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-rw-r--r--doc/translations/fr.po446
1 files changed, 314 insertions, 132 deletions
diff --git a/doc/translations/fr.po b/doc/translations/fr.po
index e22ff9db67..a57c138429 100644
--- a/doc/translations/fr.po
+++ b/doc/translations/fr.po
@@ -56,13 +56,18 @@
# KikooDX <kikoodx@paranoici.org>, 2022.
# Kevin Bouancheau <kevin.bouancheau@gmail.com>, 2022.
# Maxim Lopez <maxim.lopez.02@gmail.com>, 2022.
+# Philippe Lamare <ph.lamare@free.fr>, 2022.
+# Augustin Ambiehl <ambiehlaugustin@gmail.com>, 2022.
+# Landry Simo <landrysimo99@gmail.com>, 2022.
+# Alexis Coudert <coudert.alex@gmail.com>, 2022.
+# Callim Ethee <callimethee@gmail.com>, 2023.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2022-08-19 12:56+0000\n"
-"Last-Translator: Maxime Leroy <lisacintosh@gmail.com>\n"
+"PO-Revision-Date: 2023-01-01 02:51+0000\n"
+"Last-Translator: Callim Ethee <callimethee@gmail.com>\n"
"Language-Team: French <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/fr/>\n"
"Language: fr\n"
@@ -70,7 +75,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
-"X-Generator: Weblate 4.14-dev\n"
+"X-Generator: Weblate 4.15.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -134,7 +139,7 @@ msgstr "Défaut"
#: doc/tools/make_rst.py
msgid "Setter"
-msgstr "Setter"
+msgstr "Donneur"
#: doc/tools/make_rst.py
msgid "value"
@@ -774,8 +779,10 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -790,7 +797,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
"Renvoie un tableau de dictionnaires représentant la pile d'appels en cours.\n"
"[codeblock]\n"
@@ -876,7 +887,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns an interpolation or extrapolation factor considering the range "
"specified in [code]from[/code] and [code]to[/code], and the interpolated "
@@ -899,24 +909,26 @@ msgid ""
"See also [method lerp] which performs the reverse of this operation, and "
"[method range_lerp] to map a continuous series of values to another."
msgstr ""
-"Retourne le facteur d'interpolation ou d'extrapolation suivant l'intervalle "
-"spécifié dans [code]from[/code] et [code]to[/code], et la valeur interpolée "
-"spécifiée par [code]weight[/code]. La valeur retournée sera entre [code]0.0[/"
-"code] et [code]1.0[/code] si [code]weight[/code] est entre [code]from[/code] "
-"et [code]to[/code] (inclus). Si [code]weight[/code] est en dehors de cet "
+"Retourne un facteur d'interpolation ou d'extrapolation suivant l'intervalle "
+"spécifié dans [code]de[/code] et [code]à[/code], et la valeur interpolée "
+"spécifiée par [code]poids[/code]. La valeur retournée sera entre [code]0.0[/"
+"code] et [code]1.0[/code] si [code]poids[/code] est entre [code]de[/code] et "
+"[code]à[/code] (inclus). Si [code]poids[/code] se trouve en dehors de cet "
"intervalle, un facteur d'extrapolation sera retourné (une valeur inférieure "
-"à [code]0.0[/code] ou supérieure à [code]1.0[/code]).\n"
+"à [code]0.0[/code] ou supérieure à [code]1.0[/code]). Utilisez [method "
+"clamp] sur le resultat de [method inverse_lerp] si cela n'est pas souhaité.\n"
"[codeblock]\n"
-"# Le facteur d'interpolation de cet appel à `lerp()` ci-dessous est le "
+"# Le facteur d'interpolation de cet appel à `lerp()` ci-dessous est de "
"0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
-"# `middle` est maintenant 27.5.\n"
-"# Maintenant, on fait comme si on avait oublié le facteur d'interpolation "
-"original et qu'on veut le calculer.\n"
+"# `middle` vaut maintenant 27.5.\n"
+"# Admettons maintenant que l'on ait oublié le facteur d'interpolation "
+"original et que l'on veut le calculer.\n"
"var ratio = inverse_lerp(20, 30, 27.5)\n"
-"# `ratio` est maintenant 0.75.\n"
+"# `ratio` vaut maintenant 0.75.\n"
"[/codeblock]\n"
-"Voir aussi [method lerp] qui fait l'opération inverse."
+"Voir aussi [method lerp] qui fait l'opération inverse et [method range_lerp] "
+"qui fait correspondre une série de valeurs continues à une autre."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -988,7 +1000,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Linearly interpolates between two values by the factor defined in "
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
@@ -1010,12 +1021,13 @@ msgid ""
"ease] or [method smoothstep]. See also [method range_lerp] to map a "
"continuous series of values to another."
msgstr ""
-"L'interpolation linéaire entre deux valeurs avec un facteur défini par "
-"[code]weight[/code]. Pour faire une interpolation, [code]weight[/code] doit "
-"être entre [code]0.0[/code] et [code]1.0[/code] (inclus). Pour autant, des "
-"valeurs en dehors de cet intervalle sont autorisés pour faire une "
-"[i]extrapolation[/i].\n"
-"Si les arguments [code]from[/code] et [code]to[/code] sont de type [int] ou "
+"Effectue une interpolation linéaire entre deux valeurs par un facteur défini "
+"dans [code]poids[/code]. Pour effectuer l'interpolation, [code]poids[/code] "
+"se situer entre [code]0.0[/code] et [code]1.0[/code] (inclus). Pour autant, "
+"des valeurs en dehors de cet intervalle sont autorisés pour effectuer une "
+"[i]extrapolation[/i]. Utilisez [method clamp] sur le résultat de [method "
+"lerp] si cela n'est pas souhaité.\n"
+"Si les arguments [code]de[/code] et [code]à[/code] sont de type [int] ou "
"[float], la valeur retournée est un [float].\n"
"Si les deux sont du même type de vecteur ([Vector2], [Vector3] ou [Color]), "
"la valeur de retour sera du même type (puisque [code]lerp[/code] appelle "
@@ -1024,9 +1036,10 @@ msgstr ""
"lerp(0, 4, 0.75) # Retourne 3.0\n"
"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Retourne Vector2(2, 3.5)\n"
"[/codeblock]\n"
-"Voir aussi [method inverse_lerp] qui fait l'opération inverse. Pour fait une "
-"interpolation plus douce avec [method lerp], combinez l'appel avec [method "
-"ease] ou [method smoothstep]."
+"Voir aussi [method inverse_lerp] qui effectue l'opération inverse. Pour "
+"effectuer une interpolation adoucie avec [method lerp], combinez l'appel "
+"avec [method ease] ou [method smoothstep]. Voir aussi [method range_lerp] "
+"pour faire correspondre une série de valeurs continues à une autre."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1448,19 +1461,17 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
-"Affiche la trace d'appels à l'emplacement du code, ne fonctionne que lorsque "
-"le débogueur est activé.\n"
-"La sortie dans la console ressemblerait à ceci :\n"
-"[codeblock]\n"
-"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1749,6 +1760,17 @@ msgid ""
"For complex use cases where you need multiple ranges, consider using [Curve] "
"or [Gradient] instead."
msgstr ""
+"Fait correspondre une [code]valeur[/code] de l'intervalle [code][idebut, "
+"ifin][/code] à [code][odebut, ofin][/code]. Voir aussi [method lerp] et "
+"[method inverse_lerp]. Si la [code]valeur[/code] est en dehors de [code]"
+"[idebut, ifin][/code], la valeur résultante sera aussi en dehors de [code]"
+"[odebut, ofin][/code]. Utilisez [method clamp] sur le résultat de [method "
+"range_lerp] si cela n'est pas souhaité.\n"
+"[codeblock]\n"
+"range_lerp(75, 0, 100, -1, 1) # Retourne 0.5\n"
+"[/codeblock]\n"
+"Pour les cas d'utilisation plus complexes avec plusieurs intervalles, "
+"favorisez plutôt [Curve] ou [Gradient]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -4162,10 +4184,13 @@ msgid "MIDI stop message. Stop the current sequence."
msgstr "Le message d'arrêt en MIDI. Arrête la séquence actuelle."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid ""
"MIDI active sensing message. This message is intended to be sent repeatedly "
"to tell the receiver that a connection is alive."
msgstr ""
+"Message de détection d'activité MIDI. Ce message est destiné à être envoyé à "
+"plusieurs reprises pour indiquer au récepteur qu'une connexion est active."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4638,6 +4663,26 @@ msgstr ""
"Indique qu'une image est comprimé en utlisant la compression sans perte."
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
"Le propriété est sérialisé et sauvegardé dans le fichier de la scène(défaut)."
@@ -5489,8 +5534,7 @@ msgstr "Animation Sprite 2D"
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr "Démo 2D « Dodge The Creeps »"
@@ -6427,18 +6471,25 @@ msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"override the text caption for this node."
msgstr ""
+"Lorsque vous héritez d'[AnimationRootNode], implémentez cette méthode "
+"virtuelle pour remplacer le texte de légende de ce nœud."
#: doc/classes/AnimationNode.xml
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"return a child node by its [code]name[/code]."
msgstr ""
+"Lorsque vous héritez d'[AnimationRootNode], implémentez cette méthode "
+"virtuelle pour retourner un nœud enfant par [code]nom[/code]."
#: doc/classes/AnimationNode.xml
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
+"Lorsque vous héritez d'[AnimationRootNode], implémentez cette méthode "
+"virtuelle pour retourner tous les nœuds enfants en tant que dictionnaire "
+"[code]nom : nœud[/code]."
#: doc/classes/AnimationNode.xml
msgid ""
@@ -6462,16 +6513,17 @@ msgstr ""
"réutilisé dans plusieurs arbres de nœuds."
#: doc/classes/AnimationNode.xml
-#, fuzzy
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"return the default value of parameter \"[code]name[/code]\". Parameters are "
"custom local memory used for your nodes, given a resource can be reused in "
"multiple trees."
msgstr ""
-"Obtient la valeur par défaut d'un paramètre. Les paramètres sont la mémoire "
-"locale personnalisé utilisé pour vos nœuds, étant donné qu'une ressource "
-"peut être réutilisé dans plusieurs arbres de nœuds."
+"Lors de l'héritage de [AnimationRootNode], implémente cette méthode "
+"virtuelle pour obtenirla valeur par défaut du paramètre \"[code]name[/"
+"code]\". Les paramètres sont de la mémoire locale personnalisée utilisée "
+"pour vos nœuds, étant donné qu'une ressource peut être réutilisée dans "
+"plusieurs arbres."
#: doc/classes/AnimationNode.xml
#, fuzzy
@@ -9430,6 +9482,7 @@ msgstr ""
"les éléments placés après devront tous être décalés."
#: doc/classes/Array.xml
+#, fuzzy
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 "
@@ -9438,7 +9491,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
"Assigne la valeur donnée à tous les éléments du tableau. C'est souvent "
"utilisé avec [method resize] pour créer un tableau d'une taille donnée avec "
@@ -9725,8 +9781,12 @@ msgstr ""
"découpage."
#: doc/classes/Array.xml
+#, fuzzy
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -9749,6 +9809,7 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Array.xml
+#, fuzzy
msgid ""
"Sorts the array using a custom method. The arguments are an object that "
"holds the method and the name of such method. The custom method receives two "
@@ -9757,9 +9818,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -9894,13 +9959,23 @@ msgstr ""
"deviendra l'index [code]surf_idx[/code] pour cette nouvelle surface.\n"
"L'argument [code]arrays[/code] est un tableau de tableaux. Voir [enum "
"ArrayType] pour les valeurs utilisées dans ce tableau. Par exemple, "
-"l'argument [code]arrays[/code] est le tableau des sommets. Ce premier sous-"
-"tableau de sommets est nécessaire ; les autres sont facultatifs. L'ajout "
-"d'un tableau d'indices met cette fonction en \"mode index\" où les sommets "
-"et d'autres tableaux deviennent les sources de données et le tableau d'index "
-"définit l'ordre des vertex. Tous les sous-tableau doivent avoir la même "
-"longueur que le tableau des sommets, ou être vides, sauf pour [constant "
-"ARRAY_INDEX] s'il est utilisé."
+"l'argument [code]arrays[0]/code] est le tableau des sommets. Ce premier sous-"
+"tableau de sommets est toujours requis ; les autres sont facultatifs. "
+"L'ajout d'un tableau d'indices met cette fonction en \"mode index\" où les "
+"sommets et d'autres tableaux deviennent les sources de données et le tableau "
+"d'index définit l'ordre des vertex. Tous les sous-tableau doivent avoir la "
+"même longueur que le tableau des sommets, ou être vides, sauf pour [constant "
+"ARRAY_INDEX] s'il est utilisé.\n"
+"[code]compress_flags[/code] est un champ de bits fait de valeurs [enum Mesh."
+"ArrayFormat]. Il prend par défaut la valeur de [constant Mesh."
+"ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] Le [code]compress_flags[/code] par défaut valide [constant Mesh."
+"ARRAY_COMPRESS_COLOR], qui rend les couleurs de sommet stockées sous forme "
+"d'entiers non signés 8 bits. Cela bloquera les couleurs de sommet trop "
+"lumineuses à [code]Color(1, 1, 1, 1)[/code] et réduira leur précision. Pour "
+"stocker des couleurs de sommet HDR, enlever le flag de compression de "
+"couleur de sommet en passant [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ Mesh."
+"ARRAY_COMPRESS_COLOR[/code] comme la valeur de [code]compress_flags[/code]."
#: doc/classes/ArrayMesh.xml
msgid "Removes all blend shapes from this [ArrayMesh]."
@@ -13145,12 +13220,16 @@ msgid ""
"settings."
msgstr ""
"Le nom du périphérique actuel pour l'entrée audio (voir [method "
-"get_device_list)]. Sur les systèmes avec plusieurs entrées audio (comme "
-"l'analogique, l'USB et l'audio par HDMI), cela peut être utilisé pour "
-"sélectionner le périphérique d'entrée pour l'audio. La valeur "
-"[code]\"Defaut\"[/code] enregistrera l'audio sur l'entrée audio par défaut "
-"du système. Si un nom de périphérique invalide est défini, la valeur sera "
-"retournée à [code]\"Defaut\"[/code]."
+"capture_get_device_list]. Sur les systèmes avec plusieurs entrées audio "
+"(comme l'analogique, l'USB et l'audio par HDMI), ceci peut être utilisé pour "
+"sélectionner le périphérique d'entrée audio. La valeur [code]\"Default\"[/"
+"code] enregistrera l'audio sur l'entrée audio par défaut du système. Si un "
+"nom de périphérique invalide est défini, la valeur sera retournée à "
+"[code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] doit être "
+"[code]true[/code] pour que l'entrée audio fonctionne. Voir aussi la "
+"description de ce paramètre pour les avertissements liés aux autorisations "
+"et aux paramètres de confidentialité du système d'exploitation."
#: doc/classes/AudioServer.xml
msgid ""
@@ -13317,16 +13396,10 @@ msgstr "Efface la mémoire tampon des échantillons audio."
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
-"Retourne le nombre de frames de données audio restantes à jouer. Si ce "
-"nombre atteint [code]0[/code], l'audio cessera de jouer jusqu'à ce que de "
-"nouvelles frames soient ajoutés. Par conséquent, assurez-vous que votre "
-"script peut toujours générer et pousser de nouveaux frames audio assez "
-"rapidement pour éviter les craquements audio."
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
@@ -13999,14 +14072,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -14015,23 +14088,28 @@ msgid "Buffer mode. See [enum CopyMode] constants."
msgstr "Le mode de mémoire tampon. Voir les constantes [enum CopyMode]."
#: doc/classes/BackBufferCopy.xml
+#, fuzzy
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
+"Le type de base à utiliser lorsque [member call_mode] est défini à [constant "
+"CALL_MODE_INSTANCE]."
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+#, fuzzy
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr "BackBufferCopy met en tampon une région rectangulaire."
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+#, fuzzy
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr "BackBufferCopy met en mémoire tampon tout l'écran."
#: doc/classes/BakedLightmap.xml
@@ -16719,17 +16797,20 @@ msgid ""
"antialiasing. 2D batching is also still supported with those antialiased "
"lines."
msgstr ""
-"Dessine des segments de ligne interconnectés avec une [code]width[/code] "
-"uniforme et une coloration segment par segment. Les couleurs attribuées aux "
-"segments de ligne correspondent par index entre [code]points[/code] et "
-"[code]colors[/code].\n"
-"[b]Note :[/b] Le fonctionnement interne peut provoquer des problèmes de "
-"rendu de l'anti-crénelage lors de l'affichage de polygones transparents voir "
-"peut ne pas fonctionner sur certaines plateformes. Pour corriger cela, "
+"Dessine des lignes déconnectées avec une [code]width[/code] uniforme et une "
+"coloration segment par segment. Les couleurs attribuées aux segments de "
+"ligne correspondent par index entre [code]points[/code] et [code]colors[/"
+"code]. Lorsque vous dessinez de grandes quantités de lignes, cela est plus "
+"rapide que d'utiliser des appels individuels[method draw_line]. Pour tracer "
+"des lignes interconnectées, utiliser [method draw_polyline_colors] à la "
+"place.\n"
+"[b]Note :[/b] [code]width[/code] et [code]antialiased[/code] ne sont pas "
+"actuellement implémentés et ne produisent aucun effet. Comme contournement, "
"installez le greffon [url=https://github.com/godot-extended-libraries/godot-"
"antialiased-line2d]Antialiased Line2D[/url] et créez un nœud "
"AntialiasedPolygon2D. Ce nœud utilise une texture avec différents niveaux de "
-"mipmap pour l'anti-crénelage."
+"mipmap pour l'anti-crénelage. Le traitement par lots 2D est également "
+"supporté avec ces lignes anti-crénelage."
#: doc/classes/CanvasItem.xml
msgid ""
@@ -25852,6 +25933,14 @@ msgid "Cylinder shape for collisions."
msgstr "Une forme cylindrique pour les collisions."
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr "La hauteur du cylindre."
@@ -30031,6 +30120,7 @@ msgid "Base script that can be used to add extension functions to the editor."
msgstr "Script de base qui permet d'étendre les fonctionnalités de l'éditeur."
#: doc/classes/EditorScript.xml
+#, fuzzy
msgid ""
"Scripts extending this class and implementing its [method _run] method can "
"be executed from the Script Editor's [b]File > Run[/b] menu option (or by "
@@ -30048,7 +30138,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
"Les scripts héritant de cette classe et implémentant la méthode [method "
"_run] peuvent être exécutés depuis l'éditeur de script avec l'option de menu "
@@ -39363,7 +39456,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
@@ -42766,7 +42863,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -47014,6 +47113,7 @@ msgid "3D agent used in navigation for collision avoidance."
msgstr "Un agent 3D utilisé dans les navigations pour esquiver les collisions."
#: doc/classes/NavigationAgent.xml
+#, fuzzy
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 "
@@ -47027,7 +47127,10 @@ msgid ""
"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."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
"Agent 3D utilisé dans la navigation pour atteindre un emplacement tout en "
"évitant les obstacles statiques et dynamiques. Les obstacles dynamiques sont "
@@ -47386,6 +47489,7 @@ msgid "2D agent used in navigation for collision avoidance."
msgstr "Un agent 2D utilisé en navigation pour éviter les collisions."
#: doc/classes/NavigationAgent2D.xml
+#, fuzzy
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 "
@@ -47399,7 +47503,10 @@ msgid ""
"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."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
"L'agent 2D utilisé dans la navigation pour atteindre un emplacement tout en "
"évitant les obstacles statiques et dynamiques. Les obstacles dynamiques sont "
@@ -48399,6 +48506,7 @@ msgid "Server interface for low-level 3D navigation access."
msgstr "Interface serveur pour un accès de navigation 3D de bas niveau."
#: doc/classes/NavigationServer.xml
+#, fuzzy
msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
@@ -48419,6 +48527,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -52507,7 +52618,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -53164,11 +53277,11 @@ msgstr "Retourne le nom du pilote audio à l'index donné."
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -53202,11 +53315,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -53234,11 +53347,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -55600,6 +55713,17 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+#, fuzzy
+msgid "2D Particles Demo"
+msgstr "Démo 2D isométrique"
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
"Retourne un rectangle contenant la position de toutes les particules "
@@ -64195,15 +64319,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -66153,17 +66284,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -66172,8 +66314,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -69059,9 +69207,12 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr "Appelle un groupe immédiatement (au lieu de le faire durant le repos)."
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
-"Appelle un groupe une seule fois même si l'appel a était fait plusieurs fois."
#: doc/classes/SceneTree.xml
msgid "No stretching."
@@ -69139,8 +69290,8 @@ msgstr ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Minuteur terminé.\")\n"
"[/codeblock]\n"
-"Le minuteur sera automatiquement une fois terminé. Pour garder le minuteur, "
-"vous pouvez maintenir une référence vers lui. Voir [Reference]."
+"Le minuteur sera automatiquement déréférencé une fois terminé. Pour garder "
+"le minuteur, vous pouvez maintenir une référence vers lui. Voir [Reference]."
#: doc/classes/SceneTreeTimer.xml
msgid "The time remaining (in seconds)."
@@ -71188,7 +71339,9 @@ msgid ""
"[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."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -72764,8 +72917,11 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
-msgstr "L’angle du projecteur en degrés."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
+msgstr ""
#: doc/classes/SpotLight.xml
msgid "The spotlight's angular attenuation curve."
@@ -72780,7 +72936,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -74278,7 +74436,7 @@ msgid ""
"[/codeblock]"
msgstr ""
"Échappe (code) une chaine de caractères dans un format compatible avec les "
-"URL. Est aussi référé au 'codage de URL' ('URL encode').\n"
+"URL. Aussi appelé 'encodage d'URL' ('URL encode').\n"
"[codeblock]\n"
"print(\"https://example.org/?escaped=\" + \"Le Moteur Godot:'docs'\"."
"http_escape())\n"
@@ -83997,10 +84155,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -84012,9 +84175,10 @@ msgstr ""
"débogage."
#: doc/classes/Viewport.xml
+#, fuzzy
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
"Si [code]true[/code], le viewport désactivera le rendu 3D. Pour le "
"désactiver réellement, utilisez [code]usage[/code]."
@@ -84198,7 +84362,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\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."
@@ -84784,6 +84950,22 @@ msgstr ""
"Cet objet ne sera visible que pour les [Camera] où le masque de cull inclut "
"l'objet de rendu auquel [VisualInstance] est défini."
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""