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Diffstat (limited to 'doc/translations/es.po')
-rw-r--r-- | doc/translations/es.po | 1746 |
1 files changed, 1485 insertions, 261 deletions
diff --git a/doc/translations/es.po b/doc/translations/es.po index cdf58c19fa..caef4dfcef 100644 --- a/doc/translations/es.po +++ b/doc/translations/es.po @@ -12,7 +12,7 @@ # No te interesa <soxahop585@inmail3.com>, 2020. # Jonatan <arandajonatan94@tuta.io>, 2020. # peter9811 <petercuevas.6@gmail.com>, 2020. -# Ventura Pérez García <vetu@protonmail.com>, 2020. +# Ventura Pérez García <vetu@protonmail.com>, 2020, 2022. # Joakker <joaquinandresleon108@gmail.com>, 2020, 2021. # ACM <albertocm@tuta.io>, 2020. # Pierre Stempin <pierre.stempin@gmail.com>, 2020. @@ -33,12 +33,13 @@ # Cristhian Pineda Castro <kurgancpc@hotmail.com>, 2022. # Francesco Santoro <fgsantoror20@gmail.com>, 2022. # Jake-insane <jake0insane@gmail.com>, 2022. +# Luis Alberto Flores Baca <betofloresbaca@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: 2022-03-26 23:26+0000\n" -"Last-Translator: Javier Ocampos <xavier.ocampos@gmail.com>\n" +"PO-Revision-Date: 2022-04-25 15:12+0000\n" +"Last-Translator: Ventura Pérez García <vetu@protonmail.com>\n" "Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/es/>\n" "Language: es\n" @@ -46,7 +47,7 @@ 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 4.12-dev\n" +"X-Generator: Weblate 4.12.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -324,7 +325,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns the arc tangent of [code]s[/code] in radians. Use it to get the " "angle from an angle's tangent in trigonometry: [code]atan(tan(angle)) == " @@ -338,14 +338,13 @@ msgstr "" "Devuelve el arco tangente de [code]s[/code] en radianes. Úsalo para obtener " "el ángulo a partir de la tangente de un ángulo en trigonometría: " "[code]atan(tan(angle)) == angle[/code].\n" -"El método no puede saber en qué cuadrante el ángulo se encuentra. Vea " +"El método no puede saber en qué cuadrante se encuentra el ángulo . Vea " "[method atan2] si tienes tanto [code]y[/code] como [code]x[/code]\n" "[codeblock]\n" "a = atan(0.5) # a is 0.463648\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle " "of tangent [code]y/x[/code]. To compute the value, the method takes into " @@ -380,7 +379,6 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml -#, fuzzy msgid "" "Converts a 2D point expressed in the cartesian coordinate system (X and Y " "axis) to the polar coordinate system (a distance from the origin and an " @@ -400,12 +398,13 @@ msgid "" "[/codeblock]\n" "See also [method floor], [method round], [method stepify], and [int]." msgstr "" -"Redondea [code]s[/code] por encima, devolviendo el valor entero más pequeño " -"que no es menor que [code]s[/code].\n" +"Redondea [code]s[/code] hacia arriba (hacia infinito positivo), devolviendo " +"el valor entero más pequeño que no es menor que [code]s[/code].\n" "[codeblock]\n" -"a = ceil(1.45) # a es 2\n" -"a = ceil(1.001) # a es 2\n" -"[/codeblock]" +"a = ceil(1.45) # a es 2.0\n" +"a = ceil(1.001) # a es 2.0\n" +"[/codeblock]\n" +"Ver también [method floor], [method round], [method stepify] e [int]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1009,7 +1008,13 @@ msgid "" " var max_angle = deg2rad(90.0)\n" " rotation = lerp_angle(min_angle, max_angle, elapsed)\n" " elapsed += delta\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This method lerps through the shortest path between [code]from[/" +"code] and [code]to[/code]. However, when these two angles are approximately " +"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not " +"obvious which way they lerp due to floating-point precision errors. For " +"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, " +"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise." msgstr "" "Interpola linealmente entre dos ángulos (en radianes) por un valor " "normalizado.\n" @@ -4590,7 +4595,8 @@ msgid "The property is a translatable string." msgstr "La propiedad es una string traducible." #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +#, fuzzy +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "Se utiliza para agrupar las propiedades en el editor." #: doc/classes/@GlobalScope.xml @@ -5266,40 +5272,40 @@ msgid "" " assert(decrypted == data.to_utf8())\n" "[/codeblock]" msgstr "" -"Esta clase proporciona acceso a la encriptación/desencriptación AES de los " -"datos en bruto. Tanto el modo AES-ECB como el AES-CBC están soportados.\n" +"Esta clase proporciona acceso a la cifrado/descifrado AES de los datos en " +"bruto. Tanto el modo AES-ECB como el AES-CBC están soportados.\n" "[codeblock]\n" "extends Node\n" "\n" "var aes = AESContext.new()\n" "\n" "func _ready():\n" -" var clave = \"Mi clave secreta!!!\" # La clave debe ser de 16 o 32 " -"bytes. (1 byte = 1 char) normalmdlkd\n" -" var datos = \"Mi clave secreta\" # El tamaño de datos debe ser multiplo " +" var clave = \"Mi clave secreta\" # La clave debe ser de 16 o 32 bytes. " +"(1 byte = 1 char) normalmdlkd\n" +" var datos = \"Mi texto secreto\" # El tamaño de datos debe ser multiplo " "de 16, ponga algún relleno para completar de ser necesario.\n" -" # Encriptar ECB\n" +" # Cifraro en modo ECB\n" " aes.start(AESContext.MODE_ECB_ENCRYPT, clave.to_utf8())\n" -" var encriptado = aes.update(datos.to_utf8())\n" +" var textocifrado = aes.update(datos.to_utf8())\n" " aes.finish()\n" -" # Desencriptar ECB\n" +" # Descifrar en modo ECB\n" " aes.start(AESContext.MODE_ECB_DECRYPT, clave.to_utf8())\n" -" var desencriptado = aes.update(encriptado)\n" +" var textoplano = aes.update(textocifrado)\n" " aes.finish()\n" " # Comprobar ECB\n" -" assert(desencriptado == datos.to_utf8())\n" +" assert(textoplano == datos.to_utf8())\n" "\n" " var iv = \"Mi secreto iv!!!\" # IV debe ser de tamaño 16 bytes.\n" -" # Encriptar CBC\n" +" # Cifrado en modo CBC\n" " aes.start(AESContext.MODE_CBC_ENCRYPT, clave.to_utf8(), iv.to_utf8())\n" -" encriptado = aes.update(datos.to_utf8())\n" +" textocifrado = aes.update(datos.to_utf8())\n" " aes.finish()\n" -" # Desencriptar CBC\n" +" # Descifrar en modo CBC\n" " aes.start(AESContext.MODE_CBC_DECRYPT, clave.to_utf8(), iv.to_utf8())\n" -" desencriptado = aes.update(encriptado)\n" +" textoplano = aes.update(textocifrado)\n" " aes.finish()\n" " # Comprobar CBC\n" -" assert(desencriptado == datos.to_utf8())\n" +" assert(textoplano == datos.to_utf8())\n" "[/codeblock]" #: doc/classes/AESContext.xml @@ -5335,7 +5341,6 @@ msgstr "" "[constant MODE_CBC_DECRYPT]." #: doc/classes/AESContext.xml -#, fuzzy msgid "" "Run the desired operation for this AES context. Will return a " "[PoolByteArray] containing the result of encrypting (or decrypting) the " @@ -5344,11 +5349,11 @@ msgid "" "some padding if needed." msgstr "" "Ejecute la operación deseada para este contexto de AES. Devolverá un " -"[PackedByteArray] que contiene el resultado de encriptar (o desencriptar) el " -"[code]src[/code] dado. Consulte [start method] para conocer el modo de " +"[PoolByteArray] que contiene el resultado de cifrar (o descifrar) el " +"[code]src[/code] dado. Consulte [method start] para conocer el modo de " "operación.\n" -"Nota: El tamaño de [code]src[/code] debe ser un múltiplo de 16. Aplique algo " -"de relleno si fuera necesario." +"[b]Nota:[/b] El tamaño de [code]src[/code] debe ser un múltiplo de 16. " +"Aplique algo de relleno si fuera necesario." #: doc/classes/AESContext.xml msgid "AES electronic codebook encryption mode." @@ -9140,14 +9145,34 @@ msgid "Returns [code]true[/code] if the array is empty." msgstr "Devuelve [code]true[/code] si el array es vacio." #: doc/classes/Array.xml +#, fuzzy msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "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 "" +"Inserta un nuevo elemento en la posisción dada en el array. La posición debe " +"ser valida, o al final de el array([code]pos == size()[/code].\n" +"[b]Note:[/b] este metodo actua en el lugar y no devuelve ningún valor.\n" +"[b]Note:[/b] en arrays largos, este metodo va a ser mas lento si el elemento " +"incertado esta cerca al inicio del array (índice 0). Esto es por que todos " +"los elementos despues del elemento incertado tienen que ser reindisados." + +#: doc/classes/Array.xml +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 " +"initialized elements:\n" +"[codeblock]\n" +"var array = []\n" +"array.resize(10)\n" +"array.fill(0) # Initialize the 10 elements to 0.\n" +"[/codeblock]" +msgstr "" #: doc/classes/Array.xml msgid "" @@ -10781,6 +10806,17 @@ msgid "" "accordingly without losing proportions." msgstr "" +#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml +#: doc/classes/CenterContainer.xml doc/classes/Container.xml +#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml +#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml +#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml +#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml +#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml +#, fuzzy +msgid "GUI containers" +msgstr "Contenedor con pestaña." + #: doc/classes/AspectRatioContainer.xml #, fuzzy msgid "Specifies the horizontal relative position of child controls." @@ -14178,9 +14214,10 @@ msgstr "" "cuaternio en lugar de los ángulos de Euler." #: doc/classes/Basis.xml +#, fuzzy msgid "" "Constructs a pure rotation basis matrix, rotated around the given " -"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a " +"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a " "normalized vector." msgstr "" "Construye una matriz de base de rotación pura, rotada alrededor del " @@ -14281,9 +14318,10 @@ msgstr "" "Realiza una ortonormalización de Gram-Schmidt sobre la base de la matriz." #: doc/classes/Basis.xml +#, fuzzy msgid "" -"Introduce an additional rotation around the given axis by phi (radians). The " -"axis must be a normalized vector." +"Introduce an additional rotation around the given axis by [code]angle[/code] " +"(in radians). The axis must be a normalized vector." msgstr "" "Introducir una rotación adicional alrededor del eje dado por phi (radianes). " "El eje debe ser un vector normalizado." @@ -15060,6 +15098,30 @@ msgstr "Devuelve el botón pulsado." msgid "Emitted when one of the buttons of the group is pressed." msgstr "Se emite cuando se presiona un botón de este controlador." +#: doc/classes/CallbackTweener.xml +#, fuzzy +msgid "Calls the specified method after optional delay." +msgstr "Bloquea el eje lineal o rotacional especificado." + +#: doc/classes/CallbackTweener.xml +msgid "" +"[CallbackTweener] is used to call a method in a tweening sequence. See " +"[method SceneTreeTween.tween_callback] for more usage information.\n" +"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way " +"to create [CallbackTweener]. Any [CallbackTweener] created manually will not " +"function correctly." +msgstr "" + +#: doc/classes/CallbackTweener.xml +msgid "" +"Makes the callback call delayed by given time in seconds. Example:\n" +"[codeblock]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() " +"after 2 seconds\n" +"[/codeblock]" +msgstr "" + #: doc/classes/Camera.xml msgid "Camera node, displays from a point of view." msgstr "Nodo de cámara, muestra desde un punto de vista." @@ -15362,10 +15424,11 @@ msgstr "" "la cámara escala su tamaño percibido." #: doc/classes/Camera.xml +#, fuzzy msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" "El tamaño de la cámara se mide como la mitad de la anchura o la altura. Sólo " "aplicable en modo ortogonal. Dado que [member keep_aspect] se bloquea en el " @@ -16102,14 +16165,20 @@ msgstr "" "el objeto canvas." #: doc/classes/CanvasItem.xml -#, fuzzy msgid "" "Draws a unfilled arc between the given angles. The larger the value of " "[code]point_count[/code], the smoother the curve. See also [method " -"draw_circle]." +"draw_circle].\n" +"[b]Note:[/b] Line drawing is not accelerated by batching if " +"[code]antialiased[/code] is [code]true[/code].\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent lines and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedRegularPolygon2D node. That node relies on a texture with custom " +"mipmaps to perform antialiasing. 2D batching is also still supported with " +"those antialiased lines." msgstr "" -"Dibuja un arco entre los ángulos dados. Cuanto mayor sea el valor de " -"[code]point_count[/code], más suave será la curva." #: doc/classes/CanvasItem.xml msgid "" @@ -16123,28 +16192,42 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a colored, unfilled circle. See also [method draw_arc], [method " -"draw_polyline] and [method draw_polygon]." +"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-" +"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then " +"create an AntialiasedRegularPolygon2D node. That node relies on a texture " +"with custom mipmaps to perform antialiasing." msgstr "" #: doc/classes/CanvasItem.xml -#, fuzzy msgid "" "Draws a colored polygon of any amount of points, convex or concave. Unlike " "[method draw_polygon], a single color must be specified for the whole " -"polygon." +"polygon.\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent polygons and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " +"to perform antialiasing." msgstr "" -"Dibuja un polígono coloreado de cualquier cantidad de puntos, convexo o " -"cóncavo." #: doc/classes/CanvasItem.xml -#, fuzzy msgid "" "Draws a line from a 2D point to another, with a given color and width. It " "can be optionally antialiased. See also [method draw_multiline] and [method " -"draw_polyline]." +"draw_polyline].\n" +"[b]Note:[/b] Line drawing is not accelerated by batching if " +"[code]antialiased[/code] is [code]true[/code].\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent lines and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to " +"perform antialiasing. 2D batching is also still supported with those " +"antialiased lines." msgstr "" -"Dibuja una línea desde un punto 2D a otro, con un color y un ancho " -"determinados." #: doc/classes/CanvasItem.xml msgid "" @@ -16162,7 +16245,12 @@ msgid "" "draw_line] calls. To draw interconnected lines, use [method draw_polyline] " "instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " -"not implemented and have no effect." +"not implemented and have no effect. As a workaround, install the " +"[url=https://github.com/godot-extended-libraries/godot-antialiased-" +"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D " +"node. That node relies on a texture with custom mipmaps to perform " +"antialiasing. 2D batching is also still supported with those antialiased " +"lines." msgstr "" "Dibuja múltiples líneas paralelas con un [code]width[/code] uniforme y " "coloración segmento por segmento. Los colores asignados a los segmentos de " @@ -16178,7 +16266,12 @@ msgid "" "calls. To draw interconnected lines, use [method draw_polyline_colors] " "instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " -"not implemented and have no effect." +"not implemented and have no effect. As a workaround, install the " +"[url=https://github.com/godot-extended-libraries/godot-antialiased-" +"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D " +"node. That node relies on a texture with custom mipmaps to perform " +"antialiasing. 2D batching is also still supported with those antialiased " +"lines." msgstr "" "Dibuja múltiples líneas paralelas con un [code]width[/code] uniforme y " "coloración segmento por segmento. Los colores asignados a los segmentos de " @@ -16197,7 +16290,13 @@ msgid "" "Draws a solid polygon of any amount of points, convex or concave. Unlike " "[method draw_colored_polygon], each point's color can be changed " "individually. See also [method draw_polyline] and [method " -"draw_polyline_colors]." +"draw_polyline_colors].\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent polygons and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " +"to perform antialiasing." msgstr "" #: doc/classes/CanvasItem.xml @@ -16206,7 +16305,13 @@ msgid "" "[code]width[/code] and optional antialiasing. When drawing large amounts of " "lines, this is faster than using individual [method draw_line] calls. To " "draw disconnected lines, use [method draw_multiline] instead. See also " -"[method draw_polygon]." +"[method draw_polygon].\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent polygons and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " +"to perform antialiasing." msgstr "" #: doc/classes/CanvasItem.xml @@ -16217,7 +16322,13 @@ msgid "" "line segments match by index between [code]points[/code] and [code]colors[/" "code]. When drawing large amounts of lines, this is faster than using " "individual [method draw_line] calls. To draw disconnected lines, use [method " -"draw_multiline_colors] instead. See also [method draw_polygon]." +"draw_multiline_colors] instead. See also [method draw_polygon].\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent polygons and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " +"to perform antialiasing." msgstr "" "Dibuja segmentos de líneas interconectadas con un [code]width[/code] " "uniforme y coloración segmento por segmento. Los colores asignados a los " @@ -16240,10 +16351,16 @@ msgid "" "rectangle will be filled with the [code]color[/code] specified. If " "[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a " "stroke with the [code]color[/code] and [code]width[/code] specified. If " -"[code]antialiased[/code] is [code]true[/code], the lines will be " -"antialiased.\n" +"[code]antialiased[/code] is [code]true[/code], the lines will attempt to " +"perform antialiasing using OpenGL line smoothing.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only " -"effective if [code]filled[/code] is [code]false[/code]." +"effective if [code]filled[/code] is [code]false[/code].\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent polygons and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " +"to perform antialiasing." msgstr "" "Dibuja un rectángulo. Si [code]filled[/code] es [code]true[/code], el " "rectángulo se llenará con el [code]color[/code] especificado. Si " @@ -16458,11 +16575,12 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" -"Si [code]enable[/code] es [code]true[/code], el nodo no heredará su " -"transformación de los objetos del canvas padre." #: doc/classes/CanvasItem.xml #, fuzzy @@ -17888,12 +18006,16 @@ msgid "Base node for 2D collision objects." msgstr "Nodo base para objetos de colisión 2D." #: doc/classes/CollisionObject2D.xml +#, fuzzy msgid "" "CollisionObject2D is the base class for 2D physics objects. It can hold any " "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" "CollisionObject2D es la clase base de los objetos de física 2D. Puede " "contener cualquier número de colisiones 2D [Shape2D]. Cada forma debe ser " @@ -20049,8 +20171,8 @@ msgid "" "Queue resort of the contained children. This is called automatically anyway, " "but can be called upon request." msgstr "" -"El recurso de la cola de los hijos contenidos. Esto se llama automáticamente " -"de todos modos, pero puede ser llamado a petición." +"Encolar la reorganización de los hijos contenidos. Este método es llamado " +"automáticamente, pero también puede ser llamado manualmente." #: doc/classes/Container.xml msgid "Emitted when sorting the children is needed." @@ -20837,9 +20959,11 @@ msgstr "" "dado tiene una sobreescritura válida en este nodo [Control]." #: doc/classes/Control.xml -#, fuzzy -msgid "Returns [code]true[/code] if drag operation is successful." -msgstr "Devuelve [code]true[/code] si una animacion esta reproduciendose." +msgid "" +"Returns [code]true[/code] if a drag operation is successful. Alternative to " +"[method Viewport.gui_is_drag_successful].\n" +"Best used with [constant Node.NOTIFICATION_DRAG_END]." +msgstr "" #: doc/classes/Control.xml msgid "" @@ -25769,10 +25893,13 @@ msgstr "" "caso de éxito)." #: doc/classes/Directory.xml +#, fuzzy msgid "" -"Deletes the target file or an empty directory. The argument can be relative " -"to the current directory, or an absolute path. If the target directory is " -"not empty, the operation will fail.\n" +"Permanently deletes the target file or an empty directory. The argument can " +"be relative to the current directory, or an absolute path. If the target " +"directory is not empty, the operation will fail.\n" +"If you don't want to delete the file/directory permanently, use [method OS." +"move_to_trash] instead.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" "Borra el archivo de destino o un directorio vacío. El argumento puede ser " @@ -27132,29 +27259,37 @@ msgstr "" "método." #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +#, fuzzy +msgid "A control used to edit properties of an object." msgstr "" "Una pestaña que se utiliza para editar las propiedades del nodo seleccionado." #: doc/classes/EditorInspector.xml -#, fuzzy msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." -msgstr "" -"El inspector de la edición se encuentra por defecto en la parte derecha del " -"editor. Se utiliza para editar las propiedades del nodo seleccionado. Por " -"ejemplo, puedes seleccionar un nodo como el Sprite2D y luego editar su " -"transformación a través de la herramienta de inspección. El inspector del " -"editor es una herramienta esencial en el flujo de trabajo del desarrollo del " -"juego.\n" -"[b]Nota:[/b] Esta clase no debe ser instanciada directamente. En lugar de " -"eso, accede al singleton usando el [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." +msgstr "" #: doc/classes/EditorInspector.xml msgid "" @@ -28709,6 +28844,14 @@ msgstr "" "- Formatio Binario en FBX 2017\n" "[/codeblock]" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "Post-procesa las escenas después de la importación." @@ -30086,7 +30229,7 @@ msgid "" "else:\n" " simulate_physics()\n" "[/codeblock]\n" -"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running " +"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" "[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " "(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the " @@ -30893,7 +31036,7 @@ msgstr "" "El modo de mapeo de tonos a utilizar. El \"tonemapping\" es el proceso que " "\"convierte\" los valores HDR para que sean adecuados para su representación " "en una pantalla LDR. (Godot todavía no soporta la renderización en pantallas " -"HDR.)" +"HDR)." #: doc/classes/Environment.xml msgid "" @@ -30991,41 +31134,52 @@ msgstr "" "coincidan con el brillo de la imagen original." #: doc/classes/Environment.xml +#, fuzzy msgid "" "Linear tonemapper operator. Reads the linear data and passes it on " -"unmodified." +"unmodified. This can cause bright lighting to look blown out, with " +"noticeable clipping in the output colors." msgstr "" "Operador lineal de mapas de tonos. Lee los datos lineales y los transmite " "sin modificar." #: doc/classes/Environment.xml +#, fuzzy msgid "" "Reinhardt tonemapper operator. Performs a variation on rendered pixels' " -"colors by this formula: [code]color = color / (1 + color)[/code]." +"colors by this formula: [code]color = color / (1 + color)[/code]. This " +"avoids clipping bright highlights, but the resulting image can look a bit " +"dull." msgstr "" "Operador de mapeado de tonos Reinhardt. Realiza una variación de los colores " "de los píxeles renderizados por esta fórmula: [code]color = color / (1 + " "color)[/code]." #: doc/classes/Environment.xml -msgid "Filmic tonemapper operator." -msgstr "Operador de mazos fílmicos." +msgid "" +"Filmic tonemapper operator. This avoids clipping bright highlights, with a " +"resulting image that usually looks more vivid than [constant " +"TONE_MAPPER_REINHARDT]." +msgstr "" #: doc/classes/Environment.xml -#, fuzzy msgid "" -"Academy Color Encoding System tonemapper operator. Performs an approximation " -"of the ACES tonemapping curve." -msgstr "Operador del Sistema de Codificación de Color de la Academia." +"Use the legacy Godot version of the Academy Color Encoding System " +"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES " +"does not handle bright lighting in a physically accurate way. ACES typically " +"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] " +"and [constant TONE_MAPPER_FILMIC].\n" +"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor " +"of the more accurate [constant TONE_MAPPER_ACES_FITTED]." +msgstr "" #: doc/classes/Environment.xml msgid "" -"High quality Academy Color Encoding System tonemapper operator that matches " -"the industry standard. Performs a more physically accurate curve fit which " -"better simulates how light works in the real world. The color of lights and " -"emissive materials will become lighter as the emissive energy increases, and " -"will eventually become white if the light is bright enough to saturate the " -"camera sensor." +"Use the Academy Color Encoding System tonemapper. ACES is slightly more " +"expensive than other options, but it handles bright lighting in a more " +"realistic fashion by desaturating it as it becomes brighter. ACES typically " +"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] " +"and [constant TONE_MAPPER_FILMIC]." msgstr "" #: doc/classes/Environment.xml @@ -33961,6 +34115,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "Representa el tamaño del enum [enum Subdiv]." +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -34010,6 +34208,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -37306,22 +37547,32 @@ msgid "Importing images" msgstr "" #: doc/classes/Image.xml +#, fuzzy msgid "" "Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image " -"at coordinates [code]dest[/code]." +"at coordinates [code]dest[/code], clipped accordingly to both image bounds. " +"This image and [code]src[/code] image [b]must[/b] have the same format. " +"[code]src_rect[/code] with not positive size is treated as empty." msgstr "" -"Mezcla usando Alfa [code]src_rect[/code] de la imagen [code]src[/code] a " -"esta imagen en las coordenadas [code]dest[/code]." +"[code]src_rect[/code] área de bits de la imagen [code]src[/code] a esta " +"imagen en las coordenadas dadas por [code]dst[/code]. El pixel de [code]src[/" +"code] se copia en [code]dst[/code] si el valor alfa del pixel " +"correspondiente de [code]mask[/code] no es 0. La imagen [code]src[/code] y " +"la imagen [code]mask[/code] [b]deben[/b] tener el mismo tamaño (anchura y " +"altura) pero pueden tener formatos diferentes." #: doc/classes/Image.xml +#, fuzzy msgid "" "Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image " -"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha " -"channels are required for both [code]src[/code] and [code]mask[/code]. " -"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the " -"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and " -"[code]mask[/code] image [b]must[/b] have the same size (width and height) " -"but they can have different formats." +"using [code]mask[/code] image at coordinates [code]dst[/code], clipped " +"accordingly to both image bounds. Alpha channels are required for both " +"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and " +"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha " +"value is not 0. This image and [code]src[/code] image [b]must[/b] have the " +"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] " +"have the same size (width and height) but they can have different formats. " +"[code]src_rect[/code] with not positive size is treated as empty." msgstr "" "Mezcla usando alfa[code]src_rect[/code] de la imagen [code]src[/code] a esta " "imagen usando la imagen [code]mask[/code] en las coordenadas [code]dst[/" @@ -37333,21 +37584,31 @@ msgstr "" "formatos diferentes." #: doc/classes/Image.xml +#, fuzzy msgid "" "Copies [code]src_rect[/code] from [code]src[/code] image to this image at " -"coordinates [code]dst[/code]." +"coordinates [code]dst[/code], clipped accordingly to both image bounds. This " +"image and [code]src[/code] image [b]must[/b] have the same format. " +"[code]src_rect[/code] with not positive size is treated as empty." msgstr "" -"Copia [code]src_rect[/code] de la imagen [code]src[/code] a esta imagen en " -"las coordenadas [code]dst[/code]." +"[code]src_rect[/code] área de bits de la imagen [code]src[/code] a esta " +"imagen en las coordenadas dadas por [code]dst[/code]. El pixel de [code]src[/" +"code] se copia en [code]dst[/code] si el valor alfa del pixel " +"correspondiente de [code]mask[/code] no es 0. La imagen [code]src[/code] y " +"la imagen [code]mask[/code] [b]deben[/b] tener el mismo tamaño (anchura y " +"altura) pero pueden tener formatos diferentes." #: doc/classes/Image.xml +#, fuzzy msgid "" "Blits [code]src_rect[/code] area from [code]src[/code] image to this image " -"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is " -"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's " -"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image " -"[b]must[/b] have the same size (width and height) but they can have " -"different formats." +"at the coordinates given by [code]dst[/code], clipped accordingly to both " +"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the " +"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and " +"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] " +"image and [code]mask[/code] image [b]must[/b] have the same size (width and " +"height) but they can have different formats. [code]src_rect[/code] with not " +"positive size is treated as empty." msgstr "" "[code]src_rect[/code] área de bits de la imagen [code]src[/code] a esta " "imagen en las coordenadas dadas por [code]dst[/code]. El pixel de [code]src[/" @@ -39064,8 +39325,10 @@ msgstr "Detiene la vibración del joypad." #, fuzzy msgid "" "Vibrate Android and iOS devices.\n" -"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export " -"settings. iOS does not support duration." +"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] " +"permission in the export preset.\n" +"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and " +"later." msgstr "" "Vibración de los dispositivos Android e iOS.\n" "[b]Nota:[/b] Necesita permiso de VIBRATE para Android en la configuración de " @@ -40069,9 +40332,13 @@ msgstr "" "action_has_event] si no quieres este comportamiento." #: doc/classes/InputMap.xml -msgid "Returns an array of [InputEvent]s associated with a given action." +msgid "" +"Returns an array of [InputEvent]s associated with a given action.\n" +"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), " +"this method will return events for the editor action. If you want to access " +"your project's input binds from the editor, read the [code]input/*[/code] " +"settings from [ProjectSettings]." msgstr "" -"Devuelve un conjunto de [InputEvent]s asociados a una acción determinada." #: doc/classes/InputMap.xml msgid "Returns an array of all actions in the [InputMap]." @@ -40269,6 +40536,19 @@ msgstr "" msgid "The target's [NodePath]." msgstr "" +#: doc/classes/IntervalTweener.xml +msgid "Creates an idle interval in a [SceneTreeTween] animation." +msgstr "" + +#: doc/classes/IntervalTweener.xml +msgid "" +"[IntervalTweener] is used to make delays in a tweening sequence. See [method " +"SceneTreeTween.tween_interval] for more usage information.\n" +"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way " +"to create [IntervalTweener]. Any [IntervalTweener] created manually will not " +"function correctly." +msgstr "" + #: doc/classes/IP.xml msgid "Internet protocol (IP) support functions such as DNS resolution." msgstr "" @@ -42957,14 +43237,20 @@ msgid "A 2D line." msgstr "Una línea 2D." #: doc/classes/Line2D.xml +#, fuzzy msgid "" -"A line through several points in 2D space.\n" +"A line through several points in 2D space. Supports varying width and color " +"over the line's length, texturing, and several cap/joint types.\n" "[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a " "time. To increase this limit, open the Project Settings and increase [member " "ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and " "[member ProjectSettings.rendering/limits/buffers/" "canvas_polygon_index_buffer_size_kb]." msgstr "" +"Un Polígono2D se define por un conjunto de puntos. Cada punto está conectado " +"al siguiente, y el punto final está conectado al primero, resultando en un " +"polígono cerrado. Los Polígonos2D pueden ser rellenados con color (sólido o " +"gradiente) o rellenados con una textura dada." #: doc/classes/Line2D.xml msgid "" @@ -43011,11 +43297,19 @@ msgstr "" "code] suministrada." #: doc/classes/Line2D.xml -#, fuzzy msgid "" -"If [code]true[/code], the line's border will be anti-aliased.\n" -"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased." -msgstr "Si [code]true[/code], el borde de la línea será anti-aliased." +"If [code]true[/code], the line's border will attempt to perform antialiasing " +"by drawing thin OpenGL smooth lines on the line's edges.\n" +"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] " +"is [code]true[/code].\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent lines and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to " +"perform antialiasing. 2D batching is also still supported with those " +"antialiased lines." +msgstr "" #: doc/classes/Line2D.xml msgid "" @@ -43260,7 +43554,7 @@ msgstr "" "[code]from_column[/code] a [code]to_column[/code]. Ambos parámetros deben " "estar dentro de la longitud del texto." -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "Borra la selección actual." @@ -43279,6 +43573,19 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "Devuelve la columna de inicio de la selección." + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "Devuelve la columna de final de selección." + +#: doc/classes/LineEdit.xml +#, fuzzy +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "Devuelve [code]true[/code] si el temporizador se detiene." + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -45391,6 +45698,41 @@ msgstr "" "Establece la malla utilizada para dibujar. Debe ser una malla que usa " "vértices 2D." +#: doc/classes/MethodTweener.xml +msgid "" +"Interpolates an abstract value and supplies it to a method called over time." +msgstr "" + +#: doc/classes/MethodTweener.xml +msgid "" +"[MethodTweener] is similar to a combination of [CallbackTweener] and " +"[PropertyTweener]. It calls a method providing an interpolated value as a " +"parameter. See [method SceneTreeTween.tween_method] for more usage " +"information.\n" +"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to " +"create [MethodTweener]. Any [MethodTweener] created manually will not " +"function correctly." +msgstr "" + +#: doc/classes/MethodTweener.xml +msgid "" +"Sets the time in seconds after which the [MethodTweener] will start " +"interpolating. By default there's no delay." +msgstr "" + +#: doc/classes/MethodTweener.xml +msgid "" +"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " +"default easing is used from the [SceneTreeTween] that contains this Tweener." +msgstr "" + +#: doc/classes/MethodTweener.xml +msgid "" +"Sets the type of used transition from [enum Tween.TransitionType]. If not " +"set, the default transition is used from the [SceneTreeTween] that contains " +"this Tweener." +msgstr "" + #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "Generic mobile VR implementation." msgstr "Implementación de la RealidadVirtual(VR) móvil genérica." @@ -47006,9 +47348,20 @@ msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"Bakes the [NavigationMesh]. The baking is done in a separate thread because " -"navigation baking is not a cheap operation. This can be done at runtime. " -"When it is completed, it automatically sets the new [NavigationMesh]." +"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/" +"code] (default), the baking is done on a separate thread. Baking on separate " +"thread is useful because navigation baking is not a cheap operation. When it " +"is completed, it automatically sets the new [NavigationMesh]. Please note " +"that baking on separate thread may be very slow if geometry is parsed from " +"meshes as async access to each mesh involves heavy synchronization." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "" +"Returns the [RID] of this region on the [NavigationServer]. Combined with " +"[method NavigationServer.map_get_closest_point_owner] can be used to " +"identify the [NavigationMeshInstance] closest to a point on the merged " +"navigation map." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -47242,6 +47595,14 @@ msgstr "" "Cambia un contorno creado en el editor o por el script. Tienes que llamar a " "[method make_polygons_from_outlines] para que los polígonos se actualicen." +#: doc/classes/NavigationPolygonInstance.xml +msgid "" +"Returns the [RID] of this region on the [Navigation2DServer]. Combined with " +"[method Navigation2DServer.map_get_closest_point_owner] can be used to " +"identify the [NavigationPolygonInstance] closest to a point on the merged " +"navigation map." +msgstr "" + #: doc/classes/NavigationServer.xml #, fuzzy msgid "Server interface for low-level 3D navigation access." @@ -48132,7 +48493,7 @@ msgstr "" #: doc/classes/Node.xml msgid "Nodes and Scenes" -msgstr "" +msgstr "Nodos y escenas" #: doc/classes/Node.xml msgid "All Demos" @@ -48387,7 +48748,7 @@ msgid "" "[/codeblock]\n" "[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you " "must set [member owner] in addition to calling [method add_child]. This is " -"typically relevant for [url=$DOCS_URL/tutorials/misc/" +"typically relevant for [url=$DOCS_URL/tutorials/plugins/" "running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/" "tutorials/plugins/editor/index.html]editor plugins[/url]. If [method " "add_child] is called without setting [member owner], the newly added [Node] " @@ -48476,6 +48837,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent " +"of doing:\n" +"[codeblock]\n" +"get_tree().create_tween().bind_node(self)\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/Node.xml +msgid "" "Duplicates the node, returning a new node.\n" "You can fine-tune the behavior using the [code]flags[/code] (see [enum " "DuplicateFlags]).\n" @@ -49455,7 +49825,7 @@ msgid "" "subinstancing.\n" "[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you " "must set [member owner] in addition to calling [method add_child]. This is " -"typically relevant for [url=$DOCS_URL/tutorials/misc/" +"typically relevant for [url=$DOCS_URL/tutorials/plugins/" "running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/" "tutorials/plugins/editor/index.html]editor plugins[/url]. If [method " "add_child] is called without setting [member owner], the newly added [Node] " @@ -49510,6 +49880,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Sets this node's name as a unique name in its [member owner]. This allows " +"the node to be accessed as [code]%Name[/code] instead of the full path, from " +"any node within that scene.\n" +"If another node with the same owner already had that name declared as " +"unique, that other node's name will no longer be set as having a unique name." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "Emitted when a child node enters the scene tree, either because it entered " "on its own or because this node entered with it." msgstr "" @@ -49608,12 +49987,19 @@ msgid "Notification received when the node is instanced." msgstr "Notificación recibida cuando el nodo es instanciado." #: doc/classes/Node.xml -msgid "Notification received when a drag begins." -msgstr "Notificación recibida cuando comienza un arrastre." +msgid "" +"Notification received when a drag operation begins. All nodes receive this " +"notification, not only the dragged one.\n" +"Can be triggered either by dragging a [Control] that provides drag data (see " +"[method Control.get_drag_data]) or using [method Control.force_drag].\n" +"Use [method Viewport.gui_get_drag_data] to get the dragged data." +msgstr "" #: doc/classes/Node.xml -msgid "Notification received when a drag ends." -msgstr "Notificación recibida cuando termina un arrastre." +msgid "" +"Notification received when a drag operation ends.\n" +"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded." +msgstr "" #: doc/classes/Node.xml msgid "Notification received when the node's [NodePath] changed." @@ -50470,7 +50856,7 @@ msgid "" "parameter used in the call to [method emit_signal]. Use [code]flags[/code] " "to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n" "A [code]signal[/code] can only be connected once to a [code]method[/code]. " -"It will throw an error if already connected, unless the signal was connected " +"It will print an error if already connected, unless the signal was connected " "with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method " "is_connected] to check for existing connections.\n" "If the [code]target[/code] is destroyed in the game's lifecycle, the " @@ -50536,7 +50922,7 @@ msgid "" "Disconnects a [code]signal[/code] from a [code]method[/code] on the given " "[code]target[/code].\n" "If you try to disconnect a connection that does not exist, the method will " -"throw an error. Use [method is_connected] to ensure that the connection " +"print an error. Use [method is_connected] to ensure that the connection " "exists." msgstr "" "[b]ARREGLAME[/b] La sintaxis cambió con el añadido de [Callable], esto " @@ -50650,9 +51036,16 @@ msgstr "" "recuperar la instancia del objeto con [method @GDScript.instance_from_id]." #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +#, fuzzy +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" -"Devuelve la entrada de metadatos del objeto para el [code]name[/code] dado." +"Devuelve el índice del artículo en la [code]position[/code] dada.\n" +"Cuando no hay ningún elemento en ese punto, se devolverá -1 si [code]exact[/" +"code] es [code]true[/code], y de lo contrario se devolverá el índice de " +"elemento más cercano." #: doc/classes/Object.xml #, fuzzy @@ -51957,6 +52350,16 @@ msgstr "" "determinarse a partir de la época." #: doc/classes/OS.xml +msgid "" +"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a " +"display cutout or notch. These are non-functional areas on edge-to-edge " +"screens used by cameras and sensors. Returns an empty array if the device " +"does not have cutouts. See also [method get_window_safe_area].\n" +"[b]Note:[/b] Currently only implemented on Android. Other platforms will " +"return an empty array even if they do have display cutouts or notches." +msgstr "" + +#: doc/classes/OS.xml #, fuzzy msgid "Returns the total amount of dynamic memory used (only works in debug)." msgstr "" @@ -52588,6 +52991,23 @@ msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "" +"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is " +"still running or [code]false[/code] if it has terminated.\n" +"Must be a valid ID generated from [method execute].\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " +"Windows." +msgstr "" +"Matar (terminar) el proceso identificado por el ID de proceso dado " +"([code]pid[/code]), por ejemplo el devuelto por [method execute] en modo no " +"bloqueante.\n" +"[b]Nota:[/b] Este método también puede utilizarse para matar procesos que no " +"fueron generados por el juego.\n" +"[b]Nota:[/b] Este método está implementado en Android, iOS, Linux, macOS y " +"Windows." + +#: doc/classes/OS.xml +#, fuzzy +msgid "" "Returns [code]true[/code] if the input scancode corresponds to a Unicode " "character." msgstr "" @@ -52706,6 +53126,14 @@ msgstr "" "Windows." #: doc/classes/OS.xml +msgid "" +"Moves the file or directory to the system's recycle bin. See also [method " +"Directory.remove].\n" +"[b]Note:[/b] If the user has disabled the recycle bin on their system, the " +"file will be permanently deleted instead." +msgstr "" + +#: doc/classes/OS.xml #, fuzzy msgid "" "Moves the window to the front.\n" @@ -53542,6 +53970,14 @@ msgstr "" "principal.\n" "[b]Nota:[/b] Sólo disponible en las construcciones del editor." +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "Abstracción y clase base para protocolos basados en paquetes." @@ -58283,8 +58719,16 @@ msgid "Sets the weight values for the specified bone." msgstr "Establece los valores de peso para el hueso especificado." #: doc/classes/Polygon2D.xml -msgid "If [code]true[/code], polygon edges will be anti-aliased." -msgstr "Si [code]true[/code], los bordes de los polígonos estarán suavizados." +msgid "" +"If [code]true[/code], attempts to perform antialiasing for polygon edges by " +"drawing a thin OpenGL smooth line on the edges.\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent polygons and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " +"to perform antialiasing." +msgstr "" #: doc/classes/Polygon2D.xml msgid "" @@ -58386,13 +58830,13 @@ msgstr "" #: doc/classes/PoolByteArray.xml #, fuzzy -msgid "A pooled [Array] of bytes." +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, " +"An array specifically designed to hold bytes. Optimized for memory usage, " "does not fragment the memory.\n" "[b]Note:[/b] This type is passed by value and not by reference." msgstr "" @@ -58455,6 +58899,16 @@ msgid "" "decompression exceeds that amount in bytes, then an error will be returned." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +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 " +"initialized elements." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a copy of the array's contents as [String]. Fast alternative to " @@ -58547,14 +59001,14 @@ msgstr "" #: doc/classes/PoolColorArray.xml #, fuzzy -msgid "A pooled [Array] of [Color]." +msgid "A pooled array of [Color]." 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" +"An array specifically designed to hold [Color]. Optimized for memory usage, " +"does not fragment the memory.\n" "[b]Note:[/b] This type is passed by value and not by reference." msgstr "" "Un [Array] diseñado específicamente para mantener el [Color]. Envuelve los " @@ -58596,14 +59050,14 @@ msgstr "Cambia el [Color] en el índice dado." #: doc/classes/PoolIntArray.xml #, fuzzy -msgid "A pooled [Array] of integers ([int])." +msgid "A pooled array of integers ([int])." msgstr "Un paquete [Array] de 32 bits de tipo entero." #: 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" +"An array specifically designed to hold integer values ([int]). Optimized for " +"memory usage, does not fragment the memory.\n" "[b]Note:[/b] This type is passed by value and not by reference.\n" "[b]Note:[/b] This type is limited to signed 32-bit integers, which means it " "can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. " @@ -58654,13 +59108,13 @@ msgstr "Cambia el entero en el índice dado." #: doc/classes/PoolRealArray.xml #, fuzzy -msgid "A pooled [Array] of reals ([float])." +msgid "A pooled array of reals ([float])." msgstr "Un paquete de [Array] de [Color]s." #: doc/classes/PoolRealArray.xml msgid "" -"An [Array] specifically designed to hold floating-point values. Optimized " -"for memory usage, does not fragment the memory.\n" +"An array specifically designed to hold floating-point values. Optimized for " +"memory usage, does not fragment the memory.\n" "[b]Note:[/b] This type is passed by value and not by reference.\n" "[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in " "[PoolRealArray] are 32-bit floats. This means values stored in " @@ -58691,13 +59145,13 @@ msgstr "Cambia el real en el índice dado." #: doc/classes/PoolStringArray.xml #, fuzzy -msgid "A pooled [Array] of [String]." +msgid "A pooled array of [String]." 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 " +"An array specifically designed to hold [String]s. Optimized for memory " "usage, does not fragment the memory.\n" "[b]Note:[/b] This type is passed by value and not by reference." msgstr "" @@ -58737,13 +59191,13 @@ msgstr "Cambia la [String] en el índice dado." #: doc/classes/PoolVector2Array.xml #, fuzzy -msgid "A pooled [Array] of [Vector2]." +msgid "A pooled array of [Vector2]." msgstr "Un empaquetado de [Array] de [Vector2]s." #: doc/classes/PoolVector2Array.xml #, fuzzy msgid "" -"An [Array] specifically designed to hold [Vector2]. Optimized for memory " +"An array specifically designed to hold [Vector2]. Optimized for memory " "usage, does not fragment the memory.\n" "[b]Note:[/b] This type is passed by value and not by reference." msgstr "" @@ -58781,13 +59235,13 @@ msgstr "Cambia el [Vector2] en el índice dado." #: doc/classes/PoolVector3Array.xml #, fuzzy -msgid "A pooled [Array] of [Vector3]." +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 " +"An array specifically designed to hold [Vector3]. Optimized for memory " "usage, does not fragment the memory.\n" "[b]Note:[/b] This type is passed by value and not by reference." msgstr "" @@ -61006,6 +61460,16 @@ msgid "Maximum call stack allowed for debugging GDScript." msgstr "Máxima pila de llamadas permitida para depurar GDScript." #: doc/classes/ProjectSettings.xml +msgid "" +"If [code]true[/code], enables warnings which can help pinpoint where nodes " +"are being incorrectly updated, which will result in incorrect interpolation " +"and visual glitches.\n" +"When a node is being interpolated, it is essential that the transform is set " +"during [method Node._physics_process] (during a physics tick) rather than " +"[method Node._process] (during a frame)." +msgstr "" + +#: doc/classes/ProjectSettings.xml msgid "Maximum amount of functions per frame allowed when profiling." msgstr "" "Cantidad máxima de funciones por fotograma permitidas en la elaboración de " @@ -61189,7 +61653,7 @@ msgstr "" #, fuzzy msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "Permite que la ventana sea redimensionada por defecto." #: doc/classes/ProjectSettings.xml @@ -61982,7 +62446,8 @@ msgid "Optional name for the 3D render layer 13." msgstr "Nombre opcional para la capa 13 del renderizado 3D." #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +#, fuzzy +msgid "Optional name for the 3D render layer 14." msgstr "Nombre opcional para la capa 14 del renderizado 3D" #: doc/classes/ProjectSettings.xml @@ -63503,20 +63968,25 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" -"Si [code]true[/code], fuerza el sombreado de vértices para todos los " -"renderizados. Esto puede aumentar mucho el rendimiento, pero también reduce " -"la calidad enormemente. Se puede utilizar para optimizar el rendimiento en " -"dispositivos móviles de gama baja." #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" "Sobreescritura del extremo inferior para [member rendering/quality/shading/" "force_vertex_shading] en los dispositivos móviles, debido a problemas de " @@ -63780,10 +64250,199 @@ msgid "" "situations where a change has been made." msgstr "" +#: doc/classes/PropertyTweener.xml +#, fuzzy +msgid "Interpolates an [Object]'s property over time." +msgstr "Anima suavemente las propiedades de un nodo a lo largo del tiempo." + +#: doc/classes/PropertyTweener.xml +msgid "" +"[PropertyTweener] is used to interpolate a property in an object. See " +"[method SceneTreeTween.tween_property] for more usage information.\n" +"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way " +"to create [PropertyTweener]. Any [PropertyTweener] created manually will not " +"function correctly." +msgstr "" + +#: doc/classes/PropertyTweener.xml +msgid "" +"When called, the final value will be used as a relative value instead. " +"Example:\n" +"[codeblock]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)." +"as_relative() #the node will move by 100 pixels to the right\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/PropertyTweener.xml +msgid "" +"Sets a custom initial value to the [PropertyTweener]. Example:\n" +"[codeblock]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_property(self, \"position\", Vector2(200, 100), 1)." +"from(Vector2(100, 100) #this will move the node from position (100, 100) to " +"(200, 100)\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/PropertyTweener.xml +msgid "" +"Makes the [PropertyTweener] use the current property value (i.e. at the time " +"of creating this [PropertyTweener]) as a starting point. This is equivalent " +"of using [method from] with the current value. These two calls will do the " +"same:\n" +"[codeblock]\n" +"tween.tween_property(self, \"position\", Vector2(200, 100), 1)." +"from(position)\n" +"tween.tween_property(self, \"position\", Vector2(200, 100), 1)." +"from_current()\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/PropertyTweener.xml +msgid "" +"Sets the time in seconds after which the [PropertyTweener] will start " +"interpolating. By default there's no delay." +msgstr "" + +#: doc/classes/PropertyTweener.xml +msgid "" +"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " +"default easing is used from the [Tween] that contains this Tweener." +msgstr "" + +#: doc/classes/PropertyTweener.xml +msgid "" +"Sets the type of used transition from [enum Tween.TransitionType]. If not " +"set, the default transition is used from the [Tween] that contains this " +"Tweener." +msgstr "" + #: doc/classes/ProximityGroup.xml -msgid "General-purpose proximity detection node." +#, fuzzy +msgid "General-purpose 3D proximity detection node." msgstr "Nodo de detección de proximidad de propósito general." +#: doc/classes/ProximityGroup.xml +msgid "" +"General-purpose proximity detection node. [ProximityGroup] can be used for " +"[i]approximate[/i] distance checks, which are faster than exact distance " +"checks using [method Vector3.distance_to] or [method Vector3." +"distance_squared_to].\n" +"[ProximityGroup] nodes are automatically grouped together, as long as they " +"share the same [member group_name] and intersect with each other. By calling " +"the [method broadcast], you can invoke a specified method with various " +"parameters to all intersecting members.\n" +"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] " +"coordinates. The coordinates are automatically calculated by calling [member " +"grid_radius]. To allow [ProximityGroup] to find its peers (and perform " +"automatic grouping), you need to define its [member group_name] to a non-" +"empty [String]. As soon as this object's shape intersects with another " +"[ProximityGroup] object' shape, and both share the same [member group_name], " +"they will belong together for as long as they intersect.\n" +"Since [ProximityGroup] doesn't rely the physics engine, you don't need to " +"add any other node as a child (unlike [PhysicsBody]).\n" +"The [ProximityGroup] uses the [SceneTree] groups in the background by " +"calling the method [method Node.add_to_group] internally. The [SceneTree] " +"group names are constructed by combining the [member group_name] with its " +"coordinates, which are calculated using the [member grid_radius] you defined " +"beforehand.\n" +"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] " +"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to " +"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)" +"[/code] will create the following [SceneTree] group names:\n" +"[codeblock]\n" +"- \"planets|5|4|3\"\n" +"- \"planets|5|4|4\"\n" +"- \"planets|5|4|5\"\n" +"- \"planets|5|4|6\"\n" +"- \"planets|5|4|7\"\n" +"- \"planets|5|4|8\"\n" +"- \"planets|5|4|9\"\n" +"- ...\n" +"[/codeblock]\n" +"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with " +"group name [code]\"planets\"[/code], and one of its coordinates is " +"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] " +"group called [code]\"planets|5|4|7\"[/code]. However, since this group name " +"already exists, this [ProximityGroup] object will be [i]added[/i] to the " +"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long " +"as both nodes don't change their transform and stop intersecting (or exit " +"the scene tree), they are grouped together. As long as this intersection " +"exists, any call to [method broadcast] will affect [i]both[/i] " +"[ProximityGroup] nodes.\n" +"There are 3 caveats to keep in mind when using [ProximityGroup]:\n" +"- The larger the grid radius, the more coordinates and the more [SceneTree] " +"groups are created. This can have a performance impact if too many groups " +"are created.\n" +"- If the [ProximityGroup] node is transformed in any way (or is removed from " +"the scene tree), the groupings will have to be recalculated. This can also " +"have a performance impact.\n" +"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/" +"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, " +"small grid radius values may lead to unwanted groupings.\n" +"[/codeblock]\n" +"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more " +"effective and faster [VisibilityNotifier] functionality. For most use cases, " +"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are " +"fast enough too, especially if you call them less often using a [Timer] node." +msgstr "" + +#: doc/classes/ProximityGroup.xml +msgid "" +"Calls on all intersecting [ProximityGroup] the given method and parameters.\n" +"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), " +"all calls are delegated to their respective parent [Node]." +msgstr "" + +#: doc/classes/ProximityGroup.xml +msgid "" +"Specifies which node gets contacted on a call of method [method broadcast]." +msgstr "" + +#: doc/classes/ProximityGroup.xml +msgid "" +"The size of the space in 3D units. This also sets the amount of coordinates " +"required to calculate whether two [ProximityGroup] nodes are intersecting or " +"not. Smaller [member grid_radius] values can be used for more precise " +"proximity checks at the cost of performance, since more groups will be " +"created." +msgstr "" + +#: doc/classes/ProximityGroup.xml +msgid "" +"Specify the common group name, to let other [ProximityGroup] nodes know, if " +"they should be auto-grouped with this node in case they intersect with each " +"other.\n" +"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/" +"code] and another called [code]\"Mars\"[/code], with both nodes having " +"[code]\"planet\"[/code] as their [member group_name]. Give both planets a " +"significantly larger [member grid_radius] than their actual radius, position " +"them close enough and they'll be automatically grouped." +msgstr "" + +#: doc/classes/ProximityGroup.xml +msgid "" +"Emitted when the user calls the [method broadcast] method and has set " +"[member dispatch_mode] to [constant MODE_SIGNAL].\n" +"The given method and its parameters are passed on to the listeners who " +"connected to this signal of this object, as well as any [ProximityGroup] " +"node this node is grouped together with.\n" +"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default " +"[member dispatch_mode] is [constant MODE_PROXY]." +msgstr "" + +#: doc/classes/ProximityGroup.xml +msgid "This [ProximityGroup]'s parent will be target of [method broadcast]." +msgstr "" + +#: doc/classes/ProximityGroup.xml +msgid "" +"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when " +"calling the [method broadcast] [i]method[/i]." +msgstr "" + #: doc/classes/QuadMesh.xml msgid "Class representing a square mesh." msgstr "Clase que representa una malla cuadrada." @@ -66244,14 +66903,15 @@ msgstr "Añade texto crudo no preparado por BBCode a la pila de etiquetas." #: doc/classes/RichTextLabel.xml msgid "" -"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns " -"the result of the parsing, [constant OK] if successful.\n" +"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n" "[b]Note:[/b] Using this method, you can't close a tag that was opened in a " "previous [method append_bbcode] call. This is done to improve performance, " "especially when updating large RichTextLabels since rebuilding the whole " "BBCode every time would be slower. If you absolutely need to close a tag in " "a future method call, append the [member bbcode_text] instead of using " -"[method append_bbcode]." +"[method append_bbcode].\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/RichTextLabel.xml @@ -66273,6 +66933,13 @@ msgstr "" "pila de etiquetas. Considera el texto envuelto como una línea." #: doc/classes/RichTextLabel.xml +#, fuzzy +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "" +"Devuelve el número total de caracteres de las etiquetas de texto. No incluye " +"los BBCodes." + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -66297,10 +66964,12 @@ msgid "Adds a newline tag to the tag stack." msgstr "Añade una etiqueta de nueva línea a la pila de etiquetas." #: doc/classes/RichTextLabel.xml +#, fuzzy msgid "" "The assignment version of [method append_bbcode]. Clears the tag stack and " -"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] " -"successfully." +"inserts the new content.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" "La versión de asignación de [method append_bbcode]. Borra la pila de " "etiquetas e inserta el nuevo contenido. Devuelve [constant OK] si parsea " @@ -68366,6 +69035,10 @@ msgstr "" "[/codeblock]" #: doc/classes/SceneTree.xml +msgid "Creates and returns a new [SceneTreeTween]." +msgstr "" + +#: doc/classes/SceneTree.xml msgid "" "Returns the current frame number, i.e. the total frame count since the " "application started." @@ -68396,6 +69069,12 @@ msgid "Returns a list of all nodes assigned to the given group." msgstr "Devuelve una lista de todos los nodos asignados al grupo dado." #: doc/classes/SceneTree.xml +msgid "" +"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] " +"(both running and paused)." +msgstr "" + +#: doc/classes/SceneTree.xml msgid "Returns the sender's peer ID for the most recently received RPC call." msgstr "" "Devuelve la identificación del remitente de la última llamada RPC recibida." @@ -68856,6 +69535,405 @@ msgstr "El tiempo restante." msgid "Emitted when the timer reaches 0." msgstr "Emitido cuando el temporizador llega a 0." +#: doc/classes/SceneTreeTween.xml +msgid "" +"Lightweight object used for general-purpose animation via script, using " +"[Tweener]s." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"[SceneTreeTween] is a tween managed by the scene tree. As opposed to " +"[Tween], it does not require the instantiation of a node.\n" +"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are " +"very much suited for simple animations or general tasks that don't require " +"visual tweaking provided by the editor. They can be used in a fire-and-" +"forget manner for some logic that normally would be done by code. You can e." +"g. make something shoot periodically by using a looped [CallbackTweener] " +"with a delay.\n" +"A [SceneTreeTween] can be created by using either [method SceneTree." +"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created " +"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " +"used for tweening values, but you can do manual interpolation with [method " +"interpolate_value].\n" +"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " +"by default are executed one after another. You can create a sequence by " +"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " +"[Tweener] is called tweening. Example tweening sequence looks like this:\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($Sprite, \"queue_free\")\n" +"[/codeblock]\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " +"and finally the [method Node.queue_free] is called to remove the sprite. See " +"methods [method tween_property], [method tween_interval], [method " +"tween_callback] and [method tween_method] for more usage information.\n" +"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " +"chained method call can be used to tweak the properties of this [Tweener]. " +"For example, if you want to set different transition type in the above " +"example, you can do:\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($Sprite, \"queue_free\")\n" +"[/codeblock]\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In this " +"example the [SceneTreeTween] is bound and have set a default transition:\n" +"[codeblock]\n" +"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." +"TRANS_ELASTIC)\n" +"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" +"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" +"tween.tween_callback($Sprite, \"queue_free\")\n" +"[/codeblock]\n" +"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"objects:\n" +"[codeblock]\n" +"var tween = create_tween()\n" +"for sprite in get_children():\n" +" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +"[/codeblock]\n" +"In the example above, all children of a node are moved one after another to " +"position (0, 0).\n" +"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"TransitionType] constant, and refers to the way the timing of the animation " +"is handled (see [url=https://easings.net/]easings.net[/url] for some " +"examples). The second accepts an [enum Tween.EaseType] constant, and " +"controls where the [code]trans_type[/code] is applied to the interpolation " +"(in the beginning, the end, or both). If you don't know which transition and " +"easing to pick, you can try different [enum Tween.TransitionType] constants " +"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" +"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " +"prevent a [SceneTreeTween] from autostarting, you can call [method stop] " +"immediately after it was created." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Binds this [SceneTreeTween] with the given [code]node[/code]. " +"[SceneTreeTween]s are processed directly by the [SceneTree], so they run " +"independently of the animated nodes. When you bind a [Node] with the " +"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the " +"object is not inside tree and the [SceneTreeTween] will be automatically " +"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] " +"will make the pausing behavior dependent on the bound node.\n" +"For a shorter way to create and bind a [SceneTreeTween], you can use [method " +"Node.create_tween]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Used to chain two [Tweener]s after [method set_parallel] is called with " +"[code]true[/code].\n" +"[codeblock]\n" +"var tween = create_tween().set_parallel(true)\n" +"tween.tween_property(...)\n" +"tween.tween_property(...) # Will run parallelly with above.\n" +"tween.chain().tween_property(...) # Will run after two above are finished.\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " +"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " +"it manually. Can also be used to end the [SceneTreeTween] animation " +"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " +"haven't finished.\n" +"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " +"you can call [method stop] after the step, to keep it and reset." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Returns the total time in seconds the [SceneTreeTween] has been animating (i." +"e. time since it started, not counting pauses etc.). The time is affected by " +"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"[b]Note:[/b] As it results from accumulating frame deltas, the time returned " +"after the [SceneTreeTween] has finished animating will be slightly greater " +"than the actual [SceneTreeTween] duration." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"This method can be used for manual interpolation of a value, when you don't " +"want [SceneTreeTween] to do animating for you. It's similar to [method " +"@GDScript.lerp], but with support for custom transition and easing.\n" +"[code]initial_value[/code] is the starting value of the interpolation.\n" +"[code]delta_value[/code] is the change of the value in the interpolation, i." +"e. it's equal to [code]final_value - initial_value[/code].\n" +"[code]elapsed_time[/code] is the time in seconds that passed after the " +"interpolation started and it's used to control the position of the " +"interpolation. E.g. when it's equal to half of the [code]duration[/code], " +"the interpolated value will be halfway between initial and final values. " +"This value can also be greater than [code]duration[/code] or lower than 0, " +"which will extrapolate the value.\n" +"[code]duration[/code] is the total time of the interpolation.\n" +"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method " +"will always return the final value, regardless of [code]elapsed_time[/code] " +"provided." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't " +"paused and it's not finished." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " +"[SceneTreeTween] contained by the scene tree (i.e. the array from [method " +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " +"[SceneTreeTween] might become invalid when it has finished tweening or was " +"killed, also when created with [code]Tween.new()[/code]. Invalid " +"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " +"them. You can however still use [method interpolate_value]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Makes the next [Tweener] run parallelly to the previous one. Example:\n" +"[codeblock]\n" +"var tween = create_tween()\n" +"tween.tween_property(...)\n" +"tween.parallel().tween_property(...)\n" +"tween.parallel().tween_property(...)\n" +"[/codeblock]\n" +"All [Tweener]s in the example will run at the same time.\n" +"You can make the [SceneTreeTween] parallel by default by using [method " +"set_parallel]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Pauses the tweening. The animation can be resumed by using [method play]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "Resumes a paused or stopped [SceneTreeTween]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s " +"animated by this [SceneTreeTween]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Sets the number of times the tweening sequence will be repeated, i.e. " +"[code]set_loops(2)[/code] will run the animation twice.\n" +"Calling this method without arguments will make the [SceneTreeTween] run " +"infinitely, until it is either killed by [method kill] or by freeing bound " +"node, or all the animated objects have been freed (which makes further " +"animation impossible).\n" +"[b]Warning:[/b] Make sure to always add some duration/delay when using " +"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " +"with no delay or [PropertyTweener] with invalid node) are equivalent to " +"infinite [code]while[/code] loops and will freeze your game. If a " +"[SceneTreeTween]'s lifetime depends on some node, always use [method " +"bind_node]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after " +"this method will by default run simultaneously, as opposed to sequentially." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is " +"paused. Check [enum TweenPauseMode] for options.\n" +"Default value is [constant TWEEN_PAUSE_BOUND]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Determines whether the [SceneTreeTween] should run during idle frame (see " +"[method Node._process]) or physics frame (see [method Node." +"_physics_process].\n" +"Default value is [constant Tween.TWEEN_PROCESS_IDLE]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Scales the speed of tweening. This affects all [Tweener]s and their delays." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s " +"animated by this [SceneTreeTween]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Stops the tweening and resets the [SceneTreeTween] to its initial state. " +"This will not remove any appended [Tweener]s." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Creates and appends a [CallbackTweener]. This method can be used to call an " +"arbitrary method in any object. Use [code]binds[/code] to bind additional " +"arguments for the call.\n" +"Example: object that keeps shooting every 1 second.\n" +"[codeblock]\n" +"var tween = get_tree().create_tween().set_loops()\n" +"tween.tween_callback(self, \"shoot\").set_delay(1)\n" +"[/codeblock]\n" +"Example: turning a sprite red and then blue, with 2 second delay.\n" +"[codeblock]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n" +"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Creates and appends an [IntervalTweener]. This method can be used to create " +"delays in the tween animation, as an alternative for using the delay in " +"other [Tweener]s or when there's no animation (in which case the " +"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " +"interval, in seconds.\n" +"Example: creating an interval in code execution.\n" +"[codeblock]\n" +"# ... some code\n" +"yield(create_tween().tween_interval(2), \"finished\")\n" +"# ... more code\n" +"[/codeblock]\n" +"Example: creating an object that moves back and forth and jumps every few " +"seconds.\n" +"[codeblock]\n" +"var tween = create_tween().set_loops()\n" +"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n" +"tween.tween_callback(self, \"jump\")\n" +"tween.tween_interval(2)\n" +"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n" +"tween.tween_callback(self, \"jump\")\n" +"tween.tween_interval(2)\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Creates and appends a [MethodTweener]. This method is similar to a " +"combination of [method tween_callback] and [method tween_property]. It calls " +"a method over time with a tweened value provided as an argument. The value " +"is tweened between [code]from[/code] and [code]to[/code] over the time " +"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to " +"bind additional arguments for the call. You can use [method MethodTweener." +"set_ease] and [method MethodTweener.set_trans] to tweak the easing and " +"transition of the value or [method MethodTweener.set_delay] to delay the " +"tweening.\n" +"Example: making a 3D object look from one point to another point.\n" +"[codeblock]\n" +"var tween = create_tween()\n" +"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), " +"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n" +"[/codeblock]\n" +"Example: setting a text of a [Label], using an intermediate method and after " +"a delay.\n" +"[codeblock]\n" +"func _ready():\n" +" var tween = create_tween()\n" +" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n" +"\n" +"func set_label_text(value: int):\n" +" $Label.text = \"Counting \" + str(value)\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Creates and appends a [PropertyTweener]. This method tweens a " +"[code]property[/code] of an [code]object[/code] between an initial value and " +"[code]final_val[/code] in a span of time equal to [code]duration[/code], in " +"seconds. The initial value by default is a value at the time the tweening of " +"the [PropertyTweener] start. For example:\n" +"[codeblock]\n" +"var tween = create_tween()\n" +"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" +"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n" +"[/codeblock]\n" +"will move the sprite to position (100, 200) and then to (200, 300). If you " +"use [method PropertyTweener.from] or [method PropertyTweener.from_current], " +"the starting position will be overwritten by the given value instead. See " +"other methods in [PropertyTweener] to see how the tweening can be tweaked " +"further.\n" +"[b]Note:[/b] You can find the correct property name by hovering over the " +"property in the Inspector. You can also provide the components of a property " +"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/" +"code]), where it would only apply to that particular component.\n" +"Example: moving object twice from the same position, with different " +"transition types.\n" +"[codeblock]\n" +"var tween = create_tween()\n" +"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)." +"as_relative().set_trans(Tween.TRANS_SINE)\n" +"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)." +"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " +"when the [SceneTreeTween] is set to infinite looping (see [method " +"set_loops]).\n" +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " +"is emitted, but it doesn't happen immediately, but on the next processing " +"frame. Calling [method stop] inside the signal callback will preserve the " +"[SceneTreeTween]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Emitted when a full loop is complete (see [method set_loops]), providing the " +"loop index. This signal is not emitted after final loop, use [signal " +"finished] instead for this case." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Emitted when one step of the [SceneTreeTween] is complete, providing the " +"step index. One step is either a single [Tweener] or a group of [Tweener]s " +"running parallelly." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"If the [SceneTreeTween] has a bound node, it will process when that node can " +"process (see [member Node.pause_mode]). Otherwise it's the same as [constant " +"TWEEN_PAUSE_STOP]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +#, fuzzy +msgid "" +"The [SceneTreeTween] will process regardless of whether [SceneTree] is " +"paused." +msgstr "Continúe el proceso sin importar el estado de pausa de [SceneTree]." + #: doc/classes/Script.xml msgid "A class stored as a resource." msgstr "Una clase almacenada como recurso." @@ -69215,22 +70293,25 @@ msgstr "" "evitar los bloqueos. Para una versión binaria, véase [Mutex]." #: doc/classes/Semaphore.xml -#, fuzzy msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" -"Trata de bloquear este [Mutex], pero no bloquea. Devuelve [constant OK] en " -"el éxito, [constant ERR_BUSY] en caso contrario." #: doc/classes/Semaphore.xml -#, fuzzy msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" -"Trata de bloquear este [Mutex], pero no bloquea. Devuelve [constant OK] en " -"el éxito, [constant ERR_BUSY] en caso contrario." #: doc/classes/Separator.xml msgid "Base class for separators." @@ -71078,7 +72159,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -72102,7 +73197,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" "SpinBox es un campo de texto de entrada numérica. Permite introducir números " "enteros y reales.\n" @@ -73781,7 +74879,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -74116,9 +75213,9 @@ msgstr "Devuelve el hash SHA-256 de la string como una string." #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -74629,7 +75726,7 @@ msgstr "" msgid "" "Antialiasing draws a small ring around the edges, which fades to " "transparency. As a result, edges look much smoother. This is only noticeable " -"when using rounded corners.\n" +"when using rounded corners or [member skew].\n" "[b]Note:[/b] When using beveled corners with 45-degree angles ([member " "corner_detail] = 1), it is recommended to set [member anti_aliasing] to " "[code]false[/code] to ensure crisp visuals and avoid possible visual " @@ -74737,41 +75834,48 @@ msgstr "Cambia el dibujo de la parte interior de la caja de estilo." msgid "" "Expands the stylebox outside of the control rect on the bottom edge. Useful " "in combination with [member border_width_bottom] to draw a border outside " -"the control rect." +"the control rect.\n" +"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member " +"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area " +"for [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 "" -"Expande la caja de estilo fuera del rectángulo de control en el borde " -"inferior. Es útil en combinación con [member border_width_bottom] para " -"dibujar un borde fuera del rectángulo de control." #: doc/classes/StyleBoxFlat.xml msgid "" "Expands the stylebox outside of the control rect on the left edge. Useful in " "combination with [member border_width_left] to draw a border outside the " -"control rect." +"control rect.\n" +"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member " +"expand_margin_left] does [i]not[/i] affect the size of the clickable area " +"for [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 "" -"Expande la caja de estilo fuera del rectángulo de control en el borde " -"izquierdo. Es útil en combinación con [member border_width_left] para " -"dibujar un borde fuera del rectángulo de control." #: doc/classes/StyleBoxFlat.xml msgid "" "Expands the stylebox outside of the control rect on the right edge. Useful " "in combination with [member border_width_right] to draw a border outside the " -"control rect." +"control rect.\n" +"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member " +"expand_margin_right] does [i]not[/i] affect the size of the clickable area " +"for [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 "" -"Expande la caja de estilo fuera del rectángulo de control en el borde " -"derecho. Es útil en combinación con [member border_width_right] para dibujar " -"un borde fuera del rectángulo de control." #: doc/classes/StyleBoxFlat.xml msgid "" "Expands the stylebox outside of the control rect on the top edge. Useful in " "combination with [member border_width_top] to draw a border outside the " -"control rect." +"control rect.\n" +"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member " +"expand_margin_top] does [i]not[/i] affect the size of the clickable area for " +"[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 "" -"Expande la caja de estilo fuera del rectángulo de control en el borde " -"superior. Es útil en combinación con [member border_width_top] para dibujar " -"un borde fuera del rectángulo de control." #: doc/classes/StyleBoxFlat.xml msgid "" @@ -74793,6 +75897,21 @@ msgstr "" msgid "The shadow size in pixels." msgstr "El tamaño de la sombra en píxeles." +#: doc/classes/StyleBoxFlat.xml +msgid "" +"If set to a non-zero value on either axis, [member skew] distorts the " +"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-" +"style UIs. Positive values skew the StyleBox towards the right (X axis) and " +"upwards (Y axis), while negative values skew the StyleBox towards the left " +"(X axis) and downwards (Y axis).\n" +"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider " +"increasing the [StyleBox]'s content margin (see [member StyleBox." +"content_margin_bottom]). It is preferable to increase the content margin " +"instead of the expand margin (see [member expand_margin_bottom]), as " +"increasing the expand margin does not increase the size of the clickable " +"area for [Control]s." +msgstr "" + #: doc/classes/StyleBoxLine.xml msgid "[StyleBox] that displays a single line." msgstr "[StyleBox] que muestra una sola línea." @@ -76056,10 +77175,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "Devuelve la columna de inicio de la selección." - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "Devuelve la línea de inicio de la selección." @@ -76068,10 +77183,6 @@ msgid "Returns the text inside the selection." msgstr "Devuelve el texto dentro de la selección." #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "Devuelve la columna de final de selección." - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "Devuelve la línea final de selección." @@ -77364,6 +78475,14 @@ msgstr "" "archivo [code].theme[/code], vea la documentación para más información." #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "Borra todos los valores del tema." @@ -77727,6 +78846,13 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml #, fuzzy msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " @@ -78924,7 +80050,9 @@ msgid "" "[code]weekday[/code], [code]hour[/code], [code]minute[/code], and " "[code]second[/code].\n" "If [code]weekday[/code] is false, then the [code]weekday[/code] entry is " -"excluded (the calculation is relatively expensive)." +"excluded (the calculation is relatively expensive).\n" +"[b]Note:[/b] Any decimal fraction in the time string will be ignored " +"silently." msgstr "" "Devuelve la fecha actual como un diccionario de claves: [code]year[/code], " "[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] " @@ -79093,14 +80221,18 @@ msgid "" "string can contain a date only, a time only, or both.\n" "[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any " "timezone conversion, so the timestamp will be in the same timezone as the " -"given datetime string." +"given datetime string.\n" +"[b]Note:[/b] Any decimal fraction in the time string will be ignored " +"silently." msgstr "" #: doc/classes/Time.xml msgid "" "Returns the current Unix timestamp in seconds based on the system time in " "UTC. This method is implemented by the operating system and always returns " -"the time in UTC." +"the time in UTC.\n" +"[b]Note:[/b] Unlike other methods that use integer timestamps, this method " +"returns the timestamp as a [float] for sub-second precision." msgstr "" #: doc/classes/Time.xml @@ -79574,26 +80706,30 @@ msgstr "" "del eje normalizado (escala de 1 o -1)." #: doc/classes/Transform.xml +#, fuzzy msgid "" -"Rotates the transform around the given axis by the given angle (in radians), " -"using matrix multiplication. The axis must be a normalized vector." +"Returns a copy of the transform rotated around the given [code]axis[/code] " +"by the given [code]angle[/code] (in radians), using matrix multiplication. " +"The [code]axis[/code] must be a normalized vector." msgstr "" "Gira la transformación alrededor del eje dado por el ángulo dado (en " "radianes), usando la multiplicación de la matriz. El eje debe ser un vector " "normalizado." #: doc/classes/Transform.xml +#, fuzzy msgid "" -"Scales basis and origin of the transform by the given scale factor, using " -"matrix multiplication." +"Returns a copy of the transform with its basis and origin scaled by the " +"given [code]scale[/code] factor, using matrix multiplication." msgstr "" "Base de escala y origen de la transformación por el factor de escala dado, " "utilizando la multiplicación de la matriz." #: doc/classes/Transform.xml doc/classes/Transform2D.xml +#, fuzzy msgid "" -"Translates the transform by the given offset, relative to the transform's " -"basis vectors.\n" +"Returns a copy of the transform translated by the given [code]offset[/code], " +"relative to the transform's basis vectors.\n" "Unlike [method rotated] and [method scaled], this does not use matrix " "multiplication." msgstr "" @@ -79734,16 +80870,19 @@ msgid "Returns the scale." msgstr "Devuelve la escala." #: doc/classes/Transform2D.xml +#, fuzzy msgid "" -"Rotates the transform by the given angle (in radians), using matrix " -"multiplication." +"Returns a copy of the transform rotated by the given [code]angle[/code] (in " +"radians), using matrix multiplication." msgstr "" "Gira la transformación por el ángulo dado (en radianes), usando la " "multiplicación de la matriz." #: doc/classes/Transform2D.xml +#, fuzzy msgid "" -"Scales the transform by the given scale factor, using matrix multiplication." +"Returns a copy of the transform scaled by the given [code]scale[/code] " +"factor, using matrix multiplication." msgstr "" "Escala la transformación por el factor de escala dado, usando la " "multiplicación de la matriz." @@ -80043,7 +81182,7 @@ msgid "" "get the item that was modified.\n" "[codeblock]\n" "func _ready():\n" -" $Tree.item_edited.connect(on_Tree_item_edited)\n" +" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n" "\n" "func on_Tree_item_edited():\n" " print($Tree.get_edited()) # This item just got edited (e.g. checked).\n" @@ -81101,7 +82240,9 @@ msgid "" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] Tween methods will return [code]false[/code] if the requested " -"operation cannot be completed." +"operation cannot be completed.\n" +"[b]Note:[/b] For an alternative method of tweening, that doesn't require " +"using nodes, see [SceneTreeTween]." msgstr "" "Los Tweens son útiles para las animaciones que requieren que una propiedad " "numérica sea interpolada en un rango de valores. El nombre [i]tween[/i] " @@ -81511,6 +82652,23 @@ msgstr "" "Una combinación de [constant EASE_IN] y [constant EASE_OUT]. La " "interpolación es más rápida en ambos extremos." +#: doc/classes/Tweener.xml +msgid "Abstract class for all Tweeners used by [SceneTreeTween]." +msgstr "" + +#: doc/classes/Tweener.xml +msgid "" +"Tweeners are objects that perform a specific animating task, e.g. " +"interpolating a property or calling a method at a given time. A [Tweener] " +"can't be created manually, you need to use a dedicated method from " +"[SceneTreeTween]." +msgstr "" + +#: doc/classes/Tweener.xml +#, fuzzy +msgid "Emitted when the [Tweener] has just finished its job." +msgstr "Emitido cuando el nodo entra en el árbol." + #: doc/classes/UDPServer.xml msgid "Helper class to implement a UDP server." msgstr "Clase de ayudante para implementar un servidor UDP." @@ -82641,7 +83799,7 @@ msgstr "" msgid "" "Returns the angle between the line connecting the two points and the X axis, " "in radians.\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/" "vector2_angle_to_point.png]Illustration of the returned angle.[/url]" msgstr "" @@ -82860,9 +84018,10 @@ msgstr "" "Devuelve el vector reflejado desde un plano definido por la normal dada." #: doc/classes/Vector2.xml +#, fuzzy msgid "" -"Returns the vector rotated by [code]phi[/code] radians. See also [method " -"@GDScript.deg2rad]." +"Returns the vector rotated by [code]angle[/code] (in radians). See also " +"[method @GDScript.deg2rad]." msgstr "" "Devuelve el vector rotado por [code]phi[/code] radianes. Ver también [method " "@GDScript.deg2rad]." @@ -82997,7 +84156,7 @@ msgstr "Vector utilizado para las matemáticas 3D usando coordenadas enteras." #, fuzzy msgid "" "3-element structure that can be used to represent positions in 3D space or " -"any other pair of numeric values.\n" +"any other triplet of numeric values.\n" "[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/" "code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 " "will always evaluate to [code]true[/code]." @@ -83116,9 +84275,10 @@ msgstr "" "dada." #: doc/classes/Vector3.xml +#, fuzzy msgid "" -"Rotates this vector around a given axis by [code]phi[/code] radians. The " -"axis must be a normalized vector." +"Rotates this vector around a given axis by [code]angle[/code] (in radians). " +"The axis must be a normalized vector." msgstr "" "Gira este vector alrededor de un eje dado por [code]phi[/code] radianes. El " "eje debe ser un vector normalizado." @@ -83932,10 +85092,10 @@ msgstr "Devuelve [code]true[/code] si la selección está activa." #: doc/classes/Viewport.xml msgid "" "Returns [code]true[/code] if the viewport is currently performing a drag " -"operation." +"operation.\n" +"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node." +"NOTIFICATION_DRAG_END] when you prefer polling the value." msgstr "" -"Devuelve [code]true[/code] si el viewport está realizando actualmente una " -"operación de arrastre." #: doc/classes/Viewport.xml #, fuzzy @@ -89743,6 +90903,32 @@ msgid "Sets the texture's path." msgstr "Devuelve el ancho de la textura." #: doc/classes/VisualServer.xml +msgid "" +"Creates an update link between two textures, similar to how " +"[ViewportTexture]s operate. When the base texture is the texture of a " +"[Viewport], every time the viewport renders a new frame, the proxy texture " +"automatically receives an update.\n" +"For example, this code links a generic [ImageTexture] to the texture output " +"of the [Viewport] using the VisualServer API:\n" +"[codeblock]\n" +"func _ready():\n" +" var viewport_rid = get_viewport().get_viewport_rid()\n" +" var viewport_texture_rid = VisualServer." +"viewport_get_texture(viewport_rid)\n" +"\n" +" var proxy_texture = ImageTexture.new()\n" +" var viewport_texture_image_data = VisualServer." +"texture_get_data(viewport_texture_rid)\n" +"\n" +" proxy_texture.create_from_image(viewport_texture_image_data)\n" +" var proxy_texture_rid = proxy_texture.get_rid()\n" +" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n" +"\n" +" $TextureRect.texture = proxy_texture\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/VisualServer.xml #, fuzzy msgid "" "If [code]true[/code], sets internal processes to shrink all image data to " @@ -90979,25 +92165,48 @@ msgid "Shows the glow effect by itself without the underlying scene." msgstr "" #: doc/classes/VisualServer.xml -msgid "Output color as they came in." -msgstr "Color de salida como entraron." +msgid "" +"Output color as they came in. This can cause bright lighting to look blown " +"out, with noticeable clipping in the output colors." +msgstr "" #: doc/classes/VisualServer.xml -msgid "Use the Reinhard tonemapper." -msgstr "Usa el mapa de tonos Reinhard." +#, fuzzy +msgid "" +"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors " +"by this formula: [code]color = color / (1 + color)[/code]. This avoids " +"clipping bright highlights, but the resulting image can look a bit dull." +msgstr "" +"Operador de mapeado de tonos Reinhardt. Realiza una variación de los colores " +"de los píxeles renderizados por esta fórmula: [code]color = color / (1 + " +"color)[/code]." #: doc/classes/VisualServer.xml -msgid "Use the filmic tonemapper." -msgstr "Usa el mapa de tonos fílmicos." +msgid "" +"Use the filmic tonemapper. This avoids clipping bright highlights, with a " +"resulting image that usually looks more vivid than [constant " +"ENV_TONE_MAPPER_REINHARD]." +msgstr "" #: doc/classes/VisualServer.xml -msgid "Use the ACES tonemapper." -msgstr "Usa el mapa de tonos de ACES." +msgid "" +"Use the legacy Godot version of the Academy Color Encoding System " +"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of " +"ACES does not handle bright lighting in a physically accurate way. ACES " +"typically has a more contrasted output compared to [constant " +"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n" +"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor " +"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]." +msgstr "" #: doc/classes/VisualServer.xml -#, fuzzy -msgid "Use the ACES Fitted tonemapper." -msgstr "Usa el mapa de tonos de ACES." +msgid "" +"Use the Academy Color Encoding System tonemapper. ACES is slightly more " +"expensive than other options, but it handles bright lighting in a more " +"realistic fashion by desaturating it as it becomes brighter. ACES typically " +"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] " +"and [constant ENV_TONE_MAPPER_FILMIC]." +msgstr "" #: doc/classes/VisualServer.xml msgid "Lowest quality of screen space ambient occlusion." @@ -94376,6 +95585,11 @@ msgstr "" "[code]get_peer(id).get_available_packet_count[/code])." #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "Detiene el servidor y limpia su estado." @@ -94495,6 +95709,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -94720,6 +95937,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " |