanFB, XR_TYPE_SWAPCHAIN_IMAGE_FOVEATION_VULKAN_FB) \
+ _avail(XrSwapchainStateSamplerVulkanFB, XR_TYPE_SWAPCHAIN_STATE_SAMPLER_VULKAN_FB) \
+ _avail(XrVulkanSwapchainCreateInfoMETA, XR_TYPE_VULKAN_SWAPCHAIN_CREATE_INFO_META) \
+
+#else
+#define _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_GRAPHICS_API_VULKAN(_avail, _unavail) \
+ _unavail(XrVulkanSwapchainFormatListCreateInfoKHR, XR_TYPE_VULKAN_SWAPCHAIN_FORMAT_LIST_CREATE_INFO_KHR) \
+ _unavail(XrGraphicsBindingVulkanKHR, XR_TYPE_GRAPHICS_BINDING_VULKAN_KHR) \
+ _unavail(XrSwapchainImageVulkanKHR, XR_TYPE_SWAPCHAIN_IMAGE_VULKAN_KHR) \
+ _unavail(XrGraphicsRequirementsVulkanKHR, XR_TYPE_GRAPHICS_REQUIREMENTS_VULKAN_KHR) \
+ _unavail(XrVulkanInstanceCreateInfoKHR, XR_TYPE_VULKAN_INSTANCE_CREATE_INFO_KHR) \
+ _unavail(XrVulkanDeviceCreateInfoKHR, XR_TYPE_VULKAN_DEVICE_CREATE_INFO_KHR) \
+ _unavail(XrVulkanGraphicsDeviceGetInfoKHR, XR_TYPE_VULKAN_GRAPHICS_DEVICE_GET_INFO_KHR) \
+ _unavail(XrSwapchainImageFoveationVulkanFB, XR_TYPE_SWAPCHAIN_IMAGE_FOVEATION_VULKAN_FB) \
+ _unavail(XrSwapchainStateSamplerVulkanFB, XR_TYPE_SWAPCHAIN_STATE_SAMPLER_VULKAN_FB) \
+ _unavail(XrVulkanSwapchainCreateInfoMETA, XR_TYPE_VULKAN_SWAPCHAIN_CREATE_INFO_META) \
+
+#endif
+
+#if defined(XR_USE_PLATFORM_ANDROID)
+#define _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_PLATFORM_ANDROID(_avail, _unavail) \
+ _avail(XrInstanceCreateInfoAndroidKHR, XR_TYPE_INSTANCE_CREATE_INFO_ANDROID_KHR) \
+ _avail(XrLoaderInitInfoAndroidKHR, XR_TYPE_LOADER_INIT_INFO_ANDROID_KHR) \
+ _avail(XrAndroidSurfaceSwapchainCreateInfoFB, XR_TYPE_ANDROID_SURFACE_SWAPCHAIN_CREATE_INFO_FB) \
+ _avail(XrSwapchainStateAndroidSurfaceDimensionsFB, XR_TYPE_SWAPCHAIN_STATE_ANDROID_SURFACE_DIMENSIONS_FB) \
+
+#else
+#define _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_PLATFORM_ANDROID(_avail, _unavail) \
+ _unavail(XrInstanceCreateInfoAndroidKHR, XR_TYPE_INSTANCE_CREATE_INFO_ANDROID_KHR) \
+ _unavail(XrLoaderInitInfoAndroidKHR, XR_TYPE_LOADER_INIT_INFO_ANDROID_KHR) \
+ _unavail(XrAndroidSurfaceSwapchainCreateInfoFB, XR_TYPE_ANDROID_SURFACE_SWAPCHAIN_CREATE_INFO_FB) \
+ _unavail(XrSwapchainStateAndroidSurfaceDimensionsFB, XR_TYPE_SWAPCHAIN_STATE_ANDROID_SURFACE_DIMENSIONS_FB) \
+
+#endif
+
+#if defined(XR_USE_PLATFORM_EGL)
+#define _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_PLATFORM_EGL(_avail, _unavail) \
+ _avail(XrGraphicsBindingEGLMNDX, XR_TYPE_GRAPHICS_BINDING_EGL_MNDX) \
+
+#else
+#define _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_PLATFORM_EGL(_avail, _unavail) \
+ _unavail(XrGraphicsBindingEGLMNDX, XR_TYPE_GRAPHICS_BINDING_EGL_MNDX) \
+
+#endif
+
+#if defined(XR_USE_PLATFORM_WIN32)
+#define _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_PLATFORM_WIN32(_avail, _unavail) \
+ _avail(XrHolographicWindowAttachmentMSFT, XR_TYPE_HOLOGRAPHIC_WINDOW_ATTACHMENT_MSFT) \
+
+#else
+#define _impl_XR_LIST_ALL_STRUCTURE_TYPES_XR_USE_PLATFORM_WIN32(_avail, _unavail) \
+ _unavail(XrHolographicWindowAttachmentMSFT, XR_TYPE_HOLOGRAPHIC_WINDOW_ATTACHMENT_MSFT) \
+
+#endif
+
+
+
+
+#endif
+
diff --git a/thirdparty/openxr/src/loader/loader_core.cpp b/thirdparty/openxr/src/loader/loader_core.cpp
index a8bbfb4de2..f2bc87d1fa 100644
--- a/thirdparty/openxr/src/loader/loader_core.cpp
+++ b/thirdparty/openxr/src/loader/loader_core.cpp
@@ -35,7 +35,7 @@
// Global loader lock to:
// 1. Ensure ActiveLoaderInstance get and set operations are done atomically.
// 2. Ensure RuntimeInterface isn't used to unload the runtime while the runtime is in use.
-std::mutex &GetGlobalLoaderMutex() {
+static std::mutex &GetGlobalLoaderMutex() {
static std::mutex loader_mutex;
return loader_mutex;
}
@@ -58,6 +58,8 @@ static XRAPI_ATTR XrResult XRAPI_CALL LoaderXrTermDestroyDebugUtilsMessengerEXT(
static XRAPI_ATTR XrResult XRAPI_CALL LoaderXrTermSubmitDebugUtilsMessageEXT(
XrInstance instance, XrDebugUtilsMessageSeverityFlagsEXT messageSeverity, XrDebugUtilsMessageTypeFlagsEXT messageTypes,
const XrDebugUtilsMessengerCallbackDataEXT *callbackData);
+static XRAPI_ATTR XrResult XRAPI_CALL LoaderXrGetInstanceProcAddr(XrInstance instance, const char *name,
+ PFN_xrVoidFunction *function);
// Utility template function meant to validate if a fixed size string contains
// a null-terminator.
diff --git a/thirdparty/openxr/src/loader/manifest_file.cpp b/thirdparty/openxr/src/loader/manifest_file.cpp
index df99d51f8f..1b0ef07848 100644
--- a/thirdparty/openxr/src/loader/manifest_file.cpp
+++ b/thirdparty/openxr/src/loader/manifest_file.cpp
@@ -348,14 +348,20 @@ static void ReadRuntimeDataFilesInRegistry(const std::string &runtime_registry_l
if (ERROR_SUCCESS != open_value) {
LoaderLogger::LogWarningMessage("",
"ReadRuntimeDataFilesInRegistry - failed to open registry key " + full_registry_location);
- } else if (ERROR_SUCCESS != RegGetValueW(hkey, nullptr, default_runtime_value_name_w.c_str(),
- RRF_RT_REG_SZ | REG_EXPAND_SZ | RRF_ZEROONFAILURE, NULL,
- reinterpret_cast<LPBYTE>(&value_w), &value_size_w)) {
+
+ return;
+ }
+
+ if (ERROR_SUCCESS != RegGetValueW(hkey, nullptr, default_runtime_value_name_w.c_str(),
+ RRF_RT_REG_SZ | REG_EXPAND_SZ | RRF_ZEROONFAILURE, NULL, reinterpret_cast<LPBYTE>(&value_w),
+ &value_size_w)) {
LoaderLogger::LogWarningMessage(
"", "ReadRuntimeDataFilesInRegistry - failed to read registry value " + default_runtime_value_name);
} else {
AddFilesInPath(wide_to_utf8(value_w), false, manifest_files);
}
+
+ RegCloseKey(hkey);
}
// Look for layer data files in the provided paths, but first check the environment override to determine
diff --git a/thirdparty/openxr/src/xr_generated_dispatch_table.c b/thirdparty/openxr/src/xr_generated_dispatch_table.c
index 91fa0c3ca0..094f9fbbda 100644
--- a/thirdparty/openxr/src/xr_generated_dispatch_table.c
+++ b/thirdparty/openxr/src/xr_generated_dispatch_table.c
@@ -354,6 +354,13 @@ void GeneratedXrPopulateDispatchTable(struct XrGeneratedDispatchTable *table,
(get_inst_proc_addr(instance, "xrGetAudioInputDeviceGuidOculus", (PFN_xrVoidFunction*)&table->GetAudioInputDeviceGuidOculus));
#endif // defined(XR_USE_PLATFORM_WIN32)
+ // ---- XR_FB_scene extension commands
+ (get_inst_proc_addr(instance, "xrGetSpaceBoundingBox2DFB", (PFN_xrVoidFunction*)&table->GetSpaceBoundingBox2DFB));
+ (get_inst_proc_addr(instance, "xrGetSpaceBoundingBox3DFB", (PFN_xrVoidFunction*)&table->GetSpaceBoundingBox3DFB));
+ (get_inst_proc_addr(instance, "xrGetSpaceSemanticLabelsFB", (PFN_xrVoidFunction*)&table->GetSpaceSemanticLabelsFB));
+ (get_inst_proc_addr(instance, "xrGetSpaceBoundary2DFB", (PFN_xrVoidFunction*)&table->GetSpaceBoundary2DFB));
+ (get_inst_proc_addr(instance, "xrGetSpaceRoomLayoutFB", (PFN_xrVoidFunction*)&table->GetSpaceRoomLayoutFB));
+
// ---- XR_ALMALENCE_digital_lens_control extension commands
(get_inst_proc_addr(instance, "xrSetDigitalLensControlALMALENCE", (PFN_xrVoidFunction*)&table->SetDigitalLensControlALMALENCE));
@@ -368,6 +375,13 @@ void GeneratedXrPopulateDispatchTable(struct XrGeneratedDispatchTable *table,
(get_inst_proc_addr(instance, "xrSetPerformanceMetricsStateMETA", (PFN_xrVoidFunction*)&table->SetPerformanceMetricsStateMETA));
(get_inst_proc_addr(instance, "xrGetPerformanceMetricsStateMETA", (PFN_xrVoidFunction*)&table->GetPerformanceMetricsStateMETA));
(get_inst_proc_addr(instance, "xrQueryPerformanceMetricsCounterMETA", (PFN_xrVoidFunction*)&table->QueryPerformanceMetricsCounterMETA));
+
+ // ---- XR_HTC_passthrough extension commands
+ (get_inst_proc_addr(instance, "xrCreatePassthroughHTC", (PFN_xrVoidFunction*)&table->CreatePassthroughHTC));
+ (get_inst_proc_addr(instance, "xrDestroyPassthroughHTC", (PFN_xrVoidFunction*)&table->DestroyPassthroughHTC));
+
+ // ---- XR_HTC_foveation extension commands
+ (get_inst_proc_addr(instance, "xrApplyFoveationHTC", (PFN_xrVoidFunction*)&table->ApplyFoveationHTC));
}
diff --git a/thirdparty/openxr/src/xr_generated_dispatch_table.h b/thirdparty/openxr/src/xr_generated_dispatch_table.h
index 51d48bef43..93d07a149e 100644
--- a/thirdparty/openxr/src/xr_generated_dispatch_table.h
+++ b/thirdparty/openxr/src/xr_generated_dispatch_table.h
@@ -357,6 +357,13 @@ struct XrGeneratedDispatchTable {
PFN_xrGetAudioInputDeviceGuidOculus GetAudioInputDeviceGuidOculus;
#endif // defined(XR_USE_PLATFORM_WIN32)
+ // ---- XR_FB_scene extension commands
+ PFN_xrGetSpaceBoundingBox2DFB GetSpaceBoundingBox2DFB;
+ PFN_xrGetSpaceBoundingBox3DFB GetSpaceBoundingBox3DFB;
+ PFN_xrGetSpaceSemanticLabelsFB GetSpaceSemanticLabelsFB;
+ PFN_xrGetSpaceBoundary2DFB GetSpaceBoundary2DFB;
+ PFN_xrGetSpaceRoomLayoutFB GetSpaceRoomLayoutFB;
+
// ---- XR_ALMALENCE_digital_lens_control extension commands
PFN_xrSetDigitalLensControlALMALENCE SetDigitalLensControlALMALENCE;
@@ -371,6 +378,13 @@ struct XrGeneratedDispatchTable {
PFN_xrSetPerformanceMetricsStateMETA SetPerformanceMetricsStateMETA;
PFN_xrGetPerformanceMetricsStateMETA GetPerformanceMetricsStateMETA;
PFN_xrQueryPerformanceMetricsCounterMETA QueryPerformanceMetricsCounterMETA;
+
+ // ---- XR_HTC_passthrough extension commands
+ PFN_xrCreatePassthroughHTC CreatePassthroughHTC;
+ PFN_xrDestroyPassthroughHTC DestroyPassthroughHTC;
+
+ // ---- XR_HTC_foveation extension commands
+ PFN_xrApplyFoveationHTC ApplyFoveationHTC;
};