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Diffstat (limited to 'doc/translations/fr.po')
-rw-r--r-- | doc/translations/fr.po | 446 |
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 "" |