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Diffstat (limited to 'doc/translations/es.po')
-rw-r--r-- | doc/translations/es.po | 4284 |
1 files changed, 3588 insertions, 696 deletions
diff --git a/doc/translations/es.po b/doc/translations/es.po index cdf58c19fa..4c4982ad59 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 +33,14 @@ # 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. +# emnrx <emanuelermancia@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: 2022-06-16 18:58+0000\n" +"Last-Translator: emnrx <emanuelermancia@gmail.com>\n" "Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/es/>\n" "Language: es\n" @@ -46,7 +48,7 @@ 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 4.13-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -324,7 +326,6 @@ 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 +339,13 @@ 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 +380,6 @@ 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 +399,13 @@ 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 "" @@ -526,7 +526,7 @@ msgstr "" #, fuzzy msgid "" "Compares two values by checking their actual contents, recursing into any " -"`Array` or `Dictionary` up to its deepest level.\n" +"[Array] or [Dictionary] up to its deepest level.\n" "This compares to [code]==[/code] in a number of ways:\n" "- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/" "code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] " @@ -1009,7 +1009,13 @@ 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" @@ -1512,12 +1518,14 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" "Rango aleatorio de cualquier numero real entre [code]from[/code] y [code]to[/" "code].\n" @@ -1590,37 +1598,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -1629,40 +1636,6 @@ msgid "" "3\n" "[/codeblock]" msgstr "" -"Devuelve una formación con el rango dado. El método [code]range()[/code] " -"puede tener un argumento [code]N[/code] (0 a [code]N[/code] - 1), dos " -"argumentos ([code]initial[/code], [code]final - 1[/code]) o tres argumentos " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] puede ser negativo, y en tal caso, [code]final - 1[/" -"code] llega a ser [code]final + 1[/code]. También, el valor incial debe ser " -"mayor que el valor final para que se ejecute la iteración.\n" -"Devuelve una formación vacía si el rango no es válido (por ejemplo, " -"[code]range(2, 5, -1)[/code] o [code]range(5, 5, 1)[/code]).\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Salida:\n" -"[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" -"[/codeblock]\n" -"Para iterar sobre un [Array] al revés, utilice:\n" -"[codeblock]\n" -"var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" -"[/codeblock]\n" -"Salida:\n" -"[codeblock]\n" -"9\n" -"6\n" -"3\n" -"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -4461,6 +4434,15 @@ msgstr "" "opcionalmente nombradas, capas de física 2D." #: doc/classes/@GlobalScope.xml +#, fuzzy +msgid "" +"Hints that an integer property is a bitmask using the optionally named 2D " +"navigation layers." +msgstr "" +"Sugiere que una propiedad entera es una máscara de bits usando las, " +"opcionalmente nombradas, capas de representación 2D." + +#: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer property is a bitmask using the optionally named 3D " "render layers." @@ -4477,6 +4459,15 @@ msgstr "" "opcionalmente nombrada, capas fisicas 3D." #: doc/classes/@GlobalScope.xml +#, fuzzy +msgid "" +"Hints that an integer property is a bitmask using the optionally named 3D " +"navigation layers." +msgstr "" +"Sugiere que una propiedad entera es una máscara de bits usando las, " +"opcionalmente nombradas, capas de representación 2D." + +#: doc/classes/@GlobalScope.xml msgid "" "Hints that a string property is a path to a file. Editing it will show a " "file dialog for picking the path. The hint string can be a set of filters " @@ -4590,7 +4581,8 @@ 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 +5258,40 @@ 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 +5327,6 @@ 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 +5335,11 @@ 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." @@ -5371,17 +5362,25 @@ msgid "Maximum value for the mode enum." msgstr "Valor máximo para el modo enum." #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +#, fuzzy +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "Nodo Sprite que puede usar múltiples texturas para la animación." #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -5412,9 +5411,10 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "Detiene la animación actual (no reinicia el contador de fotogramas)." -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml +#, fuzzy msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" "La animación actual del recurso [code]frames[/code]. Si este valor cambia, " @@ -5440,9 +5440,12 @@ msgstr "Si [code]true[/code], la textura se voltea verticalmente." msgid "The displayed animation frame's index." msgstr "El índice del cuadro de animación mostrado." -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." -msgstr "El recurso [SpriteFrames] que contiene la(s) animación(es)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." +msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml #: doc/classes/SpriteBase3D.xml @@ -5504,6 +5507,18 @@ msgstr "" "Reproduce la animación llamada [code]anim[/code]. Si no se proporciona " "[code]anim[/code], se reproduce la animación actual." +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" +"La animación actual del recurso [code]frames[/code]. Si este valor cambia, " +"el contador [code]frame[/code] se reinicia." + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "El recurso [SpriteFrames] que contiene la(s) animación(es)." + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "Textura de conexión para animaciones simples basadas en fotogramas." @@ -6230,11 +6245,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "No hay interpolación (valor más cercano)." -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "Interpolación lineal." -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "Interpolación cúbica." @@ -7588,11 +7603,15 @@ msgstr "" "[code]newname[/code]." #: doc/classes/AnimationPlayer.xml +#, fuzzy msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" "Busca la animación hasta el punto en el tiempo de [code]seconds[/code]. Si " "[code]update[/code] es [code]true[/code], la animación se actualiza también, " @@ -9109,7 +9128,10 @@ msgstr "" "Limpia el array. Esto es equivalente a usar [method resize] con un tamaño de " "[code]0[/code]." -#: doc/classes/Array.xml +#: doc/classes/Array.xml 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 "Returns the number of times an element is in the array." msgstr "Devuelve el numer de veces que un elemento es encuentra en el array." @@ -9140,19 +9162,44 @@ 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 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 +#, fuzzy +msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" "Busca el array por un valor y devuelve su indice o [code]-1[/code] sino se " "encuentra. Opcionalmente, el indice de busqueda inicial puede ser pasado." @@ -9329,11 +9376,16 @@ msgstr "" "Si el array es menor, los elementos so limipiados, si mayor, los nuevos " "elementos son [code]null[/code]." -#: doc/classes/Array.xml +#: doc/classes/Array.xml 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 +#, fuzzy msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" "Busca el array en orden inverso. Opcionalmente, un indice de comienzo de " "busqueda puede ser pasado. Si negacion, el indice de comienzo es considerado " @@ -9654,7 +9706,8 @@ msgstr "" "cuando se use un shader a vertices desplazados." #: doc/classes/ArrayMesh.xml -msgid "Default value used for index_array_len when no indices are present." +#, fuzzy +msgid "Value used internally when no indices are present." msgstr "Valor por defecto usado para un index_array_len cuando no hay indices." #: doc/classes/ArrayMesh.xml @@ -10781,6 +10834,17 @@ 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." @@ -10956,7 +11020,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -11019,7 +11083,7 @@ msgstr "" "astar.connect_points(1,2, false)\n" "[/codeblock]" -#: doc/classes/AStar.xml +#: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Deletes the segment between the given points. If [code]bidirectional[/code] " "is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/" @@ -11284,7 +11348,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -11311,8 +11375,16 @@ msgstr "" "actualizados con los pesos dados." #: doc/classes/AStar2D.xml -msgid "Returns whether there is a connection/segment between the given points." -msgstr "Devuelve si hay una conexion/segmento entre los puntos dados." +#, fuzzy +msgid "" +"Returns whether there is a connection/segment between the given points. If " +"[code]bidirectional[/code] is [code]false[/code], returns whether movement " +"from [code]id[/code] to [code]to_id[/code] is possible through this segment." +msgstr "" +"Devuelve si dos puntos dados estan directamente conectados por un segmento. " +"Si [code]bidirectional[/code] es [code]false[/code], devuelve si el " +"movimiento desde [code]id[/code] a [code]to_id[/code] es posible a traves " +"del segmento." #: doc/classes/AStar2D.xml msgid "" @@ -11337,10 +11409,6 @@ msgstr "" "[/codeblock]" #: doc/classes/AStar2D.xml -msgid "Deletes the segment between the given points." -msgstr "Elimina el segmento entre los puntos dados." - -#: doc/classes/AStar2D.xml msgid "" "Returns the closest position to [code]to_position[/code] that resides inside " "a segment between two connected points.\n" @@ -11595,7 +11663,9 @@ msgid "" "Application code should consume these audio frames from this ring buffer " "using [method get_buffer] and process it as needed, for example to capture " "data from a microphone, implement application defined effects, or to " -"transmit audio over the network." +"transmit audio over the network. When capturing audio data from a " +"microphone, the format of the samples will be stereo 32-bit floating point " +"PCM." msgstr "" #: doc/classes/AudioEffectCapture.xml @@ -14178,9 +14248,10 @@ 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 +14352,10 @@ 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 +15132,30 @@ 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." @@ -15172,9 +15268,9 @@ msgstr "" #, fuzzy msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" "Devuelve un vector normal en el espacio del mundo, que es el resultado de " "proyectar un punto en el rectángulo [Viewport] por la proyección de la " @@ -15185,9 +15281,9 @@ msgstr "" #, fuzzy msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" "Devuelve una posición 3D en el espacio mundo, que es el resultado de " "proyectar un punto en el rectángulo [Viewport] por la proyección de la " @@ -15362,10 +15458,11 @@ 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 +16199,20 @@ 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 "" @@ -16121,30 +16224,48 @@ msgstr "" "siguiente carácter." #: doc/classes/CanvasItem.xml +#, fuzzy msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " -"draw_polyline] and [method draw_polygon]." +"Draws a colored, filled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon].\n" +"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " +"As a workaround, install the [url=https://github.com/godot-extended-" +"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 "" +"Dibuja múltiples líneas paralelas con un [code]width[/code] uniforme y " +"coloración segmento por segmento. Los colores asignados a los segmentos de " +"línea coinciden por índice entre [code]points[/code] y [code]colors[/code]." #: doc/classes/CanvasItem.xml -#, 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 +16283,12 @@ 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 +16304,12 @@ 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 +16328,13 @@ 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 +16343,13 @@ 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 +16360,13 @@ 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 +16389,16 @@ 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 +16613,12 @@ 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 @@ -17711,8 +17867,7 @@ msgstr "" "configurado." #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml -#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "Devuelve el [RID] del objeto." @@ -17888,12 +18043,16 @@ 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 " @@ -18117,9 +18276,12 @@ msgid "If [code]true[/code], no collisions will be detected." msgstr "Si [code]true[/code], no se detectarán colisiones." #: doc/classes/CollisionPolygon2D.xml +#, fuzzy msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" "Si [code]true[/code], sólo los bordes que están boca arriba, en relación con " "la rotación de [CollisionPolygon2D], colisionarán con otros objetos." @@ -18243,9 +18405,12 @@ msgid "" msgstr "Una forma de colisión desactivada no tiene ningún efecto en el mundo." #: doc/classes/CollisionShape2D.xml +#, fuzzy msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" "Establece si esta forma de colisión sólo debe detectar la colisión en un " "lado (superior o inferior)." @@ -18339,7 +18504,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" "Construye un color a partir de un entero de 32 bits (cada byte representa un " @@ -18398,12 +18563,13 @@ msgstr "" "[/codeblock]" #: doc/classes/Color.xml +#, fuzzy msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" "Devuelve el color más contrastado.\n" @@ -18430,12 +18596,13 @@ msgstr "" "[/codeblock]" #: doc/classes/Color.xml +#, fuzzy msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" "Construye un color a partir de un perfil de HSV. [code]h[/code], [code]s[/" @@ -18458,8 +18625,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" "Devuelve el color invertido [code](1 - r, 1 - g, 1 - b, a)[/code].\n" @@ -18604,15 +18771,16 @@ msgstr "" "[/codeblock]" #: doc/classes/Color.xml +#, fuzzy msgid "" "Returns the color's HTML hexadecimal color string in ARGB format (ex: " "[code]ff34f822[/code]).\n" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" "Devuelve la cadena de color hexadecimal HTML del color en formato ARGB (ex: " @@ -20049,8 +20217,8 @@ 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 +21005,11 @@ 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 "" @@ -21774,17 +21944,19 @@ msgstr "" "encima del nodo." #: doc/classes/Control.xml +#, fuzzy msgid "" -"Show the system's wait mouse cursor, often an hourglass, when the user " -"hovers the node." +"Show the system's wait mouse cursor when the user hovers the node. Often an " +"hourglass." msgstr "" -"Muestra el cursor del ratón de espera del sistema, a menudo un reloj de " -"arena, cuando el usuario pasa por encima del nodo." +"Muestra el cursor del ratón ocupado del sistema cuando el usuario pasa por " +"encima del nodo. A menudo un reloj de arena." #: doc/classes/Control.xml +#, fuzzy msgid "" "Show the system's busy mouse cursor when the user hovers the node. Often an " -"hourglass." +"arrow with a small hourglass." msgstr "" "Muestra el cursor del ratón ocupado del sistema cuando el usuario pasa por " "encima del nodo. A menudo un reloj de arena." @@ -23343,13 +23515,13 @@ msgid "A cryptographic key (RSA)." msgstr "Una clave criptográfica (RSA)." #: doc/classes/CryptoKey.xml +#, fuzzy msgid "" "The CryptoKey class represents a cryptographic key. Keys can be loaded and " "saved like any other [Resource].\n" "They can be used to generate a self-signed [X509Certificate] via [method " "Crypto.generate_self_signed_certificate] and as private key in [method " -"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n" -"[b]Note:[/b] Not available in HTML5 exports." +"StreamPeerSSL.accept_stream] along with the appropriate certificate." msgstr "" "La clase CryptoKey representa una clave criptográfica. Las claves pueden ser " "cargadas y guardadas como cualquier otro [Resource].\n" @@ -24919,12 +25091,16 @@ msgstr "" "de dibujar curvas y/o guardarlas como archivos de imagen." #: doc/classes/CurveTexture.xml -msgid "The [code]curve[/code] rendered onto the texture." +#, fuzzy +msgid "The [Curve] that is rendered onto the texture." msgstr "La [code]curve[/code] renderizada en la textura." #: doc/classes/CurveTexture.xml -msgid "The width of the texture." -msgstr "El ancho de la textura." +msgid "" +"The width of the texture (in pixels). Higher values make it possible to " +"represent high-frequency data better (such as sudden direction changes), at " +"the cost of increased generation time and memory usage." +msgstr "" #: doc/classes/CylinderMesh.xml msgid "Class representing a cylindrical [PrimitiveMesh]." @@ -25044,6 +25220,7 @@ msgid "Dictionary type." msgstr "Tipo diccionario." #: doc/classes/Dictionary.xml +#, fuzzy msgid "" "Dictionary type. Associative container which contains values referenced by " "unique keys. Dictionaries are composed of pairs of keys (which must be " @@ -25087,7 +25264,7 @@ msgid "" "accessing the dictionary with isn't a fixed string (such as a number or " "variable).\n" "[codeblock]\n" -"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n" +"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n" "var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n" "func _ready():\n" " # We can't use dot syntax here as `my_color` is a variable.\n" @@ -25356,6 +25533,13 @@ msgid "Returns the list of keys in the [Dictionary]." msgstr "Devuelve la lista de claves en el [Dictionary]." #: doc/classes/Dictionary.xml +msgid "" +"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, " +"duplicate keys will not be copied over, unless [code]overwrite[/code] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/Dictionary.xml #, fuzzy msgid "Returns the number of keys in the dictionary." msgstr "Devuelve el número de archivos en este directorio." @@ -25769,10 +25953,13 @@ 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 " @@ -26730,7 +26917,8 @@ msgstr "" "Devuelve el progreso del escaneo de 0 a 1 si el FS está siendo escaneado." #: doc/classes/EditorFileSystem.xml -msgid "Returns [code]true[/code] of the filesystem is being scanned." +#, fuzzy +msgid "Returns [code]true[/code] if the filesystem is being scanned." msgstr "" "Devuelve [code]true[/code] del sistema de archivos está siendo escaneado." @@ -27132,29 +27320,37 @@ 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 "" @@ -28020,7 +28216,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml #, fuzzy msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -28030,13 +28226,24 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the state of your plugin editor. This is used when saving the scene (so " -"state is kept when opening it again) and for switching tabs (so state can be " -"restored when the tab returns)." +"Override this method to provide a state data you want to be saved, like view " +"position, grid settings, folding, etc. This is used when saving the scene " +"(so state is kept when opening it again) and for switching tabs (so state " +"can be restored when the tab returns). This data is automatically saved for " +"each scene in an [code]editstate[/code] file in the editor metadata folder. " +"If you want to store global (scene-independent) editor data for your plugin, " +"you can use [method get_window_layout] instead.\n" +"Use [method set_state] to restore your saved state.\n" +"[b]Note:[/b] This method should not be used to save important settings that " +"should persist with the project.\n" +"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be " +"stored and restored correctly.\n" +"[codeblock]\n" +"func get_state():\n" +" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n" +" return state\n" +"[/codeblock]" msgstr "" -"Obtiene el estado de su editor de plugins. Se usa cuando se guarda la escena " -"(así que el estado se mantiene al abrirla de nuevo) y para cambiar de " -"pestaña (así que el estado puede ser restaurado cuando la pestaña vuelve)." #: doc/classes/EditorPlugin.xml msgid "" @@ -28049,14 +28256,19 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the GUI layout of the plugin. This is used to save the project's editor " -"layout when [method queue_save_layout] is called or the editor layout was " -"changed(For example changing the position of a dock)." +"Override this method to provide the GUI layout of the plugin or any other " +"data you want to be stored. This is used to save the project's editor layout " +"when [method queue_save_layout] is called or the editor layout was changed " +"(for example changing the position of a dock). The data is stored in the " +"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n" +"Use [method set_window_layout] to restore your saved layout.\n" +"[codeblock]\n" +"func get_window_layout(configuration):\n" +" configuration.set_value(\"MyPlugin\", \"window_position\", $Window." +"position)\n" +" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n" +"[/codeblock]" msgstr "" -"Consigue el diseño de la interfaz gráfica del plugin. Se utiliza para " -"guardar la disposición del editor del proyecto cuando se llama a [method " -"queue_save_layout] o se ha cambiado la disposición del editor (por ejemplo, " -"cambiando la posición de un dock)." #: doc/classes/EditorPlugin.xml msgid "" @@ -28197,13 +28409,31 @@ msgstr "" "especialmente útil si tu plugin quiere usar raycast en la escena." #: doc/classes/EditorPlugin.xml -msgid "Restore the state saved by [method get_state]." -msgstr "Restaurar el estado guardado por [method get_state]." +msgid "" +"Restore the state saved by [method get_state]. This method is called when " +"the current scene tab is changed in the editor.\n" +"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise " +"it will not be recognized and this method will not be called.\n" +"[codeblock]\n" +"func set_state(data):\n" +" zoom = data.get(\"zoom\", 1.0)\n" +" preferred_color = data.get(\"my_color\", Color.white)\n" +"[/codeblock]" +msgstr "" #: doc/classes/EditorPlugin.xml -msgid "Restore the plugin GUI layout saved by [method get_window_layout]." +msgid "" +"Restore the plugin GUI layout and data saved by [method get_window_layout]. " +"This method is called for every plugin on editor startup. Use the provided " +"[code]configuration[/code] file to read your saved data.\n" +"[codeblock]\n" +"func set_window_layout(configuration):\n" +" $Window.position = configuration.get_value(\"MyPlugin\", " +"\"window_position\", Vector2())\n" +" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", " +"Color.white)\n" +"[/codeblock]" msgstr "" -"Restaurar el diseño del plugin GUI guardado por [method get_window_layout]." #: doc/classes/EditorPlugin.xml msgid "" @@ -28709,6 +28939,14 @@ msgstr "" "- Formatio Binario en FBX 2017\n" "[/codeblock]" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "Post-procesa las escenas después de la importación." @@ -29557,6 +29795,11 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +#, fuzzy +msgid "If [code]true[/code], the slider is hidden." +msgstr "Si [code]true[/code], la flecha de plegado está oculta." + #: doc/classes/EditorVCSInterface.xml #, fuzzy msgid "" @@ -30086,7 +30329,7 @@ msgid "" "else:\n" " simulate_physics()\n" "[/codeblock]\n" -"See [url=$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 +31136,7 @@ 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 +31234,52 @@ 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 @@ -31074,14 +31328,14 @@ msgstr "" #: doc/classes/Environment.xml #, fuzzy -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" "Desenfoque de 1×1 para el efecto de oclusión ambiental del espacio de la " "pantalla." #: doc/classes/Environment.xml #, fuzzy -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" "No hay desenfoque para el efecto de oclusión ambiental del espacio de la " "pantalla (más rápido)." @@ -32142,6 +32396,19 @@ msgstr "" "de base)." #: doc/classes/Font.xml +msgid "" +"Returns outline contours of the glyph as a [code]Dictionary[/code] with the " +"following contents:\n" +"[code]points[/code] - [PoolVector3Array], containing outline points. " +"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is " +"the type of the point, using the [enum ContourPointTag] values.\n" +"[code]contours[/code] - [PoolIntArray], containing indices the end " +"points of each contour.\n" +"[code]orientation[/code] - [bool], contour orientation. If [code]true[/" +"code], clockwise contours must be filled." +msgstr "" + +#: doc/classes/Font.xml #, fuzzy msgid "" "Returns the size of a character, optionally taking kerning into account if " @@ -32152,6 +32419,32 @@ msgstr "" "kerning si se proporciona el siguiente carácter." #: doc/classes/Font.xml +#, fuzzy +msgid "Returns resource id of the cache texture containing the char." +msgstr "Devuelve la longitud del cuaternario." + +#: doc/classes/Font.xml +#, fuzzy +msgid "Returns size of the cache texture containing the char." +msgstr "Devuelve la posición de contacto en el colisionador." + +#: doc/classes/Font.xml +#, fuzzy +msgid "Returns char offset from the baseline." +msgstr "Devuelve el desplazamiento de la textura del tile." + +#: doc/classes/Font.xml +#, fuzzy +msgid "Returns size of the char." +msgstr "Devuelve el seno del parámetro." + +#: doc/classes/Font.xml +#, fuzzy +msgid "Returns rectangle in the cache texture containing the char." +msgstr "" +"Devuelve un rectángulo que encierra los tiles usados (no vacíos) del mapa." + +#: doc/classes/Font.xml msgid "Returns the font descent (number of pixels below the baseline)." msgstr "" "Devuelve el descenso de la fuente (número de píxeles por debajo de la línea " @@ -32191,6 +32484,23 @@ msgstr "" "etc.). Llame a esta función para propagar los cambios a los controles que " "puedan utilizarla." +#: doc/classes/Font.xml +#, fuzzy +msgid "Contour point is on the curve." +msgstr "Elimina todos los puntos de la curva." + +#: doc/classes/Font.xml +msgid "" +"Contour point isn't on the curve, but serves as a control point for a conic " +"(quadratic) Bézier arc." +msgstr "" + +#: doc/classes/Font.xml +msgid "" +"Contour point isn't on the curve, but serves as a control point for a cubic " +"Bézier arc." +msgstr "" + #: doc/classes/FuncRef.xml msgid "Reference to a function in an object." msgstr "Referencia a una función en un objeto." @@ -33231,11 +33541,12 @@ msgstr "" "[code]false[/code]." #: doc/classes/Geometry.xml +#, fuzzy msgid "" "Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and " "([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the " "point of intersection as [Vector2]. If no intersection takes place, returns " -"an empty [Variant].\n" +"[code]null[/code].\n" "[b]Note:[/b] The lines are specified using direction vectors, not end points." msgstr "" "Comprueba si las dos líneas ([code]from_a[/code], [code]dir_a[/code]) y " @@ -33415,11 +33726,12 @@ msgstr "" "de intersección y la normalidad del cilindro en el punto de intersección." #: doc/classes/Geometry.xml +#, fuzzy msgid "" "Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and " "([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point " -"of intersection as [Vector2]. If no intersection takes place, returns an " -"empty [Variant]." +"of intersection as [Vector2]. If no intersection takes place, returns " +"[code]null[/code]." msgstr "" "Comprueba si los dos segmentos ([code]from_a[/code], [code]to_a[/code]) y " "([code]from_b[/code], [code]to_b[/code]) se cruzan. Si es así, devuelve el " @@ -33961,6 +34273,50 @@ 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 +34366,49 @@ 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 "" @@ -34165,22 +34564,37 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "Los colores de gradiente devueltos como un [PackedColorArray]." #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml #, fuzzy msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" "Los desplazamientos de gradiente devueltos como un [PackedFloat32Array]." +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "Textura llena de gradientes." #: doc/classes/GradientTexture.xml +#, fuzzy msgid "" "GradientTexture uses a [Gradient] to fill the texture data. The gradient " "will be filled from left to right using colors obtained from the gradient. " "This means the texture does not necessarily represent an exact copy of the " "gradient, but instead an interpolation of samples obtained from the gradient " -"at fixed steps (see [member width])." +"at fixed steps (see [member width]). See also [GradientTexture2D] and " +"[CurveTexture]." msgstr "" "GradientTexture utiliza un [Gradient] para rellenar los datos de la textura. " "El gradiente se rellenará de izquierda a derecha usando los colores " @@ -34209,7 +34623,8 @@ msgid "" "repeat] types using colors obtained from the gradient. The texture does not " "necessarily represent an exact copy of the gradient, but instead an " "interpolation of samples obtained from the gradient at fixed steps (see " -"[member width] and [member height])." +"[member width] and [member height]). See also [GradientTexture] and " +"[CurveTexture]." msgstr "" "GradientTexture utiliza un [Gradient] para rellenar los datos de la textura. " "El gradiente se rellenará de izquierda a derecha usando los colores " @@ -34548,8 +34963,11 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]." msgstr "Se emite cuando el usuario pulsa [kbd]Ctrl + C[/kbd]." #: doc/classes/GraphEdit.xml -msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit." -msgstr "Emitido cuando se intenta eliminar un GraphNode del GraphEdit." +msgid "" +"Emitted when a GraphNode is attempted to be removed from the GraphEdit. " +"Provides a list of node names to be removed (all selected nodes, excluding " +"nodes without closing button)." +msgstr "" #: doc/classes/GraphEdit.xml msgid "" @@ -35244,6 +35662,15 @@ msgstr "" "GridMap." #: modules/gridmap/doc_classes/GridMap.xml +#, fuzzy +msgid "" +"If [code]true[/code], this GridMap uses cell navmesh resources to create " +"navigation regions." +msgstr "" +"Si [code]true[/code], actualiza las animaciones en respuesta a las " +"notificaciones relacionadas con el proceso." + +#: modules/gridmap/doc_classes/GridMap.xml msgid "If [code]true[/code], grid items are centered on the X axis." msgstr "" "Si [code]true[/code], los elementos de la cuadrícula se centran en el eje X." @@ -35309,6 +35736,10 @@ msgid "The assigned [MeshLibrary]." msgstr "La [MeshLibrary] asignada." #: modules/gridmap/doc_classes/GridMap.xml +msgid "The navigation layers the GridMap generates its navigation regions in." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml msgid "" "Overrides the default friction and bounce physics properties for the whole " "[GridMap]." @@ -35367,6 +35798,7 @@ msgstr "" "Contexto para calcular los hashes criptográficos en múltiples iteraciones." #: doc/classes/HashingContext.xml +#, fuzzy msgid "" "The HashingContext class provides an interface for computing cryptographic " "hashes over multiple iterations. This is useful for example when computing " @@ -35393,8 +35825,7 @@ msgid "" " var res = ctx.finish()\n" " # Print the result as hex string and array.\n" " printt(res.hex_encode(), Array(res))\n" -"[/codeblock]\n" -"[b]Note:[/b] Not available in HTML5 exports." +"[/codeblock]" msgstr "" "La clase HashingContext proporciona una interfaz para computar hashes " "criptográficos en múltiples iteraciones. Esto es útil, por ejemplo, cuando " @@ -35529,7 +35960,8 @@ msgstr "" "Un HingeJoint3D normalmente utiliza el eje Z del cuerpo A como eje de " "bisagra, aunque se puede especificar otro eje al añadirlo manualmente." -#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml +#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml +#: doc/classes/SpriteBase3D.xml msgid "Returns the value of the specified flag." msgstr "Devuelve el valor de la flag especificada." @@ -37194,8 +37626,12 @@ msgstr "" "[HTTPClient] no puede conectarse al host." #: doc/classes/HTTPRequest.xml -msgid "Maximum allowed size for response bodies." -msgstr "Tamaño máximo permitido para los cuerpos de la respuesta." +msgid "" +"Maximum allowed size for response bodies ([code]-1[/code] means no limit). " +"When only small files are expected, this can be used to prevent disallow " +"receiving files that are too large, preventing potential denial of service " +"attacks." +msgstr "" #: doc/classes/HTTPRequest.xml #, fuzzy @@ -37211,15 +37647,36 @@ msgstr "" "archivos grandes para lograr mejores velocidades a costa de la memoria." #: doc/classes/HTTPRequest.xml -msgid "The file to download into. Will output any received file into it." +msgid "" +"The file to download into. If set to a non-empty string, the request output " +"will be written to the file located at the path. If a file already exists at " +"the specified location, it will be overwritten as soon as body data begins " +"to be received.\n" +"[b]Note:[/b] Folders are not automatically created when the file is created. " +"If [member download_file] points to a subfolder, it's recommended to create " +"the necessary folders beforehand using [method Directory.make_dir_recursive] " +"to ensure the file can be written." msgstr "" -"El archivo para descargar. dará salida a cualquier archivo recibido en él." #: doc/classes/HTTPRequest.xml -msgid "Maximum number of allowed redirects." +#, fuzzy +msgid "" +"Maximum number of allowed redirects. This is used to prevent endless " +"redirect loops." msgstr "Número máximo de redirecciones permitidas." #: doc/classes/HTTPRequest.xml +msgid "" +"If set to a value greater than [code]0.0[/code], the HTTP request will time " +"out after [code]timeout[/code] seconds have passed and the request is not " +"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set " +"[member timeout] to a value greater than [code]0.0[/code] to prevent the " +"application from getting stuck if the request fails to get a response in a " +"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent " +"the download from failing if it takes too much time." +msgstr "" + +#: doc/classes/HTTPRequest.xml msgid "If [code]true[/code], multithreading is used to improve performance." msgstr "" "Si [code]true[/code], se utiliza el multihilo para mejorar el rendimiento." @@ -37306,22 +37763,32 @@ 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 +37800,31 @@ 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[/" @@ -38561,7 +39038,7 @@ msgstr "" msgid "" "Sends all input events which are in the current buffer to the game loop. " "These events may have been buffered as a result of accumulated input " -"([method set_use_accumulated_input]) or agile input flushing ([member " +"([member use_accumulated_input]) or agile input flushing ([member " "ProjectSettings.input_devices/buffering/agile_event_flushing]).\n" "The engine will already do this itself at key execution points (at least " "once per frame). However, this can be useful in advanced cases where you " @@ -38744,10 +39221,6 @@ msgstr "" "botones del ratón al mismo tiempo, los bits se suman." #: doc/classes/Input.xml -msgid "Returns the mouse mode. See the constants for more information." -msgstr "Devuelve el modo de ratón. Vea las constantes para más información." - -#: doc/classes/Input.xml msgid "" "Gets an input vector by specifying four actions for the positive and " "negative X and Y axes.\n" @@ -39005,36 +39478,6 @@ msgid "" msgstr "" #: doc/classes/Input.xml -msgid "Sets the mouse mode. See the constants for more information." -msgstr "Establece el modo del ratón. Vea las constantes para más información." - -#: doc/classes/Input.xml -msgid "" -"Enables or disables the accumulation of similar input events sent by the " -"operating system. When input accumulation is enabled, all input events " -"generated during a frame will be merged and emitted when the frame is done " -"rendering. Therefore, this limits the number of input method calls per " -"second to the rendering FPS.\n" -"Input accumulation is enabled by default. It can be disabled to get slightly " -"more precise/reactive input at the cost of increased CPU usage. In " -"applications where drawing freehand lines is required, input accumulation " -"should generally be disabled while the user is drawing the line to get " -"results that closely follow the actual input." -msgstr "" -"Habilita o deshabilita la acumulación de eventos de entrada similares " -"enviados por el sistema operativo. Cuando la acumulación de entrada está " -"activada, todos los eventos de entrada generados durante una trama se " -"fusionarán y se emitirán cuando la trama se termine de renderizar. Por lo " -"tanto, esto limita el número de llamadas del método de entrada por segundo " -"al FPS de renderización.\n" -"La acumulación de entrada está habilitada por defecto. Se puede desactivar " -"para obtener una entrada ligeramente más precisa/reactiva a costa de un " -"mayor uso de la CPU. En aplicaciones donde se requiere dibujar líneas a mano " -"alzada, la acumulación de entrada generalmente debe deshabilitarse mientras " -"el usuario está dibujando la línea para obtener resultados que sigan de " -"cerca la entrada real." - -#: doc/classes/Input.xml msgid "" "Starts to vibrate the joypad. Joypads usually come with two rumble motors, a " "strong and a weak one. [code]weak_magnitude[/code] is the strength of the " @@ -39064,8 +39507,10 @@ 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 " @@ -39081,6 +39526,38 @@ msgid "" msgstr "" #: doc/classes/Input.xml +#, fuzzy +msgid "Controls the mouse mode. See [enum MouseMode] for more information." +msgstr "Establece el modo del ratón. Vea las constantes para más información." + +#: doc/classes/Input.xml +#, fuzzy +msgid "" +"If [code]true[/code], similar input events sent by the operating system are " +"accumulated. When input accumulation is enabled, all input events generated " +"during a frame will be merged and emitted when the frame is done rendering. " +"Therefore, this limits the number of input method calls per second to the " +"rendering FPS.\n" +"Input accumulation can be disabled to get slightly more precise/reactive " +"input at the cost of increased CPU usage. In applications where drawing " +"freehand lines is required, input accumulation should generally be disabled " +"while the user is drawing the line to get results that closely follow the " +"actual input." +msgstr "" +"Habilita o deshabilita la acumulación de eventos de entrada similares " +"enviados por el sistema operativo. Cuando la acumulación de entrada está " +"activada, todos los eventos de entrada generados durante una trama se " +"fusionarán y se emitirán cuando la trama se termine de renderizar. Por lo " +"tanto, esto limita el número de llamadas del método de entrada por segundo " +"al FPS de renderización.\n" +"La acumulación de entrada está habilitada por defecto. Se puede desactivar " +"para obtener una entrada ligeramente más precisa/reactiva a costa de un " +"mayor uso de la CPU. En aplicaciones donde se requiere dibujar líneas a mano " +"alzada, la acumulación de entrada generalmente debe deshabilitarse mientras " +"el usuario está dibujando la línea para obtener resultados que sigan de " +"cerca la entrada real." + +#: doc/classes/Input.xml msgid "Emitted when a joypad device has been connected or disconnected." msgstr "Se emite cuando se ha conectado o desconectado un dispositivo joypad." @@ -39134,18 +39611,9 @@ msgstr "" "realizar una operación de dibujo o para realizar selecciones." #: doc/classes/Input.xml +#, fuzzy msgid "" "Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." -msgstr "" -"Espera el cursor. Indica que la aplicación está ocupada realizando una " -"operación. La forma del cursor indica que la aplicación sigue siendo " -"utilizable durante la operación." - -#: doc/classes/Input.xml -msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " "This cursor shape denotes that the application isn't usable during the " "operation (e.g. something is blocking its main thread)." msgstr "" @@ -39154,6 +39622,17 @@ msgstr "" "durante la operación (por ejemplo, algo está bloqueando su hilo principal)." #: doc/classes/Input.xml +#, fuzzy +msgid "" +"Busy cursor. Indicates that the application is busy performing an operation. " +"This cursor shape denotes that the application is still usable during the " +"operation." +msgstr "" +"Espera el cursor. Indica que la aplicación está ocupada realizando una " +"operación. La forma del cursor indica que la aplicación sigue siendo " +"utilizable durante la operación." + +#: doc/classes/Input.xml msgid "Drag cursor. Usually displayed when dragging something." msgstr "Cursor de arrastre. Normalmente se muestra cuando se arrastra algo." @@ -39494,9 +39973,10 @@ msgstr "" "code], se libera el estado del botón." #: doc/classes/InputEventJoypadButton.xml +#, fuzzy msgid "" -"Represents the pressure the user puts on the button with his finger, if the " -"controller supports it. Ranges from [code]0[/code] to [code]1[/code]." +"Represents the pressure the user puts on the button with their finger, if " +"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]." msgstr "" "Representa la presión que el usuario ejerce sobre el botón con su dedo, si " "el controlador lo soporta. Va de [code]0[/code] a [code]1[/code]." @@ -39817,13 +40297,14 @@ msgid "Input event type for mouse motion events." msgstr "Tipo de evento de entrada para los eventos de movimiento del ratón." #: doc/classes/InputEventMouseMotion.xml +#, fuzzy msgid "" "Contains mouse and pen motion information. Supports relative, absolute " "positions and speed. See [method Node._input].\n" "[b]Note:[/b] By default, this event is only emitted once per frame rendered " -"at most. If you need more precise input reporting, call [method Input." -"set_use_accumulated_input] with [code]false[/code] to make events emitted as " -"often as possible. If you use InputEventMouseMotion to draw lines, consider " +"at most. If you need more precise input reporting, set [member Input." +"use_accumulated_input] to [code]false[/code] to make events emitted as often " +"as possible. If you use InputEventMouseMotion to draw lines, consider " "implementing [url=https://en.wikipedia.org/wiki/" "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to " "avoid visible gaps in lines if the user is moving the mouse quickly." @@ -40069,9 +40550,13 @@ 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 +40754,19 @@ 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 "" @@ -42284,11 +42782,11 @@ msgstr "" "mitad de los caracteres del texto. Es útil para animar el texto en un cuadro " "de diálogo." -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "The text to display on screen." msgstr "El texto a mostrar en la pantalla." -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "If [code]true[/code], all the text displays as UPPERCASE." msgstr "Si [code]true[/code], todo el texto se muestra como MAYÚSCULAS." @@ -42306,36 +42804,36 @@ msgid "Restricts the number of characters to display. Set to -1 to disable." msgstr "" "Restringe el número de caracteres a mostrar. Ponlo en -1 para desactivarlo." -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "Align rows to the left (default)." msgstr "Alinea las filas a la izquierda (por defecto)." -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "Align rows centered." msgstr "Alinea las filas centradas." -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "Align rows to the right." msgstr "Alinea las filas a la derecha." -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Expand row whitespaces to fit the width." msgstr "" "Ampliar los espacios en blanco de las filas para que se ajusten al ancho." -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text to the top." msgstr "Alinea todo el texto en la parte superior." -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text to the center." msgstr "Alinea todo el texto al centro." -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text to the bottom." msgstr "Alinea todo el texto al fondo." -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text by spreading the rows." msgstr "Alinear todo el texto extendiendo las filas." @@ -42380,6 +42878,254 @@ msgstr "[Font] que se usa para el texto de las [Label]." msgid "Background [StyleBox] for the [Label]." msgstr "Fondo [StyleBox] para la [Label]." +#: doc/classes/Label3D.xml +#, fuzzy +msgid "Displays plain text in a 3D world." +msgstr "Nodo de sprite 2D en un mundo 3D." + +#: doc/classes/Label3D.xml +msgid "" +"Label3D displays plain text in a 3D world. It gives you control over the " +"horizontal and vertical alignment." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"Returns a [TriangleMesh] with the label's vertices following its current " +"configuration (such as its [member pixel_size])." +msgstr "" + +#: doc/classes/Label3D.xml +#, fuzzy +msgid "" +"If [code]true[/code], the specified flag will be enabled. See [enum Label3D." +"DrawFlags] for a list of flags." +msgstr "" +"Devuelve [code]true[/code], si el flag especificado está activado. Ver el " +"enumerador [enum Flags] para las opciones." + +#: doc/classes/Label3D.xml +#, fuzzy +msgid "" +"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for " +"possible values." +msgstr "" +"El modo de orientación de TileMap. Vea [enum Mode] para los posibles valores." + +#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml +msgid "Threshold at which the alpha scissor will discard values." +msgstr "Umbral en el que el alpha scissor descartará los valores." + +#: doc/classes/Label3D.xml +#, fuzzy +msgid "If [code]true[/code], wraps the text to the [member width]." +msgstr "Si [code]true[/code], oculta la línea del índice especificado." + +#: doc/classes/Label3D.xml +#, fuzzy +msgid "" +"The billboard mode to use for the label. See [enum SpatialMaterial." +"BillboardMode] for possible values." +msgstr "" +"La dirección de llenado. Ver [enum FillMode] para los posibles valores." + +#: doc/classes/Label3D.xml +#, fuzzy +msgid "" +"If [code]true[/code], text can be seen from the back as well, if " +"[code]false[/code], it is invisible when looking at it from behind." +msgstr "" +"Si [code]true[/code], la textura también se puede ver desde atrás, si " +"[code]false[/code], es invisible cuando se mira desde atrás." + +#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml +#, fuzzy +msgid "" +"If [code]true[/code], the label is rendered at the same size regardless of " +"distance." +msgstr "" +"Si [code]true[/code], el objeto se renderiza con el mismo tamaño " +"independientemente de la distancia." + +#: doc/classes/Label3D.xml +#, fuzzy +msgid "[Font] used for the [Label3D]'s text." +msgstr "[Font] que se usa para el texto de las [Label]." + +#: doc/classes/Label3D.xml +#, fuzzy +msgid "" +"Controls the text's horizontal alignment. Supports left, center, right. Set " +"it to one of the [enum Align] constants." +msgstr "" +"Controla la alineación horizontal del texto. Apoya la izquierda, el centro, " +"la derecha, y el relleno, o la justificación. Ponlo en una de las constantes " +"[enum Align]." + +#: doc/classes/Label3D.xml +#, fuzzy +msgid "Vertical space between lines in multiline [Label3D]." +msgstr "Espacio vertical entre líneas en multilínea [Label]." + +#: doc/classes/Label3D.xml +#, fuzzy +msgid "Text [Color] of the [Label3D]." +msgstr "[Color] del texto predeterminado de la [Label]." + +#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml +#: doc/classes/SpriteBase3D.xml +msgid "" +"If [code]true[/code], depth testing is disabled and the object will be drawn " +"in render order." +msgstr "" +"Si [code]true[/code], la prueba de profundidad está desactivada y el objeto " +"se dibujará en orden de renderización." + +#: doc/classes/Label3D.xml +#, fuzzy +msgid "The text drawing offset (in pixels)." +msgstr "El desplazamiento al dibujar de la textura." + +#: doc/classes/Label3D.xml +#, fuzzy +msgid "The tint of [Font]'s outline." +msgstr "La altura del cilindro." + +#: doc/classes/Label3D.xml +#, fuzzy +msgid "" +"Sets the render priority for the text outline. Higher priority objects will " +"be sorted in front of lower priority objects.\n" +"[b]Node:[/b] This only applies if [member alpha_cut] is set to [constant " +"ALPHA_CUT_DISABLED] (default value).\n" +"[b]Note:[/b] This only applies to sorting of transparent objects. This will " +"not impact how transparent objects are sorted relative to opaque objects. " +"This is because opaque objects are not sorted, while transparent objects are " +"sorted from back to front (subject to priority)." +msgstr "" +"Establece la prioridad de renderización de los objetos transparentes en las " +"escenas 3D. Los objetos de mayor prioridad se clasificarán delante de los de " +"menor prioridad.\n" +"[b]Nota:[/b] esto sólo se aplica a la clasificación de los objetos " +"transparentes. Esto no afectará a la forma en que se clasifican los objetos " +"transparentes en relación con los opacos. Esto se debe a que los objetos " +"opacos no se clasifican, mientras que los transparentes se clasifican de " +"atrás hacia adelante (sujetos a prioridad)." + +#: doc/classes/Label3D.xml +#, fuzzy +msgid "The size of one pixel's width on the label to scale it in 3D." +msgstr "El tamaño del ancho de un píxel en el sprite para escalarlo en 3D." + +#: doc/classes/Label3D.xml +#, fuzzy +msgid "" +"Sets the render priority for the text. Higher priority objects will be " +"sorted in front of lower priority objects.\n" +"[b]Node:[/b] This only applies if [member alpha_cut] is set to [constant " +"ALPHA_CUT_DISABLED] (default value).\n" +"[b]Note:[/b] This only applies to sorting of transparent objects. This will " +"not impact how transparent objects are sorted relative to opaque objects. " +"This is because opaque objects are not sorted, while transparent objects are " +"sorted from back to front (subject to priority)." +msgstr "" +"Establece la prioridad de renderización de los objetos transparentes en las " +"escenas 3D. Los objetos de mayor prioridad se clasificarán delante de los de " +"menor prioridad.\n" +"[b]Nota:[/b] esto sólo se aplica a la clasificación de los objetos " +"transparentes. Esto no afectará a la forma en que se clasifican los objetos " +"transparentes en relación con los opacos. Esto se debe a que los objetos " +"opacos no se clasifican, mientras que los transparentes se clasifican de " +"atrás hacia adelante (sujetos a prioridad)." + +#: doc/classes/Label3D.xml +#, fuzzy +msgid "" +"If [code]true[/code], the [Light] in the [Environment] has effects on the " +"label." +msgstr "" +"Si [code]true[/code], la [Light] en el [Environment] tiene efectos sobre el " +"sprite." + +#: doc/classes/Label3D.xml +#, fuzzy +msgid "" +"Controls the text's vertical alignment. Supports top, center, bottom. Set it " +"to one of the [enum VAlign] constants." +msgstr "" +"Controla la alineación vertical del texto. Soporta la parte superior, el " +"centro, la parte inferior y el relleno. Ponlo en una de las constantes [enum " +"VAlign]." + +#: doc/classes/Label3D.xml +msgid "Text width (in pixels), used for autowrap and fill alignment." +msgstr "" + +#: doc/classes/Label3D.xml +#, fuzzy +msgid "If set, lights in the environment affect the label." +msgstr "Si se ajusta, las luces del entorno afectan al sprite." + +#: doc/classes/Label3D.xml +#, fuzzy +msgid "" +"If set, text can be seen from the back as well. If not, the texture is " +"invisible when looking at it from behind." +msgstr "" +"Si se fija, la textura puede ser vista desde atrás también, si no, es " +"invisible cuando se mira desde atrás." + +#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml +#: doc/classes/SpriteBase3D.xml +msgid "" +"Disables the depth test, so this object is drawn on top of all others. " +"However, objects drawn after it in the draw order may cover it." +msgstr "" +"Desactiva la prueba de profundidad, así que este objeto se dibuja encima de " +"todos los demás. Sin embargo, los objetos dibujados después de él en el " +"orden de dibujo pueden cubrirlo." + +#: doc/classes/Label3D.xml +#, fuzzy +msgid "" +"Label is scaled by depth so that it always appears the same size on screen." +msgstr "" +"El objeto se escala según la profundidad para que siempre aparezca del mismo " +"tamaño en la pantalla." + +#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml +msgid "Represents the size of the [enum DrawFlags] enum." +msgstr "Representa el tamaño del enum [enum DrawFlags]." + +#: doc/classes/Label3D.xml +msgid "" +"This mode performs standard alpha blending. It can display translucent " +"areas, but transparency sorting issues may be visible when multiple " +"transparent materials are overlapping." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"This mode only allows fully transparent or fully opaque pixels. This mode is " +"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n" +"[b]Note:[/b] This mode might have issues with anti-aliased fonts and " +"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n" +"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive " +"scripts), this mode might have transparency sorting issues between the main " +"text and the outline." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"This mode draws fully opaque pixels in the depth prepass. This is slower " +"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it " +"allows displaying translucent areas and smooth edges while using proper " +"sorting.\n" +"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive " +"scripts), this mode might have transparency sorting issues between the main " +"text and the outline." +msgstr "" + #: doc/classes/LargeTexture.xml #, fuzzy msgid "" @@ -42957,14 +43703,20 @@ 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 +43763,19 @@ 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 +44020,7 @@ 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 +44039,19 @@ 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 "" @@ -45184,9 +45957,10 @@ msgstr "Nodo utilizado para mostrar una [Mesh] en 2D." #: doc/classes/MeshInstance2D.xml #, fuzzy msgid "" -"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing " -"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert " -"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"." +"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be " +"automatically created from an existing [Sprite] via a tool in the editor " +"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to " +"MeshInstance2D[/b] at the top of the 2D editor viewport." msgstr "" "Nodo utilizado para mostrar una [Mesh] en 2D. Puede ser construido a partir " "de un [Sprite2D] existente mediante una herramienta en la barra de " @@ -45391,6 +46165,41 @@ 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 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 [SceneTreeTween] that contains this Tweener." +msgstr "" + +#: doc/classes/MethodTweener.xml 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 [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." @@ -46215,6 +47024,11 @@ msgstr "" #: doc/classes/Navigation.xml #, fuzzy +msgid "Returns the [RID] of the navigation map on the [NavigationServer]." +msgstr "Devuelve el [RID] de la forma enésima de un área." + +#: doc/classes/Navigation.xml +#, fuzzy msgid "" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " @@ -46243,12 +47057,24 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"A bitfield determining all navigation map layers the navigation can use on a " +"[method Navigation.get_simple_path] path query." +msgstr "" + +#: doc/classes/Navigation.xml +msgid "" "Defines which direction is up. By default, this is [code](0, 1, 0)[/code], " "which is the world's \"up\" direction." msgstr "" "Define qué dirección es hacia arriba. Por defecto, esto es [code](0, 1, 0)[/" "code], que es la dirección \"arriba\" del mundo." +#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationServer.xml +msgid "" +"Emitted when a navigation map is updated, when a region moves or is modified." +msgstr "" + #: doc/classes/Navigation2D.xml msgid "2D navigation and pathfinding node." msgstr "Navegación 2D y nodo de búsqueda de caminos." @@ -46293,6 +47119,12 @@ msgstr "" msgid "The XY plane cell size to use for fields." msgstr "El modo de llamada a utilizar para las Call Method Tracks." +#: doc/classes/Navigation2D.xml +msgid "" +"A bitfield determining all navigation map layers the navigation can use on a " +"[method Navigation2D.get_simple_path] path query." +msgstr "" + #: doc/classes/Navigation2DServer.xml #, fuzzy msgid "Server interface for low-level 2D navigation access." @@ -46303,11 +47135,19 @@ msgid "" "Navigation2DServer is the server responsible for all 2D navigation. It " "handles several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation polygons. " -"Together, they define the navigable areas in the 2D world. For two regions " -"to be connected to each other, they must share a similar edge. An edge is " -"considered connected to another if both of its two vertices are at a " -"distance less than [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"Together, they define the navigable areas in the 2D world.\n" +"[b]Note:[/b] Most NavigationServer changes take effect after the next " +"physics frame and not immediately. This includes all changes made to maps, " +"regions or agents by navigation related Nodes in the SceneTree or made " +"through scripts.\n" +"For two regions to be connected to each other, they must share a similar " +"edge. An edge is considered connected to another if both of its two vertices " +"are at a distance less than navigation map [code]edge_connection_margin[/" +"code] to the respective other edge's vertex.\n" +"You may assign navigation layers to regions with [method Navigation2DServer." +"region_set_navigation_layers], which then can be checked upon when " +"requesting a path with [method Navigation2DServer.map_get_path]. This allows " +"allowing or forbidding some areas to 2D objects.\n" "To use the collision avoidance system, you may use agents. You can set an " "agent's target velocity, then the servers will emit a callback with a " "modified velocity.\n" @@ -46327,11 +47167,30 @@ msgstr "Crea un [HingeJoint]." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" +"Devuelve la [Animation] con clave [code]name[/code] or [code]null[/code] si " +"no se encuentra." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "Devuelve [code]true[/code] si el script puede ser instanciado." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml -msgid "Callback called at the end of the RVO process." +msgid "" +"Callback called at the end of the RVO process. If a callback is created " +"manually and the agent is placed on a navigation map it will calculate " +"avoidance for the agent and dispatch the calculated [code]safe_velocity[/" +"code] to the [code]receiver[/code] object with a signal to the chosen " +"[code]method[/code] name.\n" +"[b]Note:[/b] Created callbacks are always processed independently of the " +"SceneTree state as long as the agent is on a navigation map and not freed. " +"To disable the dispatch of a callback from an agent use [method " +"agent_set_callback] again with a [code]null[/code] object as the " +"[code]receiver[/code]." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml @@ -46398,6 +47257,19 @@ msgid "Create a new map." msgstr "Crea un [Area2D]." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all navigation agents [RID]s that are currently assigned to the " +"requested navigation [code]map[/code]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +#, fuzzy +msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented." +msgstr "" +"Obtiene la línea actual en el archivo analizado (actualmente no " +"implementado)." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the map cell size." msgstr "Devuelve el tamaño del array." @@ -46427,9 +47299,17 @@ msgid "" msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml -#, fuzzy -msgid "Returns the navigation path to reach the destination from the origin." -msgstr "Devuelve el polígono de navegación del tile." +msgid "" +"Returns the navigation path to reach the destination from the origin. " +"[code]navigation_layers[/code] is a bitmask of all region layers that are " +"allowed to be in the path." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all navigation regions [RID]s that are currently assigned to the " +"requested navigation [code]map[/code]." +msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy @@ -46441,6 +47321,13 @@ msgstr "Devuelve [code]true[/code] si la selección está activa." msgid "Sets the map active." msgstr "Detiene el temporizador." +#: doc/classes/Navigation2DServer.xml +#, fuzzy +msgid "" +"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/" +"b] Currently not implemented." +msgstr "Devuelve la transformada aplicada a la malla de navegación del objeto." + #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Set the map cell size used to weld the navigation mesh polygons." @@ -46457,10 +47344,65 @@ msgid "Creates a new region." msgstr "Crea un [Area2D]." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the ending point of a connection door. [code]connection[/code] is an " +"index between 0 and the return value of [method " +"region_get_connections_count]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the starting point of a connection door. [code]connection[/code] is " +"an index between 0 and the return value of [method " +"region_get_connections_count]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "" +"Returns how many connections this [code]region[/code] has with other regions " +"in the map." +msgstr "" +"Devuelve la proyección ortogonal de [code]point[/code] en un punto del plano." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]." +msgstr "Devuelve [code]true[/code] si existe la [code]signal[/code] dada." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]region[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the region's navigation layers." +msgstr "Devuelve la malla de navegación del objeto." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." +msgstr "Devuelve [code]true[/code] si existe la [code]signal[/code] dada." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." +msgstr "" +"Coloca la [code]position[/code] para el punto con el [code]id[/code] dado." + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the map for the region." msgstr "Establece los metadatos del borde dado." +#: doc/classes/Navigation2DServer.xml +msgid "" +"Set the region's navigation layers. This allows selecting regions from a " +"path request (when using [method Navigation2DServer.map_get_path])." +msgstr "" + #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the navigation mesh for the region." @@ -46471,6 +47413,12 @@ msgstr "Establece la malla de navegación del objeto." msgid "Sets the global transformation for the region." msgstr "Establece la matriz de transformación global del Viewport." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +#, fuzzy +msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]." +msgstr "" +"Coloca la [code]position[/code] para el punto con el [code]id[/code] dado." + #: doc/classes/NavigationAgent.xml msgid "3D agent used in navigation for collision avoidance." msgstr "" @@ -46480,9 +47428,16 @@ msgid "" "3D agent that is used in navigation to reach a location while avoiding " "static and dynamic obstacles. The dynamic obstacles are avoided using RVO " "(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " -"navigation data to work correctly. This can be done by having the agent as a " -"child of a [Navigation] node, or using [method set_navigation]. " -"[NavigationAgent] is physics safe." +"navigation data to work correctly. By default this node will register to the " +"default [World] navigation map. If this node is a child of a [Navigation] " +"node it will register to the navigation map of the navigation node or the " +"function [method set_navigation] can be used to set the navigation node " +"directly. [NavigationAgent] is physics safe.\n" +"[b]Note:[/b] After [method set_target_location] is used it is required to " +"use the [method get_next_location] function once every physics frame to " +"update the internal path logic of the NavigationAgent. The returned vector " +"position from this function should be used as the next movement position for " +"the agent's parent Node." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -46500,9 +47455,16 @@ msgid "" msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -#, fuzzy -msgid "Returns the path from start to finish in global coordinates." -msgstr "Devuelve el RID del viewport del [VisualServer]." +msgid "" +"Returns this agent's current path from start to finish in global " +"coordinates. The path only updates when the target location is changed or " +"the agent requires a repath. The path array is not intended to be used in " +"direct path movement as the agent has its own internal path logic that would " +"get corrupted by changing the path array manually. Use the intended [method " +"get_next_location] once every physics frame to receive the next path point " +"for the agents movement as this function also updates the internal path " +"logic." +msgstr "" #: doc/classes/NavigationAgent.xml #, fuzzy @@ -46518,14 +47480,32 @@ msgid "" "system." msgstr "Devuelve el nodo animacion con el nombre dado." -#: doc/classes/NavigationAgent.xml +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"Returns a [Vector3] in global coordinates, that can be moved to, making sure " -"that there are no static objects in the way. If the agent does not have a " -"navigation path, it will return the origin of the agent's parent." +"Returns the [RID] of the navigation map for this NavigationAgent node. This " +"function returns always the map set on the NavigationAgent node and not the " +"map of the abstract agent on the NavigationServer. If the agent map is " +"changed directly with the NavigationServer API the NavigationAgent node will " +"not be aware of the map change. Use [method set_navigation_map] to change " +"the navigation map for the NavigationAgent and also update the agent on the " +"NavigationServer." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the next location in global coordinates that can be moved to, making " +"sure that there are no static objects in the way. If the agent does not have " +"a navigation path, it will return the position of the agent's parent. The " +"use of this function once every physics frame is required to update the " +"internal path logic of the NavigationAgent." +msgstr "" + +#: doc/classes/NavigationAgent.xml +#, fuzzy +msgid "Returns the [RID] of this agent on the [NavigationServer]." +msgstr "Devuelve el [RID] de la forma enésima de un área." + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml #, fuzzy msgid "" "Returns the user-defined target location (set with [method " @@ -46564,6 +47544,12 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"Sets the [RID] of the navigation map this NavigationAgent node should use " +"and also updates the [code]agent[/code] on the NavigationServer." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "Sets the user desired final location. This will clear the current navigation " "path." msgstr "" @@ -46576,9 +47562,24 @@ msgid "" msgstr "" #: doc/classes/NavigationAgent.xml -#, fuzzy -msgid "The agent height offset to match the navigation mesh height." -msgstr "Devuelve el desplazamiento del polígono de navegación del tile." +msgid "" +"The NavigationAgent height offset is subtracted from the y-axis value of any " +"vector path position for this NavigationAgent. The NavigationAgent height " +"offset does not change or influence the navigation mesh or pathfinding query " +"result. Additional navigation maps that use regions with navigation meshes " +"that the developer baked with appropriate agent radius or height values are " +"required to support different-sized agents." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"If [code]true[/code] the agent is registered for an RVO avoidance callback " +"on the [NavigationServer]. When [method set_velocity] is used and the " +"processing is completed a [code]safe_velocity[/code] Vector3 is received " +"with a signal connection to [signal velocity_computed]. Avoidance processing " +"with many registered agents has a significant performance cost and should " +"only be enabled on agents that currently require it." +msgstr "" #: doc/classes/NavigationAgent.xml msgid "" @@ -46596,6 +47597,13 @@ msgstr "El valor máximo de luminosidad para la exposición automática." msgid "The maximum speed that an agent can move." msgstr "El valor máximo que puede alcanzar la curva." +#: doc/classes/NavigationAgent.xml +msgid "" +"A bitfield determining all navigation map layers the [NavigationAgent] " +"belongs to. On path requests the agent will ignore navmeshes without at " +"least one matching layer." +msgstr "" + #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml #, fuzzy msgid "The distance to search for other agents." @@ -46661,9 +47669,16 @@ msgid "" "2D agent that is used in navigation to reach a location while avoiding " "static and dynamic obstacles. The dynamic obstacles are avoided using RVO " "(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " -"navigation data to work correctly. This can be done by having the agent as a " -"child of a [Navigation2D] node, or using [method set_navigation]. " -"[NavigationAgent2D] is physics safe." +"navigation data to work correctly. By default this node will register to the " +"default [World2D] navigation map. If this node is a child of a " +"[Navigation2D] node it will register to the navigation map of the navigation " +"node or the function [method set_navigation] can be used to set the " +"navigation node directly. [NavigationAgent2D] is physics safe.\n" +"[b]Note:[/b] After [method set_target_location] is used it is required to " +"use the [method get_next_location] function once every physics frame to " +"update the internal path logic of the NavigationAgent. The returned vector " +"position from this function should be used as the next movement position for " +"the agent's parent Node." msgstr "" #: doc/classes/NavigationAgent2D.xml @@ -46681,11 +47696,9 @@ msgid "" msgstr "Devuelve el nodo animacion con el nombre dado." #: doc/classes/NavigationAgent2D.xml -msgid "" -"Returns a [Vector2] in global coordinates, that can be moved to, making sure " -"that there are no static objects in the way. If the agent does not have a " -"navigation path, it will return the position of the agent's parent." -msgstr "" +#, fuzzy +msgid "Returns the [RID] of this agent on the [Navigation2DServer]." +msgstr "Devuelve el [RID] de la forma enésima de un área." #: doc/classes/NavigationAgent2D.xml msgid "" @@ -46693,6 +47706,23 @@ msgid "" "to make the agent a child of a [Navigation2D] node." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"If [code]true[/code] the agent is registered for an RVO avoidance callback " +"on the [Navigation2DServer]. When [method set_velocity] is used and the " +"processing is completed a [code]safe_velocity[/code] Vector2 is received " +"with a signal connection to [signal velocity_computed]. Avoidance processing " +"with many registered agents has a significant performance cost and should " +"only be enabled on agents that currently require it." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"A bitfield determining all navigation map layers the [NavigationAgent2D] " +"belongs to. On path requests the agent will ignore navmeshes without at " +"least one matching layer." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -46729,8 +47759,8 @@ msgstr "" #: doc/classes/NavigationMesh.xml #, fuzzy msgid "" -"Returns whether the specified [code]bit[/code] of the [member geometry/" -"collision_mask] is set." +"Returns whether the specified [code]bit[/code] of the [member " +"geometry_collision_mask] is set." msgstr "" "Devuelve [code]true[/code] si el bit de la máscara de colisión dada está " "configurado." @@ -46761,9 +47791,9 @@ msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/" -"code] in the [member geometry/collision_mask].\n" +"code] in the [member geometry_collision_mask].\n" "If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/" -"code] in the [member geometry/collision_mask]." +"code] in the [member geometry_collision_mask]." msgstr "" #: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml @@ -46779,14 +47809,14 @@ msgid "" "The minimum floor to ceiling height that will still allow the floor area to " "be considered walkable.\n" "[b]Note:[/b] While baking, this value will be rounded up to the nearest " -"multiple of [member cell/height]." +"multiple of [member cell_height]." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "The minimum ledge height that is considered to still be traversable.\n" "[b]Note:[/b] While baking, this value will be rounded down to the nearest " -"multiple of [member cell/height]." +"multiple of [member cell_height]." msgstr "" #: doc/classes/NavigationMesh.xml @@ -46799,7 +47829,7 @@ msgid "" "The distance to erode/shrink the walkable area of the heightfield away from " "obstructions.\n" "[b]Note:[/b] While baking, this value will be rounded up to the nearest " -"multiple of [member cell/size]." +"multiple of [member cell_size]." msgstr "" #: doc/classes/NavigationMesh.xml @@ -46828,13 +47858,7 @@ msgstr "" msgid "" "The maximum allowed length for contour edges along the border of the mesh.\n" "[b]Note:[/b] While baking, this value will be rounded up to the nearest " -"multiple of [member cell/size]." -msgstr "" - -#: doc/classes/NavigationMesh.xml -msgid "" -"If [code]true[/code], marks walkable spans as not walkable if the clearance " -"above the span is less than [member agent/height]." +"multiple of [member cell_size]." msgstr "" #: doc/classes/NavigationMesh.xml @@ -46845,13 +47869,22 @@ msgstr "Si [code]true[/code], se activan las pulsaciones de paso." #: doc/classes/NavigationMesh.xml msgid "" "If [code]true[/code], marks non-walkable spans as walkable if their maximum " -"is within [member agent/max_climb] of a walkable neighbor." +"is within [member agent_max_climb] of a walkable neighbor." msgstr "" #: doc/classes/NavigationMesh.xml +#, fuzzy +msgid "" +"If [code]true[/code], marks walkable spans as not walkable if the clearance " +"above the span is less than [member agent_height]." +msgstr "" +"Si [code]true[/code], las partículas emitirán una vez y luego se detendrán. " +"Equivalente a [member GPUParticles.one_shot]." + +#: doc/classes/NavigationMesh.xml msgid "" "The physics layers to scan for static colliders.\n" -"Only used when [member geometry/parsed_geometry_type] is [constant " +"Only used when [member geometry_parsed_geometry_type] is [constant " "PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]." msgstr "" @@ -46874,7 +47907,7 @@ msgstr "El modo de fondo. Ver [enum BGMode] para los posibles valores." #: doc/classes/NavigationMesh.xml msgid "" "The name of the group to scan for geometry.\n" -"Only used when [member geometry/source_geometry_mode] is [constant " +"Only used when [member geometry_source_geometry_mode] is [constant " "SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant " "SOURCE_GEOMETRY_GROUPS_EXPLICIT]." msgstr "" @@ -46941,7 +47974,7 @@ msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "Parses [StaticBody] colliders as geometry. The collider should be in any of " -"the layers specified by [member geometry/collision_mask]." +"the layers specified by [member geometry_collision_mask]." msgstr "" #: doc/classes/NavigationMesh.xml @@ -46963,13 +47996,13 @@ msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "Scans nodes in a group and their child nodes recursively for geometry. The " -"group is specified by [member geometry/source_group_name]." +"group is specified by [member geometry_source_group_name]." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "Uses nodes in a group for geometry. The group is specified by [member " -"geometry/source_group_name]." +"geometry_source_group_name]." msgstr "" #: doc/classes/NavigationMesh.xml @@ -46978,19 +48011,59 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "Representa el tamaño del enum [enum ShaderMode]." #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry_parsed_geometry_type] and [member " +"NavigationMesh.geometry_source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" #: doc/classes/NavigationMeshGenerator.xml #, fuzzy -msgid "Clears the navigation mesh." -msgstr "Establece la malla de navegación del objeto." +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." +msgstr "Elimina la animación con la clave [code]name[/code]." #: doc/classes/NavigationMeshInstance.xml #, fuzzy @@ -47000,15 +48073,42 @@ msgstr "Nodo que instancia un [MultiMesh]." #: doc/classes/NavigationMeshInstance.xml msgid "" "An instance of a [NavigationMesh]. It tells the [Navigation] node what can " -"be navigated and what cannot, based on the [NavigationMesh] resource. This " -"should be a child of a [Navigation] node." +"be navigated and what cannot, based on the [NavigationMesh] resource.\n" +"By default this node will register to the default [World] navigation map. If " +"this node is a child of a [Navigation] node it will register to the " +"navigation map of the navigation node.\n" +"Two regions can be connected to each other if they share a similar edge. You " +"can set the minimum distance between two vertices required to connect two " +"edges by using [method NavigationServer.map_set_edge_connection_margin].\n" +"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting " +"two regions. They must share a similar edge.\n" +"The cost of entering this region from another region can be controlled with " +"the [member enter_cost] value.\n" +"[b]Note[/b]: This value is not added to the path cost when the start " +"position is already inside this region.\n" +"The cost of traveling distances inside this region can be controlled with " +"the [member travel_cost] multiplier." 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. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." +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 @@ -47016,11 +48116,35 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." msgstr "" #: doc/classes/NavigationMeshInstance.xml +#: doc/classes/NavigationPolygonInstance.xml +msgid "" +"When pathfinding enters this region's navmesh from another regions navmesh " +"the [code]enter_cost[/code] value is added to the path distance for " +"determining the shortest path." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "" +"A bitfield determining all navigation map layers the [NavigationMesh] " +"belongs to. On path requests with [method NavigationServer.map_get_path] " +"navmeshes without matching layers will be ignored and the navigation map " +"will only proximity merge different navmeshes with matching layers." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml #, fuzzy msgid "The [NavigationMesh] resource to use." msgstr "El recurso [Mesh] para la instancia." #: doc/classes/NavigationMeshInstance.xml +#: doc/classes/NavigationPolygonInstance.xml +msgid "" +"When pathfinding moves inside this region's navmesh the traveled distances " +"are multiplied with [code]travel_cost[/code] for determining the shortest " +"path." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml #, fuzzy msgid "Notifies when the navigation mesh bake operation is completed." msgstr "Notifica cuando una animación comienza a reproducirse." @@ -47039,7 +48163,9 @@ msgid "" "3D obstacle used in navigation for collision avoidance. The obstacle needs " "navigation data to work correctly. This can be done by having the obstacle " "as a child of a [Navigation] node, or using [method set_navigation]. " -"[NavigationObstacle] is physics safe." +"[NavigationObstacle] is physics safe.\n" +"[b]Note:[/b] Obstacles are intended as a last resort option for constantly " +"moving objects that cannot be (re)baked to a navigation mesh efficiently." msgstr "" #: doc/classes/NavigationObstacle.xml @@ -47050,6 +48176,11 @@ msgid "" msgstr "Devuelve el nodo animacion con el nombre dado." #: doc/classes/NavigationObstacle.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "Devuelve el [RID] de la forma enésima de un área." + +#: doc/classes/NavigationObstacle.xml msgid "" "Sets the [Navigation] node used by the obstacle. Useful when you don't want " "to make the obstacle a child of a [Navigation] node." @@ -47079,7 +48210,9 @@ msgid "" "2D obstacle used in navigation for collision avoidance. The obstacle needs " "navigation data to work correctly. This can be done by having the obstacle " "as a child of a [Navigation2D] node, or using [method set_navigation]. " -"[NavigationObstacle2D] is physics safe." +"[NavigationObstacle2D] is physics safe.\n" +"[b]Note:[/b] Obstacles are intended as a last resort option for constantly " +"moving objects that cannot be (re)baked to a navigation mesh efficiently." msgstr "" #: doc/classes/NavigationObstacle2D.xml @@ -47089,6 +48222,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "Devuelve el [RID] de la forma enésima de un área." + +#: doc/classes/NavigationObstacle2D.xml msgid "" "Sets the [Navigation2D] node used by the obstacle. Useful when you don't " "want to make the obstacle a child of a [Navigation2D] node." @@ -47192,6 +48330,14 @@ msgstr "" "vértices." #: doc/classes/NavigationPolygon.xml +msgid "" +"Returns the [NavigationMesh] resulting from this navigation polygon. This " +"navmesh can be used to update the navmesh of a region with the [method " +"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server " +"behind the scene)." +msgstr "" + +#: doc/classes/NavigationPolygon.xml #, fuzzy msgid "" "Returns a [PoolVector2Array] containing the vertices of an outline that was " @@ -47242,6 +48388,56 @@ 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 +#, fuzzy +msgid "A region of the 2D navigation map." +msgstr "Establece la malla de navegación del objeto." + +#: doc/classes/NavigationPolygonInstance.xml +msgid "" +"A region of the navigation map. It tells the [Navigation2DServer] what can " +"be navigated and what cannot, based on its [NavigationPolygon] resource.\n" +"By default this node will register to the default [World2D] navigation map. " +"If this node is a child of a [Navigation2D] node it will register to the " +"navigation map of the navigation node.\n" +"Two regions can be connected to each other if they share a similar edge. You " +"can set the minimum distance between two vertices required to connect two " +"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n" +"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting " +"two regions. They must share a similar edge.\n" +"The pathfinding cost of entering this region from another region can be " +"controlled with the [member enter_cost] value.\n" +"[b]Note[/b]: This value is not added to the path cost when the start " +"position is already inside this region.\n" +"The pathfinding cost of traveling distances inside this region can be " +"controlled with the [member travel_cost] multiplier." +msgstr "" + +#: 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/NavigationPolygonInstance.xml +msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled." +msgstr "" + +#: doc/classes/NavigationPolygonInstance.xml +msgid "" +"A bitfield determining all navigation map layers the [NavigationPolygon] " +"belongs to. On path requests with [method Navigation2DServer.map_get_path] " +"navmeshes without matching layers will be ignored and the navigation map " +"will only proximity merge different navmeshes with matching layers." +msgstr "" + +#: doc/classes/NavigationPolygonInstance.xml +#, fuzzy +msgid "The [NavigationPolygon] resource to use." +msgstr "El recurso [Mesh] para la instancia." + #: doc/classes/NavigationServer.xml #, fuzzy msgid "Server interface for low-level 3D navigation access." @@ -47252,11 +48448,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. For two regions to be " -"connected to each other, they must share a similar edge. An edge is " -"considered connected to another if both of its two vertices are at a " -"distance less than [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D world.\n" +"[b]Note:[/b] Most NavigationServer changes take effect after the next " +"physics frame and not immediately. This includes all changes made to maps, " +"regions or agents by navigation related Nodes in the SceneTree or made " +"through scripts.\n" +"For two regions to be connected to each other, they must share a similar " +"edge. An edge is considered connected to another if both of its two vertices " +"are at a distance less than [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\n" "To use the collision avoidance system, you may use agents. You can set an " "agent's target velocity, then the servers will emit a callback with a " "modified velocity.\n" @@ -47323,6 +48523,12 @@ msgid "Bakes the navigation mesh." msgstr "Establece la malla de navegación del objeto." #: doc/classes/NavigationServer.xml +msgid "" +"Set the region's navigation layers. This allows selecting regions from a " +"path request (when using [method NavigationServer.map_get_path])." +msgstr "" + +#: doc/classes/NavigationServer.xml #, fuzzy msgid "Control activation of this server." msgstr "Traducción local de este nodo." @@ -47573,8 +48779,9 @@ msgid "" msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml +#, fuzzy msgid "" -"Enable or disable certificate verification when [member use_dtls] " +"Enable or disable certificate verification when [member use_dtls] is " "[code]true[/code]." msgstr "" "Habilitar o deshabilitar la verificación del certificado cuando [member " @@ -48132,7 +49339,7 @@ msgstr "" #: doc/classes/Node.xml msgid "Nodes and Scenes" -msgstr "" +msgstr "Nodos y escenas" #: doc/classes/Node.xml msgid "All Demos" @@ -48387,7 +49594,7 @@ 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 +49683,15 @@ 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" @@ -48840,16 +50056,16 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" -"[b]Note:[/b] Interpolation will only be active is both the flag is set " +"Node (see [member physics_interpolation_mode]).\n" +"[b]Note:[/b] Interpolation will only be active if both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -49118,6 +50334,7 @@ msgid "" msgstr "" #: doc/classes/Node.xml +#, fuzzy msgid "" "Sends a remote procedure call request for the given [code]method[/code] to " "peers on the network (and locally), optionally sending all additional " @@ -49125,8 +50342,8 @@ msgid "" "will only be received by nodes with the same [NodePath], including the exact " "same node name. Behaviour depends on the RPC configuration for the given " "method, see [method rpc_config]. Methods are not exposed to RPCs by default. " -"See also [method rset] and [method rset_config] for properties. Returns an " -"empty [Variant].\n" +"See also [method rset] and [method rset_config] for properties. Returns " +"[code]null[/code].\n" "[b]Note:[/b] You can only safely use RPCs on clients after you received the " "[code]connected_to_server[/code] signal from the [SceneTree]. You also need " "to keep track of the connection state, either by the [SceneTree] signals " @@ -49168,28 +50385,30 @@ msgstr "" "[method rset_config] para las propiedades." #: doc/classes/Node.xml +#, fuzzy msgid "" "Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] " -"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty " -"[Variant]." +"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/" +"code]." msgstr "" "Envía un [method rpc] a un par específico identificado por [code]peer_id[/" "code] (véase [method NetworkedMultiplayerPeer.set_target_peer]). Devuelve " "una [Variant] vacía." #: doc/classes/Node.xml +#, fuzzy msgid "" -"Sends a [method rpc] using an unreliable protocol. Returns an empty " -"[Variant]." +"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]." msgstr "" "Envía un [method rpc] usando un protocolo poco fiable. Devuelve una " "[Variant] vacía." #: doc/classes/Node.xml +#, fuzzy msgid "" "Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] " "using an unreliable protocol (see [method NetworkedMultiplayerPeer." -"set_target_peer]). Returns an empty [Variant]." +"set_target_peer]). Returns [code]null[/code]." msgstr "" "Envía un [method rpc] a un par específico identificado por [code]peer_id[/" "code] utilizando un protocolo poco fiable (véase [method " @@ -49275,14 +50494,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -49455,7 +50666,7 @@ 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] " @@ -49496,6 +50707,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -49510,6 +50730,15 @@ 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 +50837,19 @@ 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." @@ -49666,6 +50902,27 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "Continúe el proceso sin importar el estado de pausa de [SceneTree]." #: doc/classes/Node.xml +#, fuzzy +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" +"Heredó el modo de pausa del padre del nodo. Para el nodo raíz, es " +"equivalente a [constant PAUSE_MODE_STOP]. Por defecto." + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "Duplica las señales del nodo." @@ -49835,8 +51092,14 @@ msgid "Rotation in degrees, relative to the node's parent." msgstr "Rotación en grados, en relación con el padre del nodo." #: doc/classes/Node2D.xml -msgid "The node's scale. Unscaled value: [code](1, 1)[/code]." -msgstr "La escala del nodo. Valor no escalado: [code](1, 1)[/code]." +msgid "" +"The node's scale. Unscaled value: [code](1, 1)[/code].\n" +"[b]Note:[/b] Negative X scales in 2D are not decomposable from the " +"transformation matrix. Due to the way scale is represented with " +"transformation matrices in Godot, negative scales on the X axis will be " +"changed to negative scales on the Y axis and a rotation of 180 degrees when " +"decomposed." +msgstr "" #: doc/classes/Node2D.xml msgid "Local [Transform2D]." @@ -50045,7 +51308,7 @@ msgstr "" #, fuzzy msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -50470,7 +51733,7 @@ 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 +51799,7 @@ 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 +51913,16 @@ 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 @@ -51415,8 +52685,9 @@ msgid "Returns the tooltip of the item at index [code]idx[/code]." msgstr "Devuelve el texto del artículo en el índice [code]idx[/code]." #: doc/classes/OptionButton.xml +#, fuzzy msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" "Devuelve el ID del elemento seleccionado, o [code]0[/code] si no hay ningún " @@ -51442,9 +52713,11 @@ msgid "Removes the item at index [code]idx[/code]." msgstr "Elimina el elemento en el índice [code]idx[/code]." #: doc/classes/OptionButton.xml +#, fuzzy msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" "Selecciona un elemento por índice y lo convierte en el elemento actual. Esto " "funcionará incluso si el elemento está desactivado." @@ -51957,6 +53230,16 @@ 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 +53871,23 @@ 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 +54006,21 @@ msgstr "" "Windows." #: doc/classes/OS.xml +msgid "" +"Moves the file or directory to the system's recycle bin. See also [method " +"Directory.remove].\n" +"The method takes only global paths, so you may need to use [method " +"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/" +"code] as it will not work in exported project.\n" +"[b]Note:[/b] If the user has disabled the recycle bin on their system, the " +"file will be permanently deleted instead.\n" +"[codeblock]\n" +"var file_to_remove = \"user://slot1.sav\"\n" +"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/OS.xml #, fuzzy msgid "" "Moves the window to the front.\n" @@ -52918,6 +54233,7 @@ msgid "" msgstr "" #: doc/classes/OS.xml +#, fuzzy msgid "" "Requests the OS to open a resource with the most appropriate program. For " "example:\n" @@ -52927,9 +54243,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -53542,6 +54858,14 @@ 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 +59607,16 @@ 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 "" @@ -58386,20 +59718,44 @@ 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." +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolByteArray] or " +"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will " +"be lost:\n" +"[codeblock]\n" +"var array = [PoolByteArray()]\n" +"array[0].push_back(123)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " +"[code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolByteArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(123)\n" +"array[0] = pool_array\n" +"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n" +"[/codeblock]" msgstr "" -"Un [Array] diseñado específicamente para contener bytes. Empaqueta los datos " -"de forma ajustada, por lo que ahorra memoria para los tamaños de arrays " -"grandes.\n" -"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia." +"Un [Array] diseñado específicamente para mantener valores enteros de 32 " +"bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para " +"los tamaños de arrays grandes.\n" +"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n" +"[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que " +"significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/" +"code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos " +"límites volvera los valores al minimo inicial. En comparación, [int] usa " +"enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si " +"necesitas empaquetar los enteros de 64 bits de forma apretada, mira " +"[PackedInt64Array]." #: doc/classes/PoolByteArray.xml #, fuzzy @@ -58455,6 +59811,16 @@ 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 " @@ -58481,6 +59847,17 @@ msgstr "" "Utiliza esta función si no estás seguro de la fuente de los datos. Para la " "entrada del usuario esta función siempre debe ser preferida." +#: 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 +#, fuzzy +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" +"Devuelve [code]true[/code] si el objeto contiene el [code]method[/code] dado." + #: doc/classes/PoolByteArray.xml #, fuzzy msgid "" @@ -58547,20 +59924,45 @@ msgstr "" #: doc/classes/PoolColorArray.xml #, fuzzy -msgid "A pooled [Array] of [Color]." +msgid "A pooled array of [Color]s." msgstr "Un paquete de [Array] de [Color]s." #: doc/classes/PoolColorArray.xml #, fuzzy msgid "" -"An [Array] specifically designed to hold [Color]. Optimized for memory " -"usage, does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference." +"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. This means " +"that when [i]mutating[/i] a class property of type [PoolColorArray] or " +"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will " +"be lost:\n" +"[codeblock]\n" +"var array = [PoolColorArray()]\n" +"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " +"[code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolColorArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n" +"array[0] = pool_array\n" +"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element " +"inside an Array)\n" +"[/codeblock]" msgstr "" -"Un [Array] diseñado específicamente para mantener el [Color]. Envuelve los " -"datos de forma ajustada, por lo que ahorra memoria para los arrays de gran " -"tamaño.\n" -"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia." +"Un [Array] diseñado específicamente para mantener valores enteros de 32 " +"bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para " +"los tamaños de arrays grandes.\n" +"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n" +"[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que " +"significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/" +"code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos " +"límites volvera los valores al minimo inicial. En comparación, [int] usa " +"enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si " +"necesitas empaquetar los enteros de 64 bits de forma apretada, mira " +"[PackedInt64Array]." #: doc/classes/PoolColorArray.xml #, fuzzy @@ -58596,15 +59998,32 @@ 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" -"[b]Note:[/b] This type is passed by value and not by reference.\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. This means " +"that when [i]mutating[/i] a class property of type [PoolIntArray] or " +"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be " +"lost:\n" +"[codeblock]\n" +"var array = [PoolIntArray()]\n" +"array[0].push_back(1234)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " +"[code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolIntArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(1234)\n" +"array[0] = pool_array\n" +"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n" +"[/codeblock]\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. " "[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap " @@ -58654,14 +60073,32 @@ 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 real numbers ([float])." msgstr "Un paquete de [Array] de [Color]s." #: doc/classes/PoolRealArray.xml +#, fuzzy msgid "" -"An [Array] specifically designed to hold floating-point values. Optimized " -"for memory usage, does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference.\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. This means " +"that when [i]mutating[/i] a class property of type [PoolRealArray] or " +"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will " +"be lost:\n" +"[codeblock]\n" +"var array = [PoolRealArray()]\n" +"array[0].push_back(12.34)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " +"[code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolRealArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(12.34)\n" +"array[0] = pool_array\n" +"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n" +"[/codeblock]\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 " "[PoolRealArray] have lower precision compared to primitive [float]s. If you " @@ -58670,6 +60107,17 @@ msgid "" "store [float]s will use roughly 6 times more memory compared to a " "[PoolRealArray]." msgstr "" +"Un [Array] diseñado específicamente para mantener valores enteros de 32 " +"bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para " +"los tamaños de arrays grandes.\n" +"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n" +"[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que " +"significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/" +"code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos " +"límites volvera los valores al minimo inicial. En comparación, [int] usa " +"enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si " +"necesitas empaquetar los enteros de 64 bits de forma apretada, mira " +"[PackedInt64Array]." #: doc/classes/PoolRealArray.xml #, fuzzy @@ -58691,20 +60139,44 @@ 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]s." msgstr "Un paquete de [Array] de [String]s." #: doc/classes/PoolStringArray.xml #, fuzzy msgid "" -"An [Array] specifically designed to hold [String]s. Optimized for memory " +"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." +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolStringArray] or " +"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will " +"be lost:\n" +"[codeblock]\n" +"var array = [PoolStringArray()]\n" +"array[0].push_back(\"hello\")\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " +"with [code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolStringArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(\"hello\")\n" +"array[0] = pool_array\n" +"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n" +"[/codeblock]" msgstr "" -"Una [Array] diseñada específicamente para sostener [String]s. Empaqueta los " -"datos de forma apretada, así que ahorra memoria para los tamaños de arrays " -"grandes.\n" -"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia." +"Un [Array] diseñado específicamente para mantener valores enteros de 32 " +"bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para " +"los tamaños de arrays grandes.\n" +"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n" +"[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que " +"significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/" +"code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos " +"límites volvera los valores al minimo inicial. En comparación, [int] usa " +"enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si " +"necesitas empaquetar los enteros de 64 bits de forma apretada, mira " +"[PackedInt64Array]." #: doc/classes/PoolStringArray.xml #, fuzzy @@ -58737,20 +60209,45 @@ 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]s." msgstr "Un empaquetado de [Array] de [Vector2]s." #: doc/classes/PoolVector2Array.xml #, fuzzy msgid "" -"An [Array] specifically designed to hold [Vector2]. Optimized for memory " +"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." +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolVector2Array] or " +"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes " +"will be lost:\n" +"[codeblock]\n" +"var array = [PoolVector2Array()]\n" +"array[0].push_back(Vector2(12, 34))\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " +"with [code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolVector2Array()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(Vector2(12, 34))\n" +"array[0] = pool_array\n" +"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an " +"Array)\n" +"[/codeblock]" msgstr "" -"Un [Array] diseñada específicamente para contener el [Vector2]. Empaqueta " -"los datos de forma apretada, así que ahorra memoria para los tamaños de " -"array grandes.\n" -"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia." +"Un [Array] diseñado específicamente para mantener valores enteros de 32 " +"bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para " +"los tamaños de arrays grandes.\n" +"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n" +"[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que " +"significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/" +"code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos " +"límites volvera los valores al minimo inicial. En comparación, [int] usa " +"enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si " +"necesitas empaquetar los enteros de 64 bits de forma apretada, mira " +"[PackedInt64Array]." #: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml #: doc/classes/TileSet.xml @@ -58781,20 +60278,45 @@ 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." +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolVector3Array] or " +"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes " +"will be lost:\n" +"[codeblock]\n" +"var array = [PoolVector3Array()]\n" +"array[0].push_back(Vector3(12, 34, 56))\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " +"with [code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolVector3Array()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(Vector3(12, 34, 56))\n" +"array[0] = pool_array\n" +"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an " +"Array)\n" +"[/codeblock]" msgstr "" -"Un [Array] diseñada específicamente para contener el [Vector3]. Empaca los " -"datos de forma apretada, así que ahorra memoria para los tamaños de array " -"grandes.\n" -"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia." +"Un [Array] diseñado específicamente para mantener valores enteros de 32 " +"bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para " +"los tamaños de arrays grandes.\n" +"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n" +"[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que " +"significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/" +"code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos " +"límites volvera los valores al minimo inicial. En comparación, [int] usa " +"enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si " +"necesitas empaquetar los enteros de 64 bits de forma apretada, mira " +"[PackedInt64Array]." #: doc/classes/PoolVector3Array.xml #, fuzzy @@ -59249,9 +60771,9 @@ msgstr "" "submenú." #: doc/classes/PopupMenu.xml +#, fuzzy msgid "" -"Returns the tooltip associated with the specified index index [code]idx[/" -"code]." +"Returns the tooltip associated with the specified index [code]idx[/code]." msgstr "" "Devuelve la punta de la herramienta asociada al índice especificado " "[code]idx[/code]." @@ -59583,6 +61105,11 @@ msgstr "[Font] usada para los elementos del menú." #: doc/classes/PopupMenu.xml #, fuzzy +msgid "[Font] used for the labeled separator." +msgstr "[Font] que se usa para el texto de las [Label]." + +#: doc/classes/PopupMenu.xml +#, fuzzy msgid "[Texture] icon for the checked checkbox items." msgstr "Icono [Texture2D] para las casillas marcadas." @@ -60972,9 +62499,17 @@ msgstr "" "una función que devuelve [code]void[/code] a una variable." #: doc/classes/ProjectSettings.xml -msgid "Message to be displayed before the backtrace when the engine crashes." +msgid "" +"Message to be displayed before the backtrace when the engine crashes. By " +"default, this message is only used in exported projects due to the editor-" +"only override applied to this setting." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Editor-only override for [member debug/settings/crash_handler/message]. Does " +"not affect exported projects in debug or release mode." msgstr "" -"Mensaje que se mostrará antes del retroceso cuando el motor se crashea." #: doc/classes/ProjectSettings.xml #, fuzzy @@ -61006,6 +62541,16 @@ 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 +62734,7 @@ 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 @@ -61278,6 +62823,18 @@ msgid "" msgstr "" #: doc/classes/ProjectSettings.xml +msgid "" +"Default naming style for scene files to infer from their root nodes. " +"Possible options are:\n" +"- [code]0[/code] (Auto): Uses the scene root name as is without changing its " +"casing.\n" +"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase " +"casing.\n" +"- [code]2[/code] (snake_case): Converts the scene root name to snake_case " +"casing." +msgstr "" + +#: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "Search path for project-specific script templates. Godot will search for " @@ -61602,6 +63159,198 @@ msgid "Default delay for touch events. This only affects iOS devices." msgstr "Retraso predeterminado para las sugerencias (en segundos)." #: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 1. If left empty, the layer will " +"display as \"Layer 1\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 10. If left empty, the layer will " +"display as \"Layer 10\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 11. If left empty, the layer will " +"display as \"Layer 11\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 12. If left empty, the layer will " +"display as \"Layer 12\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 13. If left empty, the layer will " +"display as \"Layer 13\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 14. If left empty, the layer will " +"display as \"Layer 14\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 15. If left empty, the layer will " +"display as \"Layer 15\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 16. If left empty, the layer will " +"display as \"Layer 16\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 17. If left empty, the layer will " +"display as \"Layer 17\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 18. If left empty, the layer will " +"display as \"Layer 18\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 19. If left empty, the layer will " +"display as \"Layer 19\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 2. If left empty, the layer will " +"display as \"Layer 2\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 20. If left empty, the layer will " +"display as \"Layer 20\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 21. If left empty, the layer will " +"display as \"Layer 21\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 22. If left empty, the layer will " +"display as \"Layer 22\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 23. If left empty, the layer will " +"display as \"Layer 23\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 24. If left empty, the layer will " +"display as \"Layer 24\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 25. If left empty, the layer will " +"display as \"Layer 25\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 26. If left empty, the layer will " +"display as \"Layer 26\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 27. If left empty, the layer will " +"display as \"Layer 27\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 28. If left empty, the layer will " +"display as \"Layer 28\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 29. If left empty, the layer will " +"display as \"Layer 29\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 3. If left empty, the layer will " +"display as \"Layer 3\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 30. If left empty, the layer will " +"display as \"Layer 30\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 31. If left empty, the layer will " +"display as \"Layer 31\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 32. If left empty, the layer will " +"display as \"Layer 32\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 4. If left empty, the layer will " +"display as \"Layer 4\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 5. If left empty, the layer will " +"display as \"Layer 5\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 6. If left empty, the layer will " +"display as \"Layer 6\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 7. If left empty, the layer will " +"display as \"Layer 7\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 8. If left empty, the layer will " +"display as \"Layer 8\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 9. If left empty, the layer will " +"display as \"Layer 9\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 1." msgstr "Nombre opcional para la capa 1 de la física 2D." @@ -61822,6 +63571,198 @@ msgid "Optional name for the 2D render layer 9." msgstr "Nombre opcional para la capa 9 del renderizado 2D." #: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 1. If left empty, the layer will " +"display as \"Layer 1\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 10. If left empty, the layer will " +"display as \"Layer 10\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 11. If left empty, the layer will " +"display as \"Layer 11\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 12. If left empty, the layer will " +"display as \"Layer 12\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 13. If left empty, the layer will " +"display as \"Layer 13\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 14. If left empty, the layer will " +"display as \"Layer 14\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 15. If left empty, the layer will " +"display as \"Layer 15\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 16. If left empty, the layer will " +"display as \"Layer 16\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 17. If left empty, the layer will " +"display as \"Layer 17\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 18. If left empty, the layer will " +"display as \"Layer 18\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 19. If left empty, the layer will " +"display as \"Layer 19\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 2. If left empty, the layer will " +"display as \"Layer 2\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 20. If left empty, the layer will " +"display as \"Layer 20\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 21. If left empty, the layer will " +"display as \"Layer 21\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 22. If left empty, the layer will " +"display as \"Layer 22\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 23. If left empty, the layer will " +"display as \"Layer 23\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 24. If left empty, the layer will " +"display as \"Layer 24\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 25. If left empty, the layer will " +"display as \"Layer 25\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 26. If left empty, the layer will " +"display as \"Layer 26\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 27. If left empty, the layer will " +"display as \"Layer 27\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 28. If left empty, the layer will " +"display as \"Layer 28\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 29. If left empty, the layer will " +"display as \"Layer 29\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 3. If left empty, the layer will " +"display as \"Layer 3\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 30. If left empty, the layer will " +"display as \"Layer 30\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 31. If left empty, the layer will " +"display as \"Layer 31\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 32. If left empty, the layer will " +"display as \"Layer 32\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 4. If left empty, the layer will " +"display as \"Layer 4\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 5. If left empty, the layer will " +"display as \"Layer 5\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 6. If left empty, the layer will " +"display as \"Layer 6\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 7. If left empty, the layer will " +"display as \"Layer 7\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 8. If left empty, the layer will " +"display as \"Layer 8\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 9. If left empty, the layer will " +"display as \"Layer 9\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 1." msgstr "Nombre opcional para la capa 1 de la física 3D." @@ -61982,7 +63923,8 @@ 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 @@ -62116,6 +64058,49 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"Default cell height for 2D navigation maps. See [method Navigation2DServer." +"map_set_cell_height].\n" +"[b]Note:[/b] Currently not implemented." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Default cell size for 2D navigation maps. See [method Navigation2DServer." +"map_set_cell_size]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Default edge connection margin for 2D navigation maps. See [method " +"Navigation2DServer.map_set_edge_connection_margin]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Default cell height for 3D navigation maps. See [method NavigationServer." +"map_set_cell_height]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Default cell size for 3D navigation maps. See [method NavigationServer." +"map_set_cell_size]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Default edge connection margin for 3D navigation maps. See [method " +"NavigationServer.map_set_edge_connection_margin]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Default map up vector for 3D navigation maps. See [method NavigationServer." +"map_set_up]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Maximum amount of characters allowed to send as output from the debugger. " "Over this value, content is dropped. This helps not to stall the debugger " "connection." @@ -63178,6 +65163,12 @@ msgid "" "when it is set to [code]false[/code], i.e. there are problems with the " "default method." msgstr "" +"Usa un método simplificado para generar datos CPV (Conjunto Potencialmente " +"Visible). Los resultados pueden no ser precisos cuando más de un portal une " +"habitaciones adyacentes.\n" +"[b]Nota:[/b] Por lo general, solo deberías utilizar esta opción si " +"encuentras errores al estar en [code]false[/code], por ej. cuando hay " +"problemas con el método predeterminado." #: doc/classes/ProjectSettings.xml msgid "" @@ -63503,20 +65494,25 @@ 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 +65776,185 @@ 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/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" +"[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." @@ -64161,10 +66332,12 @@ msgid "Abstract base class for range-based controls." msgstr "Clase base abstracta para controles basados en el rango." #: doc/classes/Range.xml +#, fuzzy msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" "Rango es una clase base para los nodos [Control] que cambian un [i]valor[/i] " "real entre un [i]mínimo[/i] y un [i]máximo[/i], usando [i]paso[/i] y " @@ -66244,14 +68417,15 @@ 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 +68447,13 @@ 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 +68478,12 @@ 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 " @@ -66638,6 +68821,26 @@ msgid "Makes text fill width." msgstr "Hace que el texto se expanda para rellenar el ancho." #: doc/classes/RichTextLabel.xml +#, fuzzy +msgid "Aligns top of the inline image to the top of the text." +msgstr "La altura de la caja medida desde el centro de la caja." + +#: doc/classes/RichTextLabel.xml +#, fuzzy +msgid "Aligns center of the inline image to the center of the text." +msgstr "Alinea a los niños con el centro del contenedor." + +#: doc/classes/RichTextLabel.xml +#, fuzzy +msgid "Aligns bottom of the inline image to the baseline of the text." +msgstr "La altura de la caja medida desde el centro de la caja." + +#: doc/classes/RichTextLabel.xml +#, fuzzy +msgid "Aligns bottom of the inline image to the bottom of the text." +msgstr "Alinea a los niños con el final del contenedor." + +#: doc/classes/RichTextLabel.xml msgid "Each list item has a number marker." msgstr "Cada elemento de la lista tiene un marcador numérico." @@ -66718,7 +68921,8 @@ msgid "The default text font." msgstr "La fuente por defecto." #: doc/classes/RichTextLabel.xml -msgid "The background The background used when the [RichTextLabel] is focused." +#, fuzzy +msgid "The background used when the [RichTextLabel] is focused." msgstr "El fondo utilizado cuando se enfoca el [RichTextLabel]." #: doc/classes/RichTextLabel.xml @@ -66913,11 +69117,16 @@ msgid "Locks the specified linear or rotational axis." msgstr "Bloquea el eje lineal o rotacional especificado." #: doc/classes/RigidBody.xml +#, fuzzy msgid "" -"Damps RigidBody's rotational forces.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" +"La amortiguación lineal del cuerpo. No puede ser menor de -1.0. Si este " +"valor es diferente de -1,0, cualquier humedad lineal derivada del mundo o de " +"las áreas será anulada." #: doc/classes/RigidBody.xml msgid "Lock the body's rotation in the X axis." @@ -67043,8 +69252,8 @@ msgstr "" #, fuzzy msgid "" "The body's linear damp. Cannot be less than -1.0. If this value is different " -"from -1.0, any linear damp derived from the world or areas will be " -"overridden.\n" +"from -1.0 it will be added to any linear damp derived from the world or " +"areas.\n" "See [member ProjectSettings.physics/3d/default_linear_damp] for more details " "about damping." msgstr "" @@ -67352,7 +69561,8 @@ msgstr "" msgid "" "Damps the body's [member angular_velocity]. If [code]-1[/code], the body " "will use the [b]Default Angular Damp[/b] defined in [b]Project > Project " -"Settings > Physics > 2d[/b].\n" +"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be " +"added to the default project value.\n" "See [member ProjectSettings.physics/2d/default_angular_damp] for more " "details about damping." msgstr "" @@ -67469,7 +69679,8 @@ msgstr "" msgid "" "Damps the body's [member linear_velocity]. If [code]-1[/code], the body will " "use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > " -"Physics > 2d[/b].\n" +"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the " +"default project value.\n" "See [member ProjectSettings.physics/2d/default_linear_damp] for more details " "about damping." msgstr "" @@ -68366,6 +70577,10 @@ 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 +70611,12 @@ 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." @@ -68473,16 +70694,6 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the application automatically accepts quitting. " -"Enabled by default.\n" -"For mobile platforms, see [method set_quit_on_go_back]." -msgstr "" -"Si [code]true[/code], la aplicación acepta automáticamente salir. Habilitado " -"por defecto.\n" -"Para las plataformas móviles, véase [method set_quit_on_go_back]." - -#: doc/classes/SceneTree.xml -msgid "" "Sets the given [code]property[/code] to [code]value[/code] on all members of " "the given group." msgstr "" @@ -68503,23 +70714,20 @@ msgid "Marks the most recent [InputEvent] as handled." msgstr "Devuelve el [InputEvent] del atajo como una [String]." #: doc/classes/SceneTree.xml -#, fuzzy msgid "" -"If [code]true[/code], the application quits automatically on going back (e." -"g. on Android). Enabled by default.\n" -"To handle 'Go Back' button when this option is disabled, use [constant " -"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]." +"Configures screen stretching to the given [enum StretchMode], [enum " +"StretchAspect], minimum size and [code]scale[/code]." msgstr "" -"Si [code]true[/code], la aplicación se cierra automáticamente al volver (por " -"ejemplo, en Android). Habilitado por defecto.\n" -"Para manejar el botón 'Retroceder' cuando esta opción está desactivada, usa " -"[constant DisplayServer.WINDOW_EVENT_GO_BACK_REQUEST]." #: doc/classes/SceneTree.xml +#, fuzzy msgid "" -"Configures screen stretching to the given [enum StretchMode], [enum " -"StretchAspect], minimum size and [code]scale[/code]." +"If [code]true[/code], the application automatically accepts quitting.\n" +"For mobile platforms, see [member quit_on_go_back]." msgstr "" +"Si [code]true[/code], la aplicación acepta automáticamente salir. Habilitado " +"por defecto.\n" +"Para las plataformas móviles, véase [method set_quit_on_go_back]." #: doc/classes/SceneTree.xml msgid "The current scene." @@ -68611,6 +70819,19 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml +#, fuzzy +msgid "" +"If [code]true[/code], the application quits automatically on going back (e." +"g. on Android).\n" +"To handle 'Go Back' button when this option is disabled, use [constant " +"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]." +msgstr "" +"Si [code]true[/code], la aplicación se cierra automáticamente al volver (por " +"ejemplo, en Android). Habilitado por defecto.\n" +"Para manejar el botón 'Retroceder' cuando esta opción está desactivada, usa " +"[constant DisplayServer.WINDOW_EVENT_GO_BACK_REQUEST]." + +#: doc/classes/SceneTree.xml msgid "" "If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new " "incoming connections." @@ -68832,7 +71053,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be dereferenced after its time elapses. To preserve the " +"timer, you can keep a reference to it. See [Reference]." msgstr "" "Un temporizador de un solo uso gestionado por el árbol de la escena, que " "emite [signal timeout] al finalizar. Véase también [method SceneTree." @@ -68856,6 +71078,405 @@ 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 +71836,25 @@ 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." @@ -69452,19 +72076,20 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " "([code]shape_xform[/code])." msgstr "" -"Devuelve una lista de los puntos donde esta forma toca a otra. Si no hay " -"colisiones la lista está vacía.\n" -"Este método necesita la matriz de transformación de esta forma " -"([code]local_xform[/code]), la forma para comprobar las colisiones con " -"([code]with_shape[/code]), y la matriz de transformación de esa forma " -"([code]shape_xform[/code])." #: doc/classes/Shape2D.xml msgid "" @@ -69487,9 +72112,18 @@ msgstr "" "([code]shape_motion[/code])." #: doc/classes/Shape2D.xml +#, fuzzy msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " @@ -70506,8 +73140,13 @@ msgstr "" "términos de ángulos YXZ-Euler en el formato (ángulo X, ángulo Y, ángulo Z)." #: doc/classes/Spatial.xml -msgid "Scale part of the local transformation." -msgstr "Parte de Escala de la transformación local." +msgid "" +"Scale part of the local transformation.\n" +"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the " +"transformation matrix. Due to the way scale is represented with " +"transformation matrices in Godot, the scale values will either be all " +"positive or all negative." +msgstr "" #: doc/classes/Spatial.xml msgid "Local space [Transform] of this node, with respect to the parent node." @@ -71003,6 +73642,10 @@ msgstr "" "espacio lineal." #: doc/classes/SpatialMaterial.xml +msgid "Enables signed distance field rendering shader." +msgstr "" + +#: doc/classes/SpatialMaterial.xml msgid "If [code]true[/code], the object receives no ambient light." msgstr "Si [code]true[/code], el objeto no recibe luz ambiental." @@ -71030,14 +73673,6 @@ msgstr "" "independientemente de la distancia." #: doc/classes/SpatialMaterial.xml -msgid "" -"If [code]true[/code], depth testing is disabled and the object will be drawn " -"in render order." -msgstr "" -"Si [code]true[/code], la prueba de profundidad está desactivada y el objeto " -"se dibujará en orden de renderización." - -#: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "If [code]true[/code], transparency is enabled on the body. See also [member " @@ -71078,7 +73713,21 @@ 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 @@ -71187,10 +73836,6 @@ msgstr "" "motores populares." #: doc/classes/SpatialMaterial.xml -msgid "Threshold at which the alpha scissor will discard values." -msgstr "Umbral en el que el alpha scissor descartará los valores." - -#: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "If [code]true[/code], the shader will keep the scale set for the mesh. " @@ -71771,15 +74416,6 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "" -"Disables the depth test, so this object is drawn on top of all others. " -"However, objects drawn after it in the draw order may cover it." -msgstr "" -"Desactiva la prueba de profundidad, así que este objeto se dibuja encima de " -"todos los demás. Sin embargo, los objetos dibujados después de él en el " -"orden de dibujo pueden cubrirlo." - -#: doc/classes/SpatialMaterial.xml msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh." msgstr "" "Ponga [code]ALBEDO[/code] en el color por vértice especificado en la malla." @@ -72102,7 +74738,10 @@ 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" @@ -72602,6 +75241,27 @@ msgstr "El tamaño del ancho de un píxel en el sprite para escalarlo en 3D." #: doc/classes/SpriteBase3D.xml #, fuzzy msgid "" +"Sets the render priority for the sprite. Higher priority objects will be " +"sorted in front of lower priority objects.\n" +"[b]Node:[/b] This only applies if [member alpha_cut] is set to [constant " +"ALPHA_CUT_DISABLED] (default value).\n" +"[b]Note:[/b] This only applies to sorting of transparent objects. This will " +"not impact how transparent objects are sorted relative to opaque objects. " +"This is because opaque objects are not sorted, while transparent objects are " +"sorted from back to front (subject to priority)." +msgstr "" +"Establece la prioridad de renderización de los objetos transparentes en las " +"escenas 3D. Los objetos de mayor prioridad se clasificarán delante de los de " +"menor prioridad.\n" +"[b]Nota:[/b] esto sólo se aplica a la clasificación de los objetos " +"transparentes. Esto no afectará a la forma en que se clasifican los objetos " +"transparentes en relación con los opacos. Esto se debe a que los objetos " +"opacos no se clasifican, mientras que los transparentes se clasifican de " +"atrás hacia adelante (sujetos a prioridad)." + +#: doc/classes/SpriteBase3D.xml +#, fuzzy +msgid "" "If [code]true[/code], the [Light] in the [Environment] has effects on the " "sprite." msgstr "" @@ -72637,8 +75297,12 @@ msgstr "" "invisible cuando se mira desde atrás." #: doc/classes/SpriteBase3D.xml -msgid "Represents the size of the [enum DrawFlags] enum." -msgstr "Representa el tamaño del enum [enum DrawFlags]." +#, fuzzy +msgid "" +"Sprite is scaled by depth so that it always appears the same size on screen." +msgstr "" +"El objeto se escala según la profundidad para que siempre aparezca del mismo " +"tamaño en la pantalla." #: doc/classes/SpriteFrames.xml #, fuzzy @@ -73781,7 +76445,6 @@ 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 +76779,9 @@ 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 +77292,7 @@ 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 +77400,48 @@ 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 +77463,21 @@ 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 +78741,6 @@ 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 +78749,6 @@ 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." @@ -76604,6 +79281,58 @@ msgstr "" "Establece el [StyleBox] de este [TextEdit] cuando [member readonly] está " "activado." +#: doc/classes/TextMesh.xml +#, fuzzy +msgid "Generate an [PrimitiveMesh] from the text." +msgstr "Genera un [TriangleMesh] desde la malla." + +#: doc/classes/TextMesh.xml +msgid "" +"Generate an [PrimitiveMesh] from the text.\n" +"TextMesh can be generated only when using dynamic fonts with vector glyph " +"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType " +"containers, like color emoji fonts) are not supported.\n" +"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the " +"height for the front face, 40% for the back face, 10% for the outer edges " +"and 10% for the inner edges." +msgstr "" + +#: doc/classes/TextMesh.xml +msgid "Step (in pixels) used to approximate Bézier curves." +msgstr "" + +#: doc/classes/TextMesh.xml +msgid "" +"Depths of the mesh, if set to [code]0.0[/code] only front surface, is " +"generated, and UV layout is changed to use full texture for the front face " +"only." +msgstr "" + +#: doc/classes/TextMesh.xml +#, fuzzy +msgid "[Font] used for the [TextMesh]'s text." +msgstr "[Font] que se usa para el texto de las [Label]." + +#: doc/classes/TextMesh.xml +#, fuzzy +msgid "" +"Controls the text's horizontal alignment. Supports left, center and right. " +"Set it to one of the [enum Align] constants." +msgstr "" +"Controla la alineación horizontal del texto. Apoya la izquierda, el centro, " +"la derecha, y el relleno, o la justificación. Ponlo en una de las constantes " +"[enum Align]." + +#: doc/classes/TextMesh.xml +#, fuzzy +msgid "The size of one pixel's width on the text to scale it in 3D." +msgstr "El tamaño del ancho de un píxel en el sprite para escalarlo en 3D." + +#: doc/classes/TextMesh.xml +#, fuzzy +msgid "The text to generate mesh from." +msgstr "El tipo del que obtener la constante." + #: doc/classes/Texture.xml msgid "Texture for 2D and 3D." msgstr "Textura para 2D y 3D." @@ -77364,6 +80093,14 @@ 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 +80464,13 @@ 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 " @@ -78224,6 +80968,11 @@ msgid "" msgstr "" #: doc/classes/TileMap.xml +#, fuzzy +msgid "If [code]true[/code], this TileMap bakes a navigation region." +msgstr "Si [code]true[/code], la animación nombrada existe." + +#: doc/classes/TileMap.xml msgid "If [code]true[/code], the cell's UVs will be clipped." msgstr "Si [code]true[/code], los UV de la celda serán recortados." @@ -78373,6 +81122,10 @@ msgstr "" "El modo de orientación de TileMap. Vea [enum Mode] para los posibles valores." #: doc/classes/TileMap.xml +msgid "The navigation layers the TileMap generates its navigation regions in." +msgstr "" + +#: doc/classes/TileMap.xml msgid "" "The light mask assigned to all light occluders in the TileMap. The TileSet's " "light occluders will cast shadows only from Light2D(s) that have the same " @@ -78924,7 +81677,9 @@ 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 +81848,18 @@ 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 +82333,30 @@ 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 "" @@ -79734,19 +82497,24 @@ 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 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.\n" +"[b]Note:[/b] Negative X scales in 2D are not decomposable from the " +"transformation matrix. Due to the way scale is represented with " +"transformation matrices in Godot, negative scales on the X axis will be " +"changed to negative scales on the Y axis and a rotation of 180 degrees when " +"decomposed." msgstr "" -"Escala la transformación por el factor de escala dado, usando la " -"multiplicación de la matriz." #: doc/classes/Transform2D.xml #, fuzzy @@ -80043,7 +82811,7 @@ 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 +83869,9 @@ 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] " @@ -81277,10 +84047,11 @@ msgid "Stops animation and removes all tweens." msgstr "Detiene la animación y elimina a todos los tweens." #: doc/classes/Tween.xml +#, fuzzy msgid "" "Resets a tween to its initial value (the one given, not the one before the " "tween), given its object and property/method pair. By default, all tweens " -"are removed, unless [code]key[/code] is specified." +"are reset, unless [code]key[/code] is specified." msgstr "" "Restablece un tween a su valor inicial (el dado, no el anterior al tween), " "dada su objeto y su par propiedad/método. Por defecto, se eliminan todos los " @@ -81511,6 +84282,23 @@ 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 +85429,7 @@ 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 +85648,10 @@ 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 +85786,7 @@ 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 +85905,10 @@ 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." @@ -83676,14 +86466,16 @@ msgstr "" "reproducir vídeos en [VideoPlayer]." #: modules/gdnative/doc_classes/VideoStreamGDNative.xml -msgid "[VideoStream] resource for for video formats implemented via GDNative." +#, fuzzy +msgid "[VideoStream] resource for video formats implemented via GDNative." msgstr "" "[VideoStream] recurso para formatos de video implementados a través de " "GDNative." #: modules/gdnative/doc_classes/VideoStreamGDNative.xml +#, fuzzy msgid "" -"[VideoStream] resource for for video formats implemented via GDNative.\n" +"[VideoStream] resource for video formats implemented via GDNative.\n" "It can be used via [url=https://github.com/KidRigger/godot-" "videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg." "org]FFmpeg[/url] library." @@ -83932,10 +86724,10 @@ 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 @@ -84113,8 +86905,8 @@ msgstr "" #: doc/classes/Viewport.xml #, fuzzy msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" "Si [code]true[/code], el viewport utilizará el [World] definido en [member " "world_3d]." @@ -84669,11 +87461,14 @@ msgid "This enabler will stop [Particles2D] nodes." msgstr "Este habilitador detendrá los nodos [GPUParticles2D]." #: doc/classes/VisibilityEnabler2D.xml -msgid "This enabler will stop the parent's _process function." +#, fuzzy +msgid "This enabler will stop the parent's [method Node._process] function." msgstr "Este habilitador detendrá la función _process del padre." #: doc/classes/VisibilityEnabler2D.xml -msgid "This enabler will stop the parent's _physics_process function." +#, fuzzy +msgid "" +"This enabler will stop the parent's [method Node._physics_process] function." msgstr "Este habilitador detendrá la función del _physics_process del padre." #: doc/classes/VisibilityEnabler2D.xml @@ -84733,6 +87528,16 @@ msgid "The VisibilityNotifier's bounding box." msgstr "El cuadro delimitador del VisibilityNotifier." #: doc/classes/VisibilityNotifier.xml +msgid "" +"In addition to checking whether a node is on screen or within a [Camera]'s " +"view, VisibilityNotifier can also optionally check whether a node is within " +"a specified maximum distance when using a [Camera] with perspective " +"projection. This is useful for throttling the performance requirements of " +"nodes that are far away.\n" +"[b]Note:[/b] This feature will be disabled if set to 0.0." +msgstr "" + +#: doc/classes/VisibilityNotifier.xml #, fuzzy msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view." msgstr "" @@ -88728,8 +91533,8 @@ msgstr "Devuelve el valor del parámetro de un determinado material." #: doc/classes/VisualServer.xml #, fuzzy msgid "" -"Returns the default value for the param if available. Otherwise returns an " -"empty [Variant]." +"Returns the default value for the param if available. Returns [code]null[/" +"code] otherwise." msgstr "Devuelve el valor por defecto del especificado [enum Margin]." #: doc/classes/VisualServer.xml @@ -89743,6 +92548,32 @@ 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 " @@ -89787,7 +92618,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" "Copia el viewport a una región de la pantalla especificada por [code]rect[/" @@ -90821,6 +93652,16 @@ msgid "The amount of shader rebinds in the frame." msgstr "La cantidad del shader se repite en el fotograma." #: doc/classes/VisualServer.xml +msgid "" +"The peak amount of shaders that have been under compilation in the frame.\n" +"This is useful to know when asynchronous shader compilation has finished for " +"the current shaders on screen.\n" +"[b]Note:[/b] For complete certainty, only assume there are no outstanding " +"compilations when this value is zero for at least two frames in a row.\n" +"Unimplemented in the GLES2 rendering backend, always returns 0." +msgstr "" + +#: doc/classes/VisualServer.xml msgid "The amount of surface changes in the frame." msgstr "La cantidad de superficie cambia en el fotograma." @@ -90979,25 +93820,48 @@ 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 +97240,11 @@ 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 +97364,9 @@ 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 +97592,13 @@ 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, " @@ -94806,7 +97685,7 @@ msgid "Emitted when [member visibility_state] has changed." msgstr "Emitido cuando [member frame] cambió." #: modules/webxr/doc_classes/WebXRInterface.xml -msgid "We don't know the the target ray mode." +msgid "We don't know the target ray mode." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml @@ -94909,8 +97788,8 @@ msgstr "Clase que tiene todo lo que pertenece a un mundo." #, fuzzy msgid "" "Class that has everything pertaining to a world. A physics space, a visual " -"scenario and a sound space. Spatial nodes register their resources into the " -"current world." +"scenario, a navigation map and a sound space. Spatial nodes register their " +"resources into the current world." msgstr "" "Clase que tiene todo lo que pertenece a un mundo. Un espacio físico, un " "escenario visual y un espacio sonoro. Los nodos de Spatial registran sus " @@ -94934,14 +97813,20 @@ msgstr "El [Environment] del World." #: doc/classes/World.xml #, fuzzy msgid "" -"The World's fallback_environment will be used if the World's [Environment] " -"fails or is missing." +"The World's fallback environment will be used if [member environment] fails " +"or is missing." msgstr "" "El fallback_environment del World3D se usará si el [Environment] de World3D " "falla o falta." #: doc/classes/World.xml #, fuzzy +msgid "" +"The [RID] of this world's navigation map. Used by the [NavigationServer]." +msgstr "Devuelve el [RID] de la forma enésima de un área." + +#: doc/classes/World.xml +#, fuzzy msgid "The World's visual scenario." msgstr "El escenario visual de World." @@ -94955,10 +97840,11 @@ msgid "Class that has everything pertaining to a 2D world." msgstr "Clase que tiene todo lo que pertenece a un mundo 2D." #: doc/classes/World2D.xml +#, fuzzy msgid "" "Class that has everything pertaining to a 2D world. A physics space, a " -"visual scenario and a sound space. 2D nodes register their resources into " -"the current 2D world." +"visual scenario, a navigation map and a sound space. 2D nodes register their " +"resources into the current 2D world." msgstr "" "Clase que tiene todo lo que pertenece a un mundo 2D. Un espacio físico, un " "escenario visual y un espacio sonoro. Los nodos 2D registran sus recursos en " @@ -94987,6 +97873,12 @@ msgstr "" #: doc/classes/World2D.xml #, fuzzy msgid "" +"The [RID] of this world's navigation map. Used by the [Navigation2DServer]." +msgstr "Devuelve el [RID] de la forma enésima de un área." + +#: doc/classes/World2D.xml +#, fuzzy +msgid "" "The [RID] of this world's physics space resource. Used by the " "[Physics2DServer] for 2D physics, treating it as both a space and an area." msgstr "" @@ -95039,14 +97931,14 @@ msgid "An X509 certificate (e.g. for SSL)." msgstr "Un certificado X509 (por ejemplo para SSL)." #: doc/classes/X509Certificate.xml +#, fuzzy msgid "" "The X509Certificate class represents an X509 certificate. Certificates can " "be loaded and saved like any other [Resource].\n" "They can be used as the server certificate in [method StreamPeerSSL." "accept_stream] (along with the proper [CryptoKey]), and to specify the only " "certificate that should be accepted when connecting to an SSL server via " -"[method StreamPeerSSL.connect_to_stream].\n" -"[b]Note:[/b] Not available in HTML5 exports." +"[method StreamPeerSSL.connect_to_stream]." msgstr "" "La clase de certificado X509 representa un certificado X509. Los " "certificados pueden ser cargados y guardados como cualquier otro " |