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-rw-r--r--doc/translations/es.po179
1 files changed, 135 insertions, 44 deletions
diff --git a/doc/translations/es.po b/doc/translations/es.po
index 1fa0223e9b..ced2e2ad3e 100644
--- a/doc/translations/es.po
+++ b/doc/translations/es.po
@@ -16199,8 +16199,9 @@ msgstr ""
"siguiente carácter."
#: doc/classes/CanvasItem.xml
+#, fuzzy
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -16208,6 +16209,9 @@ msgid ""
"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
msgid ""
@@ -18475,7 +18479,7 @@ 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 "
@@ -18534,12 +18538,13 @@ 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"
@@ -18566,12 +18571,13 @@ 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[/"
@@ -18594,8 +18600,8 @@ 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"
@@ -18740,15 +18746,16 @@ 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: "
@@ -28173,7 +28180,7 @@ 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."
@@ -31251,14 +31258,14 @@ 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)."
@@ -47018,11 +47025,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -48096,11 +48107,15 @@ 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"
@@ -50940,7 +50955,7 @@ 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"
@@ -53858,6 +53873,7 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+#, fuzzy
msgid ""
"Requests the OS to open a resource with the most appropriate program. For "
"example:\n"
@@ -53867,9 +53883,9 @@ 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 "
@@ -59346,6 +59362,7 @@ 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, "
"does not fragment the memory.\n"
@@ -59356,7 +59373,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -59368,6 +59385,17 @@ msgid ""
"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
"[/codeblock]"
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/PoolByteArray.xml
#, fuzzy
@@ -59540,6 +59568,7 @@ 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"
@@ -59550,7 +59579,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -59563,6 +59592,17 @@ msgid ""
"inside an Array)\n"
"[/codeblock]"
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/PoolColorArray.xml
#, fuzzy
@@ -59613,7 +59653,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -59677,6 +59717,7 @@ 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"
@@ -59687,7 +59728,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
@@ -59706,6 +59747,17 @@ 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
@@ -59731,6 +59783,7 @@ 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 "
"usage, does not fragment the memory.\n"
@@ -59741,7 +59794,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -59753,6 +59806,17 @@ msgid ""
"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
"[/codeblock]"
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/PoolStringArray.xml
#, fuzzy
@@ -59789,6 +59853,7 @@ 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 "
"usage, does not fragment the memory.\n"
@@ -59799,7 +59864,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -59812,6 +59877,17 @@ msgid ""
"Array)\n"
"[/codeblock]"
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/PoolVector2Array.xml doc/classes/TileMap.xml
#: doc/classes/TileSet.xml
@@ -59846,6 +59922,7 @@ 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 "
"usage, does not fragment the memory.\n"
@@ -59856,7 +59933,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
@@ -59869,6 +59946,17 @@ msgid ""
"Array)\n"
"[/codeblock]"
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/PoolVector3Array.xml
#, fuzzy
@@ -65432,10 +65520,12 @@ 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 "
@@ -68197,8 +68287,8 @@ msgstr "Bloquea el eje lineal o rotacional especificado."
#: doc/classes/RigidBody.xml
#, fuzzy
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -70131,7 +70221,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
"Un temporizador de un solo uso gestionado por el árbol de la escena, que "
"emite [signal timeout] al finalizar. Véase también [method SceneTree."
@@ -85966,8 +86057,8 @@ 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]."
@@ -91666,7 +91757,7 @@ 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[/"