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-rw-r--r--doc/translations/fr.po1707
1 files changed, 1369 insertions, 338 deletions
diff --git a/doc/translations/fr.po b/doc/translations/fr.po
index 90b951368d..b2e5eda16a 100644
--- a/doc/translations/fr.po
+++ b/doc/translations/fr.po
@@ -50,13 +50,15 @@
# Timothée MB <timothee.me@gmail.com>, 2021.
# Florent <fnuttens@dabao.fr>, 2021.
# Benjamin Peter <benji.peter@hotmail.fr>, 2021.
+# Maxime Leroy <lisacintosh@gmail.com>, 2021.
+# ASTRALE <jules.cercy@etu.univ-lyon1.fr>, 2021.
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: 2021-12-19 17:31+0000\n"
-"Last-Translator: Benjamin Peter <benji.peter@hotmail.fr>\n"
+"PO-Revision-Date: 2021-12-27 15:29+0000\n"
+"Last-Translator: ASTRALE <jules.cercy@etu.univ-lyon1.fr>\n"
"Language-Team: French <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/fr/>\n"
"Language: fr\n"
@@ -64,7 +66,7 @@ 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 4.10\n"
+"X-Generator: Weblate 4.10.1\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -106,6 +108,71 @@ msgstr "Description des propriétés"
msgid "Method Descriptions"
msgstr "Descriptions des méthodes"
+#: doc/tools/make_rst.py
+#, fuzzy
+msgid "Theme Property Descriptions"
+msgstr "Description des propriétés"
+
+#: doc/tools/make_rst.py
+msgid "Inherits:"
+msgstr ""
+
+#: doc/tools/make_rst.py
+msgid "Inherited By:"
+msgstr ""
+
+#: doc/tools/make_rst.py
+msgid "(overrides %s)"
+msgstr ""
+
+#: doc/tools/make_rst.py
+msgid "Default"
+msgstr ""
+
+#: doc/tools/make_rst.py
+msgid "Setter"
+msgstr ""
+
+#: doc/tools/make_rst.py
+msgid "value"
+msgstr ""
+
+#: doc/tools/make_rst.py
+msgid "Getter"
+msgstr ""
+
+#: doc/tools/make_rst.py
+msgid ""
+"This method should typically be overridden by the user to have any effect."
+msgstr ""
+
+#: doc/tools/make_rst.py
+msgid ""
+"This method has no side effects. It doesn't modify any of the instance's "
+"member variables."
+msgstr ""
+
+#: doc/tools/make_rst.py
+msgid ""
+"This method accepts any number of arguments after the ones described here."
+msgstr ""
+
+#: doc/tools/make_rst.py
+msgid "This method is used to construct a type."
+msgstr ""
+
+#: doc/tools/make_rst.py
+msgid ""
+"This method doesn't need an instance to be called, so it can be called "
+"directly using the class name."
+msgstr ""
+
+#: doc/tools/make_rst.py
+msgid ""
+"This method describes a valid operator to use with this type as left-hand "
+"operand."
+msgstr ""
+
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Built-in GDScript functions."
msgstr "Fonctions intégrées à GDScript."
@@ -487,6 +554,24 @@ msgid ""
"want a true content-aware comparison, you have to use [code]deep_equal[/"
"code]."
msgstr ""
+"Compare deux valeurs en verifiant leur contenu, recursivement dans les "
+"tableaux et les dictionnaires jusqu'à leur niveau le plus profond.\n"
+"Il y a plusieurs similiratité avec [code]==[/code] :\n"
+"- Pour [code]null[/code], [code]int[/code], [code]float[/code], "
+"[code]String[/code], [code]Object[/code] et [code]RID[/code], les résultats "
+"de [code]deep_equal[/code] et [code]==[/code] sont les mêmes.\n"
+"- Pour [code]Dictionary[/code], [code]==[/code] considère que l'égalité est "
+"respéctée si et seulement si les deux variables pointent vers le même "
+"[code]Dictionary[/code], sans recursion ou connaissance du contenu des "
+"variables.\n"
+"- For [code]Array[/code], [code]==[/code] considère que l'égalité est "
+"respéctée si et seulement si chaque élement du premier [code]Tableau[/code] "
+"est égal à l'élément au même index du second [code]Array[/code], évalué par "
+"[code]==[/code] lui même. Cela implique que [code]==[/code] recurses dans un "
+"[code]Array[/code], mais pas dans un [code]Dictionary[/code].\n"
+"Rapidement, dès qu'un [code]Dictionary[/code] est potentiellement impliqué, "
+"si une vraie comparaison du contenu est souhaité, il faut utiliser "
+"[code]deep_equal[/code]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -777,27 +862,25 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns a normalized value considering the given range. This is the opposite "
-"of [method lerp].\n"
+"Returns an interpolation or extrapolation factor considering the range "
+"specified in [code]from[/code] and [code]to[/code], and the interpolated "
+"value specified in [code]weight[/code]. The returned value will be between "
+"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
+"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
+"located outside this range, then an extrapolation factor will be returned "
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
+"code]).\n"
"[codeblock]\n"
+"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
"# `middle` is now 27.5.\n"
"# Now, we pretend to have forgotten the original ratio and want to get it "
"back.\n"
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"See also [method lerp] which performs the reverse of this operation."
msgstr ""
-"Renvoie une valeur normalisée en tenant compte de la fourchette donnée. "
-"C'est l'inverse de [method lerp].\n"
-"[codeblock]\n"
-"var milieu = lerp(20, 30, 0.75)\n"
-"# `milieu` vaut maintenant 27.5.\n"
-"# Maintenant, nous prétendons avoir oublié le ratio d'origine et nous "
-"voulons le récupérer.\n"
-"var ratio = inverse_lerp(20, 30, 27.5)\n"
-"# `ratio` vaut maintenant 0.75.\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -869,9 +952,13 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Linearly interpolates between two values by a normalized value. This is the "
-"opposite of [method inverse_lerp].\n"
+"Linearly interpolates between two values by the factor defined in "
+"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
+"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
+"outside this range are allowed and can be used to perform [i]extrapolation[/"
+"i].\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -880,7 +967,10 @@ msgid ""
"[codeblock]\n"
"lerp(0, 4, 0.75) # Returns 3.0\n"
"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"See also [method inverse_lerp] which performs the reverse of this operation. "
+"To perform eased interpolation with [method lerp], combine it with [method "
+"ease] or [method smoothstep]."
msgstr ""
"Interpolation linéaire entre deux valeurs par une valeur normalisée. C'est "
"l'inverse de [method inverse_lerp].\n"
@@ -895,11 +985,13 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Linearly interpolates between two angles (in radians) by a normalized "
"value.\n"
"Similar to [method lerp], but interpolates correctly when the angles wrap "
-"around [constant @GDScript.TAU].\n"
+"around [constant @GDScript.TAU]. To perform eased interpolation with [method "
+"lerp_angle], combine it with [method ease] or [method smoothstep].\n"
"[codeblock]\n"
"extends Sprite\n"
"var elapsed = 0.0\n"
@@ -1495,6 +1587,7 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Returns an array with the given range. Range can be 1 argument [code]N[/"
"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
@@ -1535,6 +1628,45 @@ msgid ""
"3\n"
"[/codeblock]"
msgstr ""
+"Renvoie un tableau avec la plage donnée reçu. La plage peut être un argument "
+"[code]N[/code] (0 à [code]N[/code] - 1), deux arguments ([code]initial[/"
+"code], [code]final - 1[/code]) ou trois arguments ([code]initial[/code], "
+"[code]final - 1[/code], [code]increment[/code]). Renvoie un tableau vide si "
+"la plage n'est pas valide (par exemple [code]plage(2, 5, -1)[/code] ou "
+"[code]plage(5, 5, 1)[/code]).[/code]\n"
+"Renvoie un tableau avec la plage donnée. [code]range()[/code] peut avoir 1 "
+"argument N ([code]0[/code] à [code]N - 1[/code]), deux arguments "
+"([code]initial[/code], [code]final - 1[/code]) ou trois arguments "
+"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
+"[code]increment[/code] peut être négatif. Si [code]increment[/code] est "
+"négatif, [code]final - 1[/code] deviendra [code]final + 1[/code]. De plus, "
+"la valeur initiale doit être supérieure à la valeur finale pour que la "
+"boucle s'exécute.\n"
+"[bloc de code]\n"
+"print(range(4))\n"
+"print(range(2, 5))\n"
+"print(range(0, 6, 2))\n"
+"[codeblock]\n"
+"Sortie :\n"
+"[codeblock]\n"
+"[0, 1, 2, 3]\n"
+"[2, 3, 4]\n"
+"[0, 2, 4]\n"
+"[codeblock]\n"
+"Pour itérer sur un tableau en arrière, utilisez :\n"
+"[codeblock]\n"
+"var array = [3, 6, 9]\n"
+"var i := array.size() - 1\n"
+"while i >= 0 :\n"
+" print(array[i])\n"
+" i -= 1\n"
+"[/codeblock]\n"
+"Sortie :\n"
+"[codeblock]\n"
+"9\n"
+"6\n"
+"3\n"
+"[codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -2198,10 +2330,21 @@ msgid "The [Marshalls] singleton."
msgstr "Le singleton [Marshalls]."
#: doc/classes/@GlobalScope.xml
-msgid "The [EditorNavigationMeshGenerator] singleton."
+#, fuzzy
+msgid "The [Navigation2DServer] singleton."
+msgstr "Le singleton [TranslationServer]."
+
+#: doc/classes/@GlobalScope.xml
+#, fuzzy
+msgid "The [NavigationMeshGenerator] singleton."
msgstr "Le singleton [EditorNavigationMeshGenerator]."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
+msgid "The [NavigationServer] singleton."
+msgstr "Le singleton [TranslationServer]."
+
+#: doc/classes/@GlobalScope.xml
msgid "The [OS] singleton."
msgstr "Le singleton [OS]."
@@ -3767,32 +3910,109 @@ msgid ""
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "MIDI note OFF message."
-msgstr "Message MIDI note OFF."
+msgid ""
+"MIDI note OFF message. See the documentation of [InputEventMIDI] for "
+"information of how to use MIDI inputs."
+msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "MIDI note ON message."
-msgstr "Message MIDI note ON."
+msgid ""
+"MIDI note ON message. See the documentation of [InputEventMIDI] for "
+"information of how to use MIDI inputs."
+msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "MIDI aftertouch message."
-msgstr "Message suite à une pression MIDI."
+msgid ""
+"MIDI aftertouch message. This message is most often sent by pressing down on "
+"the key after it \"bottoms out\"."
+msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "MIDI control change message."
-msgstr "Message MIDI de changement de valeur d'un contrôleur (message CC)."
+msgid ""
+"MIDI control change message. This message is sent when a controller value "
+"changes. Controllers include devices such as pedals and levers."
+msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "MIDI program change message."
-msgstr "Message de changement de programme MIDI."
+msgid ""
+"MIDI program change message. This message sent when the program patch number "
+"changes."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI channel pressure message. This message is most often sent by pressing "
+"down on the key after it \"bottoms out\". This message is different from "
+"polyphonic after-touch as it indicates the highest pressure across all keys."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI pitch bend message. This message is sent to indicate a change in the "
+"pitch bender (wheel or lever, typically)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI system exclusive message. This has behavior exclusive to the device "
+"you're receiving input from. Getting this data is not implemented in Godot."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI quarter frame message. Contains timing information that is used to "
+"synchronize MIDI devices. Getting this data is not implemented in Godot."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI song position pointer message. Gives the number of 16th notes since the "
+"start of the song. Getting this data is not implemented in Godot."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI song select message. Specifies which sequence or song is to be played. "
+"Getting this data is not implemented in Godot."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI tune request message. Upon receiving a tune request, all analog "
+"synthesizers should tune their oscillators."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI timing clock message. Sent 24 times per quarter note when "
+"synchronization is required."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI start message. Start the current sequence playing. This message will be "
+"followed with Timing Clocks."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "MIDI continue message. Continue at the point the sequence was stopped."
+msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "MIDI channel pressure message."
-msgstr "Message de pression du canal MIDI."
+msgid "MIDI stop message. Stop the current sequence."
+msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "MIDI pitch bend message."
-msgstr "Message de modulation de fréquence MIDI."
+msgid ""
+"MIDI active sensing message. This message is intended to be sent repeatedly "
+"to tell the receiver that a connection is alive."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI system reset message. Reset all receivers in the system to power-up "
+"status. It should not be sent on power-up itself."
+msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -6196,9 +6416,8 @@ msgstr ""
#: doc/classes/Mesh.xml doc/classes/MeshInstance.xml doc/classes/Particles.xml
#: doc/classes/Quat.xml doc/classes/Skeleton.xml doc/classes/SpotLight.xml
#: doc/classes/StaticBody.xml doc/classes/WorldEnvironment.xml
-#, fuzzy
msgid "https://godotengine.org/asset-library/asset/678"
-msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html"
+msgstr "https://godotengine.org/asset-library/asset/678"
#: doc/classes/AnimationNodeAnimation.xml
msgid "Input animation to use in an [AnimationNodeBlendTree]."
@@ -6222,9 +6441,8 @@ msgstr ""
#: doc/classes/KinematicBody.xml doc/classes/Mesh.xml
#: doc/classes/MeshInstance.xml doc/classes/MeshLibrary.xml
#: doc/classes/ProjectSettings.xml doc/classes/Transform.xml
-#, fuzzy
msgid "https://godotengine.org/asset-library/asset/125"
-msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html"
+msgstr "https://godotengine.org/asset-library/asset/125"
#: doc/classes/AnimationNodeAnimation.xml
msgid ""
@@ -7702,9 +7920,8 @@ msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
#: doc/classes/ViewportTexture.xml
-#, fuzzy
msgid "https://godotengine.org/asset-library/asset/127"
-msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html"
+msgstr "https://godotengine.org/asset-library/asset/127"
#: doc/classes/Area.xml
msgid ""
@@ -8477,7 +8694,10 @@ msgid ""
"seed will be used each time if you want non-reproducible shuffling."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of elements in the array."
msgstr ""
@@ -13517,7 +13737,7 @@ msgstr ""
msgid ""
"A camera feed gives you access to a single physical camera attached to your "
"device. When enabled, Godot will start capturing frames from the camera "
-"which can then be used.\n"
+"which can then be used. See also [CameraServer].\n"
"[b]Note:[/b] Many cameras will return YCbCr images which are split into two "
"textures and need to be combined in a shader. Godot does this automatically "
"for you if you set the environment to show the camera image in the "
@@ -13589,12 +13809,14 @@ msgstr ""
msgid ""
"The [CameraServer] keeps track of different cameras accessible in Godot. "
"These are external cameras such as webcams or the cameras on your phone.\n"
-"It is notably used to provide AR modules with a video feed from the camera."
+"It is notably used to provide AR modules with a video feed from the camera.\n"
+"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On "
+"other platforms, no [CameraFeed]s will be available."
msgstr ""
#: doc/classes/CameraServer.xml
#, fuzzy
-msgid "Adds a camera feed to the camera server."
+msgid "Adds the camera [code]feed[/code] to the camera server."
msgstr "Ajoute un [Shape2D] au propriétaire de la forme."
#: doc/classes/CameraServer.xml
@@ -13603,8 +13825,10 @@ msgstr "Retourne un tableau de [CameraFeed]s."
#: doc/classes/CameraServer.xml
#, fuzzy
-msgid "Returns the [CameraFeed] with this id."
-msgstr "Retourne le nombre de [CameraFeed] enregistrés."
+msgid ""
+"Returns the [CameraFeed] corresponding to the camera with the given "
+"[code]index[/code]."
+msgstr "Retourne la position du point à l'index [code]point[/code]."
#: doc/classes/CameraServer.xml
msgid "Returns the number of [CameraFeed]s registered."
@@ -13612,16 +13836,17 @@ msgstr "Retourne le nombre de [CameraFeed] enregistrés."
#: doc/classes/CameraServer.xml
#, fuzzy
-msgid "Removes a [CameraFeed]."
-msgstr "Texture fournie par un [CameraFeed]."
+msgid "Removes the specified camera [code]feed[/code]."
+msgstr "Supprime l’animation avec la touche [code]name[/code]."
#: doc/classes/CameraServer.xml
-msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)."
-msgstr ""
+#, fuzzy
+msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)."
+msgstr "Émis lorsqu'une interface est supprimée."
#: doc/classes/CameraServer.xml
#, fuzzy
-msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)."
+msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)."
msgstr "Émis lorsqu'une interface est supprimée."
#: doc/classes/CameraServer.xml
@@ -13630,8 +13855,10 @@ msgstr "L’image de la caméra RGBA."
#: doc/classes/CameraServer.xml
#, fuzzy
-msgid "The YCbCr camera image."
-msgstr "L'image de la caméra du composant CbCr."
+msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image."
+msgstr ""
+"Utilise la méthode de compression [url=https://en.wikipedia.org/wiki/"
+"DEFLATE]DEFLATE[/url]."
#: doc/classes/CameraServer.xml
msgid "The Y component camera image."
@@ -13718,8 +13945,9 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws an arc between the given angles. The larger the value of "
-"[code]point_count[/code], the smoother the curve."
+"Draws a unfilled arc between the given angles. The larger the value of "
+"[code]point_count[/code], the smoother the curve. See also [method "
+"draw_circle]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13729,17 +13957,23 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "Draws a colored circle."
-msgstr "Dessine un cercle coloré."
+msgid ""
+"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon]."
+msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "Draws a colored polygon of any amount of points, convex or concave."
+msgid ""
+"Draws a colored polygon of any amount of points, convex or concave. Unlike "
+"[method draw_polygon], a single color must be specified for the whole "
+"polygon."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
-"can be optionally antialiased."
+"can be optionally antialiased. See also [method draw_multiline] and [method "
+"draw_polyline]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13749,18 +13983,29 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
+#, fuzzy
msgid ""
-"Draws multiple, parallel lines with a uniform [code]color[/code].\n"
+"Draws multiple disconnected lines with a uniform [code]color[/code]. When "
+"drawing large amounts of lines, this is faster than using individual [method "
+"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
+"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
"not implemented and have no effect."
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]."
#: doc/classes/CanvasItem.xml
#, fuzzy
msgid ""
-"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-"
-"by-segment coloring. Colors assigned to line segments match by index between "
-"[code]points[/code] and [code]colors[/code].\n"
+"Draws multiple disconnected lines with a uniform [code]width[/code] and "
+"segment-by-segment coloring. Colors assigned to line segments match by index "
+"between [code]points[/code] and [code]colors[/code]. When drawing large "
+"amounts of lines, this is faster than using individual [method draw_line] "
+"calls. To draw interconnected lines, use [method draw_polyline_colors] "
+"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
"not implemented and have no effect."
msgstr ""
@@ -13776,25 +14021,31 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "Draws a polygon of any amount of points, convex or concave."
+msgid ""
+"Draws a solid polygon of any amount of points, convex or concave. Unlike "
+"[method draw_colored_polygon], each point's color can be changed "
+"individually. See also [method draw_polyline] and [method "
+"draw_polyline_colors]."
msgstr ""
#: doc/classes/CanvasItem.xml
-#, fuzzy
msgid ""
"Draws interconnected line segments with a uniform [code]color[/code] and "
-"[code]width[/code] and optional antialiasing."
+"[code]width[/code] and optional antialiasing. When drawing large amounts of "
+"lines, this is faster than using individual [method draw_line] calls. To "
+"draw disconnected lines, use [method draw_multiline] instead. See also "
+"[method draw_polygon]."
msgstr ""
-"Dessine des segments de ligne interconnectés avec une [code]color[/code] et "
-"[code]width[/code] uniforme."
#: doc/classes/CanvasItem.xml
#, fuzzy
msgid ""
-"Draws interconnected line segments with a uniform [code]width[/code], "
+"Draws interconnected line segments with a uniform [code]width[/code] and "
"segment-by-segment coloring, and optional antialiasing. Colors assigned to "
"line segments match by index between [code]points[/code] and [code]colors[/"
-"code]."
+"code]. When drawing large amounts of lines, this is faster than using "
+"individual [method draw_line] calls. To draw disconnected lines, use [method "
+"draw_multiline_colors] instead. See also [method draw_polygon]."
msgstr ""
"Dessine des segments de ligne interconnectés avec une [code]width[/code] "
"uniforme et une coloration segment par segment. Les couleurs attribuées aux "
@@ -13802,13 +14053,13 @@ msgstr ""
"[code]colors[/code]."
#: doc/classes/CanvasItem.xml
-#, fuzzy
msgid ""
"Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points "
-"for a triangle and 4 points for a quad."
+"for a triangle, and 4 points for a quad. If 0 points or more than 4 points "
+"are specified, nothing will be drawn and an error message will be printed. "
+"See also [method draw_line], [method draw_polyline], [method draw_polygon], "
+"and [method draw_rect]."
msgstr ""
-"Dessine un primitif personnalisé. 1 point pour un point, 2 points pour une "
-"ligne, 3 points pour un triangle, et 4 points pour un quad."
#: doc/classes/CanvasItem.xml
msgid ""
@@ -13945,8 +14196,10 @@ msgid "Returns the [World2D] where this item is in."
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "Hide the [CanvasItem] if it's currently visible."
-msgstr "Masquer le [CanvasItem] s’il est actuellement visible."
+msgid ""
+"Hide the [CanvasItem] if it's currently visible. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
@@ -14004,7 +14257,8 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Show the [CanvasItem] if it's currently hidden. For controls that inherit "
+"Show the [CanvasItem] if it's currently hidden. This is equivalent to "
+"setting [member visible] to [code]true[/code]. For controls that inherit "
"[Popup], the correct way to make them visible is to call one of the multiple "
"[code]popup*()[/code] functions instead."
msgstr ""
@@ -14363,9 +14617,10 @@ msgstr ""
"https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project"
#: doc/classes/CharFXTransform.xml
+#, fuzzy
msgid ""
-"The index of the current character (starting from 0). Setting this property "
-"won't affect drawing."
+"The index of the current character (starting from 0) for the "
+"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing."
msgstr ""
"L'index du caractère actuel (commence à 0). Régler cette propriété n'affecte "
"pas l'affichage."
@@ -14448,6 +14703,15 @@ msgstr ""
"pixels)."
#: doc/classes/CharFXTransform.xml
+#, fuzzy
+msgid ""
+"The index of the current character (starting from 0) for this "
+"[RichTextEffect] custom block. Setting this property won't affect drawing."
+msgstr ""
+"L'index du caractère actuel (commence à 0). Régler cette propriété n'affecte "
+"pas l'affichage."
+
+#: doc/classes/CharFXTransform.xml
msgid ""
"If [code]true[/code], the character will be drawn. If [code]false[/code], "
"the character will be hidden. Characters around hidden characters will "
@@ -14965,6 +15229,7 @@ msgid ""
msgstr "Retourne si la [code]class[/code] spécifiée est disponible ou non."
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr "Retourne le [RID] de l'objet."
@@ -15408,9 +15673,9 @@ msgstr "Couleur au format RGBA usant de floats sur la plage de 0 à 1."
#: doc/classes/Color.xml
msgid ""
"A color represented by red, green, blue, and alpha (RGBA) components. The "
-"alpha component is often used for transparency. Values are in floating-point "
-"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) "
-"may accept values greater than 1 (overbright or HDR colors).\n"
+"alpha component is often used for opacity. Values are in floating-point and "
+"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may "
+"accept values greater than 1 (overbright or HDR colors).\n"
"You can also create a color from standardized color names by using [method "
"@GDScript.ColorN] or directly using the color constants defined here. The "
"standardized color set is based on the [url=https://en.wikipedia.org/wiki/"
@@ -15754,12 +16019,11 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Color.xml
-#, fuzzy
msgid ""
-"The color's alpha (transparency) component, typically on the range of 0 to 1."
+"The color's alpha component, typically on the range of 0 to 1. A value of 0 "
+"means that the color is fully transparent. A value of 1 means that the color "
+"is fully opaque."
msgstr ""
-"Le composant alpha (transparence) de la couleur, généralement sur une "
-"échelle de 0 à 1."
#: doc/classes/Color.xml
msgid "Wrapper for [member a] that uses the range 0 to 255 instead of 0 to 1."
@@ -16467,8 +16731,9 @@ msgid ""
msgstr ""
#: doc/classes/ColorPicker.xml
-msgid "If [code]true[/code], shows an alpha channel slider (transparency)."
-msgstr ""
+#, fuzzy
+msgid "If [code]true[/code], shows an alpha channel slider (opacity)."
+msgstr "Si [code]true[/code], le GraphNode est sélectionné."
#: doc/classes/ColorPicker.xml
msgid ""
@@ -18535,10 +18800,10 @@ msgstr ""
#: doc/classes/ConvexPolygonShape2D.xml
msgid ""
"The polygon's list of vertices. Can be in either clockwise or "
-"counterclockwise order."
+"counterclockwise order. Only set this property with convex hull points, use "
+"[method set_point_cloud] to generate a convex hull shape from concave shape "
+"points."
msgstr ""
-"La liste des sommets du polygone. Peut être dans le sens horaire ou "
-"antihoraire."
#: doc/classes/CPUParticles.xml
msgid "CPU-based 3D particle emitter."
@@ -19891,7 +20156,7 @@ msgstr ""
#: modules/mono/doc_classes/CSharpScript.xml
#, fuzzy
-msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html"
+msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html"
msgstr ""
"https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/"
"index.html"
@@ -21443,6 +21708,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options."
msgstr ""
#: doc/classes/DynamicFontData.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code], it will override default "
+"font oversampling, ignoring [member SceneTree.use_font_oversampling] value "
+"and viewport stretch mode."
+msgstr ""
+
+#: doc/classes/DynamicFontData.xml
msgid "Disables font hinting (smoother but less crisp)."
msgstr ""
@@ -21461,11 +21733,13 @@ msgstr ""
#: doc/classes/EditorExportPlugin.xml
msgid ""
-"Editor export plugins are automatically activated whenever the user exports "
+"[EditorExportPlugin]s are automatically invoked whenever the user exports "
"the project. Their most common use is to determine what files are being "
"included in the exported project. For each plugin, [method _export_begin] is "
"called at the beginning of the export process and then [method _export_file] "
-"is called for each exported file."
+"is called for each exported file.\n"
+"To use [EditorExportPlugin], register it using the [method EditorPlugin."
+"add_export_plugin] method first."
msgstr ""
#: doc/classes/EditorExportPlugin.xml
@@ -21545,8 +21819,19 @@ msgstr ""
#: doc/classes/EditorExportPlugin.xml
msgid ""
-"Adds a shared object with the given [code]tags[/code] and destination "
-"[code]path[/code]."
+"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] "
+"directory of macOS app bundle.\n"
+"[b]Note:[/b] This is useful only for macOS exports."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml
+msgid ""
+"Adds a shared object or a directory containing only shared objects with the "
+"given [code]tags[/code] and destination [code]path[/code].\n"
+"[b]Note:[/b] In case of macOS exports, those shared objects will be added to "
+"[code]Frameworks[/code] directory of app bundle.\n"
+"In case of a directory code-sign will error if you place non code object in "
+"directory."
msgstr ""
#: doc/classes/EditorExportPlugin.xml
@@ -21997,10 +22282,9 @@ msgstr ""
#: doc/classes/EditorImportPlugin.xml
msgid ""
-"EditorImportPlugins provide a way to extend the editor's resource import "
+"[EditorImportPlugin]s provide a way to extend the editor's resource import "
"functionality. Use them to import resources from custom files or to provide "
-"alternatives to the editor's existing importers. Register your "
-"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n"
+"alternatives to the editor's existing importers.\n"
"EditorImportPlugins work by associating with specific file extensions and a "
"resource type. See [method get_recognized_extensions] and [method "
"get_resource_type]. They may optionally specify some import presets that "
@@ -22049,7 +22333,9 @@ msgid ""
"\n"
" var filename = save_path + \".\" + get_save_extension()\n"
" return ResourceSaver.save(filename, mesh)\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"To use [EditorImportPlugin], register it using the [method EditorPlugin."
+"add_import_plugin] method first."
msgstr ""
#: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml
@@ -22220,8 +22506,8 @@ msgstr ""
#: doc/classes/EditorInspectorPlugin.xml
msgid ""
-"These plugins allow adding custom property editors to [EditorInspector].\n"
-"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n"
+"[EditorInspectorPlugin] allows adding custom property editors to "
+"[EditorInspector].\n"
"When an object is edited, the [method can_handle] function is called and "
"must return [code]true[/code] if the object type is supported.\n"
"If supported, the function [method parse_begin] will be called, allowing to "
@@ -22230,7 +22516,9 @@ msgid ""
"called for every category and property. They offer the ability to add custom "
"controls to the inspector too.\n"
"Finally, [method parse_end] will be called.\n"
-"On each of these calls, the \"add\" functions can be called."
+"On each of these calls, the \"add\" functions can be called.\n"
+"To use [EditorInspectorPlugin], register it using the [method EditorPlugin."
+"add_inspector_plugin] method first."
msgstr ""
#: doc/classes/EditorInspectorPlugin.xml
@@ -23326,6 +23614,14 @@ msgstr ""
msgid "Imports scenes from third-parties' 3D files."
msgstr "Importe des scènes à partir de fichiers 3D de tiers."
+#: doc/classes/EditorSceneImporter.xml
+msgid ""
+"[EditorSceneImporter] allows to define an importer script for a third-party "
+"3D format.\n"
+"To use [EditorSceneImporter], register it using the [method EditorPlugin."
+"add_scene_import_plugin] method first."
+msgstr ""
+
#: modules/fbx/doc_classes/EditorSceneImporterFBX.xml
msgid "FBX 3D asset importer."
msgstr ""
@@ -23811,10 +24107,12 @@ msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
-"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are "
-"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler "
-"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the "
-"documentation for more info."
+"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There "
+"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the "
+"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the "
+"tutorial in the documentation for more info.\n"
+"To use [EditorSpatialGizmoPlugin], register it using the [method "
+"EditorPlugin.add_spatial_gizmo_plugin] method first."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
@@ -24306,7 +24604,7 @@ msgid ""
"[member ProjectSettings.application/run/disable_stderr] project setting.\n"
"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the "
"project, important error messages may be hidden even if they are emitted "
-"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/"
+"from other scripts. If this is set to [code]false[/code] in a [code]tool[/"
"code] script, this will also impact the editor itself. Do [i]not[/i] report "
"bugs before ensuring error messages are enabled (as they are by default).\n"
"[b]Note:[/b] This property does not impact the editor's Errors tab when "
@@ -24957,7 +25255,7 @@ msgstr "Opérateur de tonte de film."
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an aproximation "
+"Academy Color Encoding System tonemapper operator. Performs an approximation "
"of the ACES tonemapping curve."
msgstr ""
@@ -25915,14 +26213,14 @@ msgstr ""
#: modules/gdnative/doc_classes/GDNativeLibrary.xml
#, fuzzy
-msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html"
+msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html"
msgstr ""
"https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-"
"example.html"
#: modules/gdnative/doc_classes/GDNativeLibrary.xml
#, fuzzy
-msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html"
+msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html"
msgstr ""
"https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-"
"cpp-example.html"
@@ -25998,7 +26296,7 @@ msgstr ""
#: modules/gdscript/doc_classes/GDScript.xml
#, fuzzy
-msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html"
+msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html"
msgstr ""
"https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/"
"index.html"
@@ -28192,6 +28490,12 @@ msgstr "La [MeshLibrary] assignée."
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
+"Overrides the default friction and bounce physics properties for the whole "
+"[GridMap]."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
"Controls whether this GridMap will be baked in a [BakedLightmap] or not."
msgstr ""
@@ -28424,7 +28728,7 @@ msgid ""
" var err = ctx.start(HashingContext.HASH_SHA256, key)\n"
" assert(err == OK)\n"
" var msg1 = \"this is \".to_utf8()\n"
-" var msg2 = \"vewy vewy secret\".to_utf8()\n"
+" var msg2 = \"super duper secret\".to_utf8()\n"
" err = ctx.update(msg1)\n"
" assert(err == OK)\n"
" err = ctx.update(msg2)\n"
@@ -28447,7 +28751,7 @@ msgid ""
" Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n"
" GD.Assert(err == OK);\n"
" PoolByteArray msg1 = String(\"this is \").to_utf8();\n"
-" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n"
+" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n"
" err = ctx.Update(msg1);\n"
" GD.Assert(err == OK);\n"
" err = ctx.Update(msg2);\n"
@@ -30770,7 +31074,11 @@ msgid ""
"pressed, instead of every frame while it's pressed.\n"
"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"for [InputEventJoypadMotion] events.\n"
+"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
+"return [code]false[/code] even if one of the action's keys is pressed. See "
+"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
+"examples[/url] in the documentation for more information."
msgstr ""
#: doc/classes/Input.xml
@@ -30791,7 +31099,11 @@ msgid ""
"button assigned to this action is still pressed.\n"
"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"for [InputEventJoypadMotion] events.\n"
+"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
+"[code]false[/code] even if one of the action's keys is pressed. See [url="
+"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
+"examples[/url] in the documentation for more information."
msgstr ""
#: doc/classes/Input.xml
@@ -30812,13 +31124,19 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-#, fuzzy
msgid ""
-"Returns [code]true[/code] if you are pressing the key. You can pass a [enum "
-"KeyList] constant."
+"Returns [code]true[/code] if you are pressing the key in the current "
+"keyboard layout. You can pass a [enum KeyList] constant.\n"
+"[method is_key_pressed] is only recommended over [method "
+"is_physical_key_pressed] in non-game applications. This ensures that "
+"shortcut keys behave as expected depending on the user's keyboard layout, as "
+"keyboard shortcuts are generally dependent on the keyboard layout in non-"
+"game applications. If in doubt, use [method is_physical_key_pressed].\n"
+"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return "
+"[code]false[/code] even if one of the action's keys is pressed. See [url="
+"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
+"examples[/url] in the documentation for more information."
msgstr ""
-"Retourne [code]true[/code] (vrai) si la chaîne de caractères finit par la "
-"chaîne de caractères donnée."
#: doc/classes/Input.xml
msgid ""
@@ -30827,14 +31145,20 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if you are pressing the key in the physical "
"location on the 101/102-key US QWERTY keyboard. You can pass a [enum "
-"KeyList] constant."
+"KeyList] constant.\n"
+"[method is_physical_key_pressed] is recommended over [method is_key_pressed] "
+"for in-game actions, as it will make W/A/S/D layouts work regardless of the "
+"user's keyboard layout. [method is_physical_key_pressed] will also ensure "
+"that the top row number keys work on any keyboard layout. If in doubt, use "
+"[method is_physical_key_pressed].\n"
+"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may "
+"return [code]false[/code] even if one of the action's keys is pressed. See "
+"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
+"examples[/url] in the documentation for more information."
msgstr ""
-"Retourne [code]true[/code] (vrai) si la chaîne de caractères finit par la "
-"chaîne de caractères donnée."
#: doc/classes/Input.xml
msgid ""
@@ -31151,7 +31475,11 @@ msgid ""
"or [InputEventScreenDrag].\n"
"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"direction for [InputEventJoypadMotion] events.\n"
+"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
+"[code]false[/code] even if one of the action's keys is pressed. See [url="
+"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
+"examples[/url] in the documentation for more information."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -31179,7 +31507,11 @@ msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event is pressed. Not relevant for "
-"events of type [InputEventMouseMotion] or [InputEventScreenDrag]."
+"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n"
+"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
+"[code]false[/code] even if one of the action's keys is pressed. See [url="
+"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
+"examples[/url] in the documentation for more information."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -31376,6 +31708,104 @@ msgid ""
"input mode is active. See [method OS.set_ime_active] for more information."
msgstr ""
+#: doc/classes/InputEventMIDI.xml
+#, fuzzy
+msgid "Input event for MIDI inputs."
+msgstr "Type d’évènement d’entrée pour les actions."
+
+#: doc/classes/InputEventMIDI.xml
+msgid ""
+"InputEventMIDI allows receiving input events from MIDI devices such as a "
+"piano. MIDI stands for Musical Instrument Digital Interface.\n"
+"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your "
+"device supports both be sure to check the settings in the device to see "
+"which output it's using.\n"
+"To receive input events from MIDI devices, you need to call [method OS."
+"open_midi_inputs]. You can check which devices are detected using [method OS."
+"get_connected_midi_inputs].\n"
+"Note that Godot does not currently support MIDI output, so there is no way "
+"to emit MIDI signals from Godot. Only MIDI input works."
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid ""
+"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-"
+"status-bytes"
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events"
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List"
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid ""
+"The MIDI channel of this input event. There are 16 channels, so this value "
+"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion "
+"instruments, the rest of the channels are for non-percussion instruments."
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid ""
+"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates "
+"the controller number, otherwise this is zero. Controllers include devices "
+"such as pedals and levers."
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid ""
+"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates "
+"the controller value, otherwise this is zero. Controllers include devices "
+"such as pedals and levers."
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid ""
+"The instrument of this input event. This value ranges from 0 to 127. Refer "
+"to the instrument list on the General MIDI wikipedia article to see a list "
+"of instruments, except that this value is 0-index, so subtract one from "
+"every number on that chart. A standard piano will have an instrument number "
+"of 0."
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid ""
+"Returns a value indicating the type of message for this MIDI signal. This is "
+"a member of the MidiMessageList enum.\n"
+"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are "
+"returned as this value, as the other part is the channel (ex: 0x94 becomes "
+"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n"
+"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they "
+"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, "
+"therefore your code should treat the input as stopped if some period of time "
+"has passed.\n"
+"For more information, see the MIDI message status byte list chart linked "
+"above."
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid ""
+"The pitch index number of this MIDI signal. This value ranges from 0 to 127. "
+"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of "
+"the piano key frequency chart on Wikipedia for more information."
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid ""
+"The pressure of the MIDI signal. This value ranges from 0 to 127. For many "
+"devices, this value is always zero."
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid ""
+"The velocity of the MIDI signal. This value ranges from 0 to 127. For a "
+"piano, this corresponds to how quickly the key was pressed, and is rarely "
+"above about 110 in practice."
+msgstr ""
+
#: doc/classes/InputEventMouse.xml
msgid "Base input event type for mouse events."
msgstr "Type d’événement d’entrée de base pour les événements de la souris."
@@ -31392,15 +31822,17 @@ msgstr ""
#: doc/classes/InputEventMouse.xml
msgid ""
-"The global mouse position relative to the current [Viewport] when used in "
-"[method Control._gui_input], otherwise is at 0,0."
+"The global mouse position relative to the current [Viewport]. If used in "
+"[method Control._gui_input] and if the current [Control] is not under the "
+"mouse, moving it will not update this value."
msgstr ""
#: doc/classes/InputEventMouse.xml
msgid ""
"The local mouse position relative to the [Viewport]. If used in [method "
"Control._gui_input], the position is relative to the current [Control] which "
-"is under the mouse."
+"is under the mouse. If the current [Control] is not under the mouse, moving "
+"it will not update this value."
msgstr ""
#: doc/classes/InputEventMouseButton.xml
@@ -32036,9 +32468,9 @@ msgstr ""
msgid "Returns an array with the indexes of the selected items."
msgstr ""
-#: doc/classes/ItemList.xml
+#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml
msgid ""
-"Returns the [Object] ID associated with the list.\n"
+"Returns the vertical scrollbar.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it "
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
@@ -32987,6 +33419,29 @@ msgid ""
"axis_lock_motion_z]."
msgstr ""
+#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
+msgid ""
+"Sets the behavior to apply when you leave a moving platform. By default, to "
+"be physically accurate, when you leave the last platform velocity is "
+"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for "
+"available behavior."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
+msgid "Add the last platform velocity when you leave a moving platform."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
+msgid ""
+"Add the last platform velocity when you leave a moving platform, but any "
+"downward motion is ignored. It's useful to keep full jump height even when "
+"the platform is moving down."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
+msgid "Do nothing when leaving a platform."
+msgstr ""
+
#: doc/classes/KinematicBody2D.xml
msgid "Kinematic body 2D node."
msgstr "Nœud 2D du corps cinématique."
@@ -36269,16 +36724,13 @@ msgstr ""
msgid ""
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
-"child [NavigationMeshInstance] nodes, but they can also be added on the fly "
-"with [method navmesh_add]. In addition to basic pathfinding, this class also "
-"assists with aligning navigation agents with the meshes they are navigating "
-"on.\n"
-"[b]Note:[/b] The current navigation system has many known issues and will "
-"not always return optimal paths as expected. These issues will be fixed in "
-"Godot 4.0."
+"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
+"class also assists with aligning navigation agents with the meshes they are "
+"navigating on."
msgstr ""
#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml
+#: doc/classes/NavigationServer.xml
#, fuzzy
msgid "https://godotengine.org/asset-library/asset/124"
msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html"
@@ -36299,10 +36751,7 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"Returns the owner of the [NavigationMesh] which contains the navigation "
-"point closest to the point given. This is usually a "
-"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns "
-"the owner that was given (or [code]null[/code] if the [code]owner[/code] "
-"parameter was omitted)."
+"point closest to the point given. This is usually a [NavigationMeshInstance]."
msgstr ""
#: doc/classes/Navigation.xml
@@ -36318,26 +36767,16 @@ msgid ""
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
-"etc.) are considered in the path calculation, otherwise they are ignored.\n"
-"[b]Note:[/b] This method has known issues and will often return non-optimal "
-"paths. These issues will be fixed in Godot 4.0."
+"etc.) are considered in the path calculation, otherwise they are ignored."
msgstr ""
-#: doc/classes/Navigation.xml
-msgid ""
-"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] "
-"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to "
-"the polygon. The optional [code]owner[/code] is used as return value for "
-"[method get_closest_point_owner]."
+#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml
+msgid "The XZ plane cell size to use for fields."
msgstr ""
-#: doc/classes/Navigation.xml
-#, fuzzy
-msgid "Removes the [NavigationMesh] with the given ID."
-msgstr "Renvoie le traqueur de position à l'identification donnée."
-
-#: doc/classes/Navigation.xml
-msgid "Sets the transform applied to the [NavigationMesh] with the given ID."
+#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
+msgid ""
+"This value is used to detect the near edges to connect compatible regions."
msgstr ""
#: doc/classes/Navigation.xml
@@ -36354,14 +36793,11 @@ msgstr ""
msgid ""
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
-"automatically collected from child [NavigationPolygonInstance] nodes, but "
-"they can also be added on the fly with [method navpoly_add].\n"
-"[b]Note:[/b] The current navigation system has many known issues and will "
-"not always return optimal paths as expected. These issues will be fixed in "
-"Godot 4.0."
+"automatically collected from child [NavigationPolygonInstance] nodes."
msgstr ""
-#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml
+#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationPolygon.xml
#, fuzzy
msgid "https://godotengine.org/asset-library/asset/117"
msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html"
@@ -36370,36 +36806,421 @@ msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html"
msgid ""
"Returns the owner of the [NavigationPolygon] which contains the navigation "
"point closest to the point given. This is usually a "
-"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], "
-"returns the owner that was given (or [code]null[/code] if the [code]owner[/"
-"code] parameter was omitted)."
+"[NavigationPolygonInstance]."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
-"is smoothed by merging path segments where possible.\n"
-"[b]Note:[/b] This method has known issues and will often return non-optimal "
-"paths. These issues will be fixed in Godot 4.0."
+"is smoothed by merging path segments where possible."
msgstr ""
#: doc/classes/Navigation2D.xml
+msgid "The XY plane cell size to use for fields."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+#, fuzzy
+msgid "Server interface for low-level 2D navigation access."
+msgstr "Interface de serveur pour l'accès audio de bas niveau."
+
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Navigation2DServer is the server responsible for all 2D navigation. It "
+"handles several objects, namely maps, regions and agents.\n"
+"Maps are made up of regions, which are made of navigation polygons. "
+"Together, they define the navigable areas in the 2D world. For two regions "
+"to be connected to each other, they must share a similar edge. An edge is "
+"considered connected to another if both of its two vertices are at a "
+"distance less than [member Navigation.edge_connection_margin] to the "
+"respective other edge's vertex.\n"
+"To use the collision avoidance system, you may use agents. You can set an "
+"agent's target velocity, then the servers will emit a callback with a "
+"modified velocity.\n"
+"[b]Note:[/b] The collision avoidance system ignores regions. Using the "
+"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"
+"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."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Creates the agent."
+msgstr "Crée un [HingeJoint3D]."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the map got changed the previous frame."
+msgstr "Renvoie [code]true[/code] si le chemin donné est filtré."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Callback called at the end of the RVO process."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Puts the agent in the map."
+msgstr "Renvoie la tangente du paramètre."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
-"Adds a [NavigationPolygon]. Returns an ID for use with [method "
-"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] "
-"is applied to the polygon. The optional [code]owner[/code] is used as return "
-"value for [method get_closest_point_owner]."
+"Sets the maximum number of other agents the agent takes into account in the "
+"navigation. The larger this number, the longer the running time of the "
+"simulation. If the number is too low, the simulation will not be safe."
msgstr ""
-#: doc/classes/Navigation2D.xml
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the maximum speed of the agent. Must be positive."
+msgstr "Obtient le nom d'un entrée par son index."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Sets the maximum distance to other agents this agent takes into account in "
+"the navigation. The larger this number, the longer the running time of the "
+"simulation. If the number is too low, the simulation will not be safe."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the position of the agent in world space."
+msgstr "Définit la position du nœud spécifié."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the radius of the agent."
+msgstr "Le rayon extérieur du tore."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the new target velocity."
+msgstr "Obtient l'objet édité."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"The minimal amount of time for which the agent's velocities that are "
+"computed by the simulation are safe with respect to other agents. The larger "
+"this number, the sooner this agent will respond to the presence of other "
+"agents, but the less freedom this agent has in choosing its velocities. Must "
+"be positive."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the current velocity of the agent."
+msgstr "Définit le trame présentement visible de l'animation."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Destroys the given RID."
+msgstr "Supprime l'ID de la tuile donnée."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
-msgid "Removes the [NavigationPolygon] with the given ID."
+msgid "Create a new map."
+msgstr "Crée un [Area2D]."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the map cell size."
+msgstr "Retourne la taille du tableau."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid ""
+"Returns the point closest to the provided [code]to_point[/code] on the "
+"navigation mesh surface."
+msgstr "Retourne la position du point à l'index [code]point[/code]."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the owner region RID for the point returned by [method "
+"map_get_closest_point]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Returns the edge connection margin of the map. The edge connection margin is "
+"a distance used to connect two regions."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the navigation path to reach the destination from the origin."
msgstr "Renvoie le traqueur de position à l'identification donnée."
-#: doc/classes/Navigation2D.xml
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the map is active."
+msgstr "Retourne [code]true[/code] si l'[AABB] est vide."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the map active."
+msgstr "Arrête la minuterie."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Set the map cell size used to weld the navigation mesh polygons."
+msgstr "Définit le polygone de navigation de la tuile."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
-"Sets the transform applied to the [NavigationPolygon] with the given ID."
+"Set the map edge connection margin used to weld the compatible region edges."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Creates a new region."
+msgstr "Crée un [Area2D]."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the map for the region."
+msgstr "Retourne la hauteur du contenu."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the navigation mesh for the region."
+msgstr "Définit le polygone de navigation de la tuile."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the global transformation for the region."
+msgstr "Retourne la matrice de transformation globale de cet élément."
+
+#: doc/classes/NavigationAgent.xml
+msgid "3D agent used in navigation for collision avoidance."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+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 "
+"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
+"navigation data to work correctly. This can be done by having the agent as a "
+"child of a [Navigation] node, or using [method set_navigation]. "
+"[NavigationAgent] is physics safe."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the distance to the target location, using the agent's global "
+"position. The user must set the target location with [method "
+"set_target_location] in order for this to be accurate."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"Returns the reachable final location in global coordinates. This can change "
+"if the navigation path is altered in any way. Because of this, it would be "
+"best to check this each frame."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#, fuzzy
+msgid "Returns the path from start to finish in global coordinates."
+msgstr "Le point de collision, dans les coordonnées globales."
+
+#: doc/classes/NavigationAgent.xml
+#, fuzzy
+msgid ""
+"Returns which index the agent is currently on in the navigation path's "
+"[PoolVector3Array]."
+msgstr "Retourne le cache de points sous forme de [PackedVector3Array]."
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"Returns the [Navigation] node that the agent is using for its navigation "
+"system."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
+"that there are no static objects in the way. If the agent does not have a "
+"navigation path, it will return the origin of the agent's parent."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#, fuzzy
+msgid ""
+"Returns the user-defined target location (set with [method "
+"set_target_location])."
+msgstr "Renvoie le mode de remplacement de l’espace pour la zone."
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] if the navigation path's final location has been "
+"reached."
+msgstr "Renvoie [code]true[/code] si le chemin donné est filtré."
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] if the target location is reachable. The target "
+"location is set using [method set_target_location]."
+msgstr "Retourne [code]true[/code] si le vecteur est normalisé, et faux sinon."
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns [code]true[/code] if the target location is reached. The target "
+"location is set using [method set_target_location]. It may not always be "
+"possible to reach the target location. It should always be possible to reach "
+"the final location though. See [method get_final_location]."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"Sets the [Navigation] node used by the agent. Useful when you don't want to "
+"make the agent a child of a [Navigation] node."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Sets the user desired final location. This will clear the current navigation "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"Sends the given velocity to the collision avoidance algorithm. It will "
+"adjust the velocity to avoid collisions. Once the adjustment to the velocity "
+"is complete, it will emit the [signal velocity_computed] signal."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid "The agent height offset to match the navigation mesh height."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a "
+"horizontal plane."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#, fuzzy
+msgid "The maximum number of neighbors for the agent to consider."
+msgstr "La valeur de luminance maximale pour l'exposition automatique."
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#, fuzzy
+msgid "The maximum speed that an agent can move."
+msgstr "Rotation maximale à travers la charnière."
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#, fuzzy
+msgid "The distance to search for other agents."
+msgstr "L’instance n’a pas de type."
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The maximum distance the agent is allowed away from the ideal path to the "
+"final location. This can happen due to trying to avoid collisions. When the "
+"maximum distance is exceeded, it recalculates the ideal path."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#, fuzzy
+msgid "The radius of the agent."
+msgstr "Le rayon du cylindre."
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a target is considered to be reached. This "
+"will allow an agent to not have to hit a point on the path exactly, but in "
+"the area."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The minimal amount of time for which this agent's velocities, that are "
+"computed with the collision avoidance algorithim, are safe with respect to "
+"other agents. The larger the number, the sooner the agent will respond to "
+"other agents, but the less freedom in choosing its velocities. Must be "
+"positive."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#, fuzzy
+msgid "Notifies when the final location is reached."
+msgstr "Avertit quand une animation commence à jouer."
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Notifies when the navigation path changes. This can be triggered by the "
+"navigation system or by the user changing the path."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Notifies when the player-defined target, set with [method "
+"set_target_location], is reached."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Notifies when the collision avoidance velocity is calculated after a call to "
+"[method set_velocity]."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid "2D agent used in navigation for collision avoidance."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+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 "
+"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
+"navigation data to work correctly. This can be done by having the agent as a "
+"child of a [Navigation2D] node, or using [method set_navigation]. "
+"[NavigationAgent2D] is physics safe."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the reachable final location in global coordinates. This can change "
+"if the navigation path is altered in any way."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+#, fuzzy
+msgid ""
+"Returns which index the agent is currently on in the navigation path's "
+"[PoolVector2Array]."
+msgstr "Retourne le cache de points sous forme de [PackedVector3Array]."
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the [Navigation2D] node that the agent is using for its navigation "
+"system."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
+"that there are no static objects in the way. If the agent does not have a "
+"navigation path, it will return the position of the agent's parent."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"Sets the [Navigation2D] node used by the agent. Useful when you don't want "
+"to make the agent a child of a [Navigation2D] node."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"Sends the passed in velocity to the collision avoidance algorithm. It will "
+"adjust the velocity to avoid collisions. Once the adjustment to the velocity "
+"is complete, it will emit the [signal velocity_computed] signal."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -36501,10 +37322,6 @@ msgid "The Y axis cell size to use for fields."
msgstr ""
#: doc/classes/NavigationMesh.xml
-msgid "The XZ plane cell size to use for fields."
-msgstr ""
-
-#: doc/classes/NavigationMesh.xml
msgid ""
"The sampling distance to use when generating the detail mesh, in cell unit."
msgstr ""
@@ -36667,27 +37484,119 @@ msgstr ""
msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr "Représente la taille de l'énumération [enum Method]."
+#: doc/classes/NavigationMeshGenerator.xml
+msgid "This class is responsible for creating and clearing navigation meshes."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid ""
+"Bakes the navigation mesh. This will allow you to use pathfinding with the "
+"navigation system."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+#, fuzzy
+msgid "Clears the navigation mesh."
+msgstr "Effacer la sélection."
+
#: doc/classes/NavigationMeshInstance.xml
#, fuzzy
-msgid "Node that instances navigation meshes into a scenario."
-msgstr "Nœud qui instancie des meshes dans un scénario."
+msgid "An instance of a [NavigationMesh]."
+msgstr "L’instance est un multi-maillage."
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and "
-"adds it to the current scenario by creating an instance of it."
+"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
+"be navigated and what cannot, based on the [NavigationMesh] resource. This "
+"should be a child of a [Navigation] node."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
-#, fuzzy
-msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]."
-msgstr "Si [code]true[/code], les nœuds [RigidBody3D] seront mis en pause."
+msgid ""
+"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
+"navigation baking is not a cheap operation. This can be done at runtime. "
+"When it is completed, it automatically sets the new [NavigationMesh]."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
+msgstr ""
#: doc/classes/NavigationMeshInstance.xml
#, fuzzy
-msgid "The [NavigationMesh] resource for the instance."
+msgid "The [NavigationMesh] resource to use."
msgstr "Le singleton [NavigationMeshGenerator]."
+#: doc/classes/NavigationMeshInstance.xml
+#, fuzzy
+msgid "Notifies when the navigation mesh bake operation is completed."
+msgstr "Avertit quand une animation commence à jouer."
+
+#: doc/classes/NavigationMeshInstance.xml
+#, fuzzy
+msgid "Notifies when the [NavigationMesh] has changed."
+msgstr "Avertit quand une animation commence à jouer."
+
+#: doc/classes/NavigationObstacle.xml
+msgid "3D obstacle used in navigation for collision avoidance."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml
+msgid ""
+"3D obstacle used in navigation for collision avoidance. The obstacle needs "
+"navigation data to work correctly. This can be done by having the obstacle "
+"as a child of a [Navigation] node, or using [method set_navigation]. "
+"[NavigationObstacle] is physics safe."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml
+msgid ""
+"Returns the [Navigation] node that the obstacle is using for its navigation "
+"system."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml
+msgid ""
+"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
+"to make the obstacle a child of a [Navigation] node."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml
+msgid ""
+"Enables radius estimation algorithm which uses parent's collision shapes to "
+"determine the obstacle radius."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml
+msgid ""
+"The radius of the agent. Used only if [member estimate_radius] is set to "
+"[code]false[/code]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle2D.xml
+msgid "2D obstacle used in navigation for collision avoidance."
+msgstr ""
+
+#: doc/classes/NavigationObstacle2D.xml
+msgid ""
+"2D obstacle used in navigation for collision avoidance. The obstacle needs "
+"navigation data to work correctly. This can be done by having the obstacle "
+"as a child of a [Navigation2D] node, or using [method set_navigation]. "
+"[NavigationObstacle] is physics safe."
+msgstr ""
+
+#: doc/classes/NavigationObstacle2D.xml
+msgid ""
+"Returns the [Navigation2D] node that the obstacle is using for its "
+"navigation system."
+msgstr ""
+
+#: doc/classes/NavigationObstacle2D.xml
+msgid ""
+"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
+"want to make the obstacle a child of a [Navigation2D] node."
+msgstr ""
+
#: doc/classes/NavigationPolygon.xml
msgid ""
"A node that has methods to draw outlines or use indices of vertices to "
@@ -36784,6 +37693,77 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Server interface for low-level 3D navigation access."
+msgstr "Interface de serveur pour l'accès audio de bas niveau."
+
+#: doc/classes/NavigationServer.xml
+msgid ""
+"NavigationServer is the server responsible for all 3D navigation. It handles "
+"several objects, namely maps, regions and agents.\n"
+"Maps are made up of regions, which are made of navigation meshes. Together, "
+"they define the navigable areas in the 3D world. For two regions to be "
+"connected to each other, they must share a similar edge. An edge is "
+"considered connected to another if both of its two vertices are at a "
+"distance less than [member Navigation.edge_connection_margin] to the "
+"respective other edge's vertex.\n"
+"To use the collision avoidance system, you may use agents. You can set an "
+"agent's target velocity, then the servers will emit a callback with a "
+"modified velocity.\n"
+"[b]Note:[/b] The collision avoidance system ignores regions. Using the "
+"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"
+"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."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
+#, fuzzy
+msgid ""
+"Returns the normal for the point returned by [method map_get_closest_point]."
+msgstr "Renvoie l'inverse de la racine carrée du paramètre."
+
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Returns the closest point between the navigation surface and the segment."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Returns the edge connection margin of the map. This distance is the minimum "
+"vertex distance needed to connect two edges from different regions."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the map's up direction."
+msgstr "Retourne les dimensions de bitmap."
+
+#: doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the map up direction."
+msgstr "Arrête l'audio."
+
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Process the collision avoidance agents.\n"
+"The result of this process is needed by the physics server, so this must be "
+"called in the main thread.\n"
+"[b]Note:[/b] This function is not thread safe."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Bakes the navigation mesh."
+msgstr "Définit le maillage de l'élément."
+
+#: doc/classes/NavigationServer.xml
+msgid "Control activation of this server."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -40168,7 +41148,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)."
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the amount of static memory being used by the program in bytes."
+msgid ""
+"Returns the amount of static memory being used by the program in bytes (only "
+"works in debug)."
msgstr ""
#: doc/classes/OS.xml
@@ -44905,16 +45887,16 @@ msgid ""
"compression mode using one of [enum File.CompressionMode]'s constants. "
"[b]This method only accepts gzip and deflate compression modes.[/b]\n"
"This method is potentially slower than [code]decompress[/code], as it may "
-"have to re-allocate it's output buffer multiple times while decompressing, "
-"where as [code]decompress[/code] knows it's output buffer size from the "
-"begining.\n"
+"have to re-allocate its output buffer multiple times while decompressing, "
+"where as [code]decompress[/code] knows its output buffer size from the "
+"beginning.\n"
"\n"
"GZIP has a maximal compression ratio of 1032:1, meaning it's very possible "
"for a small compressed payload to decompress to a potentially very large "
"output. To guard against this, you may provide a maximum size this function "
"is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 "
"will allow for unbounded output. If any positive value is passed, and the "
-"decompression exceeds that ammount in bytes, then an error will be returned."
+"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -44976,12 +45958,6 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
-#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
-#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
-#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
-msgid "Returns the size of the array."
-msgstr ""
-
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -45067,10 +46043,6 @@ msgstr ""
msgid "Changes the int at the given index."
msgstr "Modifie le [Vector2] à l’index donné."
-#: doc/classes/PoolIntArray.xml
-msgid "Returns the array size."
-msgstr "Retourne la taille du tableau."
-
#: doc/classes/PoolRealArray.xml
#, fuzzy
msgid "A pooled [Array] of reals ([float])."
@@ -48567,7 +49539,7 @@ msgid ""
"If you accidentally build your level with portals facing the wrong way, this "
"setting can fix the problem.\n"
"It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial "
-"convertion to [Portal] nodes."
+"conversion to [Portal] nodes."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48613,8 +49585,9 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], allocates the main framebuffer with high dynamic "
-"range. High dynamic range allows the use of [Color] values greater than 1.\n"
+"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
+"dynamic range. High dynamic range allows the use of [Color] values greater "
+"than 1.\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
@@ -48626,6 +49599,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also "
+"enabled.\n"
+"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using "
+"full floating-point precision is slower, and is generally only needed for "
+"advanced shaders that require a high level of precision. To reduce banding, "
+"enable [member rendering/quality/filters/use_debanding] instead.\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Disables depth pre-pass for some GPU vendors (usually mobile), as their "
"architecture already does this."
msgstr ""
@@ -49495,12 +50481,12 @@ msgstr ""
msgid "Removes all collision exceptions for this ray."
msgstr ""
-#: doc/classes/RayCast.xml
+#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
-"Updates the collision information for the ray.\n"
-"Use this method to update the collision information immediately instead of "
-"waiting for the next [code]_physics_process[/code] call, for example if the "
-"ray or its parent has changed state.\n"
+"Updates the collision information for the ray. Use this method to update the "
+"collision information immediately instead of waiting for the next "
+"[code]_physics_process[/code] call, for example if the ray or its parent has "
+"changed state.\n"
"[b]Note:[/b] [code]enabled[/code] is not required for this to work."
msgstr ""
@@ -49632,15 +50618,6 @@ msgstr ""
#: doc/classes/RayCast2D.xml
msgid ""
-"Updates the collision information for the ray. Use this method to update the "
-"collision information immediately instead of waiting for the next "
-"[code]_physics_process[/code] call, for example if the ray or its parent has "
-"changed state.\n"
-"[b]Note:[/b] [code]enabled[/code] is not required for this to work."
-msgstr ""
-
-#: doc/classes/RayCast2D.xml
-msgid ""
"Sets or clears individual bits on the collision mask. This makes selecting "
"the areas scanned easier."
msgstr ""
@@ -50918,14 +51895,6 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid ""
-"Returns the vertical scrollbar.\n"
-"[b]Warning:[/b] This is a required internal node, removing and freeing it "
-"may cause a crash. If you wish to hide it or any of its children, use their "
-"[member CanvasItem.visible] property."
-msgstr ""
-
-#: doc/classes/RichTextLabel.xml
msgid "Returns the number of visible lines."
msgstr "Renvoie le nombre de lignes visibles."
@@ -51979,7 +52948,7 @@ msgstr ""
#: doc/classes/RoomGroup.xml
msgid ""
-"Although [Room] behaviour can be specified individually, sometimes it is "
+"Although [Room] behavior can be specified individually, sometimes it is "
"faster and more convenient to write functionality for a group of rooms.\n"
"[RoomGroup]s should be placed as children of the [b]room list[/b] (the "
"parent [Node] of your [Room]s), and [Room]s should be placed in turn as "
@@ -52162,7 +53131,7 @@ msgstr ""
msgid ""
"Portal culling normally operates using the current [Camera] / [Camera]s, "
"however for debugging purposes within the editor, you can use this setting "
-"to override this behaviour and force it to use a particular camera to get a "
+"to override this behavior and force it to use a particular camera to get a "
"better idea of what the occlusion culling is doing."
msgstr ""
@@ -52269,7 +53238,7 @@ msgid ""
"plain [Node] in the running project. This means a script attached to a "
"[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of "
"[code]extends RootMotionView[/code]. Additionally, it must not be a "
-"[code]@tool[/code] script."
+"[code]tool[/code] script."
msgstr ""
#: doc/classes/RootMotionView.xml
@@ -54369,7 +55338,7 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], enables the specified flag. Flags are optional "
-"behaviour that can be turned on and off. Only one flag can be enabled at a "
+"behavior that can be turned on and off. Only one flag can be enabled at a "
"time with this function, the flag enumerators cannot be bit-masked together "
"to enable or disable multiple flags at once. Flags can also be enabled by "
"setting the corresponding member to [code]true[/code]. See [enum Flags] "
@@ -54393,19 +55362,38 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "The strength of the anisotropy effect."
+msgid ""
+"The strength of the anisotropy effect. This is multiplied by [member "
+"anisotropy_flowmap]'s alpha channel if a texture is defined there and the "
+"texture contains an alpha channel."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], anisotropy is enabled. Changes the shape of the "
-"specular blob and aligns it to tangent space. Mesh tangents are needed for "
-"this to work. If the mesh does not contain tangents the anisotropy effect "
-"will appear broken."
+"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of "
+"the specular blob and aligns it to tangent space. This is useful for brushed "
+"aluminium and hair reflections.\n"
+"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh "
+"does not contain tangents, the anisotropy effect will appear broken.\n"
+"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
+"texture filtering. Anisotropic texture filtering can be enabled by selecting "
+"a texture in the FileSystem dock, going to the Import dock, checking the "
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Texture that offsets the tangent map for anisotropy calculations."
+msgid ""
+"Texture that offsets the tangent map for anisotropy calculations and "
+"optionally controls the anisotropy effect (if an alpha channel is present). "
+"The flowmap texture is expected to be a derivative map, with the red channel "
+"representing distortion on the X axis and green channel representing "
+"distortion on the Y axis. Values below 0.5 will result in negative "
+"distortion, whereas values above 0.5 will result in positive distortion.\n"
+"If present, the texture's alpha channel will be used to multiply the "
+"strength of the [member anisotropy] effect. Fully opaque pixels will keep "
+"the anisotropy effect's original strength while fully transparent pixels "
+"will disable the anisotropy effect entirely. The flowmap texture's blue "
+"channel is ignored."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -56148,7 +57136,7 @@ msgstr ""
#: doc/classes/StreamPeer.xml
msgid ""
-"Gets a string with byte-length [code]bytes[/code] from the stream. If "
+"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If "
"[code]bytes[/code] is negative (default) the length will be read from the "
"stream using the reverse process of [method put_string]."
msgstr ""
@@ -56913,6 +57901,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
+"Return a [String] which is the concatenation of the [code]parts[/code]. The "
+"separator between elements is the string providing this method.\n"
+"Example:\n"
+"[codeblock]\n"
+"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
"Returns a copy of the string with special characters escaped using the JSON "
"standard."
msgstr ""
@@ -60258,7 +61256,7 @@ msgstr ""
#: doc/classes/TileMap.xml
msgid ""
-"Sets the tile index for the cell given by a Vector2.\n"
+"Sets the tile index for the given cell.\n"
"An index of [code]-1[/code] clears the cell.\n"
"Optionally, the tile can also be flipped, transposed, or given autotile "
"coordinates. The autotile coordinate refers to the column and row of the "
@@ -60280,9 +61278,11 @@ msgstr ""
#: doc/classes/TileMap.xml
msgid ""
-"Sets the tile index for the given cell.\n"
+"Sets the tile index for the cell given by a Vector2.\n"
"An index of [code]-1[/code] clears the cell.\n"
-"Optionally, the tile can also be flipped or transposed.\n"
+"Optionally, the tile can also be flipped, transposed, or given autotile "
+"coordinates. The autotile coordinate refers to the column and row of the "
+"subtile.\n"
"[b]Note:[/b] Data such as navigation polygons and collision shapes are not "
"immediately updated for performance reasons.\n"
"If you need these to be immediately updated, you can call [method "
@@ -61415,17 +62415,17 @@ msgid ""
"transformation is composed of rotation, scaling and translation."
msgstr ""
-#: doc/classes/Transform.xml
+#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Interpolates the transform to other Transform by weight amount (on the range "
-"of 0.0 to 1.0)."
+"Returns a transform interpolated between this transform and another by a "
+"given [code]weight[/code] (on the range of 0.0 to 1.0)."
msgstr ""
-#: doc/classes/Transform.xml
+#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
"Returns the inverse of the transform, under the assumption that the "
"transformation is composed of rotation and translation (no scaling, use "
-"affine_inverse for transforms with scaling)."
+"[method affine_inverse] for transforms with scaling)."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
@@ -61445,11 +62445,13 @@ msgid ""
"Operations take place in global space."
msgstr ""
-#: doc/classes/Transform.xml
+#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
"Returns the transform with the basis orthogonal (90 degrees), and normalized "
-"axis vectors."
+"axis vectors (scale of 1 or -1)."
msgstr ""
+"Retourne le transform avec la base orthogonale (90 degrés) et les vecteurs "
+"d’axe normalisé (échelle de 1 ou -1)."
#: doc/classes/Transform.xml
msgid ""
@@ -61586,27 +62588,6 @@ msgstr "Retourne l’échelle."
#: doc/classes/Transform2D.xml
msgid ""
-"Returns a transform interpolated between this transform and another by a "
-"given [code]weight[/code] (on the range of 0.0 to 1.0)."
-msgstr ""
-
-#: doc/classes/Transform2D.xml
-msgid ""
-"Returns the inverse of the transform, under the assumption that the "
-"transformation is composed of rotation and translation (no scaling, use "
-"[method affine_inverse] for transforms with scaling)."
-msgstr ""
-
-#: doc/classes/Transform2D.xml
-msgid ""
-"Returns the transform with the basis orthogonal (90 degrees), and normalized "
-"axis vectors (scale of 1 or -1)."
-msgstr ""
-"Retourne le transform avec la base orthogonale (90 degrés) et les vecteurs "
-"d’axe normalisé (échelle de 1 ou -1)."
-
-#: doc/classes/Transform2D.xml
-msgid ""
"Rotates the transform by the given angle (in radians), using matrix "
"multiplication."
msgstr ""
@@ -63798,13 +64779,11 @@ msgid ""
"Returns the vector \"bounced off\" from a plane defined by the given normal."
msgstr ""
-#: doc/classes/Vector2.xml
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
-"Returns the vector with all components rounded up (towards positive "
+"Returns a new vector with all components rounded up (towards positive "
"infinity)."
msgstr ""
-"Retourne le vecteur avec toutes les composantes arrondies au chiffre "
-"supérieur (vers l'infini positif)."
#: doc/classes/Vector2.xml
msgid ""
@@ -63857,13 +64836,11 @@ msgid ""
"[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]."
msgstr ""
-#: doc/classes/Vector2.xml
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
-"Returns the vector with all components rounded down (towards negative "
+"Returns a new vector with all components rounded down (towards negative "
"infinity)."
msgstr ""
-"Renvoie le vecteur avec tous les composants arrondis vers le bas (vers "
-"l’infini négatif)."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
@@ -63904,11 +64881,14 @@ msgid ""
"range of 0.0 to 1.0, representing the amount of interpolation."
msgstr ""
-#: doc/classes/Vector2.xml
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+#, fuzzy
msgid ""
-"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] "
-"amount."
+"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/"
+"code] amount. Will not go past the final value."
msgstr ""
+"Renvoie [code]true[/code] (vrai) si [code]a[/code] et [code]b[/code] sont "
+"approximativement égaux l'un à l'autre."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
@@ -63928,12 +64908,15 @@ msgid ""
"components and [code]modv[/code]'s components."
msgstr ""
-#: doc/classes/Vector2.xml
-msgid "Returns the vector projected onto the vector [code]b[/code]."
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+#, fuzzy
+msgid "Returns this vector projected onto the vector [code]b[/code]."
msgstr "Retourne le vecteur projeté sur le vecteur [code]b[/code]."
#: doc/classes/Vector2.xml
-msgid "Returns the vector reflected from a plane defined by the given normal."
+msgid ""
+"Returns the vector reflected (i.e. mirrored, or symmetric) over a line "
+"defined by the given direction vector [code]n[/code]."
msgstr ""
#: doc/classes/Vector2.xml
@@ -63942,17 +64925,20 @@ msgid ""
"@GDScript.deg2rad]."
msgstr ""
-#: doc/classes/Vector2.xml
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+#, fuzzy
msgid ""
-"Returns the vector with all components rounded to the nearest integer, with "
-"halfway cases rounded away from zero."
+"Returns a new vector with all components rounded to the nearest integer, "
+"with halfway cases rounded away from zero."
msgstr ""
+"Renvoie le vecteur avec tous les composants arrondis vers le bas (vers "
+"l’infini négatif)."
-#: doc/classes/Vector2.xml
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
-"Returns the vector with each component set to one or negative one, depending "
-"on the signs of the components. If a component is zero, it returns positive "
-"one."
+"Returns a new vector with each component set to one or negative one, "
+"depending on the signs of the components. If a component is zero, it returns "
+"positive one."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -64056,21 +65042,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians."
msgstr "Renvoie le reste de deux vecteurs."
#: doc/classes/Vector3.xml
-msgid ""
-"Returns a new vector with all components rounded up (towards positive "
-"infinity)."
-msgstr ""
-
-#: doc/classes/Vector3.xml
msgid "Returns the cross product of this vector and [code]b[/code]."
msgstr "Calcule le produit vectoriel de ce vecteur et[code]b[/code]."
#: doc/classes/Vector3.xml
msgid ""
-"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/"
-"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by "
-"the given amount [code]weight[/code]. [code]weight[/code] is on the range of "
-"0.0 to 1.0, representing the amount of interpolation."
+"Performs a cubic interpolation between this vector and [code]b[/code] using "
+"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the "
+"result at position [code]weight[/code]. [code]weight[/code] is on the range "
+"of 0.0 to 1.0, representing the amount of interpolation."
msgstr ""
#: doc/classes/Vector3.xml
@@ -64094,12 +65074,6 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Returns a new vector with all components rounded down (towards negative "
-"infinity)."
-msgstr ""
-
-#: doc/classes/Vector3.xml
-msgid ""
"Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / "
"v.x, 1.0 / v.y, 1.0 / v.z )[/code]."
msgstr ""
@@ -64126,20 +65100,10 @@ msgid ""
msgstr ""
#: doc/classes/Vector3.xml
-msgid ""
-"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] "
-"amount."
-msgstr ""
-
-#: doc/classes/Vector3.xml
msgid "Returns the outer product with [code]b[/code]."
msgstr ""
#: doc/classes/Vector3.xml
-msgid "Returns this vector projected onto another vector [code]b[/code]."
-msgstr ""
-
-#: doc/classes/Vector3.xml
msgid "Returns this vector reflected from a plane defined by the given normal."
msgstr ""
@@ -64151,19 +65115,6 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Returns this vector with all components rounded to the nearest integer, with "
-"halfway cases rounded away from zero."
-msgstr ""
-
-#: doc/classes/Vector3.xml
-msgid ""
-"Returns a vector with each component set to one or negative one, depending "
-"on the signs of this vector's components. If a component is zero, it returns "
-"positive one."
-msgstr ""
-
-#: doc/classes/Vector3.xml
-msgid ""
"Returns the signed angle to the given vector, in radians. The sign of the "
"angle is positive in a counter-clockwise direction and negative in a "
"clockwise direction when viewed from the side specified by the [code]axis[/"
@@ -64868,10 +65819,12 @@ msgstr ""
msgid ""
"If [code]true[/code], the viewport rendering will receive benefits from High "
"Dynamic Range algorithm. High Dynamic Range allows the viewport to receive "
-"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it "
-"does not store the full range of a floating point number.\n"
+"values that are outside the 0-1 range. In Godot, HDR uses half floating-"
+"point precision (16-bit) by default. To use full floating-point precision "
+"(32-bit), enable [member use_32_bpc_depth].\n"
"[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or "
-"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D."
+"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/Viewport.xml
@@ -64992,6 +65945,18 @@ msgid "The rendering mode of viewport."
msgstr ""
#: doc/classes/Viewport.xml
+msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective when [member hdr] is also enabled.\n"
+"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using "
+"full floating-point precision is slower, and is generally only needed for "
+"advanced shaders that require a high level of precision. To reduce banding, "
+"enable [member debanding] instead.\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/Viewport.xml
#, fuzzy
msgid "The custom [World] which can be used as 3D environment source."
msgstr "Une constante [Transform], qui peut être utilisée comme nœud d’entrée."
@@ -65538,7 +66503,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
#, fuzzy
-msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html"
+msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html"
msgstr ""
"https://docs.godotengine.org/en/latest/getting_started/scripting/"
"visual_script/index.html"
@@ -70910,6 +71875,25 @@ msgstr ""
msgid "Translated to [code]uniform bool[/code] in the shader language."
msgstr ""
+#: doc/classes/VisualShaderNodeBooleanUniform.xml
+#: doc/classes/VisualShaderNodeColorUniform.xml
+#: doc/classes/VisualShaderNodeScalarUniform.xml
+#: doc/classes/VisualShaderNodeTransformUniform.xml
+#: doc/classes/VisualShaderNodeVec3Uniform.xml
+#, fuzzy
+msgid "A default value to be assigned within the shader."
+msgstr ""
+"Un opérateur scalaire à virgule flottante à utiliser dans le graphique du "
+"nuanceur visuel."
+
+#: doc/classes/VisualShaderNodeBooleanUniform.xml
+#: doc/classes/VisualShaderNodeColorUniform.xml
+#: doc/classes/VisualShaderNodeScalarUniform.xml
+#: doc/classes/VisualShaderNodeTransformUniform.xml
+#: doc/classes/VisualShaderNodeVec3Uniform.xml
+msgid "Enables usage of the [member default_value]."
+msgstr ""
+
#: doc/classes/VisualShaderNodeColorConstant.xml
msgid "A [Color] constant to be used within the visual shader graph."
msgstr ""
@@ -71762,6 +72746,53 @@ msgid ""
"code] or [code]false[/code]."
msgstr ""
+#: doc/classes/VisualShaderNodeScalarUniform.xml
+msgid ""
+"A hint applied to the uniform, which controls the values it can take when "
+"set through the inspector."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarUniform.xml
+msgid ""
+"Minimum value for range hints. Used if [member hint] is set to [constant "
+"HINT_RANGE] or [constant HINT_RANGE_STEP]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarUniform.xml
+msgid ""
+"Maximum value for range hints. Used if [member hint] is set to [constant "
+"HINT_RANGE] or [constant HINT_RANGE_STEP]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarUniform.xml
+msgid ""
+"Step (increment) value for the range hint with step. Used if [member hint] "
+"is set to [constant HINT_RANGE_STEP]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarUniform.xml
+msgid "No hint used."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarUniform.xml
+msgid ""
+"A range hint for scalar value, which limits possible input values between "
+"[member min] and [member max]. Translated to [code]hint_range(min, max)[/"
+"code] in shader code."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarUniform.xml
+msgid ""
+"A range hint for scalar value with step, which limits possible input values "
+"between [member min] and [member max], with a step (increment) of [member "
+"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarUniform.xml
+#, fuzzy
+msgid "Represents the size of the [enum Hint] enum."
+msgstr "Représente la taille de l’enum [enum TabAlign]."
+
#: doc/classes/VisualShaderNodeSwitch.xml
msgid "A boolean/vector function for use within the visual shader graph."
msgstr ""