diff options
Diffstat (limited to 'doc/translations/fil.po')
-rw-r--r-- | doc/translations/fil.po | 110 |
1 files changed, 86 insertions, 24 deletions
diff --git a/doc/translations/fil.po b/doc/translations/fil.po index 1ae1d0b02b..f7a8c0fd9b 100644 --- a/doc/translations/fil.po +++ b/doc/translations/fil.po @@ -12148,10 +12148,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -19433,13 +19435,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "Amount of extra bias for shadow splits that are far away. If self-shadowing " -"occurs only on the splits far away, increasing this value can fix them." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19449,7 +19455,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19466,23 +19476,23 @@ msgstr "" msgid "" "The distance from camera to shadow split 1. Relative to [member " "directional_shadow_max_distance]. Only used when [member " -"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or " -"[code]SHADOW_PARALLEL_4_SPLITS[/code]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "The distance from shadow split 1 to split 2. Relative to [member " "directional_shadow_max_distance]. Only used when [member " -"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or " -"[code]SHADOW_PARALLEL_4_SPLITS[/code]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "The distance from shadow split 2 to split 3. Relative to [member " "directional_shadow_max_distance]. Only used when [member " -"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -29831,7 +29841,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -30405,10 +30418,11 @@ msgstr "" 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, 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 " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -30731,6 +30745,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -36131,7 +36150,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -36242,6 +36261,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -49821,8 +49848,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -58191,7 +58218,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -58788,9 +58839,11 @@ msgstr "" #: doc/classes/StyleBox.xml msgid "" -"Draws this stylebox using a [CanvasItem] with given [RID].\n" -"You can get a [RID] value using [method Object.get_instance_id] on a " -"[CanvasItem]-derived node." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -60327,6 +60380,10 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "" + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -66401,9 +66458,10 @@ msgstr "" msgid "" "The shadow atlas' resolution (used for omni and spot lights). The value will " "be rounded up to the nearest power of 2.\n" -"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-" -"created viewports default to a value of 0, this value must be set above 0 " -"manually." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -66432,7 +66490,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml |