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-rw-r--r--doc/translations/ar.po98
-rw-r--r--doc/translations/ca.po98
-rw-r--r--doc/translations/classes.pot98
-rw-r--r--doc/translations/cs.po101
-rw-r--r--doc/translations/de.po98
-rw-r--r--doc/translations/el.po98
-rw-r--r--doc/translations/es.po179
-rw-r--r--doc/translations/fa.po98
-rw-r--r--doc/translations/fi.po98
-rw-r--r--doc/translations/fil.po98
-rw-r--r--doc/translations/fr.po1278
-rw-r--r--doc/translations/gl.po98
-rw-r--r--doc/translations/hi.po98
-rw-r--r--doc/translations/hu.po98
-rw-r--r--doc/translations/id.po98
-rw-r--r--doc/translations/is.po98
-rw-r--r--doc/translations/it.po98
-rw-r--r--doc/translations/ja.po104
-rw-r--r--doc/translations/ko.po103
-rw-r--r--doc/translations/lt.po98
-rw-r--r--doc/translations/lv.po98
-rw-r--r--doc/translations/mr.po98
-rw-r--r--doc/translations/nb.po98
-rw-r--r--doc/translations/ne.po98
-rw-r--r--doc/translations/nl.po98
-rw-r--r--doc/translations/pl.po101
-rw-r--r--doc/translations/pt.po98
-rw-r--r--doc/translations/pt_BR.po107
-rw-r--r--doc/translations/ro.po98
-rw-r--r--doc/translations/ru.po173
-rw-r--r--doc/translations/sk.po98
-rw-r--r--doc/translations/sr_Cyrl.po98
-rw-r--r--doc/translations/sv.po98
-rw-r--r--doc/translations/th.po98
-rw-r--r--doc/translations/tl.po98
-rw-r--r--doc/translations/tr.po100
-rw-r--r--doc/translations/uk.po106
-rw-r--r--doc/translations/vi.po101
-rw-r--r--doc/translations/zh_CN.po407
-rw-r--r--doc/translations/zh_TW.po98
40 files changed, 3663 insertions, 1941 deletions
diff --git a/doc/translations/ar.po b/doc/translations/ar.po
index 4f588d5122..e611dbc51d 100644
--- a/doc/translations/ar.po
+++ b/doc/translations/ar.po
@@ -12528,7 +12528,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -14253,7 +14253,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14291,9 +14291,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14312,8 +14312,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14329,8 +14329,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14421,9 +14421,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -21491,7 +21491,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -23805,11 +23805,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -35708,11 +35708,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36666,11 +36670,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -38619,7 +38627,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -40780,9 +40788,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -44911,7 +44919,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45065,7 +45073,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45120,7 +45128,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45173,7 +45181,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45222,7 +45230,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45274,7 +45282,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45326,7 +45334,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -49764,8 +49772,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -51769,8 +51778,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53297,7 +53306,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -65612,8 +65622,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -69988,7 +69998,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/ca.po b/doc/translations/ca.po
index 4b3e2f27f1..ebf220d30b 100644
--- a/doc/translations/ca.po
+++ b/doc/translations/ca.po
@@ -12469,7 +12469,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -14194,7 +14194,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14232,9 +14232,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14253,8 +14253,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14270,8 +14270,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14362,9 +14362,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -21421,7 +21421,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -23733,11 +23733,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -35614,11 +35614,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36552,11 +36556,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -38501,7 +38509,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -40654,9 +40662,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -44766,7 +44774,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44920,7 +44928,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44975,7 +44983,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45028,7 +45036,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45077,7 +45085,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45129,7 +45137,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45181,7 +45189,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -49616,8 +49624,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -51619,8 +51628,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53147,7 +53156,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -65439,8 +65449,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -69798,7 +69808,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/classes.pot b/doc/translations/classes.pot
index fcaab07a2f..30133154a8 100644
--- a/doc/translations/classes.pot
+++ b/doc/translations/classes.pot
@@ -12349,7 +12349,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -14074,7 +14074,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14112,9 +14112,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14133,8 +14133,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14150,8 +14150,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14242,9 +14242,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -21301,7 +21301,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -23610,11 +23610,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -35491,11 +35491,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36429,11 +36433,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -38378,7 +38386,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -40531,9 +40539,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -44643,7 +44651,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44797,7 +44805,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44852,7 +44860,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44905,7 +44913,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44954,7 +44962,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45006,7 +45014,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45058,7 +45066,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -49493,8 +49501,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -51496,8 +51505,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53024,7 +53033,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -65316,8 +65326,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -69675,7 +69685,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/cs.po b/doc/translations/cs.po
index 540e9fea2d..8673936d3f 100644
--- a/doc/translations/cs.po
+++ b/doc/translations/cs.po
@@ -12875,7 +12875,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -14602,7 +14602,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14640,9 +14640,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14661,8 +14661,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14678,8 +14678,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14770,9 +14770,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -21870,7 +21870,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -24189,11 +24189,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -36103,11 +36103,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -37064,11 +37068,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -39017,7 +39025,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -41187,9 +41195,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -45320,7 +45328,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45477,7 +45485,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45532,7 +45540,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45585,7 +45593,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45634,7 +45642,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45687,7 +45695,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45739,7 +45747,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -50182,8 +50190,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -52190,8 +52199,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53719,7 +53728,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -66083,10 +66093,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
+#, fuzzy
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
-msgstr ""
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
+msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/Viewport.xml
msgid ""
@@ -70466,7 +70477,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/de.po b/doc/translations/de.po
index d6a5bab648..fd65d8b4bf 100644
--- a/doc/translations/de.po
+++ b/doc/translations/de.po
@@ -14438,7 +14438,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -16227,7 +16227,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -16265,9 +16265,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -16286,8 +16286,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -16303,8 +16303,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -16395,9 +16395,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -23583,7 +23583,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -25919,11 +25919,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -37910,11 +37910,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -38899,11 +38903,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -40856,7 +40864,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -43041,9 +43049,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -47191,7 +47199,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -47358,7 +47366,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -47421,7 +47429,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -47483,7 +47491,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -47537,7 +47545,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -47597,7 +47605,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -47654,7 +47662,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -52138,8 +52146,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -54167,8 +54176,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
#, fuzzy
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -55711,7 +55720,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -68342,8 +68352,8 @@ msgstr ""
#: doc/classes/Viewport.xml
#, fuzzy
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
"Gibt [code]true[/code] zurück wenn der Skript Bereich lädt, ansonsten "
"[code]false[/code]."
@@ -72791,7 +72801,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/el.po b/doc/translations/el.po
index ffe896e14a..41e4925578 100644
--- a/doc/translations/el.po
+++ b/doc/translations/el.po
@@ -12373,7 +12373,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -14098,7 +14098,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14136,9 +14136,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14157,8 +14157,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14174,8 +14174,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14266,9 +14266,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -21336,7 +21336,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -23650,11 +23650,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -35547,11 +35547,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36505,11 +36509,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -38458,7 +38466,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -40619,9 +40627,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -44737,7 +44745,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44891,7 +44899,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44946,7 +44954,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44999,7 +45007,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45048,7 +45056,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45100,7 +45108,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45152,7 +45160,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -49590,8 +49598,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -51595,8 +51604,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53123,7 +53132,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -65438,8 +65448,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -69814,7 +69824,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/es.po b/doc/translations/es.po
index 1fa0223e9b..ced2e2ad3e 100644
--- a/doc/translations/es.po
+++ b/doc/translations/es.po
@@ -16199,8 +16199,9 @@ msgstr ""
"siguiente carácter."
#: doc/classes/CanvasItem.xml
+#, fuzzy
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -16208,6 +16209,9 @@ msgid ""
"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
"with custom mipmaps to perform antialiasing."
msgstr ""
+"Dibuja múltiples líneas paralelas con un [code]width[/code] uniforme y "
+"coloración segmento por segmento. Los colores asignados a los segmentos de "
+"línea coinciden por índice entre [code]points[/code] y [code]colors[/code]."
#: doc/classes/CanvasItem.xml
msgid ""
@@ -18475,7 +18479,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
"Construye un color a partir de un entero de 32 bits (cada byte representa un "
@@ -18534,12 +18538,13 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Color.xml
+#, fuzzy
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
"Devuelve el color más contrastado.\n"
@@ -18566,12 +18571,13 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Color.xml
+#, fuzzy
msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
"Construye un color a partir de un perfil de HSV. [code]h[/code], [code]s[/"
@@ -18594,8 +18600,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
"Devuelve el color invertido [code](1 - r, 1 - g, 1 - b, a)[/code].\n"
@@ -18740,15 +18746,16 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Color.xml
+#, fuzzy
msgid ""
"Returns the color's HTML hexadecimal color string in ARGB format (ex: "
"[code]ff34f822[/code]).\n"
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
"Devuelve la cadena de color hexadecimal HTML del color en formato ARGB (ex: "
@@ -28173,7 +28180,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
#, fuzzy
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -31251,14 +31258,14 @@ msgstr ""
#: doc/classes/Environment.xml
#, fuzzy
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
"Desenfoque de 1×1 para el efecto de oclusión ambiental del espacio de la "
"pantalla."
#: doc/classes/Environment.xml
#, fuzzy
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
"No hay desenfoque para el efecto de oclusión ambiental del espacio de la "
"pantalla (más rápido)."
@@ -47018,11 +47025,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -48096,11 +48107,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -50940,7 +50955,7 @@ msgstr ""
#, fuzzy
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -53858,6 +53873,7 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+#, fuzzy
msgid ""
"Requests the OS to open a resource with the most appropriate program. For "
"example:\n"
@@ -53867,9 +53883,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -59346,6 +59362,7 @@ msgid "A pooled array of bytes."
msgstr "Un paquete [Array] de bytes."
#: doc/classes/PoolByteArray.xml
+#, fuzzy
msgid ""
"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
@@ -59356,7 +59373,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -59368,6 +59385,17 @@ msgid ""
"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
"[/codeblock]"
msgstr ""
+"Un [Array] diseñado específicamente para mantener valores enteros de 32 "
+"bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para "
+"los tamaños de arrays grandes.\n"
+"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n"
+"[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que "
+"significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/"
+"code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos "
+"límites volvera los valores al minimo inicial. En comparación, [int] usa "
+"enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si "
+"necesitas empaquetar los enteros de 64 bits de forma apretada, mira "
+"[PackedInt64Array]."
#: doc/classes/PoolByteArray.xml
#, fuzzy
@@ -59540,6 +59568,7 @@ msgid "A pooled array of [Color]s."
msgstr "Un paquete de [Array] de [Color]s."
#: doc/classes/PoolColorArray.xml
+#, fuzzy
msgid ""
"An array specifically designed to hold [Color]. Optimized for memory usage, "
"does not fragment the memory.\n"
@@ -59550,7 +59579,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -59563,6 +59592,17 @@ msgid ""
"inside an Array)\n"
"[/codeblock]"
msgstr ""
+"Un [Array] diseñado específicamente para mantener valores enteros de 32 "
+"bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para "
+"los tamaños de arrays grandes.\n"
+"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n"
+"[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que "
+"significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/"
+"code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos "
+"límites volvera los valores al minimo inicial. En comparación, [int] usa "
+"enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si "
+"necesitas empaquetar los enteros de 64 bits de forma apretada, mira "
+"[PackedInt64Array]."
#: doc/classes/PoolColorArray.xml
#, fuzzy
@@ -59613,7 +59653,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -59677,6 +59717,7 @@ msgid "A pooled array of real numbers ([float])."
msgstr "Un paquete de [Array] de [Color]s."
#: doc/classes/PoolRealArray.xml
+#, fuzzy
msgid ""
"An array specifically designed to hold floating-point values. Optimized for "
"memory usage, does not fragment the memory.\n"
@@ -59687,7 +59728,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -59706,6 +59747,17 @@ msgid ""
"store [float]s will use roughly 6 times more memory compared to a "
"[PoolRealArray]."
msgstr ""
+"Un [Array] diseñado específicamente para mantener valores enteros de 32 "
+"bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para "
+"los tamaños de arrays grandes.\n"
+"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n"
+"[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que "
+"significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/"
+"code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos "
+"límites volvera los valores al minimo inicial. En comparación, [int] usa "
+"enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si "
+"necesitas empaquetar los enteros de 64 bits de forma apretada, mira "
+"[PackedInt64Array]."
#: doc/classes/PoolRealArray.xml
#, fuzzy
@@ -59731,6 +59783,7 @@ msgid "A pooled array of [String]s."
msgstr "Un paquete de [Array] de [String]s."
#: doc/classes/PoolStringArray.xml
+#, fuzzy
msgid ""
"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
@@ -59741,7 +59794,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -59753,6 +59806,17 @@ msgid ""
"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
"[/codeblock]"
msgstr ""
+"Un [Array] diseñado específicamente para mantener valores enteros de 32 "
+"bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para "
+"los tamaños de arrays grandes.\n"
+"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n"
+"[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que "
+"significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/"
+"code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos "
+"límites volvera los valores al minimo inicial. En comparación, [int] usa "
+"enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si "
+"necesitas empaquetar los enteros de 64 bits de forma apretada, mira "
+"[PackedInt64Array]."
#: doc/classes/PoolStringArray.xml
#, fuzzy
@@ -59789,6 +59853,7 @@ msgid "A pooled array of [Vector2]s."
msgstr "Un empaquetado de [Array] de [Vector2]s."
#: doc/classes/PoolVector2Array.xml
+#, fuzzy
msgid ""
"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
@@ -59799,7 +59864,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -59812,6 +59877,17 @@ msgid ""
"Array)\n"
"[/codeblock]"
msgstr ""
+"Un [Array] diseñado específicamente para mantener valores enteros de 32 "
+"bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para "
+"los tamaños de arrays grandes.\n"
+"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n"
+"[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que "
+"significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/"
+"code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos "
+"límites volvera los valores al minimo inicial. En comparación, [int] usa "
+"enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si "
+"necesitas empaquetar los enteros de 64 bits de forma apretada, mira "
+"[PackedInt64Array]."
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
#: doc/classes/TileSet.xml
@@ -59846,6 +59922,7 @@ msgid "A pooled array of [Vector3]."
msgstr "Un empaquetado [Array] de [Vector3]s."
#: doc/classes/PoolVector3Array.xml
+#, fuzzy
msgid ""
"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
@@ -59856,7 +59933,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -59869,6 +59946,17 @@ msgid ""
"Array)\n"
"[/codeblock]"
msgstr ""
+"Un [Array] diseñado específicamente para mantener valores enteros de 32 "
+"bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para "
+"los tamaños de arrays grandes.\n"
+"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n"
+"[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que "
+"significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/"
+"code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos "
+"límites volvera los valores al minimo inicial. En comparación, [int] usa "
+"enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si "
+"necesitas empaquetar los enteros de 64 bits de forma apretada, mira "
+"[PackedInt64Array]."
#: doc/classes/PoolVector3Array.xml
#, fuzzy
@@ -65432,10 +65520,12 @@ msgid "Abstract base class for range-based controls."
msgstr "Clase base abstracta para controles basados en el rango."
#: doc/classes/Range.xml
+#, fuzzy
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
"Rango es una clase base para los nodos [Control] que cambian un [i]valor[/i] "
"real entre un [i]mínimo[/i] y un [i]máximo[/i], usando [i]paso[/i] y "
@@ -68197,8 +68287,8 @@ msgstr "Bloquea el eje lineal o rotacional especificado."
#: doc/classes/RigidBody.xml
#, fuzzy
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -70131,7 +70221,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
"Un temporizador de un solo uso gestionado por el árbol de la escena, que "
"emite [signal timeout] al finalizar. Véase también [method SceneTree."
@@ -85966,8 +86057,8 @@ msgstr ""
#: doc/classes/Viewport.xml
#, fuzzy
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
"Si [code]true[/code], el viewport utilizará el [World] definido en [member "
"world_3d]."
@@ -91666,7 +91757,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
"Copia el viewport a una región de la pantalla especificada por [code]rect[/"
diff --git a/doc/translations/fa.po b/doc/translations/fa.po
index 895a54a49e..8f5ee45c36 100644
--- a/doc/translations/fa.po
+++ b/doc/translations/fa.po
@@ -12788,7 +12788,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -14513,7 +14513,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14551,9 +14551,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14572,8 +14572,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14589,8 +14589,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14681,9 +14681,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -21740,7 +21740,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -24052,11 +24052,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -35939,11 +35939,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36877,11 +36881,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -38826,7 +38834,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -40979,9 +40987,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -45103,7 +45111,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45257,7 +45265,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45312,7 +45320,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45365,7 +45373,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45414,7 +45422,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45466,7 +45474,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45518,7 +45526,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -49957,8 +49965,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -51960,8 +51969,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53488,7 +53497,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -65780,8 +65790,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -70139,7 +70149,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/fi.po b/doc/translations/fi.po
index 4f165869ff..316c56f70e 100644
--- a/doc/translations/fi.po
+++ b/doc/translations/fi.po
@@ -12448,7 +12448,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -14174,7 +14174,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14212,9 +14212,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14233,8 +14233,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14250,8 +14250,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14342,9 +14342,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -21412,7 +21412,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -23726,11 +23726,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -35631,11 +35631,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36590,11 +36594,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -38543,7 +38551,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -40704,9 +40712,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -44822,7 +44830,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44976,7 +44984,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45031,7 +45039,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45084,7 +45092,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45133,7 +45141,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45185,7 +45193,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45237,7 +45245,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -49675,8 +49683,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -51680,8 +51689,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53208,7 +53217,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -65531,8 +65541,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -69909,7 +69919,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/fil.po b/doc/translations/fil.po
index 04cc07a298..7da7a394ca 100644
--- a/doc/translations/fil.po
+++ b/doc/translations/fil.po
@@ -12365,7 +12365,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -14090,7 +14090,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14128,9 +14128,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14149,8 +14149,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14166,8 +14166,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14258,9 +14258,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -21317,7 +21317,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -23629,11 +23629,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -35510,11 +35510,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36448,11 +36452,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -38397,7 +38405,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -40550,9 +40558,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -44662,7 +44670,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44816,7 +44824,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44871,7 +44879,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44924,7 +44932,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44973,7 +44981,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45025,7 +45033,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45077,7 +45085,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -49512,8 +49520,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -51515,8 +51524,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53043,7 +53052,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -65335,8 +65345,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -69694,7 +69704,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/fr.po b/doc/translations/fr.po
index 96010072b7..587e9e0512 100644
--- a/doc/translations/fr.po
+++ b/doc/translations/fr.po
@@ -61,7 +61,7 @@ msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2022-05-31 22:35+0000\n"
+"PO-Revision-Date: 2022-06-08 05:20+0000\n"
"Last-Translator: Maxime Leroy <lisacintosh@gmail.com>\n"
"Language-Team: French <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/fr/>\n"
@@ -3881,9 +3881,8 @@ msgid "Gamepad DPad right."
msgstr "DPad droite de la manette."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Gamepad SDL guide button."
-msgstr "Bouton guide du contrôleur de jeu SDL."
+msgstr "Bouton guide de la manette SDL."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad SDL miscellaneous button."
@@ -4414,6 +4413,11 @@ msgid ""
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
+"Indique qu'une propriété peut être une valeur parmi une liste spécifiée via "
+"une chaîne de caractères telle que [code]\"Bonjour,Salut,Autre\"[/code].\n"
+"Contrairement à [constant PROPERTY_HINT_ENUM] une propriété accepte toujours "
+"des valeurs arbitraires et peut être vide. La liste des valeurs permet donc "
+"de suggérer des valeurs possibles."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -5372,10 +5376,22 @@ msgid ""
"code] will make it so the [code]run[/code] animation uses normal and "
"specular maps."
msgstr ""
+"[AnimatedSprite] est semblable au nœud [Sprite], sauf qu'il contient "
+"plusieurs textures comme des trames d'animation. Les animations sont créées "
+"à l'aide d'une ressource [SpriteFrames] qui vous permet d'importer des "
+"fichiers d'image (ou un dossier contenant ces fichiers) pour fournir les "
+"trames d'animation pour le sprite. La ressource [SpriteFrames] peut être "
+"configurée dans l'éditeur via le panneau de fond SpriteFrames.\n"
+"[b]Note :[/b] Vous pouvez associer un ensemble de cartes normales ou "
+"speculaires en créant des ressources supplémentaires [SpriteFrames] avec un "
+"suffixe [code]_normal[/code] ou [code]_specular[/code]. Par exemple, avoir 3 "
+"[SpriteFrames] ressources [code]run[/code], [code]run_normal[/code], et "
+"[code]run_specular[/code] le fera ainsi l'animation [code]run[/code] utilise "
+"des cartes normales et speculaires."
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
msgid "2D Sprite animation"
-msgstr ""
+msgstr "Animation Sprite 2D"
#: doc/classes/AnimatedSprite.xml doc/classes/Area2D.xml
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
@@ -5403,13 +5419,12 @@ msgstr ""
"Arrête l'animation actuelle (ne remit pas à zéro le compteur de trames)."
#: doc/classes/AnimatedSprite.xml
-#, fuzzy
msgid ""
"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
-"L'animation actuelle de la ressource [code]frames[/code]. S'il y a un "
-"changement dans la valeur, le compteur [code]frame[/code] est remis à zéro."
+"L'animation actuelle de la ressource [member frames]. Si cette valeur "
+"change, le compteur [code]frame[/code] est remis à zéro."
#: doc/classes/AnimatedSprite.xml doc/classes/SpriteBase3D.xml
msgid "If [code]true[/code], texture will be centered."
@@ -5437,6 +5452,9 @@ msgid ""
"option to load, edit, clear, make unique and save the states of the "
"[SpriteFrames] resource."
msgstr ""
+"La ressource [SpriteFrames] contenant les animations. Vous permet de "
+"charger, modifier, effacer, rendre unique et sauvegarder les états de la "
+"ressource [SpriteFrames]."
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
#: doc/classes/SpriteBase3D.xml
@@ -5656,14 +5674,13 @@ msgstr ""
"d'où c'était pausé quand cette propriété est mise à [code]false[/code]."
#: doc/classes/AnimatedTexture.xml
-#, fuzzy
msgid ""
"The maximum number of frames supported by [AnimatedTexture]. If you need "
"more frames in your animation, use [AnimationPlayer] or [AnimatedSprite]."
msgstr ""
"Le nombre maximum de trames supporté par [AnimatedTexture]. Si vous avez "
"besoin de plus de trames dans votre animation, utilisez [AnimationPlayer] ou "
-"[AnimatedSprite2D]."
+"[AnimatedSprite]."
#: doc/classes/Animation.xml
msgid "Contains data used to animate everything in the engine."
@@ -6417,7 +6434,6 @@ msgid "Adds or removes a path for the filter."
msgstr "Ajoute ou supprime un chemin pour le filtre."
#: doc/classes/AnimationNode.xml
-#, fuzzy
msgid ""
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
@@ -6542,7 +6558,7 @@ msgstr "AnimationTree"
#: doc/classes/Quat.xml doc/classes/Skeleton.xml doc/classes/SpotLight.xml
#: doc/classes/StaticBody.xml doc/classes/WorldEnvironment.xml
msgid "Third Person Shooter Demo"
-msgstr ""
+msgstr "Démo de tir à la troisième personne"
#: doc/classes/AnimationNodeAnimation.xml
msgid "Input animation to use in an [AnimationNodeBlendTree]."
@@ -6567,7 +6583,7 @@ msgstr ""
#: doc/classes/MeshInstance.xml doc/classes/MeshLibrary.xml
#: doc/classes/ProjectSettings.xml doc/classes/Transform.xml
msgid "3D Platformer Demo"
-msgstr ""
+msgstr "Démo de jeu de plateforme en 3D"
#: doc/classes/AnimationNodeAnimation.xml
msgid ""
@@ -6880,12 +6896,16 @@ msgid ""
"The blend space plays the animation of the node the blending position is "
"closest to. Useful for frame-by-frame 2D animations."
msgstr ""
+"L'espace de mélange joue l'animation du nœud la position de mélange le plus "
+"proche. Utilisable pour les animations 2D trame par trame."
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid ""
"Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at "
"the last animation's playback position."
msgstr ""
+"Semblable à [constant BLEND_MODE_DISCRETE], mais commence la nouvelle "
+"animation à la dernière position de lecture de l'animation suivante."
#: doc/classes/AnimationNodeBlendTree.xml
msgid "[AnimationTree] node resource that contains many blend type nodes."
@@ -6899,18 +6919,27 @@ msgid ""
"An [AnimationNodeOutput] node named [code]output[/code] is created by "
"default."
msgstr ""
+"Ce nœud peut contenir une sous-arborescence d'autres nœuds de type "
+"mélangeur, tels que les [AnimationNodeTransition], [AnimationNodeBlend2], "
+"[AnimationNodeBlend3], [AnimationNodeOneShot], etc. C'est l'une des racines "
+"les plus couramment utilisées.\n"
+"Un nœud [AnimationNodeOutput] nommé [code]output[/code] est créé par défaut."
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
"Adds an [AnimationNode] at the given [code]position[/code]. The [code]name[/"
"code] is used to identify the created sub-node later."
msgstr ""
+"Ajoute un [AnimationNode] à la [code]position[/code] donnée. Le nom "
+"[code]name[/code] est utilisé pour identifier le sous-node créé plus tard."
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
"Connects the output of an [AnimationNode] as input for another "
"[AnimationNode], at the input port specified by [code]input_index[/code]."
msgstr ""
+"Connecte la sortie d'un [AnimationNode] à l'entrée d'un autre "
+"[AnimationNode], au port d'entrée spécifié par [code]input_index[/code]."
#: doc/classes/AnimationNodeBlendTree.xml
msgid "Disconnects the node connected to the specified input."
@@ -6982,6 +7011,9 @@ msgid ""
"sub-animation and return once it finishes. Blend times for fading in and out "
"can be customized, as well as filters."
msgstr ""
+"Une ressource à ajouter à un [AnimationNodeBlendTree]. Ce nœud exécutera une "
+"sous-animation et retournera quand il aura fini. Les temps de foudu entrant "
+"et sortant peuvent être personnalisés, ainsi que les filtres."
#: doc/classes/AnimationNodeOneShot.xml
msgid ""
@@ -7070,6 +7102,8 @@ msgstr "Retourne le nom du nœud d'animation donné."
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Returns the given node's coordinates. Used for display in the editor."
msgstr ""
+"Retourne les coordonnées du node donnée. Utilisé pour l'affichage dans "
+"l'éditeur."
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Returns the given transition."
@@ -7095,6 +7129,7 @@ msgstr "Retourne [code]true[/code] si le graphe contient le nœud spécifié."
msgid ""
"Returns [code]true[/code] if there is a transition between the given nodes."
msgstr ""
+"Retourne [code]true[/code] s'il y a une transition entre les nœuds spécifiés."
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Deletes the given node from the graph."
@@ -7207,12 +7242,24 @@ msgid ""
"(linear_velocity.x == 0)\n"
"[/codeblock]"
msgstr ""
+"Active l'avance automatique lorsque cette condition est définie. Le nom "
+"fourni deviendra un paramètre booléen pour le [AnimationTree] qui peut être "
+"contrôlé à partir du code (voir [url=$DOCS_URL/tutorials/animation/tree."
+"html#controlling-from-code][/url]). Par exemple, si [membre AnimationTree."
+"tree_root] est un [AnimationNodeStateMachine] et que [member "
+"advance_condition] est définit à [code]\"idle\"[/code] :\n"
+"[codeblock]\n"
+"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
+"(linear_velocity.x == 0)\n"
+"[/codeblock]"
#: doc/classes/AnimationNodeStateMachineTransition.xml
msgid ""
"Turn on the transition automatically when this state is reached. This works "
"best with [constant SWITCH_MODE_AT_END]."
msgstr ""
+"Active la transition automatiquement lorsque cet état est atteint. Cela "
+"fonctionne mieux avec [constant SWITCH_MODE_AT_END]."
#: doc/classes/AnimationNodeStateMachineTransition.xml
msgid ""
@@ -7228,6 +7275,9 @@ msgid ""
"via [method AnimationNodeStateMachinePlayback.travel] or [member "
"auto_advance]."
msgstr ""
+"Les transitions les moins prioritaires sont préférées lorsque vous voyagez à "
+"travers l'arborescence via [method AnimationNodeStateMachinePlayback.travel] "
+"ou [membre auto_advance]."
#: doc/classes/AnimationNodeStateMachineTransition.xml
msgid "The transition type."
@@ -7246,18 +7296,24 @@ msgid ""
"Switch to the next state immediately. The current state will end and blend "
"into the beginning of the new one."
msgstr ""
+"Passe à l'état suivant immédiatement. L'état actuel se terminera et se "
+"fondra au début du nouveau."
#: doc/classes/AnimationNodeStateMachineTransition.xml
msgid ""
"Switch to the next state immediately, but will seek the new state to the "
"playback position of the old state."
msgstr ""
+"Passe immédiatement à l'état suivant, mais cherchera le nouvel état à la "
+"position de lecture de l'ancien état."
#: doc/classes/AnimationNodeStateMachineTransition.xml
msgid ""
"Wait for the current state playback to end, then switch to the beginning of "
"the next state animation."
msgstr ""
+"Attend que la lecture de l'état actuelle se termine, puis passe au début de "
+"la prochaine animation de l'état."
#: doc/classes/AnimationNodeTimeScale.xml
msgid "A time-scaling animation node to be used with [AnimationTree]."
@@ -7269,6 +7325,8 @@ msgid ""
"Allows scaling the speed of the animation (or reversing it) in any children "
"nodes. Setting it to 0 will pause the animation."
msgstr ""
+"Permet de changer la vitesse de l'animation (ou de l'inverser) dans "
+"n'importe quel nœud enfant. Définir cette valeur à 0 arrêtera l'animation."
#: doc/classes/AnimationNodeTimeSeek.xml
msgid "A time-seeking animation node to be used with [AnimationTree]."
@@ -7296,6 +7354,23 @@ msgid ""
"animation_tree[\"parameters/Seek/seek_position\"] = 12.0\n"
"[/codeblock]"
msgstr ""
+"Ce nœud peut être utilisé pour avancer la lecture de n'importe quel autre "
+"nœud enfant du graphe d'animation. Utilisez ce type de nœud pour jouer une "
+"[Animation] depuis le début ou à une certaine position dans le "
+"[AnimationNodeBlendTree]. Après avoir défini le temps et changé la lecture "
+"de l'animation, le nœud s'arrêtera automatiquement à la trame suivante en "
+"définissant sa [code]seek_position[/code] à la valeur [code]-1.0[/code].\n"
+"[codeblock]\n"
+"# Jouer l'animation enfant depuis le début.\n"
+"animation_tree.set(\"parameters/Seek/seek_position\", 0.0)\n"
+"# Syntaxe alternative (avec le même résultat qu'au-dessus).\n"
+"animation_tree[\"parameters/Seek/seek_position\"] = 0.0\n"
+"\n"
+"# Jouer l'animation enfant à la 12ème seconde.\n"
+"animation_tree.set(\"parameters/Seek/seek_position\", 12.0)\n"
+"# Syntaxe alternative (avec le même résultat qu'au-dessus).\n"
+"animation_tree[\"parameters/Seek/seek_position\"] = 12.0\n"
+"[/codeblock]"
#: doc/classes/AnimationNodeTransition.xml
msgid "A generic animation transition node for [AnimationTree]."
@@ -7307,6 +7382,9 @@ msgid ""
"[AnimationNodeStateMachine]. Animations can be connected to the inputs and "
"transition times can be specified."
msgstr ""
+"Une simple machine à états pour les cas qui n'exigent pas une "
+"[AnimationNodeStateMachine] plus avancée. Les animations peuvent être "
+"connectées aux entrées et les temps de transition peuvent être spécifiés."
#: doc/classes/AnimationNodeTransition.xml
msgid "The number of available input ports for this node."
@@ -7335,6 +7413,19 @@ msgid ""
"a [Tween] node, but it requires doing everything by code.\n"
"Updating the target properties of animations occurs at process time."
msgstr ""
+"Un lecteur d'animation est utilisé pour la lecture générale des ressources "
+"[Animation]. Il contient un dictionnaire d'animations (chacune référencée "
+"par nom) et des temps de mélange personnalisés entre leurs transitions. De "
+"plus, les animations peuvent être jouées et mélangées dans différents "
+"canaux.\n"
+"[AnimationPlayer] est plus adapté que [Tween] pour les animations où vous "
+"connaissez les valeurs finales à l'avance. Par exemple, la transition à "
+"l'écran est plus facile avec un nœud [AnimationPlayer] grâce aux outils "
+"d'animation fournis par l'éditeur. Cet exemple particulier peut également "
+"être mis en œuvre avec un nœud [Tween], mais il nécessite de la faire "
+"complètement par le code.\n"
+"La mise à jour des propriétés cibles des animations se produit au moment du "
+"processus."
#: doc/classes/AnimationPlayer.xml
#, fuzzy
@@ -7354,6 +7445,10 @@ msgid ""
"animation. [code]delta[/code] is the time in seconds to shift. Events "
"between the current frame and [code]delta[/code] are handled."
msgstr ""
+"Déplace la position dans le ligne temporelle de l'animation et met "
+"immédiatement à jour l'animation. [code]delta[/code] est le moment en "
+"secondes à changer. Les événements entre la trame actuele et [code]delta[/"
+"code] sont gérés."
#: doc/classes/AnimationPlayer.xml
msgid "Returns the name of the next animation in the queue."
@@ -7372,6 +7467,9 @@ msgid ""
"[AnimationPlayer] caches animated nodes. It may not notice if a node "
"disappears; [method clear_caches] forces it to update the cache again."
msgstr ""
+"[AnimationPlayer] met en cache des nœuds animés. Il peut ne pas remarquer si "
+"un nœud disparaît ; [méthode clear_caches] le force à mettre à jour le cache "
+"à nouveau."
#: doc/classes/AnimationPlayer.xml
msgid "Clears all queued, unplayed animations."
@@ -7388,6 +7486,8 @@ msgid ""
"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
"not found."
msgstr ""
+"Retourne le [Animation] avec la clé [code]name[/code] ou [code]null[/code] "
+"s'il n'est pas trouvé."
#: doc/classes/AnimationPlayer.xml
msgid "Returns the list of stored animation names."
@@ -7408,6 +7508,10 @@ msgid ""
"[code]custom_speed[/code] argument specified when calling the [method play] "
"method."
msgstr ""
+"Retourne la vitesse réelle de lecture de l'animation actuelle ou 0 si n'est "
+"pas jouée. Cette vitesse est la propriété [member playback_speed] multipliée "
+"par l'argument [code]custom_speed[/code] spécifié lors de l'appel de la "
+"méthode [method play]."
#: doc/classes/AnimationPlayer.xml
msgid ""
@@ -7421,6 +7525,8 @@ msgid ""
"Returns [code]true[/code] if the [AnimationPlayer] stores an [Animation] "
"with key [code]name[/code]."
msgstr ""
+"Retourne [code]true[/code] si [AnimationPlayer] stocke une [Animation] avec "
+"la clé [code]name[/code]."
#: doc/classes/AnimationPlayer.xml
msgid "Returns [code]true[/code] if playing an animation."
@@ -7451,6 +7557,10 @@ msgid ""
"code] and [code]from_end = true[/code], so see its description for more "
"information."
msgstr ""
+"Joue à l'envers l'animation avec la clé [code]name[/code].\n"
+"Cette méthode est un raccourci pour [method play] avec [code]custom_speed = "
+"-1.0[/code] et [code]from_end = true[/code], ainsi voir sa description pour "
+"plus d'informations."
#: doc/classes/AnimationPlayer.xml
msgid ""
@@ -7458,6 +7568,10 @@ msgid ""
"[b]Note:[/b] If a looped animation is currently playing, the queued "
"animation will never play unless the looped animation is stopped somehow."
msgstr ""
+"Ajouter une animation pour être lue une fois que l'actuelle est terminée.\n"
+"[b]Note :[/b] Si une animation en boucle joue actuellement, l'animation "
+"ajoutée ne sera jamais joué à moins que l'animation en boucle ne soit "
+"arrêtée."
#: doc/classes/AnimationPlayer.xml
msgid "Removes the animation with key [code]name[/code]."
@@ -7500,6 +7614,13 @@ msgid ""
"[method play_backwards] without arguments or with the same animation name as "
"[member assigned_animation] will resume the animation."
msgstr ""
+"Arrête ou met en pause l'animation en cours. Si [code]reset[/code] est "
+"[code]true[/code], la position de l'animation est réinitialisée à [code]0[/"
+"code] et la vitesse de lecture est réinitialisée à [code]1.0[/code].\n"
+"Si [code]reset[/code] est [code]false[/code], la [membre "
+"current_animation_position] sera gardée et appeller [method play] ou [method "
+"play_backwards] sans arguments ou avec le même nom d'animation que [member "
+"assigned_animation] reprendra l'animation à cette position."
#: doc/classes/AnimationPlayer.xml
msgid ""
@@ -7513,7 +7634,7 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid "The name of the animation to play when the scene loads."
-msgstr ""
+msgstr "Le nom de l'animation à jouer dès que la scène est chargée."
#: doc/classes/AnimationPlayer.xml
msgid ""
@@ -7526,6 +7647,15 @@ msgid ""
"get the currently playing animation, and internally for animation playback "
"tracks. For more information, see [Animation]."
msgstr ""
+"Le nom de l'animation en cours. Si aucune animation n'est jouée, la valeur "
+"de la propriété est une chaîne de caractères vide. Changer cette valeur ne "
+"redémarre pas l'animation. Voir [methode play] pour plus d'informations sur "
+"les animations.\n"
+"[b]Note :[/b] Bien que cette propriété apparaisse dans l'inspecteur, elle "
+"n'était pas censée être modifiée et n'est pas enregistrée. Cette propriété "
+"est principalement utilisée pour obtenir l'animation en cours, et en interne "
+"pour les pistes de lecture d'animation. Pour plus d'informations, voir "
+"[Animation]."
#: doc/classes/AnimationPlayer.xml
msgid "The length (in seconds) of the currently being played animation."
@@ -7537,23 +7667,28 @@ msgstr "La position (en secondes) de l'animation actuellement jouée."
#: doc/classes/AnimationPlayer.xml
msgid "The call mode to use for Call Method tracks."
-msgstr ""
+msgstr "Le mode d'appel à utiliser pour les pistes \"Call Method\"."
#: doc/classes/AnimationPlayer.xml
msgid ""
"If [code]true[/code], updates animations in response to process-related "
"notifications."
msgstr ""
+"Si [code]true[/code], met à jour les animations en réponse aux notifications "
+"liées au processus."
#: doc/classes/AnimationPlayer.xml
msgid ""
"The default time in which to blend animations. Ranges from 0 to 4096 with "
"0.01 precision."
msgstr ""
+"Le moment par défaut où les animations sont mélangées. L'intervalle va de 0 "
+"à 4096 avec une précision de 0,01."
#: doc/classes/AnimationPlayer.xml
msgid "The process notification in which to update animations."
msgstr ""
+"La notification de processus dans laquelle mettre à jour les animations."
#: doc/classes/AnimationPlayer.xml
msgid ""
@@ -7561,6 +7696,9 @@ msgid ""
"animation plays at normal speed. If it's 0.5, then it plays at half speed. "
"If it's 2, then it plays at double speed."
msgstr ""
+"Le rapport d'échelle de vitesse. Par exemple, si cette valeur est 1, alors "
+"l'animation joue à la vitesse normale. À 0,5, elle est joué à deux fois "
+"moins vite. À 2, elle est jouée deux fois plus vite."
#: doc/classes/AnimationPlayer.xml
msgid ""
@@ -7571,10 +7709,16 @@ msgid ""
"defined by the reset animation, if any, with the editor keeping the values "
"that the nodes had before saving."
msgstr ""
+"Ceci est utilisé par l'éditeur. Si défini à [code]true[/code], la scène sera "
+"sauvegardée avec les effets de l'animation réinitialisée appliquée (comme si "
+"elle avait été cherchée à temps 0), puis rétablie après l'enregistrement.\n"
+"En d'autres termes, le fichier de scène sauvegardé contiendra la \"pose par "
+"défaut\", telle que définie par l'animation réinitialisée, le cas échéant, "
+"avec l'éditeur gardant les valeurs que les nœuds avaient avant de sauver."
#: doc/classes/AnimationPlayer.xml
msgid "The node from which node path references will travel."
-msgstr ""
+msgstr "Le nœud à partir duquel les références de chemin de nœud vont aller."
#: doc/classes/AnimationPlayer.xml
msgid ""
@@ -7583,6 +7727,10 @@ msgid ""
"[b]Note:[/b] The signal is not emitted when the animation is changed via "
"[method play] or from [AnimationTree]."
msgstr ""
+"Émis lorsqu'une animation ajouté à la file jouera après la fin de "
+"l'animation précédente. Voir [methode queue].\n"
+"[b]Note :[/b] Le signal n'est pas émis lorsque l'animation est changée via "
+"[method play] ou depuis le [AnimationTree]."
#: doc/classes/AnimationPlayer.xml
msgid "Notifies when an animation finished playing."
@@ -7597,6 +7745,8 @@ msgid ""
"Notifies when the caches have been cleared, either automatically, or "
"manually via [method clear_caches]."
msgstr ""
+"Notifie quand les caches ont été effacées, soit automatiquement ou soit "
+"manuellement par [méthode clear_caches]."
#: doc/classes/AnimationPlayer.xml doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7649,6 +7799,14 @@ msgid ""
"[AnimationPlayer] node should be used solely for adding, deleting, and "
"editing animations."
msgstr ""
+"Un nœud à utiliser pour des transitions d'animation complexes dans un "
+"[AnimationPlayer].\n"
+"[b]Note :[/b] Quand lié à un [AnimationPlayer], plusieurs propriétés et "
+"méthodes du [AnimationPlayer] correspondant ne fonctionneront pas comme "
+"prévu. La lecture et les transitions doivent être gérées en utilisant "
+"seulement le [AnimationTree] et son [AnimationNode]. Le nœud "
+"[AnimationPlayer] doit être utilisé uniquement pour ajouter, supprimer et "
+"éditer des animations."
#: doc/classes/AnimationTree.xml
msgid "Using AnimationTree"
@@ -7666,6 +7824,11 @@ msgid ""
"track of type [constant Animation.TYPE_TRANSFORM], returns an identity "
"transformation. See also [member root_motion_track] and [RootMotionView]."
msgstr ""
+"Récupére le mouvement du [membre root_motion_track] sous forme de "
+"[Transform] qui peut être utilisée ailleurs. Si [member root_motion_track] "
+"n'est pas un chemin vers une piste de type [constant Animation."
+"TYPE_TRANSFORM], retourne la transformation d'identité. Voir aussi [membrer "
+"root_motion_track] et [RootMotionView]."
#: doc/classes/AnimationTree.xml
msgid "If [code]true[/code], the [AnimationTree] will be processing."
@@ -7680,6 +7843,8 @@ msgid ""
"The process mode of this [AnimationTree]. See [enum AnimationProcessMode] "
"for available modes."
msgstr ""
+"Le mode de processus de ce [AnimationTree]. Voir [enum AnimationProcessMode] "
+"pour les modes disponibles."
#: doc/classes/AnimationTree.xml
msgid ""
@@ -7715,12 +7880,16 @@ msgid ""
"The animations will progress during the physics frame (i.e. [method Node."
"_physics_process])."
msgstr ""
+"Les animations progresseront pendant les trames physiques (dans [méthode "
+"Node._physics_process)]"
#: doc/classes/AnimationTree.xml
msgid ""
"The animations will progress during the idle frame (i.e. [method Node."
"_process])."
msgstr ""
+"Les animations progresseront pendant les trames d'inactivité (dans [méthode "
+"Node._process)]"
#: doc/classes/AnimationTree.xml
msgid "The animations will only progress manually (see [method advance])."
@@ -7733,6 +7902,8 @@ msgid ""
"[i]Deprecated.[/i] Animation player that uses a node graph for blending "
"animations. Superseded by [AnimationTree]."
msgstr ""
+"[i]Obsolète.[/i] Le lecteur d'animation qui utilise un graph de nœuds pour "
+"mélanger des animations. Remplacé par [AnimationTree]."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7744,6 +7915,13 @@ msgid ""
"depending on the graph.\n"
"See [AnimationTree] for a more full-featured replacement of this node."
msgstr ""
+"[i]Obsolète[/i]. Un outil de graph de nœuds pour mélanger plusieurs "
+"animations liées à un [AnimationPlayer]. particulièrement utile pour animer "
+"des personnages ou d'autres éléments à base de squelette. Il peut combiner "
+"plusieurs animations pour former la pose souhaitée.\n"
+"Il prend des [Animation] d'un nœud [AnimationPlayer] et les mélange selon ce "
+"graph.\n"
+"Voir [AnimationTree] pour un remplacement plus complet de ce nœud."
#: doc/classes/AnimationTreePlayer.xml
msgid "Adds a [code]type[/code] node to the graph with name [code]id[/code]."
@@ -7762,12 +7940,16 @@ msgid ""
"Returns the [AnimationPlayer]'s [Animation] bound to the "
"[AnimationTreePlayer]'s animation node with name [code]id[/code]."
msgstr ""
+"Retourne la [Animation] du [AnimationPlayer] lié au nœud d'animation du "
+"[AnimationTreePlayer] nommé [code]id[/code]."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Returns the name of the [member master_player]'s [Animation] bound to this "
"animation node."
msgstr ""
+"Retourne le nom de la [Animation] du [member master_player] lié à ce nœud "
+"d'animation."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7789,6 +7971,9 @@ msgid ""
"[code]id[/code] turns off the track modifying the property at [code]path[/"
"code]. The modified node's children continue to animate."
msgstr ""
+"Si [code]enable[/code] est [code]true[/code], le nœud d'animation avec "
+"l'identifiant [code]id[/code] désactive la piste en modifiant la propriété "
+"[code]path[/code]. Les enfants modifiés du node's continuent d'être animés."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7817,6 +8002,12 @@ msgid ""
"At 0, output is input A. Towards 1, the influence of A gets lessened, the "
"influence of B gets raised. At 1, output is input B."
msgstr ""
+"Définit la quantité de mélange d'un nœud Blend2 à partir de son nom et sa "
+"valeur.\n"
+"Un nœud Blend2 mélange deux animations (A et B) avec une quantité entre 0 et "
+"1.\n"
+"À 0, la sortie est l'entrée A. Jusqu'à 1, l'influence de A baisse, et celle "
+"de B augmente. À 1, la sortie est l'entrée B."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7824,6 +8015,9 @@ msgid ""
"[code]id[/code] turns off the track modifying the property at [code]path[/"
"code]. The modified node's children continue to animate."
msgstr ""
+"Si [code]enable[/code] est [code]true[/code], le nœud Blend2 avec le nom "
+"[code]id[/code] désactive la piste en modifiant la propriété [code]path[/"
+"code]. Les enfants modifiés du node's continuent d'être animés."
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -7840,6 +8034,13 @@ msgid ""
"input A. From 0 to 1, the influence of A gets lessened, the influence of B+ "
"gets raised and the influence of B+ is 0. At 1, output is input B+."
msgstr ""
+"Définit la quantité de mélange d'un nœud Blend3 donné son nom et sa valeur.\n"
+"A Blend3 Node mélange trois animations (A, B-, B+) avec la quantité entre -1 "
+"et 1.\n"
+"À -1, la sortie est l'entrée B-. De -1 à 0, l'influence de B- se réduit, et "
+"celle de A augmente pendant que cette de B+ est à 0. À 0, la sortie est "
+"l'entrée A. De 0 à 1, l'influence d'A diminue, celle de B+ augmente et celle "
+"de B+ est à 0. À 1, la sortie est l'entrée B+."
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -7852,6 +8053,9 @@ msgid ""
"A Blend4 Node blends two pairs of animations.\n"
"The two pairs are blended like Blend2 and then added together."
msgstr ""
+"Définit la quantité de mélange d'un nœud Blend4 donné son nom et sa valeur.\n"
+"A Blend4 Node mélange deux paires d'animations.\n"
+"Les deux paires sont mélangées comme Blend2 et ensuite ajoutées ensemble."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7865,6 +8069,8 @@ msgstr ""
msgid ""
"Disconnects nodes connected to [code]id[/code] at the specified input slot."
msgstr ""
+"Déconnecte les nœuds connectés à [code]id[/code] à l'emplacement d'entrée "
+"spécifié."
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns a [PoolStringArray] containing the name of all nodes."
@@ -7880,6 +8086,9 @@ msgid ""
"Sets the mix amount of a Mix node given its name and value.\n"
"A Mix node adds input b to input a by the amount given by ratio."
msgstr ""
+"Définit la quantité de mélange d'un nœud Mix donné son nom et sa valeur.\n"
+"Un nœud Mix ajoute l'entrée b à l'entrée a suivan la quantité donnée sous "
+"forme de ratio."
#: doc/classes/AnimationTreePlayer.xml
msgid "Check if a node exists (by name)."
@@ -7898,9 +8107,8 @@ msgid "Returns the input source for a given node input."
msgstr "Retourne la source entrante pour l'entrée spécifiée du nœud."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid "Returns position of a node in the graph given its name."
-msgstr "Retourne la position du nœud spécifié dans le graphique du nuanceur."
+msgstr "Retourne la position du nœud spécifié dans son nom dans le graph."
#: doc/classes/AnimationTreePlayer.xml
msgid "Gets the node type, will return from [enum NodeType] enum."
@@ -7979,6 +8187,9 @@ msgid ""
"[code]id[/code] turns off the track modifying the property at [code]path[/"
"code]. The modified node's children continue to animate."
msgstr ""
+"Si [code]enable[/code] est [code]true[/code], le nœud OneShot avec "
+"l'identifiant [code]id[/code] désactive la piste en modifiant la propriété à "
+"[code]path[/code]. Les enfants modifiés du node's continuent d'être animés."
#: doc/classes/AnimationTreePlayer.xml
msgid "Starts a OneShot node given its name."
@@ -7994,6 +8205,9 @@ msgid ""
"animation nodes. Needed when external sources modify the animation nodes' "
"state."
msgstr ""
+"Recalcule manuellement le cache des informations générées de la piste à "
+"partir de nœuds d'animation. Nécessaire quand des sources extérieures "
+"modifient l'état des nœuds d'animation."
#: doc/classes/AnimationTreePlayer.xml
msgid "Removes the animation node with name [code]id[/code]."
@@ -8017,6 +8231,12 @@ msgid ""
"If applied after a blend or mix, affects all input animations to that blend "
"or mix."
msgstr ""
+"Définit l'échelle temporelle du nœud TimeScale avec le nom [code]id[/code] à "
+"[code]scale[/code].\n"
+"Le nœud TimeScale est utilisé pour accélérer [Animation] si l'échelle est "
+"supérieure à 1 ou la ralentir si elle est inférieure à 1.\n"
+"S'il est appliqué après un mélange, affecte toutes les animations d'entrée "
+"de ce mélange."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -8174,7 +8394,7 @@ msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
#: doc/classes/ViewportTexture.xml
msgid "GUI in 3D Demo"
-msgstr ""
+msgstr "Démo des interfaces en 3D"
#: doc/classes/Area.xml
msgid ""
@@ -8185,6 +8405,13 @@ msgid ""
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
+"Retourne une liste de [Area] qui sont en collision. Le calque [membre "
+"CollisionObject.collision_layer] de l'aire de chevauchement doit faire "
+"partie [membre CollisionObject.collision_mask] pour être détectée.\n"
+"Pour des raisons de performance (les collisions sont toutes traitées en même "
+"temps) cette liste est modifiée une fois pendant l'étape physique, pas "
+"immédiatement après le déplacement des objets. Considérez plutôt utiliser "
+"des signaux."
#: doc/classes/Area.xml
msgid ""
@@ -8195,6 +8422,13 @@ msgid ""
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
+"Retourne une liste de [PhysicsBody] qui sont en collision. Le calque [membre "
+"CollisionObject.collision_layer] du corps de chevauchement doit faire partie "
+"[membre CollisionObject.collision_mask] pour être détecté.\n"
+"Pour des raisons de performance (les collisions sont toutes traitées en même "
+"temps) cette liste est modifiée une fois pendant l'étape physique, pas "
+"immédiatement après le déplacement des objets. Considérez plutôt utiliser "
+"des signaux."
#: doc/classes/Area.xml
msgid ""
@@ -8203,6 +8437,11 @@ msgid ""
"For performance, list of overlaps is updated once per frame and before the "
"physics step. Consider using signals instead."
msgstr ""
+"Si [code]true[/code], la zone donnée recouvre la Area.\n"
+"[b]Note :[/b] Le résultat de ce test n'est pas immédiat après le déplacement "
+"des objets. Pour la performance, la liste des chevauchements est mise à jour "
+"une fois par trame et avant l'étape physique. Considérez plutôt utiliser des "
+"signaux."
#: doc/classes/Area.xml
msgid ""
@@ -8214,6 +8453,15 @@ msgid ""
"instance (while GridMaps are not physics body themselves, they register "
"their tiles with collision shapes as a virtual physics body)."
msgstr ""
+"Si [code]true[/code], le corps physique donné recouvre la Area.\n"
+"[b]Note :[/b] Le résultat de ce test n'est pas immédiat après le déplacement "
+"des objets. Pour la performance, la liste des chevauchements est mise à jour "
+"une fois par cadre et avant l'étape physique. Considérez plutôt utiliser des "
+"signaux.\n"
+"L'argument [code]body[/code] peut être soit un [PhysicsBody] ou une instance "
+"[GridMap] (bien que GridMap ne sont pas le corps physique eux-mêmes, ils "
+"enregistrent leurs tuiles avec des formes de collision comme un corps "
+"physique virtuel)."
#: doc/classes/Area.xml
msgid ""
@@ -8256,6 +8504,8 @@ msgid ""
"The area's gravity vector (not normalized). If gravity is a point (see "
"[member gravity_point]), this will be the point of attraction."
msgstr ""
+"Le vecteur de gravité (non normalisé). Si la gravité est un point (voir "
+"[membre gravité_point,)], ce sera le point d'attraction."
#: doc/classes/Area.xml
msgid ""
@@ -8339,6 +8589,17 @@ msgid ""
"the [PhysicsServer]. Get the [CollisionShape] node with [code]self."
"shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
+"Émis lorsque l'une des [Shape] de l'autre Area entre dans l'une des [Shape] "
+"de cette Area. Nécessite [member monitoring] à [code]true[/code].\n"
+"[code]area_rid[/code] est le [RID] du [CollisionObject] de l'autre Area "
+"utilisée par le [PhysicsServer].\n"
+"[code]area[/code] l'autre Area.\n"
+"[code]area_shape_index[/code] est l'index de la [Shape] de l'autre Area "
+"utilisée par le [PhysicsServer]. Obtenez le nœud [CollisionShape] avec "
+"[code]area.shape_owner_get_owner(area_shape_index)[/code].\n"
+"[code]local_shape_index[/code] est l'index de la [Shape] de cette Area "
+"utilisée par le [PhysicsServer]. Obtenez le nœud [CollisionShape] avec "
+"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
#: doc/classes/Area.xml
msgid ""
@@ -8348,6 +8609,11 @@ msgid ""
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody] or [GridMap]."
msgstr ""
+"Émis quand un [PhysicsBody] ou un [GridMap] entre dans cette Area. Nécessite "
+"[member monitoring] d'être définie à [code]true[/code]. Les [GridMap] sont "
+"détectés si la [MeshLibrary] à des [Shape] de collision.\n"
+"Le [code]body[/code] est le [Node], s'il exist dans l'arborescence, de "
+"l'autre [PhysicsBody] ou [GridMap]."
#: doc/classes/Area.xml
msgid ""
@@ -8357,6 +8623,11 @@ msgid ""
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody] or [GridMap]."
msgstr ""
+"Émis quand un [PhysicsBody] ou un [GridMap] quitte cette Area. Nécessite "
+"[member monitoring] d'être définie à [code]true[/code]. Les [GridMap] sont "
+"détectés si la [MeshLibrary] à des [Shape] de collision.\n"
+"Le [code]body[/code] est le [Node], s'il exist dans l'arborescence, de "
+"l'autre [PhysicsBody] ou [GridMap]."
#: doc/classes/Area.xml
msgid ""
@@ -8467,6 +8738,15 @@ msgid ""
"[TileMap] instance (while TileMaps are not physics bodies themselves, they "
"register their tiles with collision shapes as a virtual physics body)."
msgstr ""
+"Si [code]true[/code], le corps physique donné recouvre la zone2D.\n"
+"[b]Note :[/b] Le résultat de ce test n'est pas immédiat après le déplacement "
+"des objets. Pour des raisons de performance, la liste des chevauchements est "
+"mise à jour une fois par trame et avant l'étape physique. Considérez plutôt "
+"l'utilisateur de signaux.\n"
+"L'argument [code]body[/code] peut soit être un [PhysicsBody2D] ou une "
+"instance [TileMap] (même si les TileMap ne sont pas des corps de physique en "
+"soit, ils enregistrent leurs tuiles avec des formes de collision comme un "
+"corps de physique virtuel)."
#: doc/classes/Area2D.xml
msgid ""
@@ -8475,6 +8755,10 @@ msgid ""
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
+"La vitesse à laquelle les objets arrêtent de tourner dans cette zone. "
+"Représente la vitesse angulaire perdue par seconde.\n"
+"Voir [membre ProjectSettings.physics/2d/default_angular_damp] pour plus de "
+"détails sur l'amortissement."
#: doc/classes/Area2D.xml
msgid ""
@@ -8482,6 +8766,9 @@ msgid ""
"multiplies the gravity vector. This is useful to alter the force of gravity "
"without altering its direction."
msgstr ""
+"L'intensité de gravité (en pixels par seconde au carré). Cette valeur "
+"multiplie le vecteur de gravité. Ceci est utile pour modifier la force de la "
+"gravité sans modifier sa direction."
#: doc/classes/Area2D.xml
msgid ""
@@ -8858,6 +9145,14 @@ msgid ""
"element is close to the beginning of the array (index 0). This is because "
"all elements placed after the removed element have to be reindexed."
msgstr ""
+"Retire le première apparition de la valeur du tableau. Si la valeur n'est "
+"pas présente, rien ne se produit. Pour retirer un élément à partir de sa "
+"position, utilisez plutôt [method remove].\n"
+"[b]Note :[/b] Cette méthode se contente de retirer l'élément et ne retourne "
+"aucune valeur.\n"
+"[b]Note :[/b] Pour les grands tableaux, cette méthode sera lente si la "
+"position de l'insertion est proche du début (index 0). C'est parce que tous "
+"les éléments placés après devront tous être décalés."
#: doc/classes/Array.xml
msgid ""
@@ -8870,6 +9165,14 @@ msgid ""
"array.fill(0) # Initialize the 10 elements to 0.\n"
"[/codeblock]"
msgstr ""
+"Assigne la valeur donnée à tous les éléments du tableau. C'est souvent "
+"utilisé avec [method resize] pour créer un tableau d'une taille donnée avec "
+"tous ses éléments initialisés:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialise les 10 éléments avec 0.\n"
+"[/codeblock]"
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
@@ -8890,6 +9193,8 @@ msgid ""
"Searches the array in reverse order for a value and returns its index or "
"[code]-1[/code] if not found."
msgstr ""
+"Recherche la valeur dans le tableau en sens inverse et retourne sa position "
+"ou [code]-1[/code] si n'est pas présent."
#: doc/classes/Array.xml
msgid ""
@@ -8917,6 +9222,20 @@ msgid ""
" pass\n"
"[/codeblock]"
msgstr ""
+"Retourne [code]true[/code] si le tableau contient la valeur donnée.\n"
+"[codeblock]\n"
+"[\"inside\", 7].has(\"inside\") # True\n"
+"[\"inside\", 7].has(\"outside\") # False\n"
+"[\"inside\", 7].has(7) # True\n"
+"[\"inside\", 7].has(\"7\") # False\n"
+"[/codeblock]\n"
+"[b]Note :[/b] C'est équivalent à utiliser l'opérateur [code]in[/code] comme "
+"suit :\n"
+"[codeblock]\n"
+"# Sera évalué à `true`.\n"
+"if 2 in [2, 4, 6, 8]:\n"
+" pass\n"
+"[/codeblock]"
#: doc/classes/Array.xml
msgid ""
@@ -8937,6 +9256,13 @@ msgid ""
"element is close to the beginning of the array (index 0). This is because "
"all elements placed after the newly inserted element have to be reindexed."
msgstr ""
+"Insère un nouvel élément à la position spécifiée du tableau. La position "
+"doit être valide, ou à la fin du tableau ([code]pos == size()[/code]).\n"
+"[b]Note :[/b] Cette méthode se contente d'insérer l'élément et ne retourne "
+"aucune valeur.\n"
+"[b]Note :[/b] Pour les grands tableaux, cette méthode sera lente si la "
+"position de l'insertion est proche du début (index 0). C'est parce que tous "
+"les éléments placés après devront tous être décalés."
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
@@ -9540,12 +9866,11 @@ msgid ""
msgstr ""
#: doc/classes/ARVRController.xml
-#, fuzzy
msgid ""
"If provided by the [ARVRInterface], this returns a mesh associated with the "
"controller. This can be used to visualize the controller."
msgstr ""
-"Si fourni par l'[XRInterface], ceci renvoie un maillage associé au "
+"Si fourni par la [ARVRInterface], ceci renvoie un maillage associé au "
"contrôleur. Ceci peut être utilisé pour visualiser le contrôleur."
#: doc/classes/ARVRController.xml
@@ -9725,6 +10050,12 @@ msgid ""
"[method get_render_targetsize]). Using a separate viewport node frees up the "
"main viewport for other purposes."
msgstr ""
+"Cette interface génère un périphérique externe. Si le port principal est "
+"utilisé, la sortie à l'écran est une mémoire tampon non modifié soit de "
+"l'œil gauche ou du droit (retaillé si la taille du viseur n'est pas changée "
+"au même rapport d'aspect que [method get_render_targetsize)]. L'utilisation "
+"d'un nœud de fenêtre d'affichage séparé libère le port principal pour être "
+"utilisé à d'autres choses."
#: doc/classes/ARVRInterface.xml
msgid ""
@@ -9804,6 +10135,21 @@ msgid ""
"be a child node of this car. Or, if you're implementing a teleport system to "
"move your character, you should change the position of this node."
msgstr ""
+"C'est un nœud spécial dans le système AR/VR qui cartographie l'emplacement "
+"physique du centre de notre espace de suivi à l'emplacement virtuel dans "
+"notre monde de jeu.\n"
+"Il ne devrait y avoir qu'un de ces nœuds dans votre scène et vous devez en "
+"avoir un. Tous les nœuds ARVRCamera, ARVRController et ARVRAnchor devraient "
+"être des enfants directs de ce nœud pour que le suivi spatial fonctionne "
+"correctement.\n"
+"C'est la position de ce nœud que vous mettez à jour lorsque votre personnage "
+"a besoin de passer à travers votre monde de jeu alors qu'il ne se déplace "
+"pas dans le monde réel. Le mouvement dans le monde réel est toujours en "
+"relation avec ce point d'origine.\n"
+"Par exemple, si votre personnage conduit une voiture, le nœud ARVROrigin "
+"devrait être un nœud enfant de cette voiture. Ou, si vous appliquez un "
+"système de téléportation pour déplacer votre personnage, vous devriez "
+"changer la position de ce nœud."
#: doc/classes/ARVROrigin.xml
msgid ""
@@ -9829,6 +10175,17 @@ msgid ""
"hood objects that make this all work. These are mostly exposed so that "
"GDNative-based interfaces can interact with them."
msgstr ""
+"Une instance de cet objet représente un dispositif qui est suivi, comme un "
+"contrôleur ou un point d'ancrage. Les HMD ne sont pas représentés ici car "
+"ils sont gérés en interne.\n"
+"Comme les contrôleurs sont activés et que l'interface AR/VR les détecte, les "
+"instances de cet objet sont automatiquement ajoutées à cette liste d'objets "
+"de suivi actifs et sont accessibles via [ARVRServer].\n"
+"Les [ARVRController] et [ARVRAnchor] consomment tous deux des objets de ce "
+"type et doivent être utilisés dans votre projet. Les suivant de position "
+"sont juste des objets en interne qui font fonctionner cela. Ceux-ci sont "
+"généralement exposés de sorte que les interfaces basées sur GDNative "
+"puissent interagir avec eux."
#: doc/classes/ARVRPositionalTracker.xml
msgid ""
@@ -9923,6 +10280,8 @@ msgid ""
"Registers a new [ARVRPositionalTracker] that tracks a spatial location in "
"real space."
msgstr ""
+"Enregistre un nouveau [ARVRPositionalTracker] qui suit un emplacement "
+"spatial dans l'espace réel."
#: doc/classes/ARVRServer.xml
msgid ""
@@ -9946,6 +10305,26 @@ msgid ""
"button on a controller for a short period of time, or when implementing a "
"teleport mechanism."
msgstr ""
+"C'est une fonction importante qu'il faut comprendre correctement. Les plates-"
+"formes AR et VR gèrent les positions légèrement différemment.\n"
+"Pour les plateformes qui n'offrent pas de suivi spatial, notre point "
+"d'origine (0,0,0) est l'emplacement de notre HMD, mais vous avez peu de "
+"contrôle sur la direction que le joueur fait face dans le monde réel.\n"
+"Pour les plateformes qui offrent un suivi spatial, notre point d'origine "
+"dépend beaucoup du système. Pour OpenVR, notre point d'origine est "
+"généralement le centre de l'espace de suivi, au sol. Pour d'autres plates-"
+"formes, il s'agit souvent de l'emplacement de la caméra de suivi.\n"
+"Cette méthode vous permet de centrer votre traceur sur l'emplacement du HMD. "
+"Il prendra l'emplacement actuel de l'HMD et l'utilisera pour ajuster toutes "
+"vos données de suivi ; c'est-à-dire réaligner le monde réel à la position "
+"actuelle de votre joueur dans le monde du jeu.\n"
+"Pour que cette méthode produise des résultats utilisables, des informations "
+"de suivi doivent être disponibles. Cela prend souvent quelques trames après "
+"le démarrage de votre jeu.\n"
+"Vous devriez appeler cette méthode après quelques secondes. Par exemple, "
+"lorsque l'utilisateur demande un réalignement de l'écran tenant un bouton "
+"désigné sur un contrôleur pendant une courte période, ou lors de la mise en "
+"œuvre d'un mécanisme de téléportation."
#: doc/classes/ARVRServer.xml
msgid ""
@@ -9958,6 +10337,9 @@ msgid ""
"capabilities of an AR/VR platform, you can find the interface for that "
"platform by name and initialize it."
msgstr ""
+"Trouve une interface par son nom. Par exemple, si votre projet utilise des "
+"capacités d'une plateforme AR/VR, vous pouvez trouver l'interface pour cette "
+"plate-forme par son nom et ensuite l'initialiser."
#: doc/classes/ARVRServer.xml
msgid "Returns the primary interface's transformation."
@@ -9978,6 +10360,11 @@ msgid ""
"try to initialize each interface and use the first one that returns "
"[code]true[/code]."
msgstr ""
+"Retourne le nombre d'interfaces actuellement enregistrées avec le serveur AR/"
+"VR. Si votre projet prend en charge plusieurs plateformes AR/VR, vous pouvez "
+"lister les interfaces disponibles, et présenter à l'utilisateur une "
+"sélection ou simplement essayer d'initialiser chaque interface et utiliser "
+"la première interface qui retourne [code]true[/code]."
#: doc/classes/ARVRServer.xml
msgid ""
@@ -10038,6 +10425,8 @@ msgid ""
"Allows you to adjust the scale to your game's units. Most AR/VR platforms "
"assume a scale of 1 game world unit = 1 real world meter."
msgstr ""
+"Vous permet d'ajuster l'échelle des unités de votre jeu. La plupart des "
+"plateformes AR/VR assument une échelle de 1 unité de jeu = 1 mètre réel."
#: doc/classes/ARVRServer.xml
msgid "Emitted when a new interface has been added."
@@ -10261,6 +10650,49 @@ msgid ""
"[code]1.0[/code], then this equals the sum of Euclidean distances of all "
"segments in the path."
msgstr ""
+"A* (A star) est un algorithme informatique qui est largement utilisé dans le "
+"cheminement et la traversée du graph, le processus de traçage des chemins "
+"courts parmi les sommets (points) passant par un ensemble donné de bords "
+"(segments). Il profite d'une utilisation généralisée en raison de sa "
+"performance et de sa précision. L'implémentation dans Godot de A* utilise "
+"par défaut des points dans un espace tridimensionnel et des distances "
+"euclidiennes.\n"
+"Vous devez ajouter des points manuellement avec [method add_point] et créer "
+"des segments manuellement avec [method connect_points]. Ensuite, vous pouvez "
+"tester s'il y a un chemin entre deux points avec la fonction [method "
+"are_points_connected], obtenir un chemin contenant des indices par [method "
+"get_id_path], ou un contenant des coordonnées réelles avec [method "
+"get_point_path].\n"
+"Il est également possible d'utiliser des distances non éuclidiennes. Pour ce "
+"faire, créez une classe qui hérite de [code]AStar[/code] et surchargez les "
+"méthodes [method compute_cost] et [method estimate_cost]. Prenez deux "
+"indices et retournez une longueur, comme le montre l'exemple suivant.\n"
+"[codeblock]\n"
+"clas MyAStar:\n"
+" extends AStar\n"
+"\n"
+" func _compute_cost(u, v):\n"
+" return abs(u - v)\n"
+"\n"
+" func _estimate_cost(u, v):\n"
+" return min(0, abs(u - v) - 1)\n"
+"[/codeblock]\n"
+"[method estimate_cost] doit retourne la valeur minimale de la distance, soit "
+"[code]_estimate_cost(u, v) <= compute_cost(u, v)[ /code]. Cela sert d'indice "
+"pour l'algorithme la méthode [code]_compute_cost[/code] peut être longue à "
+"calculer. Si ce n'est pas le cas, utilisez [method estimate_cost] pour "
+"retourner la même valeur que [method compute_cost] pour fournir à "
+"l'algorithme les informations les plus précises.\n"
+"Si les méthodes par défaut [method estimate_cost] et [method compute_cost] "
+"sont utilisées, ou si la méthode [method estimate_cost] fournie retourne une "
+"limite inférieure du coût du chemin, les chemins retournés par A* seront les "
+"chemins les moins coûteux. Ici, le coût d'un chemin correspond à la somme "
+"des résultats [méthode compute_cost] de tous les segments dans le chemin "
+"multiplié par le [code]weight_scale[/code]s des paramètres de fin des "
+"segments respectifs. Si les méthodes par défaut sont utilisées et que le "
+"[code]weight_scale[/code] de tous les points est [code]1.0[/code], ça "
+"correspond à la somme des distances euclidiennes de tous les segments du "
+"chemin."
#: doc/classes/AStar.xml
msgid ""
@@ -10299,6 +10731,21 @@ msgid ""
"If there already exists a point for the given [code]id[/code], its position "
"and weight scale are updated to the given values."
msgstr ""
+"Ajouter un nouveau point à la position spécifiée avec l'identifiant donné. "
+"L'identifiant [code]id[/code] doit être supérieur ou égal à 0, et le facteur "
+"[code]weight_scale[/code] doit être 0.0 ou supérieur.\n"
+"Le facteur [code]weight_scale[/code] est multiplié par le résultat de "
+"[method _compute_cost] pour déterminer le coût global d'une traversée d'un "
+"segment depuis un voisin jusqu'à ce point. Alors, si la distance est la "
+"même, l'algorithme préfèrera les points avec le facteur de poids "
+"[code]weight_scale[/code] le plus bas pour construire le chemin.\n"
+"[codeblock]\n"
+"var astar = AStar.new()\n"
+"astar.add_point(1, Vector3(1, 0, 0), 4) # Ajoute le point (1, 0, 0) avec le "
+"\"weight_scale\" à 4 et l'identifiant 1\n"
+"[/codeblock]\n"
+"Si un point existe déjà pour l'identifiant [code]id[/code] donné, sa "
+"position et sont facteur de poids seront mis à jour avec la valeur donnée."
#: doc/classes/AStar.xml
msgid ""
@@ -10517,6 +10964,8 @@ msgid ""
"Removes the point associated with the given [code]id[/code] from the points "
"pool."
msgstr ""
+"Retire le point associé à l'identifiant [code]id[/code] donné de la liste "
+"des points."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
@@ -10593,6 +11042,21 @@ msgid ""
"If there already exists a point for the given [code]id[/code], its position "
"and weight scale are updated to the given values."
msgstr ""
+"Ajouter un nouveau point à la position spécifiée avec l'identifiant donné. "
+"L'identifiant [code]id[/code] doit être supérieur ou égal à 0, et le facteur "
+"[code]weight_scale[/code] doit être 0.0 ou supérieur.\n"
+"Le facteur [code]weight_scale[/code] est multiplié par le résultat de "
+"[method _compute_cost] pour déterminer le coût global d'une traversée d'un "
+"segment depuis un voisin jusqu'à ce point. Alors, si la distance est la "
+"même, l'algorithme préfèrera les points avec le facteur de poids "
+"[code]weight_scale[/code] le plus bas pour construire le chemin.\n"
+"[codeblock]\n"
+"var astar = AStar2D.new()\n"
+"astar.add_point(1, Vector2(1, 0), 4) # Ajoute le point (1, 0) avec le "
+"\"weight_scale\" à 4 et l'identifiant 1\n"
+"[/codeblock]\n"
+"Si un point existe déjà pour l'identifiant [code]id[/code] donné, sa "
+"position et sont facteur de poids seront mis à jour avec la valeur donnée."
#: doc/classes/AStar2D.xml
msgid "Returns whether there is a connection/segment between the given points."
@@ -10997,6 +11461,9 @@ msgid ""
"level. The higher the ratio, the more the loud parts of the audio will be "
"compressed. Value can range from 1 to 48."
msgstr ""
+"La quantité de compression appliquée à l'audio après avoir franchi le seuil. "
+"Plus le rapport est élevé, plus les parties hautes de l'audio seront "
+"comprimées. La valeur peut aller de 1 à 48."
#: doc/classes/AudioEffectCompressor.xml
msgid ""
@@ -11007,12 +11474,16 @@ msgstr ""
#: doc/classes/AudioEffectCompressor.xml
msgid "Reduce the sound level using another audio bus for threshold detection."
msgstr ""
+"Réduit le niveau sonore en utilisant un autre bus audio pour détecter les "
+"seuils."
#: doc/classes/AudioEffectCompressor.xml
msgid ""
"The level above which compression is applied to the audio. Value can range "
"from -60 to 0."
msgstr ""
+"Le niveau au-dessus duquel la compression est appliquée à l'audio. La valeur "
+"peut aller de -60 à 0."
#: doc/classes/AudioEffectDelay.xml
msgid ""
@@ -11020,6 +11491,9 @@ msgid ""
"period of time.\n"
"Two tap delay and feedback options."
msgstr ""
+"Ajoute un effet audio de retard à un bus audio. Joue le signal d'entrée "
+"après une période de temps.\n"
+"Deux options de retard et de rétroaction."
#: doc/classes/AudioEffectDelay.xml
msgid ""
@@ -11475,6 +11949,10 @@ msgid ""
"(infinitely low pitch, inaudible) to [code]16[/code] (16 times higher than "
"the initial pitch)."
msgstr ""
+"L'échelle de pitch à utiliser. [code]1.0[/code] est le pitch par défaut et "
+"joue des sons non modifiés. [member pitch_scale] peut aller de [code]0.0[/"
+"code] (une hauteur infiniment basse, inaudible) à [code]16[/code] (16 fois "
+"supérieur à la hauteur initiale)."
#: doc/classes/AudioEffectPitchShift.xml
#: doc/classes/AudioEffectSpectrumAnalyzer.xml
@@ -11543,10 +12021,19 @@ msgid ""
"16-bit, or compressed). It checks whether or not the recording is active, "
"and if it is, records the sound. It then returns the recorded sample."
msgstr ""
+"Permet à l'utilisateur d'enregistrer le son d'un bus audio. Cela peut "
+"inclure toutes les sorties audio de Godot lorsqu'elles sont utilisées sur le "
+"bus audio \"Master\".\n"
+"Peut être utilisé (avec un [AudioStreamMicrophone)] pour enregistrer un "
+"microphone.\n"
+"Il définit et obtient le format dans lequel le fichier audio sera enregistré "
+"(8-bit, 16-bit ou compressé). Il vérifie si l'enregistrement est actif ou "
+"non, et si c'est le cas, enregistre le son. Il retourne ensuite "
+"l'échantillon enregistré."
#: doc/classes/AudioEffectRecord.xml
msgid "Recording with microphone"
-msgstr ""
+msgstr "L'enregistrement avec le microphone"
#: doc/classes/AudioEffectRecord.xml
msgid "Returns the recorded sample."
@@ -11561,12 +12048,16 @@ msgid ""
"If [code]true[/code], the sound will be recorded. Note that restarting the "
"recording will remove the previously recorded sample."
msgstr ""
+"Si [code]true[/code], le son sera enregistré. Notez que le redémarrage de "
+"l'enregistrement supprimera l'échantillon précédemment enregistré."
#: doc/classes/AudioEffectRecord.xml
msgid ""
"Specifies the format in which the sample will be recorded. See [enum "
"AudioStreamSample.Format] for available formats."
msgstr ""
+"Spécifie le format dans lequel l'échantillon sera enregistré. Voir [enum "
+"AudioStreamSample.Format] pour les formats disponibles."
#: doc/classes/AudioEffectReverb.xml
msgid ""
@@ -11574,6 +12065,9 @@ msgid ""
"Simulates the sound of acoustic environments such as rooms, concert halls, "
"caverns, or an open spaces."
msgstr ""
+"Ajoute un effet audio de réverbération à un bus audio.\n"
+"Simule le son des environnements acoustiques tels que les chambres, les "
+"salles de concert, les cavernes ou les espaces ouverts."
#: doc/classes/AudioEffectReverb.xml
msgid ""
@@ -14733,7 +15227,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -14956,6 +15450,20 @@ msgid ""
"[/codeblock]\n"
"See also [method Font.draw]."
msgstr ""
+"Dessine le [code]text[/code] en utilisant la police [code]font[/code] "
+"spécifiée à la [code]position[/code] (le coin bas-gauche correspond à la "
+"ligne de base de la police). Le texte aura sa couleur multipliée par "
+"[code]modulate[/code]. Si [code]clip_w[/code] est supérieur ou égale à 0, le "
+"texte sera tronqué s'il dépasse cette valeur en pixels.\n"
+"[b]Exemple en utilisant la police par défaut du projet :[/b]\n"
+"[codeblock]\n"
+"# Si cette méthode est appelée souvent, déplacer la déclaration de\n"
+"# `default_font` dans une variable assignée dans `_ready()`\n"
+"# pour que le Control ne soit créé qu'une seule fois.\n"
+"var default_font = Control.new().get_font(\"font\")\n"
+"draw_string(default_font, Vector2(64, 64), \"Hello world\")\n"
+"[/codeblock]\n"
+"Voi aussi [method Font.draw]."
#: doc/classes/CanvasItem.xml
msgid "Draws a styled rectangle."
@@ -15673,21 +16181,25 @@ msgid "The check icon to display when the [CheckBox] is checked."
msgstr "L'icône de la coche à afficher quand la [CheckBox] est cochée."
#: doc/classes/CheckBox.xml
-#, fuzzy
msgid "The check icon to display when the [CheckBox] is checked and disabled."
-msgstr "Icône à afficher lorsque le [CheckButton] est coché et désactivé."
+msgstr ""
+"L'icône de la coche à afficher quand la [CheckBox] est coché et désactivé."
#: doc/classes/CheckBox.xml
msgid ""
"If the [CheckBox] is configured as a radio button, the icon to display when "
"the [CheckBox] is checked."
msgstr ""
+"Si la [CheckBox] est configurée pour être un bouton radio, l'icône à "
+"afficher quand la [CheckBox] est cochée."
#: doc/classes/CheckBox.xml
msgid ""
"If the [CheckBox] is configured as a radio button, the icon to display when "
"the [CheckBox] is unchecked."
msgstr ""
+"Si la [CheckBox] est configurée pour être un bouton radio, l'icône à "
+"afficher quand la [CheckBox] est décochée."
#: doc/classes/CheckBox.xml
msgid "The check icon to display when the [CheckBox] is unchecked."
@@ -16643,13 +17155,13 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
"Construit une couleur à partir d'un entier de 32 bits au format RGBA (chaque "
"octet représente un canal de couleur).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
#: doc/classes/Color.xml
@@ -16703,11 +17215,16 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
+"Retourne la couleur inversée [code](1 - r, 1 - g, 1 - b, a)[/code].\n"
+"[codeblock]\n"
+"var color = Color(0,3, 0,4, 0,9)\n"
+"var inverted_color = color.inverted () # Équivalent à Color(0.7, 0.6, 0.1)\n"
+"[/codeblock]"
#: doc/classes/Color.xml
msgid ""
@@ -16724,14 +17241,14 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
"Construit une couleur à partir d’un profil HSV. [code]h[/code], [code]s[/"
"code], et [code]v[/code] sont des valeurs comprises entre 0 et 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0,58, 0,5, 0,79, 0,8) # Équivalent au HSV (210, 50, "
+"var color = Color.from_hsv(0,58, 0,5, 0,79, 0,8) # Équivalent au HSV (210, 50, "
"79, 0,8) ou au Color8 (100, 151, 201, 0,8)\n"
"[/codeblock]"
@@ -16747,15 +17264,15 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
"Retourne la représentation en niveaux de gris.\n"
"La valeur de gris est calculé avec [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = c.gray() # Une valeur de 0.466667\n"
"[/codeblock]"
#: doc/classes/Color.xml
@@ -16814,7 +17331,7 @@ msgstr ""
"[codeblock]\n"
"var c1 = Color(1.0, 0.0, 0.0)\n"
"var c2 = Color(0.0, 1.0, 0.0)\n"
-"var li_c = c1.linear_interpolate(c2, 0.5) # Equivalent to Color(0.5, 0.5, "
+"var li_c = c1.linear_interpolate(c2, 0.5) # Équivalent à Color(0.5, 0.5, "
"0.0)\n"
"[/codeblock]"
@@ -16895,9 +17412,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -16915,7 +17432,7 @@ msgstr ""
"Godot.\n"
"[codeblock]\n"
"var color = Color(1, 0.5, 0.2)\n"
-"print(color.to_rgba32()) # Imprime 4281565439\n"
+"print(color.to_rgba32()) # Affiche 4281565439\n"
"[/codeblock]"
#: doc/classes/Color.xml
@@ -16932,7 +17449,7 @@ msgstr ""
"Godot.\n"
"[codeblock]\n"
"var color = Color(1, 0.5, 0.2)\n"
-"print(color.to_rgba64()) # Imprime -140736629309441\n"
+"print(color.to_rgba64()) # Affiche -140736629309441\n"
"[/codeblock]"
#: doc/classes/Color.xml
@@ -20867,6 +21384,10 @@ msgid ""
"[b]Note:[/b] The maximum size of accepted ciphertext is limited by the key "
"size."
msgstr ""
+"Décrypte le texte crypté [code]ciphertext[/code] donné avec le clé publique "
+"[code]key[/code] fournie.\n"
+"[b]Note :[/b] La taille maximale pour le texte est limitée par la taille de "
+"la clé."
#: doc/classes/Crypto.xml
msgid ""
@@ -20875,6 +21396,10 @@ msgid ""
"[b]Note:[/b] The maximum size of accepted plaintext is limited by the key "
"size."
msgstr ""
+"Crypte le texte [code]plaintext[/code] donné avec le clé publique [code]key[/"
+"code] fournie.\n"
+"[b]Note :[/b] La taille maximale pour le texte est limitée par la taille de "
+"la clé."
#: doc/classes/Crypto.xml
msgid ""
@@ -20909,6 +21434,24 @@ msgid ""
"Game Company,C=IT\")\n"
"[/codeblock]"
msgstr ""
+"Génère un [X509Certificate] auto-signé avec la clé [CryptoKey] et le nom "
+"[code]issuer_name[/code]. La date de validité du certificat est définie par "
+"[code]not_before[/code] et [code]not_after[/code] (la date de début et de "
+"fin de validité). Le nom [code]issuer_name[/code] doit contenir au moins "
+"\"CN=\" (le nom commun, par exemple le nom de domaine), "
+"\"O=\" (l'organisation, par exemple le nom de votre entreprise) et "
+"\"C=\" (le pays, un code ISO-3166 à deux lettres du pays où l'entreprise est "
+"située).\n"
+"Un court exemple pour générer une clé RSA avec un certificat X509 auto-"
+"signé.\n"
+"[codeblock]\n"
+"var crypto = Crypto.new()\n"
+"# Générer un clé RSA 4096 bits.\n"
+"var key = crypto.generate_rsa(4096)\n"
+"# Générer un certificat auto-signé à partir de la clé donnée.\n"
+"var cert = crypto.generate_self_signed_certificate(key, \"CN=example.com,"
+"O=Mon Studio de Jeux,C=FR\")\n"
+"[/codeblock]"
#: doc/classes/Crypto.xml
msgid ""
@@ -22351,7 +22894,6 @@ msgid "Dictionary type."
msgstr "Le type dictionnaire."
#: doc/classes/Dictionary.xml
-#, fuzzy
msgid ""
"Dictionary type. Associative container which contains values referenced by "
"unique keys. Dictionaries are composed of pairs of keys (which must be "
@@ -23213,6 +23755,33 @@ msgid ""
"In FontForge, use [b]File > Generate Fonts[/b], click [b]Options[/b], choose "
"the desired features then generate the font."
msgstr ""
+"DynamicFont fait le rendu d'un fichier de police vectorielle dynamiquement "
+"au lancement du jeu plutôt que d'utiliser une texture de pré-rendu comme "
+"[BitmapFont]. La lenteur de chargement par rapport à [BitmapFont] est "
+"compensée par la possibilité de modifier les paramètres de la police comme "
+"sa taille ou son espacement à partir du lancement. [DynamicFontData] est "
+"utilisée pour le chemin du fichier de police. DynamicFont permet aussi de "
+"définir une ou plusieurs polices de repli, qui seront utilisée pour "
+"l'affichage de tout caractère qui n'est pas présent dans la police "
+"principale.\n"
+"DynamicFont utilise la bibliothèque [url=https://www.freetype.org/]FreeType[/"
+"url] pour la rasterization. Les formats supportés sont TrueType ([code].ttf[/"
+"code]), OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/"
+"code]), et Web Open Font Format 2 ([code].woff2[/code]).\n"
+"[codeblock]\n"
+"var dynamic_font = DynamicFont.new()\n"
+"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
+"dynamic_font.size = 64\n"
+"$\"Label\".set(\"custom_fonts/font\", dynamic_font)\n"
+"[/codeblock]\n"
+"[b]Note :[/b] DynamicFont ne supporte par certaines fonctionnalités comme le "
+"kerning, l'écriture de droite à gauche, les ligatures, les formes de texte, "
+"les tailles variable et d'autres fonctionnalités pour le moment. Si vous "
+"souhaitez faire un pré-rendu de certaines fonctionnalités dans le fichier de "
+"police TTF, vous pouvez utiliser [url=https://fontforge.org/]FontForge[/url] "
+"pour cela. Dans FontForge, utilisez [b]Fichier > Polices Générales[/b], "
+"cliquez sur [b]Options[/b], puis choisissez la fonctionnalité voulue lors de "
+"la génération de la police"
#: doc/classes/DynamicFont.xml
msgid "Adds a fallback font."
@@ -24113,6 +24682,20 @@ msgid ""
"[/codeblock]\n"
"Return [code]true[/code] to make all options always visible."
msgstr ""
+"Cette méthode peut être surchargée pour masquer certaines options "
+"d'importation si des conditions sont réunies. C'est principalement utile "
+"pour masquer des options qui dépendre d'autres options. Par exemple :\n"
+"[codeblock]\n"
+"func get_option_visibility(option, options):\n"
+" # N'afficher que le réglage de qualité de perte (\"lossy\") si le mode "
+"de compression est à \"Lossy\".\n"
+" if option == \"compress/lossy_quality\" and options.has(\"compress/"
+"mode\"):\n"
+" return int(options[\"compress/mode\"]) == COMPRESS_LOSSY\n"
+"\n"
+" return true\n"
+"[/codeblock]\n"
+"Retourne [code]true[/code] pour toujours rendre toutes les options visibles."
#: doc/classes/EditorImportPlugin.xml
msgid ""
@@ -24900,6 +25483,8 @@ msgid ""
"Returns the [EditorInterface] object that gives you control over Godot "
"editor's window and its functionalities."
msgstr ""
+"Retourne l'objet [EditorInterface] qui vous donne le contrôle sur la fenêtre "
+"de l'éditeur Godot et de ses fonctionnalités."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -24918,6 +25503,20 @@ msgid ""
"\"EditorIcons\")\n"
"[/codeblock]"
msgstr ""
+"Surchargez cette méthode dans votre greffon pour retourner une [Texture] "
+"afin de lui donner une icône.\n"
+"Pour les greffons d'écran principal, cela apparaît en haut de l'écran, à "
+"droite des boutons \"2D\", \"3D\", \"Script\" et \"AssetLib\".\n"
+"Idéalement, l'icône de greffon doit être blanche avec un fond transparent et "
+"16x16 pixels en taille.\n"
+"[codeblock]\n"
+"func get_greffon_icon():\n"
+" # Vous pouvez utiliser une icône personnalisée :\n"
+" return preload(\"res://addons/mon_greffon/icone_de_mon_greffon.svg\")\n"
+" # Ou utilisez une icône intégrée :\n"
+" return get_editor_interface().get_base_control().get_icon(\"Node\", "
+"\"EditorIcons\")\n"
+"[/codeblock]"
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -24926,14 +25525,22 @@ msgid ""
"For main screen plugins, this appears at the top of the screen, to the right "
"of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons."
msgstr ""
+"Surchargez cette méthode dans votre greffon pour fournir le nom du greffon "
+"lorsque affiché dans l'éditeur Godot.\n"
+"Pour les greffons d'écran principal, cela apparaît en haut de l'écran, à "
+"droite des boutons \"2D\", \"3D\", \"Script\" et \"AssetLib\"."
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
msgstr ""
+"Obtient le dialogue de l'éditeur utilisé pour faire des scripts.\n"
+"[b]Note :[/b] Les utilisateurs peuvent le configurer avant d'utiliser.\n"
+"[b]Attention :[/b] Supprimer et libérer ce nœud rend une partie de l'éditeur "
+"inutile et peut causer un accident."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -24941,12 +25548,18 @@ msgid ""
"state is kept when opening it again) and for switching tabs (so state can be "
"restored when the tab returns)."
msgstr ""
+"Retourne l'état de votre greffon de l'éditeur. Ceci est utilisé pour sauver "
+"la scène (ainsi l'état est maintenu lors de l'ouverture à nouveau) et pour "
+"les onglets (pour que l'état puisse être restauré lorsque l'onglet retourne)."
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the undo/redo object. Most actions in the editor can be undoable, so "
"use this object to make sure this happens when it's worth it."
msgstr ""
+"Obtient l'objet annuler/refaire. La plupart des actions de l'éditeur peuvent "
+"être inutilisables, alors utilisez cet objet pour s'assurer que cela se "
+"produit quand ça en vaut la peine."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -24954,6 +25567,9 @@ msgid ""
"layout when [method queue_save_layout] is called or the editor layout was "
"changed(For example changing the position of a dock)."
msgstr ""
+"Retourne la mise en page de l'interface du greffon. Ceci permet "
+"d'enregistrer la mise en page de l'éditeur du projet lorsqu'il s'agit d'un "
+"fichier d'éditeur (par exemple en changeant la position d'un dock)."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -24964,6 +25580,12 @@ msgid ""
"forward_canvas_gui_input] and [method forward_spatial_gui_input] these will "
"be called too."
msgstr ""
+"Implémentez cette fonction si votre greffon modifie un type spécifique "
+"d'objet (Resource ou Node). Si vous retournez [code]true[/code], alors vous "
+"obtiendrez les fonctions [method edit] et [method make_visible] appelé "
+"lorsque l'éditeur les demande. Si vous avez déclaré les méthodes [method "
+"forward_canvas_gui_input] et [method forward_spatial_gui_input] ceux-ci "
+"seront également appelés."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -27461,15 +28083,15 @@ msgstr ""
"rapide)."
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
-"La qualité la plus basse pour l'effet d’occlusion ambiante dans l’espace de "
+"La qualité moyenne pour l'effet d’occlusion ambiante dans l’espace de "
"l’écran."
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
-"La qualité la plus basse de l’occlusion ambiante d’espace d’écran (la plus "
+"La qualité la plus haute de l’occlusion ambiante d’espace d’écran (la plus "
"lente)."
#: doc/classes/Expression.xml
@@ -27736,9 +28358,10 @@ msgstr ""
"Le texte est interprété comme étant encodé en UTF-8."
#: doc/classes/File.xml
-#, fuzzy
msgid "Returns next [code]len[/code] bytes of the file as a [PoolByteArray]."
-msgstr "Retourne [code]true[/code] (vrai) si la chaîne de caractères est vide."
+msgstr ""
+"Retourne les [code]len[/code] prochains octets du fichier sous forme de "
+"[PoolByteArray]."
#: doc/classes/File.xml
msgid ""
@@ -27762,6 +28385,28 @@ msgid ""
"[code]\"\"[/code] for each quotation mark that needs to be interpreted as "
"such instead of the end of a text value."
msgstr ""
+"Retourne la prochaine valeur du fichier au format CSV (\"Comma-Separated "
+"Values\"). Vous pouvez utiliser un autre délimiteur [code]delim[/code] à la "
+"place de la virgule [code]\",\"[/code] (\"comma\") par défaut. Ce délimiteur "
+"doit ne faire qu'un seul caractère de long, et ne peut pas être des "
+"guillemets (\").\n"
+"Le texte est interprété comme étant encodé en UTF-8. Les textes doivent être "
+"entourés de guillemets si elles contiennent une caractère délimiteur. Les "
+"guillemets dans un texte doivent être doublées pour être échappées "
+"correctement.\n"
+"Par exemple, les lignes CSV suivantes sont valides et sont correctement "
+"interprétées comme deux textes pour chaque ligne :\n"
+"[codeblock]\n"
+"Alice,\"Salut, Bob !\"\n"
+"Bob,Alice! Quelle Surprise !\n"
+"Alice,\"Je pensais que tu me répondrais \"\"Salut, Monde !\"\".\"\n"
+"[/codeblock]\n"
+"Notez que les guillemets ne sont pas nécessaires pour la deuxième ligne "
+"puisque le délimiteur (\",\") n'est pas présent dans les deux textes. Mais "
+"il est aussi bien [i]possible[/i] d'ajouter des guillemets autour chaque "
+"texte, ça n'était qu'un exemple pour montrer les possibilités. Le deuxième "
+"texte de la troisième ligne doit être entourée de guillemets [code]\"\"[/"
+"code] pour échapper les guillemets présentes dans le texte."
#: doc/classes/File.xml
msgid "Returns the next 64 bits from the file as a floating-point number."
@@ -28072,13 +28717,12 @@ msgstr ""
"du fichier."
#: doc/classes/File.xml
-#, fuzzy
msgid ""
"Opens the file for write operations. The file is created if it does not "
"exist, and truncated if it does."
msgstr ""
-"Ouvre le fichier pour les opérations d’écriture. Créez-le si le fichier "
-"n’existe pas et tronquer s’il existe."
+"Ouvre le fichier en écriture. Crée le fichier s'il n’existe pas, et le "
+"tronque s’il existe déjà."
#: doc/classes/File.xml
msgid ""
@@ -31152,7 +31796,6 @@ msgstr ""
"itérations."
#: doc/classes/HashingContext.xml
-#, fuzzy
msgid ""
"The HashingContext class provides an interface for computing cryptographic "
"hashes over multiple iterations. This is useful for example when computing "
@@ -31209,8 +31852,7 @@ msgstr ""
" var res = ctx.finish()\n"
" # Afficher le résultat sous forme hexadécimal et en tableau.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note :[/b] N'est pas disponible pour les exports HTML5."
+"[/codeblock]"
#: doc/classes/HashingContext.xml
msgid "Closes the current context, and return the computed hash."
@@ -34800,6 +35442,9 @@ msgid ""
"the controller number, otherwise this is zero. Controllers include devices "
"such as pedals and levers."
msgstr ""
+"Si le message est [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], ça indique le "
+"numéro du contrôleur, sinon c'est zéro. Les contrôleurs inclus les appareils "
+"comme les pédales et les leviers."
#: doc/classes/InputEventMIDI.xml
msgid ""
@@ -34807,6 +35452,9 @@ msgid ""
"the controller value, otherwise this is zero. Controllers include devices "
"such as pedals and levers."
msgstr ""
+"Si le message est [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], ça indique la "
+"valeur du contrôleur, sinon c'est zéro. Les contrôleurs inclus les appareils "
+"comme les pédales et les leviers."
#: doc/classes/InputEventMIDI.xml
msgid ""
@@ -34848,6 +35496,8 @@ msgid ""
"The pressure of the MIDI signal. This value ranges from 0 to 127. For many "
"devices, this value is always zero."
msgstr ""
+"La pression du signal MIDI. Cette valeur va de 0 à 127. Pour plusieurs "
+"périphériques, cette valeur est toujours 0."
#: doc/classes/InputEventMIDI.xml
msgid ""
@@ -38203,6 +38853,9 @@ msgid ""
"If [code]true[/code], the [LineEdit] will show a clear button if [code]text[/"
"code] is not empty, which can be used to clear the text quickly."
msgstr ""
+"Si [code]true[/code], le [LineEdit] affichera un bouton effacer si le "
+"[code]text[/code] n'est pas vide, ce qui permet d'effacer rapidement le "
+"texte."
#: doc/classes/LineEdit.xml
msgid "If [code]true[/code], the context menu will appear when right-clicked."
@@ -38252,6 +38905,24 @@ msgid ""
"# `text_change_rejected` is emitted with \"bye\" as parameter.\n"
"[/codeblock]"
msgstr ""
+"La quantité maximale de caractères qui peuvent être entré dans ce "
+"[LineEdit]. Si [code]0[/code], il n'y a aucune limite.\n"
+"Quand une limite est définie, le texte est tronqué aux [member max_length] "
+"premiers caractères. Ça arrive pour le [member text] existant lorsque la "
+"longueur maximale est définie, ou quand un nouveau texte est inséré dans le "
+"[LineEdit], en étant par exemple collé. Si le texte est tronqué, le signal "
+"[signal text_change_rejected] est émis avec le reste du texte tronqué passé "
+"en paramètre.\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"text = \"Salut le monde\"\n"
+"max_length = 5\n"
+"# `text` est tronqué à \"Salut\".\n"
+"max_length = 11\n"
+"text += \" l'univers\"\n"
+"# `text` becomes \"Salut l'uni\".\n"
+"# `text_change_rejected` est émis avec \"vers\" passé en paramètre.\n"
+"[/codeblock]"
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid ""
@@ -40705,15 +41376,20 @@ msgid "Server interface for low-level 2D navigation access."
msgstr "Interface de serveur pour l'accès audio de bas niveau."
#: doc/classes/Navigation2DServer.xml
+#, fuzzy
msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -41702,15 +42378,20 @@ msgid "Server interface for low-level 3D navigation access."
msgstr "Interface de serveur pour l'accès audio de bas niveau."
#: doc/classes/NavigationServer.xml
+#, fuzzy
msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -43874,7 +44555,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -43883,7 +44564,7 @@ msgid ""
"[/codeblock]"
msgstr ""
"Retourne le nom du nœud à l'index [code]idx[/code] (la valeur est entre 0 et "
-"[method get_name_count]).\n"
+"[method get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -44204,6 +44885,16 @@ msgid ""
"where you should use the same convention as in the C# source (typically "
"PascalCase)."
msgstr ""
+"Appelle la [code]method[/code] sur l'objet pendant un temps de repos. Cette "
+"méthode supporte un nombre variable d'arguments, ces paramètres étant passés "
+"dans une liste séparé par une virgule. Exemple :\n"
+"[codeblock]\n"
+"call_deferred(\"set\", \"position\", Vector2(42.0, 0.0))\n"
+"[/codeblock]\n"
+"[b]Note :[/b] En C#, le nom de la méthode doit être spécifiée en snake_case "
+"si c'est une méthode définie par les nœuds Godot. Ça ne s'applique pas aux "
+"méthodes définies par l'utilisateur qui devraient toujours utiliser la même "
+"convention du langage C# (typiquement en PascalCase)."
#: doc/classes/Object.xml
msgid ""
@@ -46326,6 +47017,7 @@ msgstr ""
"Windows."
#: doc/classes/OS.xml
+#, fuzzy
msgid ""
"Requests the OS to open a resource with the most appropriate program. For "
"example:\n"
@@ -46335,9 +47027,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -50069,7 +50761,6 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-#, fuzzy
msgid ""
"The strength with which the pinned objects try to stay in velocity relation "
"to each other.\n"
@@ -50739,6 +51430,7 @@ msgid "A pooled array of bytes."
msgstr "Un tableau compacté d'octets."
#: doc/classes/PoolByteArray.xml
+#, fuzzy
msgid ""
"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
@@ -50749,7 +51441,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -50761,6 +51453,27 @@ msgid ""
"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
"[/codeblock]"
msgstr ""
+"Un tableau spécialement prévu pour contenir des octets. Optimisé pour la "
+"mémoire, il ne se fragmente pas.\n"
+"[b]Note :[/b] Ce type est passé par valeur et non par référence. Ça veut "
+"dire que lors des [i]modifications[/i] d'un [PoolByteArray] ou d'un "
+"[PoolByteArray] dans un [Array] ou [Dictionary], ces modifications seront "
+"perdues :\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123) # Accède à une copie du PoolByteArray\n"
+"print(array) # [[]] (Un PoolByteArray vide dans un Array vide)\n"
+"[/codeblock]\n"
+"Au lieu de ça, le [PoolByteArray] en entier doit être [i]réassigné[/i] avec "
+"[code]=[/code] pour que sa modification soit prise en compte :\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0] # Crée une copie du PoolByteArray, puis assigne "
+"cette copie\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (Un PoolByteArray avec 1 élément dans un Array)\n"
+"[/codeblock]"
#: doc/classes/PoolByteArray.xml
msgid ""
@@ -50898,6 +51611,7 @@ msgid "A pooled array of [Color]s."
msgstr "Un tableau compacté de [Color]."
#: doc/classes/PoolColorArray.xml
+#, fuzzy
msgid ""
"An array specifically designed to hold [Color]. Optimized for memory usage, "
"does not fragment the memory.\n"
@@ -50908,7 +51622,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -50921,6 +51635,29 @@ msgid ""
"inside an Array)\n"
"[/codeblock]"
msgstr ""
+"Un tableau spécialement prévu pour contenir des [Color]. Optimisé pour la "
+"mémoire, il ne se fragmente pas.\n"
+"[b]Note :[/b] Ce type est passé par valeur et non par référence. Ça veut "
+"dire que lors des [i]modifications[/i] d'un [PoolColorArray] ou d'un "
+"[PoolColorArray] dans un [Array] ou [Dictionary], ces modifications seront "
+"perdues :\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4)) # Accède à une copie du "
+"PoolColorArray\n"
+"print(array) # [[]] (Un PoolColorArray vide dans un Array vide)\n"
+"[/codeblock]\n"
+"Au lieu de ça, le [PoolColorArray] en entier doit être [i]réassigné[/i] avec "
+"[code]=[/code] pour que sa modification soit prise en compte :\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0] # Crée une copie du PoolColorArray, puis assigne "
+"cette copie\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (Un PoolColorArray avec 1 élément "
+"dans un Array)\n"
+"[/codeblock]"
#: doc/classes/PoolColorArray.xml
msgid ""
@@ -50953,6 +51690,7 @@ msgid "A pooled array of integers ([int])."
msgstr "Un tableau compacté d'entiers ([int])."
#: doc/classes/PoolIntArray.xml
+#, fuzzy
msgid ""
"An array specifically designed to hold integer values ([int]). Optimized for "
"memory usage, does not fragment the memory.\n"
@@ -50963,7 +51701,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -50980,6 +51718,32 @@ msgid ""
"around. In comparison, [int] uses signed 64-bit integers which can hold much "
"larger values."
msgstr ""
+"Un tableau spécialement prévu pour contenir des entier ([int]). Optimisé "
+"pour la mémoire, il ne se fragmente pas.\n"
+"[b]Note :[/b] Ce type est passé par valeur et non par référence. Ça veut "
+"dire que lors des [i]modifications[/i] d'un [PoolIntArray] ou d'un "
+"[PoolIntArray] dans un [Array] ou [Dictionary], ces modifications seront "
+"perdues :\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234) # Accède à une copie du PoolIntArray\n"
+"print(array) # [[]] (Un PoolIntArray vide dans un Array vide)\n"
+"[/codeblock]\n"
+"Au lieu de ça, le [PoolIntArray] en entier doit être [i]réassigné[/i] avec "
+"[code]=[/code] pour que sa modification soit prise en compte :\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0] # Crée une copie du PoolIntArray, puis assigne "
+"cette copie\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (Un PoolIntArray avec 1 élément dans un Array)\n"
+"[/codeblock]\n"
+"[b]Note :[/b] Ce type est limité aux entiers signés de 32 bit, ce qui peut "
+"dire que l'intervalle des valeurs possibles est [code][-2^31, 2^31 - 1][/"
+"code], soit [code][-2147483648, 2147483647][/code]. Tout dépassement "
+"bouclera. En comparaison, un tableau générique [int] utilise des entiers de "
+"64 bit qui peuvent donc contenir des valeurs bien plus grandes."
#: doc/classes/PoolIntArray.xml
msgid ""
@@ -51012,6 +51776,7 @@ msgid "A pooled array of real numbers ([float])."
msgstr "Un tableau compacté de flottants ([float])."
#: doc/classes/PoolRealArray.xml
+#, fuzzy
msgid ""
"An array specifically designed to hold floating-point values. Optimized for "
"memory usage, does not fragment the memory.\n"
@@ -51022,7 +51787,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -51041,6 +51806,35 @@ msgid ""
"store [float]s will use roughly 6 times more memory compared to a "
"[PoolRealArray]."
msgstr ""
+"Un tableau spécialement prévu pour contenir des flottants. Optimisé pour la "
+"mémoire, il ne se fragmente pas.\n"
+"[b]Note :[/b] Ce type est passé par valeur et non par référence. Ça veut "
+"dire que lors des [i]modifications[/i] d'un [PoolRealArray] ou d'un "
+"[PoolRealArray] dans un [Array] ou [Dictionary], ces modifications seront "
+"perdues :\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34) # Accède à une copie du PoolRealArray\n"
+"print(array) # [[]] (Un PoolRealArray vide dans un Array vide)\n"
+"[/codeblock]\n"
+"Au lieu de ça, le [PoolRealArray] en entier doit être [i]réassigné[/i] avec "
+"[code]=[/code] pour que sa modification soit prise en compte :\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0] # Crée une copie du PoolRealArray, puis assigne "
+"cette copie\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (Un PoolRealArray avec 1 élément dans un Array)\n"
+"[/codeblock]\n"
+"[b]Note :[/b] Contrairement aux [float] qui sont en 64 bits, les nombres "
+"enregistrés dans les [PoolRealArray] ne sont que en 32 bits. Ça veut donc "
+"dire que les flottants dans les [PoolRealArray] ont une précision plus "
+"faible que les [float]. Si vous avez besoin d'enregistrer des flottants en "
+"64 bits dans un tableau, utilisez un [Array] standard avec des éléments "
+"[float] qui seront bien en 64 bits. En comparaison, un [Array] avec des "
+"[float] consomme approximativement 6 fois plus de mémoire qu'un "
+"[PoolRealArray]."
#: doc/classes/PoolRealArray.xml
msgid ""
@@ -51064,6 +51858,7 @@ msgid "A pooled array of [String]s."
msgstr "Un tableau compacté de [String]."
#: doc/classes/PoolStringArray.xml
+#, fuzzy
msgid ""
"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
@@ -51074,7 +51869,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -51086,6 +51881,28 @@ msgid ""
"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
"[/codeblock]"
msgstr ""
+"Un tableau spécialement prévu pour contenir des [String]. Optimisé pour la "
+"mémoire, il ne se fragmente pas.\n"
+"[b]Note :[/b] Ce type est passé par valeur et non par référence. Ça veut "
+"dire que lors des [i]modifications[/i] d'un [PoolRealArray] ou d'un "
+"[PoolRealArray] dans un [Array] ou [Dictionary], ces modifications seront "
+"perdues :\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\") # Accède à une copie du PoolStringArray\n"
+"print(array) # [[]] (Un PoolStringArray vide dans un Array vide)\n"
+"[/codeblock]\n"
+"Au lieu de ça, le [PoolStringArray] en entier doit être [i]réassigné[/i] "
+"avec [code]=[/code] pour que sa modification soit prise en compte :\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0] # Crée une copie du PoolStringArray, puis assigne "
+"cette copie\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[\"hello\"]] (Un PoolStringArray avec 1 élément dans un "
+"Array)\n"
+"[/codeblock]"
#: doc/classes/PoolStringArray.xml
msgid ""
@@ -51121,6 +51938,7 @@ msgid "A pooled array of [Vector2]s."
msgstr "Un tableau compacté de [Vector2]."
#: doc/classes/PoolVector2Array.xml
+#, fuzzy
msgid ""
"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
@@ -51131,7 +51949,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -51144,6 +51962,29 @@ msgid ""
"Array)\n"
"[/codeblock]"
msgstr ""
+"Un tableau spécialement prévu pour contenir des [Vector2]. Optimisé pour la "
+"mémoire, il ne se fragmente pas.\n"
+"[b]Note :[/b] Ce type est passé par valeur et non par référence. Ça veut "
+"dire que lors des [i]modifications[/i] d'un [PoolVector2Array] ou d'un "
+"[PoolVector2Array] dans un [Array] ou [Dictionary], ces modifications seront "
+"perdues :\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34)) # Accède à une copie du "
+"PoolVector2Array\n"
+"print(array) # [[]] (Un PoolVector2Array vide dans un Array vide)\n"
+"[/codeblock]\n"
+"Au lieu de ça, le [PoolVector2Array] en entier doit être [i]réassigné[/i] "
+"avec [code]=[/code] pour que sa modification soit prise en compte :\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0] # Crée une copie du PoolVector2Array, puis assigne "
+"cette copie\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (Un PoolVector2Array avec 1 élément dans un "
+"Array)\n"
+"[/codeblock]"
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
#: doc/classes/TileSet.xml
@@ -51175,6 +52016,7 @@ msgid "A pooled array of [Vector3]."
msgstr "Un tableau compacté de [Vector3]."
#: doc/classes/PoolVector3Array.xml
+#, fuzzy
msgid ""
"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
@@ -51185,7 +52027,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -51198,6 +52040,29 @@ msgid ""
"Array)\n"
"[/codeblock]"
msgstr ""
+"Un tableau spécialement prévu pour contenir des [Vector3]. Optimisé pour la "
+"mémoire, il ne se fragmente pas.\n"
+"[b]Note :[/b] Ce type est passé par valeur et non par référence. Ça veut "
+"dire que lors des [i]modifications[/i] d'un [PoolVector3Array] ou d'un "
+"[PoolVector3Array] dans un [Array] ou [Dictionary], ces modifications seront "
+"perdues :\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56)) # Accède à une copie du "
+"PoolColorArray\n"
+"print(array) # [[]] (Un PoolVector3Array vide dans un Array vide)\n"
+"[/codeblock]\n"
+"Au lieu de ça, le [PoolVector3Array] en entier doit être [i]réassigné[/i] "
+"avec [code]=[/code] pour que sa modification soit prise en compte :\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0] # Crée une copie du PoolVector3Array, puis assigne "
+"cette copie\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (Un PoolVector3Array avec 1 élément dans un "
+"Array)\n"
+"[/codeblock]"
#: doc/classes/PoolVector3Array.xml
msgid ""
@@ -55693,15 +56558,14 @@ msgid "Returns the inverse of the quaternion."
msgstr "Retourne l'inverse du quaternion."
#: doc/classes/Quat.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if this quaternion and [code]quat[/code] are "
"approximately equal, by running [method @GDScript.is_equal_approx] on each "
"component."
msgstr ""
-"Retourne [code]true[/code] si cette couleur et [code]color[/code] sont "
-"approximativement égales, en exécutant [method @GDScript.is_equal_approx] "
-"sur chaque composant."
+"Retourne [code]true[/code] si ce quaternion et [code]quat[/code] sont "
+"approximativement égaux, en exécutant [method @GDScript.is_equal_approx] sur "
+"chaque composant."
#: doc/classes/Quat.xml
msgid "Returns whether the quaternion is normalized or not."
@@ -55958,10 +56822,12 @@ msgid "Abstract base class for range-based controls."
msgstr "Classe de base abstraite pour les contrôles basés sur la portée."
#: doc/classes/Range.xml
+#, fuzzy
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
"Range est une classe de base des nœuds [Control] qui change une [code]value[/"
"code] flottante entre le [code]minimum[/code] et le [code]maximum[/code], "
@@ -58133,12 +58999,17 @@ msgid "Locks the specified linear or rotational axis."
msgstr "Verrouille l'axe linéaire et de rotation spécifié."
#: doc/classes/RigidBody.xml
+#, fuzzy
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
+"La vitesse à laquelle les objets arrêtent de tourner dans cette zone. "
+"Représente la vitesse angulaire perdue par seconde.\n"
+"Voir [membre ProjectSettings.physics/2d/default_angular_damp] pour plus de "
+"détails sur l'amortissement."
#: doc/classes/RigidBody.xml
msgid "Lock the body's rotation in the X axis."
@@ -59722,6 +60593,7 @@ msgid "One-shot timer."
msgstr "Minuteur à un coup."
#: doc/classes/SceneTreeTimer.xml
+#, fuzzy
msgid ""
"A one-shot timer managed by the scene tree, which emits [signal timeout] on "
"completion. See also [method SceneTree.create_timer].\n"
@@ -59733,8 +60605,21 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
+"Un minuteur à un coup géré par l'arborescence, qui émet le signal [signal "
+"timeout] quand il se termine. Voir aussi [method SceneTree.create_timer].\n"
+"Contrairement aux [Timer], il ne nécessaire pas d'instancier un nœud. Il "
+"n'est souvent utilisé pour créer des minuteurs uniques comme dans l'exemple "
+"suivant :\n"
+"[codeblock]\n"
+"func some_function():\n"
+" print(\"Lancement du minuteur.\")\n"
+" yield(get_tree().create_timer(1.0), \"timeout\")\n"
+" print(\"Minuteur terminé.\")\n"
+"[/codeblock]\n"
+"Le minuteur sera automatiquement une fois terminé."
#: doc/classes/SceneTreeTimer.xml
msgid "The time remaining (in seconds)."
@@ -59824,6 +60709,82 @@ msgid ""
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
msgstr ""
+"[SceneTreeTween] est un tween géré par l'arborescence. Contrairement à un "
+"[Tween], il ne nécessite pas la création d'un nœud.\n"
+"Les [SceneTreeTween] sont plus légers que les [AnimationPlayer], et sont "
+"donc plus adaptés pour les simples animations et les tâches générales qui ne "
+"nécessitent pas d'ajustements visuels depuis l'éditeur. Ils peuvent être "
+"utilisés de manière ponctuelles pour certaines logiques qui serait "
+"normalement faites par le code. Par exemple vous pouvez faire qu'un objet "
+"tire régulièrement avec une boucle qui crée un [CallbackTweener] avec le "
+"délai nécessaire.\n"
+"Un [SceneTreeTween] peut être créer soit avec [method SceneTree."
+"create_tween] ou [method Node.create_tween]. Les [SceneTreeTween] créés "
+"manuellement (avec [code]Tween.new()[/code]) sont invalides. Ils ne peuvent "
+"être utilisés pour interpoler les valeurs, sauf manuellement avec [method "
+"interpolate_value].\n"
+"Une animation de [SceneTreeTween] est composée d'une séquence de [Tweener], "
+"qui par défaut sont exécutés l'un après l'autre. Vous pouvez créer une "
+"séquence en ajoutant des [Tweener] au [SceneTreeTween]. Un exemple de "
+"séquence de [Tweener] peut être comme suit :\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Cette séquence changera [code]$Sprite[/code] en rouge, puis le réduira "
+"jusqu'à le faire disparaitre et enfin [method Node.queue_free] sera appelée "
+"pour supprimer le nœud. Voir les méthodes [method tween_property], [method "
+"tween_interval], [method tween_callback] et [method tween_method] pour plus "
+"d'informations.\n"
+"Quand un [Tweener] est créé avec une des méthodes [code]tween_*[/code], une "
+"méthode peut être enchainée pour ajuster les propriétés de ce [Tweener]. Par "
+"exemple, si vous souhaitez définir un autre type de transition dans "
+"l'exemple précédent, vous pouvez faire :\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"La plupart des méthodes [SceneTreeTween] peuvent être enchainées de cette "
+"façon. Dans cet exemple, le [SceneTreeTween] est lié et aura donc une "
+"transition par défaut :\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Un autre usage intéressant des [SceneTreeTween] est l'animation d'un "
+"ensemble arbitraire d'objets :\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"[/codeblock]\n"
+"Dans l'exemple au-dessus, tous les enfants d'un nœud sont déplacés à leur "
+"tour à la position (0, 0).\n"
+"Certains [Tweener] utilisent des transitions et ralentissements. Les "
+"transitions fonctionnent avec les constantes de [enum Tween.TransitionType], "
+"et définissent la courbe de temps de l'animation (voir [url=https://easings."
+"net/]easings.net[/url] pour quelques exemples). Les ralentissements "
+"fonctionnent avec les constantes de [enum Tween.EaseType], et contrôle comme "
+"la transition [code]trans_type[/code] varie durant le temps écoulé de "
+"l'animation (au début, à la fin, ou les deux). Si vous ne savez pas quel "
+"comportement choisir, vous pouvez essayer différentes valeurs de [enum Tween."
+"TransitionType] avec [constant Tween.EASE_IN_OUT], et utilisez celle qui "
+"vous semble la meilleure.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Antisèche des types de transitions et de ralentissement "
+"des Tween[/url]\n"
+"[b]Note :[/b] Tous les [SceneTreeTween] seront automatiquement démarrés par "
+"défaut. Pour éviter qu'un [SceneTreeTween] démarre automatiquement, vous "
+"pouvez appeler [method stop] immédiatement après sa création."
#: doc/classes/SceneTreeTween.xml
msgid ""
@@ -59849,6 +60810,15 @@ msgid ""
"tween.chain().tween_property(...) # Will run after two above are finished.\n"
"[/codeblock]"
msgstr ""
+"Utiliser pour ajouter deux [Tweener] après que [method set_parallel] est "
+"appelé avec [code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Sera lancé en parallèle avec l'appel au-dessus.\n"
+"tween.chain().tween_property(...) # Sera lancé que quand les deux appels au-"
+"dessus seront terminés.\n"
+"[/codeblock]"
#: doc/classes/SceneTreeTween.xml
msgid ""
@@ -62938,6 +63908,25 @@ msgid ""
"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
"returned by [method get_line_edit]."
msgstr ""
+"SpinBox est un champs de texte pour les valeurs numériques. Il permet "
+"d'entrer des valeurs entières ou à virgule.\n"
+"[b]Exemple :[/b]\n"
+"[codeblock]\n"
+"var spin_box = SpinBox.new()\n"
+"add_child(spin_box)\n"
+"var line_edit = spin_box.get_line_edit()\n"
+"line_edit.context_menu_enabled = false\n"
+"spin_box.align = LineEdit.ALIGN_RIGHT\n"
+"[/codeblock]\n"
+"Le code ci-dessus créera un [SpinBox], désactivant son menu contextuel "
+"désactivé et alignant le text sur la droite.\n"
+"Voir la classe [Range] pour plus d'options pour les [SpinBox].\n"
+"[b]Note :[/b] [SpinBox] utilise en interne un nœud [LineEdit]. Pour changer "
+"le thème de l'arrière-plan d'un [SpinBox], ajoutez un élément de thème à "
+"personnaliser pour les [LineEdit].\n"
+"[b]Note :[/b] Si vous souhaitez implémenter le déposé-glissé sur le "
+"[LineEdit] utilisé, vous pouvez utiliser [method Control."
+"set_drag_forwarding] sur le nœud retourné par [method get_line_edit]."
#: doc/classes/SpinBox.xml
msgid "Applies the current value of this [SpinBox]."
@@ -62951,6 +63940,11 @@ msgid ""
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
+"Retourne l'instance [LineEdit] utilisé pour ce [SpinBox]. Vous pouvez "
+"l'utiliser pour accéder au propriétés et méthodes de ce [LineEdit].\n"
+"[b]Avertissement :[/b] Cette instance est nécessaire en interne, la retirer "
+"ou la libérer peut provoquer un crash. Si vous voulez la masquer elle ou ses "
+"enfants, préférez leur propriété [member CanvasItem.visible]."
#: doc/classes/SpinBox.xml
msgid "Sets the text alignment of the [SpinBox]."
@@ -62983,6 +63977,8 @@ msgstr ""
#: doc/classes/SpinBox.xml
msgid "Sets a custom [Texture] for up and down arrows of the [SpinBox]."
msgstr ""
+"Définir une [Texture] personnalisée pour les flèches haut et bas de ce "
+"[SpinBox]."
#: doc/classes/SplitContainer.xml
msgid "Container for splitting and adjusting."
@@ -63482,6 +64478,13 @@ msgid ""
"static body, so even if it doesn't move, it affects other bodies as if it "
"was moving (this is useful for simulating conveyor belts or conveyor wheels)."
msgstr ""
+"Un corps statique pour la physique 3D. Un corps statique est un simple corps "
+"qui n'est pas prévu pour être déplacé. Contrairement au [RigidBody], ils ne "
+"consomment aucune ressource du CPU tant qu'ils ne sont pas déplacés.\n"
+"De plus, une vitesse linéaire ou angulaire constante peut être définie pour "
+"ce corps statique, de sorte que même s'il ne bouge pas, il affecte d'autres "
+"corps comme s'il se déplaçait (c'est utile pour simuler les tapis ou des "
+"roues roulants)."
#: doc/classes/StaticBody.xml
msgid ""
@@ -63501,6 +64504,9 @@ msgid ""
"Deprecated, use [member PhysicsMaterial.friction] instead via [member "
"physics_material_override]."
msgstr ""
+"Le frottement du corps, de 0 (sans frottement) à 1 (frottement complet).\n"
+"Obsolète, utilisez plutôt [membre PhysicsMaterial.friction] via [membre "
+"physique_material_override]."
#: doc/classes/StaticBody2D.xml
msgid "Static body for 2D physics."
@@ -63515,6 +64521,12 @@ msgid ""
"static body, which will affect colliding bodies as if it were moving (for "
"example, a conveyor belt)."
msgstr ""
+"Un corps statique pour la physique 2D. Un StaticBody2D est un corps qui "
+"n'est pas prévu pour être déplacé. C'est idéal pour implémenter des objets "
+"dans un environnement, quand des murs ou des plateformes.\n"
+"De plus, une vitesse linéaire ou angulaire constante peut être définie pour "
+"ce corps statique, de sorte que même s'il ne bouge pas, il affecte d'autres "
+"corps comme s'il se déplaçait (par exemple pour simuler des tapis roulants)."
#: doc/classes/StaticBody2D.xml
msgid ""
@@ -64135,13 +65147,13 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-#, fuzzy
msgid ""
"Returns a copy of the string with indentation (leading tabs and spaces) "
"removed. See also [method indent] to add indentation."
msgstr ""
-"Retourne une copie de la chaîne de caractères avec indentation (tabulations "
-"et espaces antéposés)."
+"Retourne une copie de la chaîne de caractères avec l'indentation (les "
+"tabulations et les espaces) retirée. Voir aussi [method indent] pour ajouter "
+"une indentation."
#: doc/classes/String.xml
msgid ""
@@ -65065,12 +66077,35 @@ msgid ""
"corner_radius_bottom_left: 20\n"
"[/codeblock]"
msgstr ""
+"Cette [StyleBox] peut être utilisée pour afficher différents rendus sans "
+"avoir besoin d'une texture. Les propriétés suivantes peuvent être "
+"personnalisées :\n"
+"- La couleur\n"
+"- La largueur de la bordure (pour chaque bordure séparément)\n"
+"- L'arrondi des coins (un rayon différent pour chaque coin)\n"
+"- L'ombre (la rayon et le décalage)\n"
+"Utiliser un grand rayon pour les coins est permis. Dès que les coins "
+"enchevêtrerons, la stylebox passera à une mesure relative. Par exemple :\n"
+"[codeblock]\n"
+"height = 30\n"
+"corner_radius_top_left = 50\n"
+"corner_radius_bottom_left = 100\n"
+"[/codeblock]\n"
+"La mesure relative donnera un ratio de 1:2 pour les deux coins gauches pour "
+"calculer l'actuelle largeur des coins. Ces deux coins ajoutés ne seront "
+"[b]jamais[/b] plus grands que la hauteur. Voici le résultat :\n"
+"[codeblock]\n"
+"corner_radius_top_left: 10\n"
+"corner_radius_bottom_left: 20\n"
+"[/codeblock]"
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Returns the given [code]margin[/code]'s border width. See [enum Margin] for "
"possible values."
msgstr ""
+"Retourne la taille de la largueur de la bordure de la marge [code]margin[/"
+"code]. Voir [enum Margin] pour les valeurs possibles."
#: doc/classes/StyleBoxFlat.xml
msgid "Returns the smallest border width out of all four borders."
@@ -65089,6 +66124,8 @@ msgid ""
"Returns the size of the given [code]margin[/code]'s expand margin. See [enum "
"Margin] for possible values."
msgstr ""
+"Retourne la taille de la marge d'expansion de la marge [code]margin[/code]. "
+"Voir [enum Margin] pour les valeurs possibles."
#: doc/classes/StyleBoxFlat.xml
msgid ""
@@ -65254,6 +66291,14 @@ msgid ""
"user may try to click an area of the StyleBox that cannot actually receive "
"clicks."
msgstr ""
+"Étend la boite en dehors du rectangle du contrôle pour la bordure du bas. "
+"Utile avec [member border_width_bottom] pour afficher une bordure en dehors "
+"du rectangle du contrôle.\n"
+"[b]Note :[/b] Contrairement à [member StyleBox.content_margin_bottom], "
+"[member expand_margin_bottom] n'étend [i]pas[/i] la taille de la zone qui "
+"peut être cliquée du [Control]. Ça peut avoir un impact négatif sur "
+"l’accessibilité si c'est mal réglé, puisque l'utilisateur peut vouloir "
+"cliquer sur cette zone de la boite qui ne reçoit pas les clics."
#: doc/classes/StyleBoxFlat.xml
msgid ""
@@ -65266,6 +66311,14 @@ msgid ""
"user may try to click an area of the StyleBox that cannot actually receive "
"clicks."
msgstr ""
+"Étend la boite en dehors du rectangle du contrôle pour la bordure de gauche. "
+"Utile avec [member border_width_left] pour afficher une bordure en dehors du "
+"rectangle du contrôle.\n"
+"[b]Note :[/b] Contrairement à [member StyleBox.content_margin_left], [member "
+"expand_margin_left] n'étend [i]pas[/i] la taille de la zone qui peut être "
+"cliquée du [Control]. Ça peut avoir un impact négatif sur l’accessibilité si "
+"c'est mal réglé, puisque l'utilisateur peut vouloir cliquer sur cette zone "
+"de la boite qui ne reçoit pas les clics."
#: doc/classes/StyleBoxFlat.xml
msgid ""
@@ -65278,6 +66331,14 @@ msgid ""
"user may try to click an area of the StyleBox that cannot actually receive "
"clicks."
msgstr ""
+"Étend la boite en dehors du rectangle du contrôle pour la bordure de droite. "
+"Utile avec [member border_width_right] pour afficher une bordure en dehors "
+"du rectangle du contrôle.\n"
+"[b]Note :[/b] Contrairement à [member StyleBox.content_margin_right], "
+"[member expand_margin_right] n'étend [i]pas[/i] la taille de la zone qui "
+"peut être cliquée du [Control]. Ça peut avoir un impact négatif sur "
+"l’accessibilité si c'est mal réglé, puisque l'utilisateur peut vouloir "
+"cliquer sur cette zone de la boite qui ne reçoit pas les clics."
#: doc/classes/StyleBoxFlat.xml
msgid ""
@@ -65289,6 +66350,14 @@ msgid ""
"[Control]s. This can negatively impact usability if used wrong, as the user "
"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
+"Étend la boite en dehors du rectangle du contrôle pour la bordure du haut. "
+"Utile avec [member border_width_top] pour afficher une bordure en dehors du "
+"rectangle du contrôle.\n"
+"[b]Note :[/b] Contrairement à [member StyleBox.content_margin_top], [member "
+"expand_margin_top] n'étend [i]pas[/i] la taille de la zone qui peut être "
+"cliquée du [Control]. Ça peut avoir un impact négatif sur l’accessibilité si "
+"c'est mal réglé, puisque l'utilisateur peut vouloir cliquer sur cette zone "
+"de la boite qui ne reçoit pas les clics."
#: doc/classes/StyleBoxFlat.xml
msgid ""
@@ -65824,12 +66893,12 @@ msgstr ""
"Retourne [code]true[/code] si la piste à l'index [code]idx[/code] est active."
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
-#, fuzzy
msgid ""
"Returns the [Texture] for the tab at index [code]tab_idx[/code] or "
"[code]null[/code] if the tab has no [Texture]."
msgstr ""
-"Retourne [code]true[/code] si la piste à l'index [code]idx[/code] est active."
+"Retourne la [Texture] pour l'onglet à l'index [code]tab_idx[/code] ou "
+"[code]null[/code] si l'onglet n'a pas de [Texture]."
#: doc/classes/TabContainer.xml
msgid ""
@@ -67895,14 +68964,14 @@ msgstr ""
"Retourne l'index de l'élément avec l'identifiant [code]id[/code] spécifié."
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
-"Retourne [code]true[/code] si le paramètre spécifié par [code]name[/code] "
-"existe, [code]false[/code] autrement."
+"Retourne [code]true[/code] si la [Color] nommée [code]name[/code] est dans "
+"[code]node_type[/code].\n"
+"Retourne [code]false[/code] si le thème n'a pas de [code]node_type[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -67921,14 +68990,14 @@ msgstr ""
"la chaîne égale à [code]0[/code])."
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
-"Retourne [code]true[/code] si le paramètre spécifié par [code]name[/code] "
-"existe, [code]false[/code] autrement."
+"Retourne [code]true[/code] si la [Font] nommée [code]name[/code] est dans "
+"[code]node_type[/code].\n"
+"Retourne [code]false[/code] si le thème n'a pas de [code]node_type[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -73325,9 +74394,10 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
+#, fuzzy
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
"Si [code]true[/code], la fenêtre d'affichage utilisera le [World] défini par "
"la propriété [code]world[/code]."
@@ -77559,6 +78629,9 @@ msgid ""
"Particles.draw_pass_1], [member Particles.draw_pass_2], [member Particles."
"draw_pass_3], and [member Particles.draw_pass_4]."
msgstr ""
+"Définit le maillage à utiliser pour les passes d'affichages spécifiées. "
+"Équivalent à [member Particles.draw_pass_1], [member Particles.draw_pass_2], "
+"[member Particles.draw_pass_3], et [member Particles.draw_pass_4]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -78144,6 +79217,7 @@ msgid "Sets a viewport's canvas."
msgstr "Définit le canevas de la fenêtre d'affichage."
#: doc/classes/VisualServer.xml
+#, fuzzy
msgid ""
"Copies viewport to a region of the screen specified by [code]rect[/code]. If "
"[member Viewport.render_direct_to_screen] is [code]true[/code], then "
@@ -78161,7 +79235,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
"Copie la fenêtre d'affichage dans une région de l'écran spécifiée par "
diff --git a/doc/translations/gl.po b/doc/translations/gl.po
index 03df6b11aa..15aec4b4e1 100644
--- a/doc/translations/gl.po
+++ b/doc/translations/gl.po
@@ -12357,7 +12357,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -14082,7 +14082,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14120,9 +14120,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14141,8 +14141,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14158,8 +14158,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14250,9 +14250,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -21309,7 +21309,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -23618,11 +23618,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -35499,11 +35499,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36437,11 +36441,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -38386,7 +38394,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -40539,9 +40547,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -44651,7 +44659,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44805,7 +44813,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44860,7 +44868,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44913,7 +44921,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44962,7 +44970,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45014,7 +45022,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45066,7 +45074,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -49501,8 +49509,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -51504,8 +51513,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53032,7 +53041,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -65324,8 +65334,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -69683,7 +69693,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/hi.po b/doc/translations/hi.po
index edf5814da1..021e1463f6 100644
--- a/doc/translations/hi.po
+++ b/doc/translations/hi.po
@@ -12356,7 +12356,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -14081,7 +14081,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14119,9 +14119,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14140,8 +14140,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14157,8 +14157,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14249,9 +14249,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -21308,7 +21308,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -23617,11 +23617,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -35498,11 +35498,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36436,11 +36440,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -38385,7 +38393,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -40538,9 +40546,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -44650,7 +44658,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44804,7 +44812,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44859,7 +44867,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44912,7 +44920,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44961,7 +44969,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45013,7 +45021,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45065,7 +45073,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -49500,8 +49508,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -51503,8 +51512,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53031,7 +53040,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -65323,8 +65333,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -69682,7 +69692,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/hu.po b/doc/translations/hu.po
index 6e6aea6e84..7ff6d66bf1 100644
--- a/doc/translations/hu.po
+++ b/doc/translations/hu.po
@@ -12374,7 +12374,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -14099,7 +14099,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14137,9 +14137,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14158,8 +14158,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14175,8 +14175,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14267,9 +14267,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -21326,7 +21326,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -23635,11 +23635,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -35516,11 +35516,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36454,11 +36458,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -38403,7 +38411,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -40556,9 +40564,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -44668,7 +44676,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44822,7 +44830,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44877,7 +44885,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44930,7 +44938,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44979,7 +44987,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45031,7 +45039,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45083,7 +45091,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -49518,8 +49526,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -51521,8 +51530,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53049,7 +53058,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -65341,8 +65351,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -69700,7 +69710,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/id.po b/doc/translations/id.po
index 73baa1212c..6e3e57b9e1 100644
--- a/doc/translations/id.po
+++ b/doc/translations/id.po
@@ -12769,7 +12769,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -14494,7 +14494,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14532,9 +14532,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14553,8 +14553,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14570,8 +14570,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14662,9 +14662,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -21721,7 +21721,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -24034,11 +24034,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -35928,11 +35928,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36874,11 +36878,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -38825,7 +38833,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -40981,9 +40989,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -45108,7 +45116,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45262,7 +45270,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45317,7 +45325,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45370,7 +45378,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45419,7 +45427,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45471,7 +45479,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45523,7 +45531,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -49960,8 +49968,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -51964,8 +51973,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53492,7 +53501,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -65791,8 +65801,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -70155,7 +70165,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/is.po b/doc/translations/is.po
index 7346554061..34704b5dd4 100644
--- a/doc/translations/is.po
+++ b/doc/translations/is.po
@@ -12356,7 +12356,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -14081,7 +14081,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14119,9 +14119,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14140,8 +14140,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14157,8 +14157,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14249,9 +14249,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -21308,7 +21308,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -23617,11 +23617,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -35498,11 +35498,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36436,11 +36440,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -38385,7 +38393,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -40538,9 +40546,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -44650,7 +44658,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44804,7 +44812,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44859,7 +44867,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44912,7 +44920,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44961,7 +44969,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45013,7 +45021,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45065,7 +45073,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -49500,8 +49508,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -51503,8 +51512,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53031,7 +53040,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -65323,8 +65333,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -69682,7 +69692,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/it.po b/doc/translations/it.po
index 3b4e6090e9..55dae12030 100644
--- a/doc/translations/it.po
+++ b/doc/translations/it.po
@@ -13393,7 +13393,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -15122,7 +15122,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -15160,9 +15160,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -15181,8 +15181,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -15198,8 +15198,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -15290,9 +15290,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -22448,7 +22448,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -24768,11 +24768,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -36718,11 +36718,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -37685,11 +37689,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -39643,7 +39651,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -41814,9 +41822,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -45956,7 +45964,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -46111,7 +46119,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -46166,7 +46174,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -46219,7 +46227,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -46268,7 +46276,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -46321,7 +46329,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -46373,7 +46381,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -50815,8 +50823,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -52824,8 +52833,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -54354,7 +54363,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -66746,8 +66756,8 @@ msgstr ""
#: doc/classes/Viewport.xml
#, fuzzy
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
#: doc/classes/Viewport.xml
@@ -71138,7 +71148,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/ja.po b/doc/translations/ja.po
index edea8834b6..2be2d3b27e 100644
--- a/doc/translations/ja.po
+++ b/doc/translations/ja.po
@@ -15323,7 +15323,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -17115,7 +17115,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -17153,9 +17153,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -17174,8 +17174,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -17191,8 +17191,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -17283,9 +17283,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -24444,7 +24444,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -26781,12 +26781,14 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
-msgstr ""
+#, fuzzy
+msgid "Medium quality for the screen-space ambient occlusion effect."
+msgstr "ピクセル単位でアンビエントオクルージョン値を指定するテクスチャです。"
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
-msgstr ""
+#, fuzzy
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
+msgstr "ピクセル単位でアンビエントオクルージョン値を指定するテクスチャです。"
#: doc/classes/Expression.xml
msgid "A class that stores an expression you can execute."
@@ -38827,11 +38829,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -39813,11 +39819,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -41770,7 +41780,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -43958,9 +43968,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -48108,7 +48118,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -48265,7 +48275,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -48321,7 +48331,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -48379,7 +48389,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -48429,7 +48439,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -48483,7 +48493,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -48536,7 +48546,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -53007,8 +53017,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -55036,8 +55047,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
#, fuzzy
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -56579,7 +56590,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -69324,8 +69336,8 @@ msgstr ""
#: doc/classes/Viewport.xml
#, fuzzy
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
"[code]true[/code] の場合、インデックス [code]bus_idx[/code] のバスをミュート"
"します。"
@@ -73784,7 +73796,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/ko.po b/doc/translations/ko.po
index af8e0e7503..5c301f3f22 100644
--- a/doc/translations/ko.po
+++ b/doc/translations/ko.po
@@ -12494,7 +12494,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -14220,7 +14220,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
"기존 색상에서 사용자 지정 알파 값으로 색상을 생성한다.\n"
@@ -14274,9 +14274,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14297,14 +14297,19 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Color.xml
+#, fuzzy
msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
+"기존 색상에서 사용자 지정 알파 값으로 색상을 생성한다.\n"
+"[codeblock]\n"
+"var red = Color(Color.red, 0.5) # 50% 투명한 빨간색.\n"
+"[/codeblock]"
#: doc/classes/Color.xml
msgid ""
@@ -14318,8 +14323,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14416,9 +14421,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -21547,7 +21552,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -23861,11 +23866,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -35772,11 +35777,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36730,11 +36739,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -38808,7 +38821,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -40970,9 +40983,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -45100,7 +45113,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45254,7 +45267,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45309,7 +45322,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45362,7 +45375,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45411,7 +45424,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45463,7 +45476,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45515,7 +45528,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -49953,8 +49966,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -51958,8 +51972,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53486,7 +53500,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -65813,8 +65828,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -70189,7 +70204,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/lt.po b/doc/translations/lt.po
index ea25f328bf..751cdb6809 100644
--- a/doc/translations/lt.po
+++ b/doc/translations/lt.po
@@ -12366,7 +12366,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -14091,7 +14091,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14129,9 +14129,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14150,8 +14150,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14167,8 +14167,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14259,9 +14259,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -21318,7 +21318,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -23627,11 +23627,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -35508,11 +35508,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36446,11 +36450,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -38395,7 +38403,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -40548,9 +40556,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -44660,7 +44668,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44814,7 +44822,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44869,7 +44877,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44922,7 +44930,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44971,7 +44979,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45023,7 +45031,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45075,7 +45083,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -49510,8 +49518,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -51513,8 +51522,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53041,7 +53050,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -65333,8 +65343,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -69692,7 +69702,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/lv.po b/doc/translations/lv.po
index fec1aa6082..4d637de366 100644
--- a/doc/translations/lv.po
+++ b/doc/translations/lv.po
@@ -12371,7 +12371,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -14096,7 +14096,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14134,9 +14134,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14155,8 +14155,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14172,8 +14172,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14264,9 +14264,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -21323,7 +21323,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -23635,11 +23635,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -35516,11 +35516,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36454,11 +36458,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -38403,7 +38411,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -40556,9 +40564,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -44668,7 +44676,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44822,7 +44830,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44877,7 +44885,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44930,7 +44938,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44979,7 +44987,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45031,7 +45039,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45083,7 +45091,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -49518,8 +49526,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -51521,8 +51530,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53049,7 +53058,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -65341,8 +65351,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -69700,7 +69710,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/mr.po b/doc/translations/mr.po
index 3e7d519563..2583c332b6 100644
--- a/doc/translations/mr.po
+++ b/doc/translations/mr.po
@@ -12354,7 +12354,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -14079,7 +14079,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14117,9 +14117,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14138,8 +14138,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14155,8 +14155,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14247,9 +14247,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -21306,7 +21306,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -23615,11 +23615,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -35496,11 +35496,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36434,11 +36438,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -38383,7 +38391,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -40536,9 +40544,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -44648,7 +44656,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44802,7 +44810,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44857,7 +44865,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44910,7 +44918,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44959,7 +44967,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45011,7 +45019,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45063,7 +45071,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -49498,8 +49506,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -51501,8 +51510,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53029,7 +53038,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -65321,8 +65331,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -69680,7 +69690,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/nb.po b/doc/translations/nb.po
index 31c31b2ce0..8adbf00ffc 100644
--- a/doc/translations/nb.po
+++ b/doc/translations/nb.po
@@ -12366,7 +12366,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -14091,7 +14091,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14129,9 +14129,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14150,8 +14150,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14167,8 +14167,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14259,9 +14259,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -21318,7 +21318,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -23627,11 +23627,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -35508,11 +35508,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36446,11 +36450,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -38395,7 +38403,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -40548,9 +40556,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -44660,7 +44668,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44814,7 +44822,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44869,7 +44877,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44922,7 +44930,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44971,7 +44979,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45023,7 +45031,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45075,7 +45083,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -49510,8 +49518,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -51513,8 +51522,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53041,7 +53050,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -65333,8 +65343,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -69692,7 +69702,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/ne.po b/doc/translations/ne.po
index 4b1cc1dfec..cb95b78393 100644
--- a/doc/translations/ne.po
+++ b/doc/translations/ne.po
@@ -12354,7 +12354,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -14079,7 +14079,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14117,9 +14117,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14138,8 +14138,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14155,8 +14155,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14247,9 +14247,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -21306,7 +21306,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -23615,11 +23615,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -35496,11 +35496,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36434,11 +36438,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -38383,7 +38391,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -40536,9 +40544,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -44648,7 +44656,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44802,7 +44810,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44857,7 +44865,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44910,7 +44918,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44959,7 +44967,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45011,7 +45019,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45063,7 +45071,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -49498,8 +49506,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -51501,8 +51510,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53029,7 +53038,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -65321,8 +65331,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -69680,7 +69690,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/nl.po b/doc/translations/nl.po
index c44c11d582..2e334d337a 100644
--- a/doc/translations/nl.po
+++ b/doc/translations/nl.po
@@ -12423,7 +12423,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -14148,7 +14148,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14186,9 +14186,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14207,8 +14207,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14224,8 +14224,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14316,9 +14316,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -21375,7 +21375,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -23687,11 +23687,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -35568,11 +35568,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36506,11 +36510,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -38455,7 +38463,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -40608,9 +40616,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -44720,7 +44728,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44874,7 +44882,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44929,7 +44937,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44982,7 +44990,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45031,7 +45039,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45083,7 +45091,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45135,7 +45143,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -49570,8 +49578,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -51574,8 +51583,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53102,7 +53111,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -65394,8 +65404,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -69753,7 +69763,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/pl.po b/doc/translations/pl.po
index e3f01e9b86..0610d7bdaa 100644
--- a/doc/translations/pl.po
+++ b/doc/translations/pl.po
@@ -12875,7 +12875,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -14601,7 +14601,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14639,9 +14639,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14660,8 +14660,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14677,8 +14677,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14769,9 +14769,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -21848,7 +21848,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -24167,11 +24167,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -36111,11 +36111,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -37085,11 +37089,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -39038,7 +39046,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -41210,9 +41218,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -45351,7 +45359,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45505,7 +45513,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45560,7 +45568,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45613,7 +45621,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45662,7 +45670,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45714,7 +45722,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45766,7 +45774,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -50209,8 +50217,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -52217,8 +52226,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53748,7 +53757,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -66083,10 +66093,13 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
+#, fuzzy
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
+"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest "
+"wyłączone."
#: doc/classes/Viewport.xml
msgid ""
@@ -70467,7 +70480,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/pt.po b/doc/translations/pt.po
index 01ab730cd0..b4505ad2b5 100644
--- a/doc/translations/pt.po
+++ b/doc/translations/pt.po
@@ -13153,7 +13153,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -14902,7 +14902,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14948,9 +14948,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14969,8 +14969,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14986,8 +14986,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -15078,9 +15078,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -22152,7 +22152,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -24470,11 +24470,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -36376,11 +36376,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -37338,11 +37342,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -39290,7 +39298,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -41448,9 +41456,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -45560,7 +45568,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45714,7 +45722,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45769,7 +45777,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45822,7 +45830,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45871,7 +45879,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45923,7 +45931,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45975,7 +45983,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -50414,8 +50422,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -52418,8 +52427,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53948,7 +53957,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -66285,8 +66295,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -70647,7 +70657,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/pt_BR.po b/doc/translations/pt_BR.po
index 1b0664fac2..6ce8037a77 100644
--- a/doc/translations/pt_BR.po
+++ b/doc/translations/pt_BR.po
@@ -13417,7 +13417,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -15183,7 +15183,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
"Constrói uma cor a partir de um inteiro 32-bit no formato RGBA (cada byte "
@@ -15246,9 +15246,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -15263,14 +15263,20 @@ msgid ""
msgstr ""
#: doc/classes/Color.xml
+#, fuzzy
msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
+"Constrói uma cor a partir de um perfil RGB usando valores de 0 a 1. O valor "
+"Alfa sempre será 1.\n"
+"[codeblock]\n"
+"var c = Color(0.2, 1.0, 0.7) # Equivalente a RGBA(51, 255, 178, 255)\n"
+"[/codeblock]"
#: doc/classes/Color.xml
msgid ""
@@ -15284,8 +15290,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -15376,9 +15382,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -22455,7 +22461,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -24780,11 +24786,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -36738,11 +36744,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -37711,11 +37721,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -39664,7 +39678,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -41832,9 +41846,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -45979,7 +45993,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -46133,7 +46147,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -46188,7 +46202,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -46241,7 +46255,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -46290,7 +46304,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -46342,7 +46356,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -46394,7 +46408,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -50840,8 +50854,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -52848,8 +52863,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -54379,7 +54394,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -66755,10 +66771,13 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
+#, fuzzy
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
+"Se [code]true[/code], os nós filhos são organizados, do contrário, a "
+"organização é desabilitada."
#: doc/classes/Viewport.xml
msgid ""
@@ -71142,7 +71161,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/ro.po b/doc/translations/ro.po
index fb527767a3..af828f619b 100644
--- a/doc/translations/ro.po
+++ b/doc/translations/ro.po
@@ -12386,7 +12386,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -14111,7 +14111,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14149,9 +14149,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14170,8 +14170,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14187,8 +14187,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14279,9 +14279,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -21338,7 +21338,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -23650,11 +23650,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -35531,11 +35531,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36469,11 +36473,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -38418,7 +38426,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -40571,9 +40579,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -44683,7 +44691,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44837,7 +44845,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44892,7 +44900,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44945,7 +44953,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44994,7 +45002,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45046,7 +45054,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45098,7 +45106,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -49533,8 +49541,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -51536,8 +51545,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53064,7 +53073,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -65356,8 +65366,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -69715,7 +69725,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/ru.po b/doc/translations/ru.po
index eba76dd6d2..afb3693b6a 100644
--- a/doc/translations/ru.po
+++ b/doc/translations/ru.po
@@ -47,11 +47,12 @@
# Smadjavul <o1985af@gmail.com>, 2022.
# Bozhko Artyom Dmitrievich <jek_sun@mail.ru>, 2022.
# FuzzMix <fmwolfiechad@gmail.com>, 2022.
+# МАН69К <weblate@mah69k.net>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-05-29 02:36+0000\n"
+"PO-Revision-Date: 2022-06-08 06:47+0000\n"
"Last-Translator: FuzzMix <fmwolfiechad@gmail.com>\n"
"Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/ru/>\n"
@@ -310,24 +311,25 @@ msgid ""
"[/codeblock]"
msgstr ""
"Проверяет, что [code]condition[/code] равно [code]true[/code]. Если "
-"[code]condition[/code] равно [code]false[/code], будет сгенерирована ошибка "
-"и программа приостановится, пока вы не продолжите её. Эта функция "
-"выполняется только в отладочных сборках, или когда игра запускается в "
-"редакторе. Используйте её для целей отладки, чтобы убедиться, что выражение "
-"остаётся [code]true[/code] в течение разработки.\n"
+"[code]condition[/code] равно [code]false[/code], будет сгенерирована ошибка. "
+"Если запущено из редактора, запущенный проект приостановится, пока вы не "
+"продолжите его. Это может быть использовано как более сильная форма [method "
+"push_error] для сообщения об ошибках разработчикам проекта или пользователям "
+"дополнений.\n"
"[b]Примечание:[/b] В целях оптимизации код внутри [method assert] "
-"исполняется только в debug-сборках или при запуске из редактора. Не "
+"исполняется только в отладочных сборках или при запуске из редактора. Не "
"добавляйте дополнительную логику в вызов [method assert]. В противном случае "
"релизная сборка будет иметь иное поведение.\n"
"Если задан необязательный аргумент [code]message[/code], то он будет показан "
-"в дополнении к сообщению \"Assertion failed\". В нём вы можете предоставить "
-"дополнительные сведения о том, почему проверка была неудачной.\n"
+"в дополнении к сообщению \"Assertion failed\". Вы можете использовать его "
+"для предоставления дополнительных сведений о том, почему проверка была "
+"неудачной.\n"
"[codeblock]\n"
-"# Предположим, что вы хотите, чтобы скорость (speed) была между 0 и 20\n"
+"# Предположим, что вы хотите, чтобы скорость (speed) была между 0 и 20.\n"
"speed = -10\n"
"assert(speed < 20) # True, программа продолжит выполнение\n"
"assert(speed >= 0) # False, программа будет остановлена\n"
-"assert(speed >= 0 && speed < 20) # Вы можете комбинировать два условных "
+"assert(speed >= 0 and speed < 20) # Вы можете комбинировать два условных "
"выражения в одной проверке\n"
"assert(speed < 20, \"speed = %f, но лимит скорости равен 20\" % speed) # "
"Показывает сообщение с уточняющими деталями\n"
@@ -1483,7 +1485,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Pushes an error message to Godot's built-in debugger and to the OS "
"terminal.\n"
@@ -1499,7 +1500,11 @@ msgstr ""
"[codeblock].\n"
"push_error(\"test error\") # Выводит \"test error\" в отладчик и терминал "
"как вызов ошибки\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Примечание:[/b] Ошибки выведенные таким способом не приостанавливают "
+"выполнение проекта. Что бы вывести сообщение об ошибке и приостановить "
+"выполнение проекта в отладочных сборках - используйте [code]assert(false, "
+"\"test error\")[/code]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1531,7 +1536,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns a random floating point value between [code]from[/code] and "
"[code]to[/code] (both endpoints inclusive).\n"
@@ -1540,12 +1544,14 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
-"Случайное значение с плавающей запятой между [code]from[/code] и [code]to[/"
-"code].\n"
+"Возвращает случайное значение с плавающей запятой между [code]from[/code] и "
+"[code]to[/code] (включительно).\n"
"[codeblock]\n"
-"prints(rand_range(0, 1), rand_range(0, 1)) # Выведет, напр., 0.135591 "
+"prints(rand_range(0, 1), rand_range(0, 1)) # Выведет, например, 0.135591 "
"0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Примечание:[/b] Это эквивалентно [code]randf() * (to - from) + from[/"
+"code]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -10643,17 +10649,19 @@ msgstr ""
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
-msgstr ""
+msgstr "Сила искажения. Значение может варьироваться от 0 до 1."
#: doc/classes/AudioEffectDistortion.xml
msgid ""
"High-pass filter, in Hz. Frequencies higher than this value will not be "
"affected by the distortion. Value can range from 1 to 20000."
msgstr ""
+"Фильтр высоких частот, в Гц. Частоты выше этого значения не будут подвержены "
+"искажением. Значение может варьироваться от 1 до 20000."
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion type."
-msgstr ""
+msgstr "Тип искажения."
#: doc/classes/AudioEffectDistortion.xml
msgid ""
@@ -14007,7 +14015,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -15750,7 +15758,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -15788,9 +15796,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -15809,8 +15817,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -15826,8 +15834,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -15918,9 +15926,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -23105,7 +23113,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -25432,11 +25440,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -37398,11 +37406,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -38370,11 +38382,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -40407,7 +40423,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -42585,9 +42601,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -46733,7 +46749,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -46892,7 +46908,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -46948,7 +46964,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -47006,7 +47022,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -47057,7 +47073,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -47112,7 +47128,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -47165,7 +47181,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -51673,8 +51689,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -53688,8 +53705,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -55217,7 +55234,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -67763,10 +67781,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
+#, fuzzy
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
-msgstr ""
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
+msgstr "Если [code]true[/code], текстура будет центрирована."
#: doc/classes/Viewport.xml
msgid ""
@@ -72170,7 +72189,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -76314,6 +76333,8 @@ msgid ""
"Default environment properties for the entire scene (post-processing "
"effects, lighting and background settings)."
msgstr ""
+"Свойства среды по умолчанию для всей сцены (эффекты постобработки, настройки "
+"освещения и фона)."
#: doc/classes/WorldEnvironment.xml
msgid ""
@@ -76334,10 +76355,12 @@ msgid ""
"The [Environment] resource used by this [WorldEnvironment], defining the "
"default properties."
msgstr ""
+"Ресурс [Environment], используемый этим [WorldEnvironment], определяющий "
+"свойства по умолчанию."
#: doc/classes/X509Certificate.xml
msgid "An X509 certificate (e.g. for SSL)."
-msgstr ""
+msgstr "Сертификат X509 (например, для SSL)."
#: doc/classes/X509Certificate.xml
msgid ""
@@ -76351,19 +76374,23 @@ msgstr ""
#: doc/classes/X509Certificate.xml
msgid "Loads a certificate from [code]path[/code] (\"*.crt\" file)."
-msgstr ""
+msgstr "Загружает сертификат из [code]пути[/code] (файл \"*.crt\")."
#: doc/classes/X509Certificate.xml
msgid ""
"Saves a certificate to the given [code]path[/code] (should be a \"*.crt\" "
"file)."
msgstr ""
+"Сохраняет сертификат по заданному [code]пути[/code] (должно быть \"*.crt\" "
+"файлом)."
#: doc/classes/XMLParser.xml
msgid ""
"Low-level class for creating parsers for [url=https://en.wikipedia.org/wiki/"
"XML]XML[/url] files."
msgstr ""
+"Низкоуровневый класс для создания парсеров для [url=https://ru.wikipedia.org/"
+"wiki/XML]XML[/url] файлов."
#: doc/classes/XMLParser.xml
msgid ""
@@ -76391,24 +76418,32 @@ msgstr ""
#: doc/classes/XMLParser.xml
msgid "Gets the current line in the parsed file (currently not implemented)."
msgstr ""
+"Получает текущую строку в проанализированном файле (в настоящее время не "
+"реализовано)."
#: doc/classes/XMLParser.xml
msgid ""
"Gets the value of a certain attribute of the current element by name. This "
"will raise an error if the element has no such attribute."
msgstr ""
+"Получает значение определенного атрибута текущего элемента по имени. Это "
+"приведет к ошибке, если элемент не имеет такого атрибута."
#: doc/classes/XMLParser.xml
msgid ""
"Gets the value of a certain attribute of the current element by name. This "
"will return an empty [String] if the attribute is not found."
msgstr ""
+"Получает значение определенного атрибута текущего элемента по имени. Это "
+"вернет пустой [String], если атрибут не найден."
#: doc/classes/XMLParser.xml
msgid ""
"Gets the contents of a text node. This will raise an error in any other type "
"of node."
msgstr ""
+"Получает содержимое из текстового узла. Это вызовет ошибку в любом другом "
+"типе узла."
#: doc/classes/XMLParser.xml
msgid ""
@@ -76430,13 +76465,15 @@ msgstr ""
#: doc/classes/XMLParser.xml
msgid "Check whether the current element has a certain attribute."
-msgstr ""
+msgstr "Проверяет, имеет ли текущий элемент определенный атрибут."
#: doc/classes/XMLParser.xml
msgid ""
"Check whether the current element is empty (this only works for completely "
"empty tags, e.g. [code]<element \\>[/code])."
msgstr ""
+"Проверяет, является ли текущий элемент пустым (это работает только для "
+"полностью пустых тегов, например, [code]<element \\>[/code])."
#: doc/classes/XMLParser.xml
msgid "Opens an XML file for parsing. This returns an error code."
diff --git a/doc/translations/sk.po b/doc/translations/sk.po
index 08756b79d0..8229fd93a9 100644
--- a/doc/translations/sk.po
+++ b/doc/translations/sk.po
@@ -12357,7 +12357,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -14082,7 +14082,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14120,9 +14120,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14141,8 +14141,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14158,8 +14158,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14250,9 +14250,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -21309,7 +21309,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -23621,11 +23621,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -35502,11 +35502,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36440,11 +36444,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -38389,7 +38397,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -40542,9 +40550,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -44654,7 +44662,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44808,7 +44816,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44863,7 +44871,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44916,7 +44924,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44965,7 +44973,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45017,7 +45025,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45069,7 +45077,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -49504,8 +49512,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -51507,8 +51516,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53035,7 +53044,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -65327,8 +65337,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -69686,7 +69696,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/sr_Cyrl.po b/doc/translations/sr_Cyrl.po
index d5e188a57f..1dd374ba2b 100644
--- a/doc/translations/sr_Cyrl.po
+++ b/doc/translations/sr_Cyrl.po
@@ -12368,7 +12368,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -14093,7 +14093,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14131,9 +14131,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14152,8 +14152,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14169,8 +14169,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14261,9 +14261,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -21320,7 +21320,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -23632,11 +23632,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -35513,11 +35513,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36451,11 +36455,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -38400,7 +38408,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -40553,9 +40561,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -44665,7 +44673,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44819,7 +44827,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44874,7 +44882,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44927,7 +44935,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44976,7 +44984,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45028,7 +45036,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45080,7 +45088,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -49515,8 +49523,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -51518,8 +51527,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53046,7 +53055,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -65338,8 +65348,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -69697,7 +69707,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/sv.po b/doc/translations/sv.po
index e44a073cde..afe8cf34ae 100644
--- a/doc/translations/sv.po
+++ b/doc/translations/sv.po
@@ -12357,7 +12357,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -14082,7 +14082,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14120,9 +14120,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14141,8 +14141,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14158,8 +14158,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14250,9 +14250,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -21309,7 +21309,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -23618,11 +23618,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -35499,11 +35499,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36437,11 +36441,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -38386,7 +38394,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -40539,9 +40547,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -44651,7 +44659,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44805,7 +44813,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44860,7 +44868,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44913,7 +44921,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44962,7 +44970,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45014,7 +45022,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45066,7 +45074,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -49501,8 +49509,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -51504,8 +51513,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53032,7 +53041,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -65324,8 +65334,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -69683,7 +69693,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/th.po b/doc/translations/th.po
index 11607b058a..919ed35041 100644
--- a/doc/translations/th.po
+++ b/doc/translations/th.po
@@ -12465,7 +12465,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -14190,7 +14190,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14228,9 +14228,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14249,8 +14249,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14266,8 +14266,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14358,9 +14358,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -21418,7 +21418,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -23731,11 +23731,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -35671,11 +35671,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36618,11 +36622,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -38620,7 +38628,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -40777,9 +40785,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -44894,7 +44902,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45048,7 +45056,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45103,7 +45111,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45156,7 +45164,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45205,7 +45213,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45257,7 +45265,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45309,7 +45317,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -49752,8 +49760,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -51757,8 +51766,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53285,7 +53294,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -65597,8 +65607,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -69960,7 +69970,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/tl.po b/doc/translations/tl.po
index 311ce61df8..7a862413b9 100644
--- a/doc/translations/tl.po
+++ b/doc/translations/tl.po
@@ -12440,7 +12440,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -14165,7 +14165,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14203,9 +14203,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14224,8 +14224,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14241,8 +14241,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14333,9 +14333,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -21395,7 +21395,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -23707,11 +23707,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -35600,11 +35600,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36544,11 +36548,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -38493,7 +38501,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -40649,9 +40657,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -44761,7 +44769,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44915,7 +44923,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -44970,7 +44978,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45023,7 +45031,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45072,7 +45080,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45124,7 +45132,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45176,7 +45184,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -49611,8 +49619,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -51614,8 +51623,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53142,7 +53151,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -65440,8 +65450,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -69799,7 +69809,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/tr.po b/doc/translations/tr.po
index 6934fd1940..47aadf8b43 100644
--- a/doc/translations/tr.po
+++ b/doc/translations/tr.po
@@ -13145,7 +13145,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -14870,7 +14870,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14908,9 +14908,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14929,8 +14929,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14946,8 +14946,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -15038,9 +15038,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -22111,7 +22111,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -24428,11 +24428,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -36350,11 +36350,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -37314,11 +37318,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -39267,7 +39275,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -41429,9 +41437,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -45569,7 +45577,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45723,7 +45731,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45778,7 +45786,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45831,7 +45839,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45880,7 +45888,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45932,7 +45940,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45984,7 +45992,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -50427,8 +50435,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -52434,8 +52443,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53962,7 +53971,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -66281,10 +66291,12 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
+#, fuzzy
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
+"Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz."
#: doc/classes/Viewport.xml
msgid ""
@@ -70660,7 +70672,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/uk.po b/doc/translations/uk.po
index 6fe0b45ed0..fff6590fd7 100644
--- a/doc/translations/uk.po
+++ b/doc/translations/uk.po
@@ -17,7 +17,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-05-29 02:36+0000\n"
+"PO-Revision-Date: 2022-06-05 10:12+0000\n"
"Last-Translator: Мирослав <hlopukmyroslav@gmail.com>\n"
"Language-Team: Ukrainian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/uk/>\n"
@@ -3926,7 +3926,7 @@ msgstr ""
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
#: doc/classes/Vector3.xml
msgid "Vector math"
-msgstr ""
+msgstr "Векторна математика"
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
#: doc/classes/Vector3.xml
@@ -12524,7 +12524,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -14250,7 +14250,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14288,9 +14288,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14309,8 +14309,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14326,8 +14326,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14418,9 +14418,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -21488,7 +21488,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -23799,11 +23799,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -30530,7 +30530,7 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid "Mouse and input coordinates"
-msgstr ""
+msgstr "Мишка і координати введення"
#: doc/classes/InputEventMouseMotion.xml
msgid ""
@@ -35711,11 +35711,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36670,11 +36674,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -38623,7 +38631,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -40784,9 +40792,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -44916,7 +44924,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45070,7 +45078,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45125,7 +45133,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45178,7 +45186,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45227,7 +45235,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45279,7 +45287,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45331,7 +45339,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -49769,8 +49777,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -51774,8 +51783,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53302,7 +53311,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -60902,7 +60912,7 @@ msgstr ""
#: doc/classes/Thread.xml
msgid "Using multiple threads"
-msgstr ""
+msgstr "Використання кількох потоків"
#: doc/classes/Thread.xml
msgid "Thread-safe APIs"
@@ -65623,8 +65633,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -70001,7 +70011,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/vi.po b/doc/translations/vi.po
index 2a636437bd..0cda534d16 100644
--- a/doc/translations/vi.po
+++ b/doc/translations/vi.po
@@ -12820,7 +12820,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -14546,7 +14546,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14584,9 +14584,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14605,8 +14605,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14622,8 +14622,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14714,9 +14714,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -21787,7 +21787,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -24101,11 +24101,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -36010,11 +36010,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36972,11 +36976,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -38925,7 +38933,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -41086,9 +41094,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -45226,7 +45234,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45380,7 +45388,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45435,7 +45443,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45488,7 +45496,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45537,7 +45545,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45589,7 +45597,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45641,7 +45649,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -50086,8 +50094,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -52093,8 +52102,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53621,7 +53630,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -65947,10 +65957,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
+#, fuzzy
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
-msgstr ""
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
+msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm."
#: doc/classes/Viewport.xml
msgid ""
@@ -70332,7 +70343,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po
index af21d97dab..d037281462 100644
--- a/doc/translations/zh_CN.po
+++ b/doc/translations/zh_CN.po
@@ -62,7 +62,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-05-24 13:02+0000\n"
+"PO-Revision-Date: 2022-06-08 06:47+0000\n"
"Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n"
"Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/zh_Hans/>\n"
@@ -15269,8 +15269,9 @@ msgstr ""
"与可选的下一个字符的字偶距。"
#: doc/classes/CanvasItem.xml
+#, fuzzy
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -17378,11 +17379,12 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Color.xml
+#, fuzzy
msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
"从 RGBA 格式的 32 位整数构造颜色,每个字节代表一个颜色通道。\n"
@@ -17437,12 +17439,13 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Color.xml
+#, fuzzy
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
"返回对比度最高的颜色。\n"
@@ -17468,12 +17471,13 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Color.xml
+#, fuzzy
msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
"从 HSV 配置文件中构建一个颜色。[code]h[/code]、[code]s[/code]和[code]v[/code]"
@@ -17493,12 +17497,13 @@ msgstr ""
"可以用来确定颜色是亮色还是暗色。一般认为亮度小于 0.5 的颜色是暗色。"
#: doc/classes/Color.xml
+#, fuzzy
msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
"返回颜色的灰度表示。\n"
@@ -17632,15 +17637,16 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Color.xml
+#, fuzzy
msgid ""
"Returns the color's HTML hexadecimal color string in ARGB format (ex: "
"[code]ff34f822[/code]).\n"
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
"返回 ARGB 格式的 HTML 十六进制颜色字符串(例如:[code]ff34f822[/code])。\n"
@@ -17739,7 +17745,7 @@ msgstr "爱丽丝蓝。"
#: doc/classes/Color.xml
msgid "Antique white color."
-msgstr "古色古香的白色。"
+msgstr "古董白。"
#: doc/classes/Color.xml
msgid "Aqua color."
@@ -17787,7 +17793,7 @@ msgstr "癭木色。"
#: doc/classes/Color.xml
msgid "Cadet blue color."
-msgstr "军校学生的蓝色。"
+msgstr "军服蓝。"
#: doc/classes/Color.xml
msgid "Chartreuse color."
@@ -18111,7 +18117,7 @@ msgstr "鹿皮鞋颜色。"
#: doc/classes/Color.xml
msgid "Navajo white color."
-msgstr "那瓦伙族人白。"
+msgstr "纳瓦白。"
#: doc/classes/Color.xml
msgid "Navy blue color."
@@ -18119,7 +18125,7 @@ msgstr "藏青色。"
#: doc/classes/Color.xml
msgid "Old lace color."
-msgstr "旧蕾丝颜色。"
+msgstr "旧蕾丝色。"
#: doc/classes/Color.xml
msgid "Olive color."
@@ -22156,7 +22162,6 @@ msgid "A cryptographic key (RSA)."
msgstr "加密密钥(RSA)。"
#: doc/classes/CryptoKey.xml
-#, fuzzy
msgid ""
"The CryptoKey class represents a cryptographic key. Keys can be loaded and "
"saved like any other [Resource].\n"
@@ -22164,11 +22169,11 @@ msgid ""
"Crypto.generate_self_signed_certificate] and as private key in [method "
"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
-"CryptoKey类表示加密密钥。可以像其他任何[Resource]一样加载和保存键。\n"
-"它们可用于通过[method Crypto.generate_self_signed_certificate]生成自签名"
-"[X509Certificate],并可作为[method StreamPeerSSL.accept_stream]中的私钥以及相"
-"应的证书。\n"
-"[b]注意:[/b]在HTML5导出中不可用。"
+"CryptoKey 类表示加密密钥。密钥可以像其他任何 [Resource] 一样进行加载和保"
+"存。\n"
+"密钥可以通过 [method Crypto.generate_self_signed_certificate] 生成自签名 "
+"[X509Certificate],并可作为 [method StreamPeerSSL.accept_stream] 中的私钥以及"
+"相应的证书。"
#: doc/classes/CryptoKey.xml
msgid ""
@@ -23840,7 +23845,6 @@ msgid "Dictionary type."
msgstr "字典类型。"
#: doc/classes/Dictionary.xml
-#, fuzzy
msgid ""
"Dictionary type. Associative container which contains values referenced by "
"unique keys. Dictionaries are composed of pairs of keys (which must be "
@@ -26728,8 +26732,9 @@ msgstr ""
"侧。"
#: doc/classes/EditorPlugin.xml
+#, fuzzy
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -29666,11 +29671,13 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr "低质量的屏幕空间环境遮挡效果(最快)。"
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+#, fuzzy
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr "低质量的屏幕空间环境遮挡效果。"
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+#, fuzzy
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr "低质量的屏幕空间环境遮挡效果(最慢)。"
#: doc/classes/Expression.xml
@@ -31738,7 +31745,6 @@ msgstr ""
"code],否则返回 [code]false[/code]。"
#: doc/classes/Geometry.xml
-#, fuzzy
msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
@@ -31746,10 +31752,10 @@ msgid ""
"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
-"检查两行([code]from_a[/code],[code]dir_a[/code])和([code]from_b[/code],"
-"[code]dir_b[/code])是否相交。如果是,则将相交点返回为[Vector2]。如果没有交"
-"叉,则返回一个空的[Variant]。\n"
-"[b]注意:[/b]线是使用方向向量而不是终点指定的。"
+"检查两条直线([code]from_a[/code], [code]dir_a[/code]) 和 ([code]from_b[/"
+"code], [code]dir_b[/code]) 是否相交。如果相交,则返回 [Vector2] 形式的相交"
+"点。如果不相交,则返回 [code]null[/code]。\n"
+"[b]注意:[/b]直线是使用方向向量而不是终点指定的。"
#: doc/classes/Geometry.xml
msgid ""
@@ -31906,16 +31912,15 @@ msgstr ""
"交点的法线。"
#: doc/classes/Geometry.xml
-#, fuzzy
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
"of intersection as [Vector2]. If no intersection takes place, returns "
"[code]null[/code]."
msgstr ""
-"检查两段([code]from_a[/code], [code]to_a[/code])和([code]from_b[/code], "
-"[code]to_b[/code])是否相交。如果是,返回相交点为[Vector2]。如果没有发生相"
-"交,返回一个空的[Variant]。"
+"检查两条线段 ([code]from_a[/code], [code]to_a[/code]) 和 ([code]from_b[/"
+"code], [code]to_b[/code]) 是否相交。如果相交,则返回 [Vector2] 形式的相交点。"
+"如果不相交,则返回 [code]null[/code]。"
#: doc/classes/Geometry.xml
msgid ""
@@ -33841,7 +33846,6 @@ msgid "Context to compute cryptographic hashes over multiple iterations."
msgstr "在多次迭代中计算加密哈希的上下文。"
#: doc/classes/HashingContext.xml
-#, fuzzy
msgid ""
"The HashingContext class provides an interface for computing cryptographic "
"hashes over multiple iterations. This is useful for example when computing "
@@ -33894,8 +33898,7 @@ msgstr ""
" var res = ctx.finish()\n"
" # 以十六进制字符串和数组的形式打印结果。\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]注意:[/b]这在导出为 HTML5 时是不可用的。"
+"[/codeblock]"
#: doc/classes/HashingContext.xml
msgid "Closes the current context, and return the computed hash."
@@ -44566,15 +44569,20 @@ msgid "Server interface for low-level 2D navigation access."
msgstr "访问底层 2D 导航的服务器接口。"
#: doc/classes/Navigation2DServer.xml
+#, fuzzy
msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -45386,7 +45394,7 @@ msgstr ""
"染的停滞。一般而言,可解析对象的总数与它们各自的大小和复杂度之间应该达到平"
"衡,防止出现帧率问题和超长的烘焙时间。合并后的网格后续会被交给 Recast 导航对"
"象,通过在网格的包围区域周边创建体素世界,来检查原始几何体中适合 "
-"[Navigationmesh] 代理行走的地形。\n"
+"[NavigationMesh] 代理行走的地形。\n"
"然后就会返回最终的导航网格,保存在 [NavigationMesh] 中,即可交付 "
"[NavigationMeshInstance] 使用。"
@@ -45690,15 +45698,20 @@ msgid "Server interface for low-level 3D navigation access."
msgstr "访问底层 3D 导航的服务器接口。"
#: doc/classes/NavigationServer.xml
+#, fuzzy
msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -47163,7 +47176,7 @@ msgid ""
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
-"如果这个 Node 设置了物理插值标志,则返回 [code]true[/code](见 [method "
+"如果这个 Node 设置了物理插值标志,则返回 [code]true[/code](见 [member "
"physics_interpolation_mode])。\n"
"[b]注意:[/b]只有在设置了标志[b]并且[/b]该 [SceneTree] 启用了物理插值时,才会"
"启用插值。可以使用 [method is_physics_interpolated_and_enabled] 进行检查。"
@@ -47177,7 +47190,7 @@ msgid ""
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
-"如果启用了物理插值(见 [method physics_interpolation_mode])[b]并且[/b]该 "
+"如果启用了物理插值(见 [member physics_interpolation_mode])[b]并且[/b]该 "
"[SceneTree] 也启用了物理插值,则返回 [code]true[/code]。\n"
"这是 [method is_physics_interpolated] 的简便版本,还会检查是否全局启用了物理"
"插值。\n"
@@ -47445,7 +47458,6 @@ msgstr ""
"[b]注意:[/b]这个函数应该在移动节点[b]之后[/b]调用,而不是之前。"
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
@@ -47465,7 +47477,7 @@ msgstr ""
"可选择将所有附加参数作为参数发送给 RPC 调用的方法。调用请求将只被具有相同 "
"[NodePath] 的节点接收,包括完全相同的节点名称。行为取决于给定方法的 RPC 配"
"置,见 [method rpc_config]。方法在默认情况下不会暴露给 RPC。参阅 [method "
-"rset] 和[method rset_config] 的属性。返回一个空的 [Variant]。\n"
+"rset] 和[method rset_config] 的属性。返回 [code]null[/code]。\n"
"[b]注意:[/b]只有在你从 [SceneTree] 收到 [code]connected_to_server[/code] 信"
"号之后,你才能安全地在客户端使用 RPC。你还需要跟踪连接状态,可以通过 "
"[code]server_disconnected[/code] 等 [SceneTree] 信号或者检查 [code]SceneTree."
@@ -47489,31 +47501,28 @@ msgstr ""
"rset_config] 的属性。"
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
"code]."
msgstr ""
-"向由[code]peer_id[/code]确定的特定peer发送一个[method rpc](见[method "
-"NetworkedMultiplayerPeer.set_target_peer])。返回一个空的[Variant]。"
+"向由 [code]peer_id[/code] 确定的特定对等体发送一个 [method rpc](见 [method "
+"NetworkedMultiplayerPeer.set_target_peer])。返回 [code]null[/code]。"
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
-msgstr "使用一个不可靠的协议发送一个[method rpc]。返回一个空的[Variant]。"
+msgstr "使用不可靠的协议发送一个 [method rpc]。返回 [code]null[/code]。"
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
"set_target_peer]). Returns [code]null[/code]."
msgstr ""
-"使用不可靠的协议(见[method NetworkedMultiplayerPeer.set_target_peer])向由"
-"[code]peer_id[/code]标识的特定peer发送一个[method rpc]。返回一个空的"
-"[Variant]。"
+"使用不可靠的协议(见 [method NetworkedMultiplayerPeer.set_target_peer])向由 "
+"[code]peer_id[/code] 标识的特定对等体发送一个 [method rpc]。返回 [code]null[/"
+"code]。"
#: doc/classes/Node.xml
msgid ""
@@ -48345,9 +48354,10 @@ msgstr ""
"[/codeblock]"
#: doc/classes/NodePath.xml
+#, fuzzy
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -51261,6 +51271,7 @@ msgstr ""
"[b]注意:[/b]该方法在 HTML5、Linux、macOS 和 Windows 上实现。"
#: doc/classes/OS.xml
+#, fuzzy
msgid ""
"Requests the OS to open a resource with the most appropriate program. For "
"example:\n"
@@ -51270,9 +51281,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -56176,6 +56187,7 @@ msgid "A pooled array of bytes."
msgstr "字节池数组。"
#: doc/classes/PoolByteArray.xml
+#, fuzzy
msgid ""
"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
@@ -56186,7 +56198,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -56198,6 +56210,24 @@ msgid ""
"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
"[/codeblock]"
msgstr ""
+"专门为存储字节设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n"
+"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 "
+"[PoolByteArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 [Dictionary] "
+"中的 [PoolByteArray] 进行了修改,那么这些修改就会丢失:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]](空 Array 中包含了空的 PoolByteArray)\n"
+"[/codeblock]\n"
+"整个 [PoolByteArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会发"
+"生变化:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]](Array 中包含了含有 1 个元素的 PoolByteArray)\n"
+"[/codeblock]"
#: doc/classes/PoolByteArray.xml
msgid ""
@@ -56362,11 +56392,11 @@ msgstr ""
"负的索引都被认为是从数组的末端开始的。"
#: doc/classes/PoolColorArray.xml
-#, fuzzy
msgid "A pooled array of [Color]s."
msgstr "[Color] 池数组。"
#: doc/classes/PoolColorArray.xml
+#, fuzzy
msgid ""
"An array specifically designed to hold [Color]. Optimized for memory usage, "
"does not fragment the memory.\n"
@@ -56377,7 +56407,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -56390,6 +56420,25 @@ msgid ""
"inside an Array)\n"
"[/codeblock]"
msgstr ""
+"专门为存储 [Color] 设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n"
+"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 "
+"[PoolColorArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 [Dictionary] "
+"中的 [PoolColorArray] 进行了修改,那么这些修改就会丢失:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]](空 Array 中包含了空的 PoolColorArray)\n"
+"[/codeblock]\n"
+"整个 [PoolColorArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会发"
+"生变化:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]](Array 中包含了含有 1 个元素的 "
+"PoolColorArray)\n"
+"[/codeblock]"
#: doc/classes/PoolColorArray.xml
msgid ""
@@ -56436,7 +56485,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -56453,9 +56502,25 @@ msgid ""
"around. In comparison, [int] uses signed 64-bit integers which can hold much "
"larger values."
msgstr ""
-"专门用于保存整数值([int])的数组。对内存的使用进行了优化,不会使内存碎片"
-"化。\n"
-"[b]注意:[/b]这种类型是通过值传递的,而不是引用。\n"
+"专门为存储整数([int])设计的数组。针对内存使用进行了优化,不会产生内存碎"
+"片。\n"
+"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 "
+"[PoolIntArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 [Dictionary] 中"
+"的 [PoolIntArray] 进行了修改,那么这些修改就会丢失:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]](空 Array 中包含了空的 PoolIntArray)\n"
+"[/codeblock]\n"
+"整个 [PoolIntArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会发生"
+"变化:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]](Array 中包含了含有 1 个元素的 PoolIntArray)\n"
+"[/codeblock]\n"
"[b]注意:[/b]这个类型仅限于有符号的 32 位整数,这意味着它只能在 [code]"
"[-2^31, 2^31 - 1][/code] 的区间取值,即 [code][-2147483648, 2147483647][/"
"code]。超过这些界限就会被包起来。相比之下,[int] 使用有符号的 64 位整数,可以"
@@ -56484,7 +56549,6 @@ msgid "Changes the int at the given index."
msgstr "更改给定索引处的 int。"
#: doc/classes/PoolRealArray.xml
-#, fuzzy
msgid "A pooled array of real numbers ([float])."
msgstr "实数([float])池数组。"
@@ -56500,7 +56564,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -56519,8 +56583,24 @@ msgid ""
"store [float]s will use roughly 6 times more memory compared to a "
"[PoolRealArray]."
msgstr ""
-"专门设计用于保存浮点值的数组。针对内存使用进行了优化,不会造成内存碎片。\n"
-"[b]注意:[/b]这种类型是按值传递而不是按引用传递。\n"
+"专门为存储浮点数设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n"
+"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 "
+"[PoolRealArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 [Dictionary] "
+"中的 [PoolRealArray] 进行了修改,那么这些修改就会丢失:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]](空 Array 中包含了空的 PoolRealArray)\n"
+"[/codeblock]\n"
+"整个 [PoolRealArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会发"
+"生变化:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]](Array 中包含了含有 1 个元素的 PoolRealArray)\n"
+"[/codeblock]\n"
"[b]注意:[/b]与 64 位原始 [float] 不同,存储在 [PoolRealArray] 中的数字是 32 "
"位浮点数。这意味着与原始 [float] 相比,存储在 [PoolRealArray] 中的值具有较低"
"的精度。如果您需要在数组中存储 64 位浮点数,请使用具有 [float] 元素的通用 "
@@ -56542,11 +56622,11 @@ msgid "Changes the float at the given index."
msgstr "更改给定索引处的浮点数。"
#: doc/classes/PoolStringArray.xml
-#, fuzzy
msgid "A pooled array of [String]s."
msgstr "[String] 池数组。"
#: doc/classes/PoolStringArray.xml
+#, fuzzy
msgid ""
"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
@@ -56557,7 +56637,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -56569,6 +56649,24 @@ msgid ""
"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
"[/codeblock]"
msgstr ""
+"专门为存储 [String] 设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n"
+"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 "
+"[PoolStringArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 "
+"[Dictionary] 中的 [PoolStringArray] 进行了修改,那么这些修改就会丢失:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]](空 Array 中包含了空的 PoolStringArray)\n"
+"[/codeblock]\n"
+"整个 [PoolStringArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会"
+"发生变化:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]](Array 中包含了含有 1 个元素的 PoolStringArray)\n"
+"[/codeblock]"
#: doc/classes/PoolStringArray.xml
msgid ""
@@ -56597,11 +56695,11 @@ msgid "Changes the [String] at the given index."
msgstr "更改给定索引处的[String]。"
#: doc/classes/PoolVector2Array.xml
-#, fuzzy
msgid "A pooled array of [Vector2]s."
msgstr "[Vector2] 池数组。"
#: doc/classes/PoolVector2Array.xml
+#, fuzzy
msgid ""
"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
@@ -56612,7 +56710,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -56625,6 +56723,25 @@ msgid ""
"Array)\n"
"[/codeblock]"
msgstr ""
+"专门为存储 [Vector2] 设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n"
+"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 "
+"[PoolVector2Array] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 "
+"[Dictionary] 中的 [PoolVector2Array] 进行了修改,那么这些修改就会丢失:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]](空 Array 中包含了空的 PoolVector2Array)\n"
+"[/codeblock]\n"
+"整个 [PoolVector2Array] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会"
+"发生变化:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]](Array 中包含了含有 1 个元素的 "
+"PoolVector2Array)\n"
+"[/codeblock]"
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
#: doc/classes/TileSet.xml
@@ -56655,6 +56772,7 @@ msgid "A pooled array of [Vector3]."
msgstr "[Vector3] 池数组。"
#: doc/classes/PoolVector3Array.xml
+#, fuzzy
msgid ""
"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
@@ -56665,7 +56783,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -56678,6 +56796,25 @@ msgid ""
"Array)\n"
"[/codeblock]"
msgstr ""
+"专门为存储 [Vector3] 设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n"
+"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 "
+"[PoolVector3Array] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 "
+"[Dictionary] 中的 [PoolVector3Array] 进行了修改,那么这些修改就会丢失:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]](空 Array 中包含了空的 PoolVector3Array)\n"
+"[/codeblock]\n"
+"整个 [PoolVector3Array] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会"
+"发生变化:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]](Array 中包含了含有 1 个元素的 "
+"PoolVector3Array)\n"
+"[/codeblock]"
#: doc/classes/PoolVector3Array.xml
msgid ""
@@ -62390,10 +62527,12 @@ msgid "Abstract base class for range-based controls."
msgstr "基于范围的控件的抽象基类。"
#: doc/classes/Range.xml
+#, fuzzy
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
"Range是一个用于[Control]节点的基类,它在[i]最小值[/i]和[i]最大值[/i]之间改变"
"一个浮点[i]值[/i],用于[i]步进[/i]和[i]页面[/i],例如[ScrollBar]。"
@@ -64947,39 +65086,39 @@ msgstr "锁定指定的线性或旋转轴。"
#: doc/classes/RigidBody.xml
#, fuzzy
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
-"实体的线性阻尼。不能小于-1.0。如果这个值与-1.0不同,任何从世界或区域派生的线"
-"性阻尼将被覆盖。\n"
-"关于阻尼的更多细节,请参阅[member ProjectSettings.physics/3d/"
-"default_linear_damp]。"
+"对 RigidBody 的旋转力进行阻尼运算。如果这个值与 -1.0 不同,将会追加到任何从世"
+"界或区域派生的线性阻尼中。\n"
+"关于阻尼的更多细节,请参阅 [member ProjectSettings.physics/3d/"
+"default_angular_damp]。"
#: doc/classes/RigidBody.xml
msgid "Lock the body's rotation in the X axis."
-msgstr "锁定实体在X轴上的旋转。"
+msgstr "锁定实体在 X 轴上的旋转。"
#: doc/classes/RigidBody.xml
msgid "Lock the body's rotation in the Y axis."
-msgstr "锁定实体在Y轴上的旋转。"
+msgstr "锁定实体在 Y 轴上的旋转。"
#: doc/classes/RigidBody.xml
msgid "Lock the body's rotation in the Z axis."
-msgstr "锁定实体在Z轴上的旋转。"
+msgstr "锁定实体在 Z 轴上的旋转。"
#: doc/classes/RigidBody.xml
msgid "Lock the body's movement in the X axis."
-msgstr "锁定实体在X轴上的移动。"
+msgstr "锁定实体在 X 轴上的移动。"
#: doc/classes/RigidBody.xml
msgid "Lock the body's movement in the Y axis."
-msgstr "锁定实体在Y轴上的移动。"
+msgstr "锁定实体在 Y 轴上的移动。"
#: doc/classes/RigidBody.xml
msgid "Lock the body's movement in the Z axis."
-msgstr "锁定实体在Z轴上的移动。"
+msgstr "锁定实体在 Z 轴上的移动。"
#: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml
#: doc/classes/StaticBody.xml doc/classes/StaticBody2D.xml
@@ -65061,7 +65200,7 @@ msgid ""
"Deprecated, use [member PhysicsMaterial.friction] instead via [member "
"physics_material_override]."
msgstr ""
-"实体的摩擦力,从 0(无摩擦)到 1(最大摩擦)。\n"
+"该实体的摩擦力,从 0(无摩擦)到 1(最大摩擦)。\n"
"已废弃,请通过 [member physics_material_override] 使用 [member "
"PhysicsMaterial.friction] 代替。"
@@ -65072,12 +65211,11 @@ msgid ""
"example, a value of 1 will be normal gravity, 2 will apply double gravity, "
"and 0.5 will apply half gravity to this object."
msgstr ""
-"这与在[b]项目 > 项目设置 > Physics > 3d[/b] 中找到的全局 3D 重力设置相乘,产"
-"生 RigidBody 的重力。例如,1 的值将是正常的重力,2 将应用双倍的重力,0.5 将对"
-"这个物体应用一半的重力。"
+"这与在[b]项目 > 项目设置 > 物理 > 3D[/b] 中找到的全局 3D 重力设置相乘,产生 "
+"RigidBody 的重力。例如,1 的值将是正常的重力,2 将应用双倍的重力,0.5 将对这"
+"个物体应用一半的重力。"
#: doc/classes/RigidBody.xml
-#, fuzzy
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
"from -1.0 it will be added to any linear damp derived from the world or "
@@ -65085,9 +65223,9 @@ msgid ""
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
-"实体的线性阻尼。不能小于-1.0。如果这个值与-1.0不同,任何从世界或区域派生的线"
-"性阻尼将被覆盖。\n"
-"关于阻尼的更多细节,请参阅[member ProjectSettings.physics/3d/"
+"该实体的线性阻尼。不能小于 -1.0。如果这个值与 -1.0 不同,将会追加到任何从世界"
+"或区域派生的线性阻尼中。\n"
+"关于阻尼的更多细节,请参阅 [member ProjectSettings.physics/3d/"
"default_linear_damp]。"
#: doc/classes/RigidBody.xml
@@ -65385,7 +65523,6 @@ msgstr ""
"话)。"
#: doc/classes/RigidBody2D.xml
-#, fuzzy
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
@@ -65394,8 +65531,9 @@ msgid ""
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
-"对物体的 [member angular_velocity] 进行阻尼运算。如果为 [code]-1[/code],物体"
-"将使用[b]项目 > 项目设置 > 物理 > 2D[/b] 中定义的[b]默认角度阻尼[/b]。\n"
+"对该实体的 [member angular_velocity] 进行阻尼运算。如果为 [code]-1[/code],物"
+"体将使用[b]项目 > 项目设置 > 物理 > 2D[/b] 中定义的[b]默认角度阻尼[/b]。如果"
+"大于 [code]-1[/code],会加入到项目默认值之上。\n"
"有关阻尼的更多详细信息,请参阅 [member ProjectSettings.physics/2d/"
"default_angular_damp]。"
@@ -65494,12 +65632,11 @@ msgid ""
"this function allows you to set a custom value. Set 0 inertia to return to "
"automatically computing it."
msgstr ""
-"物体的惯性力矩。这就像质量,但对于旋转来说:它决定了旋转物体需要多大的力矩。"
-"惯性力矩通常是由质量和形状自动计算出来的,但是这个函数允许你设置一个自定义"
-"值。设置0惯性会切换回自动计算。"
+"该实体的惯性力矩。类似于质量,但是针对旋转的:它决定了旋转物体需要多大的力"
+"矩。惯性力矩通常是由质量和形状自动计算出来的,但是这个函数允许你设置一个自定"
+"义值。设置 0 惯性会切换回自动计算。"
#: doc/classes/RigidBody2D.xml
-#, fuzzy
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
@@ -65508,9 +65645,9 @@ msgid ""
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
-"对物体的[member linear_velocity]进行阻尼运算。如果[code]-1[/code],物体将使用"
-"[b]项目 > 项目设置 > Physics > 2d[/b] 中的 [b]Default Linear Damp[/b](默认线"
-"性阻尼)。\n"
+"对该实体的 [member linear_velocity] 进行阻尼运算。如果为 [code]-1[/code],物"
+"体将使用[b]项目 > 项目设置 > 物理 > 2D[/b] 中的[b]默认线性阻尼[/b]。如果大于 "
+"[code]-1[/code],会加入到项目默认值之上。\n"
"有关阻尼的更多详细信息,请参阅 [member ProjectSettings.physics/2d/"
"default_linear_damp]。"
@@ -65521,21 +65658,21 @@ msgid ""
"thread and runs at a different granularity. Use [method _integrate_forces] "
"as your process loop for precise control of the body state."
msgstr ""
-"物体的线速度,单位为像素每秒。可以偶尔使用,但是[b]不要每一帧都设置它[/b],因"
-"为物理可能在另一个线程中运行,并且以不同的间隔。使用 [method "
+"该实体的线速度,单位为像素每秒。可以偶尔使用,但是[b]不要每一帧都设置它[/b],"
+"因为物理可能在另一个线程中运行,并且以不同的间隔。使用 [method "
"_integrate_forces] 作为你的进程循环,以精确控制物体状态。"
#: doc/classes/RigidBody2D.xml
msgid "The body's mode. See [enum Mode] for possible values."
-msgstr "物体的模式。可能的值见[enum Mode]。"
+msgstr "该实体的模式。可能的取值见 [enum Mode]。"
#: doc/classes/RigidBody2D.xml
msgid ""
"The body's weight based on its mass and the [b]Default Gravity[/b] value in "
"[b]Project > Project Settings > Physics > 2d[/b]."
msgstr ""
-"物体的重量基于其质量和[b]项目 > 项目设置 > Physics > 2d[/b] 中的 [b]Default "
-"Gravity[/b](默认重力)值。"
+"该实体的重量,基于其质量和[b]项目 > 项目设置 > 物理 > 2D[/b] 中的[b]默认重力"
+"[/b]值。"
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -66995,6 +67132,7 @@ msgid "One-shot timer."
msgstr "一次性定时器。"
#: doc/classes/SceneTreeTimer.xml
+#, fuzzy
msgid ""
"A one-shot timer managed by the scene tree, which emits [signal timeout] on "
"completion. See also [method SceneTree.create_timer].\n"
@@ -67006,7 +67144,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
"由场景树管理的一次性定时器,它在完成时发[signal timeout] 信号。请参阅 "
"[method SceneTree.create_timer]。\n"
@@ -79636,14 +79775,13 @@ msgid "Stops animation and removes all tweens."
msgstr "停止动画,并删除所有补间。"
#: doc/classes/Tween.xml
-#, fuzzy
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
"are reset, unless [code]key[/code] is specified."
msgstr ""
"将补间重置到它的初始值,即给定的值,而不是补间之前的值,指定其对象和属性或方"
-"法的对。默认情况下,除非指定了[code]key[/code],否则所有的补间都被移除。"
+"法的对。默认情况下,除非指定了[code]key[/code],否则所有的补间都会被重置。"
#: doc/classes/Tween.xml
msgid ""
@@ -82286,9 +82424,10 @@ msgstr ""
"是针对非常高端的系统,否则数值为4是最好的。"
#: doc/classes/Viewport.xml
+#, fuzzy
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
"如果为 [code]true[/code],该视窗将使用 [code]world[/code] 属性中定义的 "
"[World]。"
@@ -82383,13 +82522,13 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the size override affects stretch as well."
-msgstr "如果[code]true[/code],尺寸重写也会影响拉伸。"
+msgstr "如果为 [code]true[/code],尺寸重写也会影响拉伸。"
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport should render its background as "
"transparent."
-msgstr "如果 [code]true[/code],视窗应使其背景渲染为透明。"
+msgstr "如果为 [code]true[/code],该视窗应使其背景渲染为透明。"
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
@@ -82415,11 +82554,11 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid "The custom [World] which can be used as 3D environment source."
-msgstr "自定义的[World],可以作为3D环境源。"
+msgstr "自定义的 [World],可以作为 3D 环境源。"
#: doc/classes/Viewport.xml
msgid "The custom [World2D] which can be used as 2D environment source."
-msgstr "自定义的[World2D],可以作为2D环境源。"
+msgstr "自定义的 [World2D],可以作为 2D 环境源。"
#: doc/classes/Viewport.xml
msgid "Emitted when a Control node grabs keyboard focus."
@@ -86399,11 +86538,10 @@ msgid "Returns the value of a certain material's parameter."
msgstr "返回特定材质的参数值。"
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Returns the default value for the param if available. Returns [code]null[/"
"code] otherwise."
-msgstr "如果可用,返回参数的默认值。否则返回一个空的 [Variant]。"
+msgstr "如果可用,返回参数的默认值。否则返回 [code]null[/code]。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -87368,6 +87506,7 @@ msgid "Sets a viewport's canvas."
msgstr "设置视窗的画布。"
#: doc/classes/VisualServer.xml
+#, fuzzy
msgid ""
"Copies viewport to a region of the screen specified by [code]rect[/code]. If "
"[member Viewport.render_direct_to_screen] is [code]true[/code], then "
@@ -87385,7 +87524,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
"将视窗复制到屏幕上由[code]rect[/code]指定的区域。如果[member Viewport."
@@ -92408,7 +92547,6 @@ msgid "An X509 certificate (e.g. for SSL)."
msgstr "X509 证书(例如用于 SSL)。"
#: doc/classes/X509Certificate.xml
-#, fuzzy
msgid ""
"The X509Certificate class represents an X509 certificate. Certificates can "
"be loaded and saved like any other [Resource].\n"
@@ -92421,8 +92559,7 @@ msgstr ""
"加载和保存。\n"
"它们可以作为 [method StreamPeerSSL.accept_stream] 中的服务器证书,与适当的 "
"[CryptoKey] 一起使用,并指定通过 [method StreamPeerSSL.connect_to_stream] 连"
-"接到 SSL 服务器时应该接受的唯一证书。\n"
-"[b]注意:[/b]在 HTML5 导出中不可用。"
+"接到 SSL 服务器时应该接受的唯一证书。"
#: doc/classes/X509Certificate.xml
msgid "Loads a certificate from [code]path[/code] (\"*.crt\" file)."
diff --git a/doc/translations/zh_TW.po b/doc/translations/zh_TW.po
index 82786a4963..50436013ff 100644
--- a/doc/translations/zh_TW.po
+++ b/doc/translations/zh_TW.po
@@ -12479,7 +12479,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -14205,7 +14205,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14243,9 +14243,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14264,8 +14264,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14281,8 +14281,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14373,9 +14373,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -21443,7 +21443,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -23757,11 +23757,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -35668,11 +35668,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36627,11 +36631,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -38580,7 +38588,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -40741,9 +40749,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -44871,7 +44879,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45025,7 +45033,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45080,7 +45088,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45133,7 +45141,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -45182,7 +45190,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45234,7 +45242,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -45286,7 +45294,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -49724,8 +49732,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -51729,8 +51738,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53257,7 +53266,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -65580,8 +65590,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -69958,7 +69968,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""