diff options
Diffstat (limited to 'doc/translations/de.po')
-rw-r--r-- | doc/translations/de.po | 98 |
1 files changed, 54 insertions, 44 deletions
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 "" |