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Diffstat (limited to 'doc/translations/de.po')
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1 files changed, 241 insertions, 108 deletions
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 "" |