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-rw-r--r--doc/translations/es.po402
1 files changed, 300 insertions, 102 deletions
diff --git a/doc/translations/es.po b/doc/translations/es.po
index cdf58c19fa..4279e2136f 100644
--- a/doc/translations/es.po
+++ b/doc/translations/es.po
@@ -12,7 +12,7 @@
# No te interesa <soxahop585@inmail3.com>, 2020.
# Jonatan <arandajonatan94@tuta.io>, 2020.
# peter9811 <petercuevas.6@gmail.com>, 2020.
-# Ventura Pérez García <vetu@protonmail.com>, 2020.
+# Ventura Pérez García <vetu@protonmail.com>, 2020, 2022.
# Joakker <joaquinandresleon108@gmail.com>, 2020, 2021.
# ACM <albertocm@tuta.io>, 2020.
# Pierre Stempin <pierre.stempin@gmail.com>, 2020.
@@ -33,12 +33,13 @@
# Cristhian Pineda Castro <kurgancpc@hotmail.com>, 2022.
# Francesco Santoro <fgsantoror20@gmail.com>, 2022.
# Jake-insane <jake0insane@gmail.com>, 2022.
+# Luis Alberto Flores Baca <betofloresbaca@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-03-26 23:26+0000\n"
-"Last-Translator: Javier Ocampos <xavier.ocampos@gmail.com>\n"
+"PO-Revision-Date: 2022-04-25 15:12+0000\n"
+"Last-Translator: Ventura Pérez García <vetu@protonmail.com>\n"
"Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/es/>\n"
"Language: es\n"
@@ -46,7 +47,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 4.12-dev\n"
+"X-Generator: Weblate 4.12.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -324,7 +325,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the arc tangent of [code]s[/code] in radians. Use it to get the "
"angle from an angle's tangent in trigonometry: [code]atan(tan(angle)) == "
@@ -338,14 +338,13 @@ msgstr ""
"Devuelve el arco tangente de [code]s[/code] en radianes. Úsalo para obtener "
"el ángulo a partir de la tangente de un ángulo en trigonometría: "
"[code]atan(tan(angle)) == angle[/code].\n"
-"El método no puede saber en qué cuadrante el ángulo se encuentra. Vea "
+"El método no puede saber en qué cuadrante se encuentra el ángulo . Vea "
"[method atan2] si tienes tanto [code]y[/code] como [code]x[/code]\n"
"[codeblock]\n"
"a = atan(0.5) # a is 0.463648\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle "
"of tangent [code]y/x[/code]. To compute the value, the method takes into "
@@ -380,7 +379,6 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
-#, fuzzy
msgid ""
"Converts a 2D point expressed in the cartesian coordinate system (X and Y "
"axis) to the polar coordinate system (a distance from the origin and an "
@@ -400,12 +398,13 @@ msgid ""
"[/codeblock]\n"
"See also [method floor], [method round], [method stepify], and [int]."
msgstr ""
-"Redondea [code]s[/code] por encima, devolviendo el valor entero más pequeño "
-"que no es menor que [code]s[/code].\n"
+"Redondea [code]s[/code] hacia arriba (hacia infinito positivo), devolviendo "
+"el valor entero más pequeño que no es menor que [code]s[/code].\n"
"[codeblock]\n"
-"a = ceil(1.45) # a es 2\n"
-"a = ceil(1.001) # a es 2\n"
-"[/codeblock]"
+"a = ceil(1.45) # a es 2.0\n"
+"a = ceil(1.001) # a es 2.0\n"
+"[/codeblock]\n"
+"Ver también [method floor], [method round], [method stepify] e [int]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -4590,7 +4589,8 @@ 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 +5266,40 @@ 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 +5335,6 @@ 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 +5343,11 @@ msgid ""
"some padding if needed."
msgstr ""
"Ejecute la operación deseada para este contexto de AES. Devolverá un "
-"[PackedByteArray] que contiene el resultado de encriptar (o desencriptar) el "
-"[code]src[/code] dado. Consulte [start method] para conocer el modo de "
+"[PoolByteArray] que contiene el resultado de cifrar (o descifrar) el "
+"[code]src[/code] dado. Consulte [method start] para conocer el modo de "
"operación.\n"
-"Nota: El tamaño de [code]src[/code] debe ser un múltiplo de 16. Aplique algo "
-"de relleno si fuera necesario."
+"[b]Nota:[/b] El tamaño de [code]src[/code] debe ser un múltiplo de 16. "
+"Aplique algo de relleno si fuera necesario."
#: doc/classes/AESContext.xml
msgid "AES electronic codebook encryption mode."
@@ -9140,14 +9139,22 @@ 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 ""
@@ -15362,10 +15369,11 @@ 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 "
@@ -16458,11 +16466,12 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
-"Si [code]enable[/code] es [code]true[/code], el nodo no heredará su "
-"transformación de los objetos del canvas padre."
#: doc/classes/CanvasItem.xml
#, fuzzy
@@ -17888,12 +17897,16 @@ msgid "Base node for 2D collision objects."
msgstr "Nodo base para objetos de colisión 2D."
#: doc/classes/CollisionObject2D.xml
+#, fuzzy
msgid ""
"CollisionObject2D is the base class for 2D physics objects. It can hold any "
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
"CollisionObject2D es la clase base de los objetos de física 2D. Puede "
"contener cualquier número de colisiones 2D [Shape2D]. Cada forma debe ser "
@@ -20049,8 +20062,8 @@ 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."
@@ -27132,29 +27145,37 @@ msgstr ""
"método."
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+#, fuzzy
+msgid "A control used to edit properties of an object."
msgstr ""
"Una pestaña que se utiliza para editar las propiedades del nodo seleccionado."
#: doc/classes/EditorInspector.xml
-#, fuzzy
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
-msgstr ""
-"El inspector de la edición se encuentra por defecto en la parte derecha del "
-"editor. Se utiliza para editar las propiedades del nodo seleccionado. Por "
-"ejemplo, puedes seleccionar un nodo como el Sprite2D y luego editar su "
-"transformación a través de la herramienta de inspección. El inspector del "
-"editor es una herramienta esencial en el flujo de trabajo del desarrollo del "
-"juego.\n"
-"[b]Nota:[/b] Esta clase no debe ser instanciada directamente. En lugar de "
-"eso, accede al singleton usando el [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
+msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
@@ -28709,6 +28730,14 @@ 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."
@@ -30893,7 +30922,7 @@ 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 ""
@@ -33961,6 +33990,50 @@ 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 +34083,49 @@ 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 ""
@@ -43260,7 +43376,7 @@ 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 +43395,19 @@ 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 ""
@@ -48132,7 +48261,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
-msgstr ""
+msgstr "Nodos y escenas"
#: doc/classes/Node.xml
msgid "All Demos"
@@ -50650,9 +50779,16 @@ 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
@@ -53542,6 +53678,14 @@ 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."
@@ -61189,7 +61333,7 @@ msgstr ""
#, fuzzy
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr "Permite que la ventana sea redimensionada por defecto."
#: doc/classes/ProjectSettings.xml
@@ -61982,7 +62126,8 @@ msgid "Optional name for the 3D render layer 13."
msgstr "Nombre opcional para la capa 13 del renderizado 3D."
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+#, fuzzy
+msgid "Optional name for the 3D render layer 14."
msgstr "Nombre opcional para la capa 14 del renderizado 3D"
#: doc/classes/ProjectSettings.xml
@@ -63503,20 +63648,25 @@ 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 "
@@ -66273,6 +66423,13 @@ 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."
@@ -69215,22 +69372,25 @@ msgstr ""
"evitar los bloqueos. Para una versión binaria, véase [Mutex]."
#: doc/classes/Semaphore.xml
-#, fuzzy
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
-"Trata de bloquear este [Mutex], pero no bloquea. Devuelve [constant OK] en "
-"el éxito, [constant ERR_BUSY] en caso contrario."
#: doc/classes/Semaphore.xml
-#, fuzzy
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
-"Trata de bloquear este [Mutex], pero no bloquea. Devuelve [constant OK] en "
-"el éxito, [constant ERR_BUSY] en caso contrario."
#: doc/classes/Separator.xml
msgid "Base class for separators."
@@ -71078,7 +71238,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -72102,7 +72276,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
"SpinBox es un campo de texto de entrada numérica. Permite introducir números "
"enteros y reales.\n"
@@ -73781,7 +73958,6 @@ 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 +74292,9 @@ 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"
@@ -76056,10 +76232,6 @@ 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 +76240,6 @@ msgid "Returns the text inside the selection."
msgstr "Devuelve el texto dentro de la selección."
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr "Devuelve la columna de final de selección."
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr "Devuelve la línea final de selección."
@@ -77364,6 +77532,14 @@ 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 +77903,13 @@ 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 "
@@ -94376,6 +94559,11 @@ 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 +94683,9 @@ 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 +94911,13 @@ 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, "