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diff --git a/doc/translations/de.po b/doc/translations/de.po
index 0da2ce9bc1..1533aa651d 100644
--- a/doc/translations/de.po
+++ b/doc/translations/de.po
@@ -53,12 +53,14 @@
# Felix Bitsch <felix.a.bitsch@gmail.com>, 2022.
# Coxcopi <master.vogel2015@gmail.com>, 2022.
# Harusakii <spieleok@gmail.com>, 2022.
+# GadMas <c.vavra@web.de>, 2022.
+# JodliDev <jodlidev@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-09-12 01:18+0000\n"
-"Last-Translator: Harusakii <spieleok@gmail.com>\n"
+"PO-Revision-Date: 2022-11-10 23:27+0000\n"
+"Last-Translator: JodliDev <jodlidev@gmail.com>\n"
"Language-Team: German <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/de/>\n"
"Language: de\n"
@@ -66,7 +68,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 4.14.1-dev\n"
+"X-Generator: Weblate 4.15-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -596,7 +598,6 @@ msgstr ""
"zurück in eine Instanz. Nützlich für die Deserialisierung."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns an \"eased\" value of [code]x[/code] based on an easing function "
"defined with [code]curve[/code]. This easing function is based on an "
@@ -616,23 +617,24 @@ msgid ""
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
msgstr ""
-"Gibt einen interpolierten Wert von [code]x[/code] basiert auf einer Funktion "
-"die durch [code]curve[/code] definiert wird. Die Funktion basiert auf einem "
-"Exponent. Die [code]curve[/code] kann jegliche Gleitkommazahl sein, von "
-"welchen diese spezifische Werte zu folgendem Verhalten führen:\n"
+"Gibt einen interpolierten Wert von [code]x[/code] basierend auf einer "
+"Übergangsfunktion die durch [code]curve[/code] definiert wird. Diese "
+"Übergangsfunktion basiert auf einem Exponenten. Die [code]curve[/code] kann "
+"eine beliebige Fließkommazahl sein, wobei bestimmte Werte zu folgendem "
+"Verhalten führen:\n"
"[codeblock]\n"
-"- Weniger als -1.0 (exclusiv): Beschleunige in-out\n"
+"- Weniger als -1.0 (exklusiv): Ease in-out\n"
"- 1.0: Linear\n"
-"- Zwischen -1.0 und 0.0 (exclusiv): Beschleunige out-in\n"
+"- Zwischen -1.0 und 0.0 (exklusiv): Ease out-in\n"
"- 0.0: Konstant\n"
-"- Zwischen 0.0 und 1.0 (exclusiv): Beschleunige in\n"
+"- Zwischen 0.0 und 1.0 (exklusiv): Ease in\n"
"- 1.0: Linear\n"
-"- Mehr als 1.0 (exclusive): Beschleunige out\n"
+"- Mehr als 1.0 (exklusive): Beschleunige out\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
-"Siehe auch [method smoothstep]. Falls du fortgeschrittene Übergänge "
-"erstellen möchtest, benutze [Tween] oder [AnimationPlayer]."
+"Siehe auch [method smoothstep]. Wenn du noch komplexere Übergänge erstellen "
+"möchtest, benutze [Tween] oder [AnimationPlayer]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -762,8 +764,10 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -778,7 +782,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
"Gibt ein Array von Wörterbüchern zurück, das den aktuellen Aufrufstapel "
"darstellt.\n"
@@ -864,7 +872,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns an interpolation or extrapolation factor considering the range "
"specified in [code]from[/code] and [code]to[/code], and the interpolated "
@@ -887,24 +894,25 @@ msgid ""
"See also [method lerp] which performs the reverse of this operation, and "
"[method range_lerp] to map a continuous series of values to another."
msgstr ""
-"Gibt zurück einen Inter- bzw. Extrapolationsfaktor unter Berücksichtigung "
-"des Zahlenraums von [code]from[/code] bis [code]to[/code], und dem "
-"interpolierten Wert in [code]weight[/code]. Der Rückgabewert liegt zwischen "
-"[code]0.0[/code] und [code]1.0[/code] wenn [code]weight[/code] zwischen "
-"[code]from[/code] und [code]to[/code] (einschließlich). Liegt [code]weight[/"
-"code] außerhalb dieses Bereichs, wird ein Extrapolationsfaktor zurückgegeben "
-"(Rückgabewert kleiner als [code]0.0[/code] oder größer als [code]1.0[/"
-"code]).\n"
+"Gibt einen Inter- bzw. Extrapolationsfaktor unter Berücksichtigung des "
+"Zahlenraums von [code]from[/code] bis [code]to[/code], und dem "
+"interpolierten Wert in [code]weight[/code] zurück. Der Rückgabewert liegt "
+"zwischen [code]0.0[/code] und [code]1.0[/code] wenn [code]weight[/code] "
+"zwischen [code]from[/code] und [code]to[/code] (einschließlich). Liegt "
+"[code]weight[/code] außerhalb dieses Bereichs, wird ein Extrapolationsfaktor "
+"zurückgegeben (Rückgabewert kleiner als [code]0.0[/code] oder größer als "
+"[code]1.0[/code]).\n"
"[codeblock]\n"
-"# Die Interpolationsratio im `lerp()`-Aufruf unten beträgt 0.75.\n"
+"# Der Interpolationsfaktor im `lerp()`-Aufruf unten beträgt 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
"# `middle` beträgt nun 27.5.\n"
-"# Angenommen, die ursprüngliche Ratio ist nun nicht mehr bekannt und soll "
-"zurückerrechnet werden.\n"
+"# Angenommen, der ursprüngliche Faktor ist nun nicht mehr bekannt und soll "
+"zurück errechnet werden.\n"
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` beträgt nun 0.75.\n"
"[/codeblock]\n"
-"Siehe auch [method lerp] für die Umkehrung dieser Funktion."
+"Siehe auch [method lerp] für die Umkehrung dieser Funktion und [method "
+"range_lerp] um Zahlenbereiche aufeinander abzubilden."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -976,7 +984,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Linearly interpolates between two values by the factor defined in "
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
@@ -999,12 +1006,13 @@ msgid ""
"continuous series of values to another."
msgstr ""
"Interpoliert linear zwischen zwei Werten mit dem in [code]weight[/code] "
-"definierten Faktor. Um eine Interpolation durchzuführen, sollte "
-"[code]Gewicht[/code] zwischen [code]0.0[/code] und [code]1.0[/code] "
-"(einschließlich) liegen. Werte außerhalb dieses Bereichs sind jedoch "
-"zulässig und können verwendet werden, um [i]Extrapolation[/i] "
-"durchzuführen.\n"
-"Wenn die Argumente [code]von[/code] und [code]bis[/code] vom Typ [int] oder "
+"definierten Faktor. Um eine Interpolation durchzuführen, sollte [code]weigh[/"
+"code] zwischen [code]0.0[/code] und [code]1.0[/code] (einschließlich) "
+"liegen. Werte außerhalb dieses Bereichs sind jedoch zulässig und können "
+"verwendet werden, um [i]Extrapolation[/i] durchzuführen. Falls dies nicht "
+"gewünscht ist, kann [method clamp] auf dem Ergebnis von [method lerp] "
+"angewendet werden.\n"
+"Wenn die Argumente [code]from[/code] und [code]to[/code] vom Typ [int] oder "
"[float] sind, ist der Rückgabewert ein [float].\n"
"Wenn beide vom gleichen Vektortyp sind ([Vector2], [Vector3] oder [Color]), "
"ist der Rückgabewert vom gleichen Typ ([code]lerp[/code] ruft dann die "
@@ -1013,9 +1021,10 @@ msgstr ""
"lerp(0, 4, 0.75) # Gibt 3.0 zurück\n"
"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Liefert Vector2(2, 3.5)\n"
"[/codeblock]\n"
-"Siehe auch [method inverse_lerp], die die Umkehrung dieser Operation "
-"durchführt. Um eine Interpolation mit [method lerp] durchzuführen, "
-"kombiniere sie mit [method ease] oder [method smoothstep]."
+"Siehe auch [method inverse_lerp], welche die Umkehrung dieser Operation "
+"durchführt. Um eine \"eased Interpolation\" mit [method lerp] durchzuführen, "
+"kombiniere sie mit [method ease] oder [method smoothstep]. Siehe auch "
+"[method range_lerp] um eine Serie von Werten ineinander abzubilden."
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
@@ -1346,7 +1355,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the result of [code]base[/code] raised to the power of [code]exp[/"
"code].\n"
@@ -1356,7 +1364,7 @@ msgid ""
msgstr ""
"Liefert das Ergebnis von [code]x[/code] hoch [code]y[/code].\n"
"[codeblock]\n"
-"pow(2, 5) # liefert 32\n"
+"pow(2, 5) # liefert 32.0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1433,19 +1441,17 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
-"Gibt einen Stacktrace zum Quelltextort aus, funktioniert nur wenn das "
-"\"Ausführen mit Debugger\" aktiviert ist.\n"
-"Die Ausgabe in der Konsole würde ungefähr so aussehen:\n"
-"[codeblock]\n"
-"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -4656,6 +4662,26 @@ msgstr ""
"wurde."
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
"Die Eigenschaft wird serialisiert und in der Szenendatei gespeichert "
@@ -5519,8 +5545,7 @@ msgstr "2D Sprite Animation"
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr "2D „Dodge The Creeps“ Demo"
@@ -9635,6 +9660,7 @@ msgstr ""
"neu indiziert werden müssen."
#: doc/classes/Array.xml
+#, fuzzy
msgid ""
"Assigns the given value to all elements in the array. This can typically be "
"used together with [method resize] to create an array with a given size and "
@@ -9643,7 +9669,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
"Weist allen Elementen des Arrays den angegebenen Wert zu. Dies kann "
"normalerweise zusammen mit [method resize] verwendet werden, um ein Array "
@@ -9935,8 +9964,12 @@ msgstr ""
"beschreibt."
#: doc/classes/Array.xml
+#, fuzzy
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -9958,6 +9991,7 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Array.xml
+#, fuzzy
msgid ""
"Sorts the array using a custom method. The arguments are an object that "
"holds the method and the name of such method. The custom method receives two "
@@ -9966,9 +10000,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -13374,12 +13412,14 @@ msgid "Clears the audio sample data buffer."
msgstr "Enthält die Audio Daten in Bytes."
#: doc/classes/AudioStreamGeneratorPlayback.xml
+#, fuzzy
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
+"Gibt [code]true[/code] zurück wenn Einstellung welche durch [code]name[/"
+"code]angegeben ist, existiert, ansonsten [code]false[/code]."
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
@@ -13914,14 +13954,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -13931,22 +13971,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -22941,6 +22981,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -25784,7 +25832,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -36673,7 +36724,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -40028,7 +40081,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -40284,7 +40340,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -41016,6 +41075,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -43838,7 +43900,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -44358,11 +44422,11 @@ msgstr "Gibt das AnimationNode mit dem gegebenen Namen zurück."
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -44396,11 +44460,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -44422,11 +44486,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -46320,6 +46384,17 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+#, fuzzy
+msgid "2D Particles Demo"
+msgstr "2D Platformer Demo"
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -53998,15 +54073,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -55641,17 +55723,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -55660,8 +55753,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -58401,7 +58500,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -60251,7 +60354,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -61650,7 +61755,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -61666,7 +61774,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -71268,10 +71378,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -71282,8 +71397,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -71442,7 +71557,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -71985,6 +72102,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""