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Diffstat (limited to 'doc/translations/hu.po')
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1 files changed, 3379 insertions, 519 deletions
diff --git a/doc/translations/hu.po b/doc/translations/hu.po index 1470c3727c..221206451a 100644 --- a/doc/translations/hu.po +++ b/doc/translations/hu.po @@ -10,12 +10,13 @@ # balintmaci <balintmaci@gmail.com>, 2021. # Balázs Püspök-Kiss <pkblazsak@gmail.com>, 2021. # Szevin <kevingeiger25@gmail.com>, 2022. +# 6Leoo6 <leo.takacs@yahoo.com>, 2022. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-01-26 23:53+0000\n" -"Last-Translator: Szevin <kevingeiger25@gmail.com>\n" +"PO-Revision-Date: 2022-06-19 11:54+0000\n" +"Last-Translator: 6Leoo6 <leo.takacs@yahoo.com>\n" "Language-Team: Hungarian <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/hu/>\n" "Language: hu\n" @@ -23,7 +24,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 4.11-dev\n" +"X-Generator: Weblate 4.13.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -47,7 +48,7 @@ msgstr "Téma Tulajdonságai" #: doc/tools/make_rst.py msgid "Signals" -msgstr "Jelzések" +msgstr "jelek" #: doc/tools/make_rst.py msgid "Enumerations" @@ -365,7 +366,7 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Compares two values by checking their actual contents, recursing into any " -"`Array` or `Dictionary` up to its deepest level.\n" +"[Array] or [Dictionary] up to its deepest level.\n" "This compares to [code]==[/code] in a number of ways:\n" "- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/" "code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] " @@ -412,7 +413,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -653,7 +654,13 @@ msgid "" " var max_angle = deg2rad(90.0)\n" " rotation = lerp_angle(min_angle, max_angle, elapsed)\n" " elapsed += delta\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This method lerps through the shortest path between [code]from[/" +"code] and [code]to[/code]. However, when these two angles are approximately " +"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not " +"obvious which way they lerp due to floating-point precision errors. For " +"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, " +"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -859,7 +866,14 @@ msgid "" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml -msgid "Like [method print], but prints only when used in debug mode." +msgid "" +"Like [method print], but includes the current stack frame when running with " +"the debugger turned on.\n" +"Output in the console would look something like this:\n" +"[codeblock]\n" +"Test print\n" +" At: res://test.gd:15:_process()\n" +"[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -946,11 +960,12 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -994,37 +1009,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml 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], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\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" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -1113,7 +1127,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -3391,6 +3405,12 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" +"Hints that an integer property is a bitmask using the optionally named 2D " +"navigation layers." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" "Hints that an integer property is a bitmask using the optionally named 3D " "render layers." msgstr "" @@ -3403,6 +3423,12 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" +"Hints that an integer property is a bitmask using the optionally named 3D " +"navigation layers." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" "Hints that a string property is a path to a file. Editing it will show a " "file dialog for picking the path. The hint string can be a set of filters " "with wildcards like [code]\"*.png,*.jpg\"[/code]." @@ -4119,17 +4145,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4157,9 +4190,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4183,8 +4216,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -4236,6 +4272,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -4751,11 +4797,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -5790,7 +5836,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -6980,7 +7029,10 @@ msgid "" "[code]0[/code]." 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 times an element is in the array." msgstr "" @@ -7015,8 +7067,24 @@ msgstr "" #: doc/classes/Array.xml msgid "" +"Assigns the given value to all elements in the array. This can typically be " +"used together with [method resize] to create an array with a given size and " +"initialized elements:\n" +"[codeblock]\n" +"var array = []\n" +"array.resize(10)\n" +"array.fill(0) # Initialize the 10 elements to 0.\n" +"[/codeblock]" +msgstr "" + +#: 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 "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7154,11 +7222,15 @@ msgid "" "[code]null[/code]." 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 "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -7368,7 +7440,7 @@ msgid "" msgstr "" #: doc/classes/ArrayMesh.xml -msgid "Default value used for index_array_len when no indices are present." +msgid "Value used internally when no indices are present." msgstr "" #: doc/classes/ArrayMesh.xml @@ -7638,8 +7710,8 @@ msgstr "" #: doc/classes/ARVRController.xml msgid "" "The degree to which the controller vibrates. Ranges from [code]0.0[/code] to " -"[code]1.0[/code] with precision [code].01[/code]. If changed, updates " -"[member ARVRPositionalTracker.rumble] accordingly.\n" +"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] " +"accordingly.\n" "This is a useful property to animate if you want the controller to vibrate " "for a limited duration." msgstr "" @@ -8157,6 +8229,16 @@ msgid "" "accordingly without losing proportions." msgstr "" +#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml +#: doc/classes/CenterContainer.xml doc/classes/Container.xml +#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml +#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml +#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml +#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml +#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml +msgid "GUI containers" +msgstr "" + #: doc/classes/AspectRatioContainer.xml msgid "Specifies the horizontal relative position of child controls." msgstr "" @@ -8283,7 +8365,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -8322,7 +8404,7 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/AStar.xml +#: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Deletes the segment between the given points. If [code]bidirectional[/code] " "is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/" @@ -8505,7 +8587,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -8521,7 +8603,10 @@ msgid "" msgstr "" #: doc/classes/AStar2D.xml -msgid "Returns whether there is a connection/segment between the given points." +msgid "" +"Returns whether there is a connection/segment between the given points. If " +"[code]bidirectional[/code] is [code]false[/code], returns whether movement " +"from [code]id[/code] to [code]to_id[/code] is possible through this segment." msgstr "" #: doc/classes/AStar2D.xml @@ -8538,10 +8623,6 @@ msgid "" msgstr "" #: doc/classes/AStar2D.xml -msgid "Deletes the segment between the given points." -msgstr "" - -#: doc/classes/AStar2D.xml msgid "" "Returns the closest position to [code]to_position[/code] that resides inside " "a segment between two connected points.\n" @@ -8726,7 +8807,9 @@ msgid "" "Application code should consume these audio frames from this ring buffer " "using [method get_buffer] and process it as needed, for example to capture " "data from a microphone, implement application defined effects, or to " -"transmit audio over the network." +"transmit audio over the network. When capturing audio data from a " +"microphone, the format of the samples will be stereo 32-bit floating point " +"PCM." msgstr "" #: doc/classes/AudioEffectCapture.xml @@ -9908,7 +9991,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree." msgstr "" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml -msgid "Bus on which this audio is playing." +msgid "" +"Bus on which this audio is playing.\n" +"[b]Note:[/b] When setting this property, keep in mind that no validation is " +"performed to see if the given name matches an existing bus. This is because " +"audio bus layouts might be loaded after this property is set. If this given " +"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/" +"code]." msgstr "" #: doc/classes/AudioStreamPlayer.xml @@ -10073,7 +10162,13 @@ msgid "" msgstr "" #: doc/classes/AudioStreamPlayer3D.xml -msgid "The bus on which this audio is playing." +msgid "" +"The bus on which this audio is playing.\n" +"[b]Note:[/b] When setting this property, keep in mind that no validation is " +"performed to see if the given name matches an existing bus. This is because " +"audio bus layouts might be loaded after this property is set. If this given " +"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/" +"code]." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml @@ -10854,7 +10949,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" "Constructs a pure rotation basis matrix, rotated around the given " -"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a " +"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a " "normalized vector." msgstr "" @@ -10924,8 +11019,8 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"Introduce an additional rotation around the given axis by phi (radians). The " -"axis must be a normalized vector." +"Introduce an additional rotation around the given axis by [code]angle[/code] " +"(in radians). The axis must be a normalized vector." msgstr "" #: doc/classes/Basis.xml @@ -11515,6 +11610,29 @@ msgstr "" msgid "Emitted when one of the buttons of the group is pressed." msgstr "" +#: doc/classes/CallbackTweener.xml +msgid "Calls the specified method after optional delay." +msgstr "" + +#: doc/classes/CallbackTweener.xml +msgid "" +"[CallbackTweener] is used to call a method in a tweening sequence. See " +"[method SceneTreeTween.tween_callback] for more usage information.\n" +"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way " +"to create [CallbackTweener]. Any [CallbackTweener] created manually will not " +"function correctly." +msgstr "" + +#: doc/classes/CallbackTweener.xml +msgid "" +"Makes the callback call delayed by given time in seconds. Example:\n" +"[codeblock]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() " +"after 2 seconds\n" +"[/codeblock]" +msgstr "" + #: doc/classes/Camera.xml msgid "Camera node, displays from a point of view." msgstr "" @@ -11593,17 +11711,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -11661,7 +11779,12 @@ msgstr "" #: doc/classes/Camera.xml msgid "" -"If [code]true[/code], the ancestor [Viewport] is currently using this camera." +"If [code]true[/code], the ancestor [Viewport] is currently using this " +"camera.\n" +"If multiple cameras are in the scene, one will always be made current. For " +"example, if two [Camera] nodes are present in the scene and only one is " +"current, setting one camera's [member current] to [code]false[/code] will " +"cause the other camera to be made current." msgstr "" #: doc/classes/Camera.xml @@ -12059,10 +12182,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -12269,7 +12394,16 @@ msgstr "" msgid "" "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]." +"draw_circle].\n" +"[b]Note:[/b] Line drawing is not accelerated by batching if " +"[code]antialiased[/code] is [code]true[/code].\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent lines and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedRegularPolygon2D node. That node relies on a texture with custom " +"mipmaps to perform antialiasing. 2D batching is also still supported with " +"those antialiased lines." msgstr "" #: doc/classes/CanvasItem.xml @@ -12280,22 +12414,42 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " -"draw_polyline] and [method draw_polygon]." +"Draws a colored, filled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon].\n" +"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " +"As a workaround, install the [url=https://github.com/godot-extended-" +"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then " +"create an AntialiasedRegularPolygon2D node. That node relies on a texture " +"with custom mipmaps to perform antialiasing." msgstr "" #: doc/classes/CanvasItem.xml 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." +"polygon.\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent polygons and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " +"to perform antialiasing." 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. See also [method draw_multiline] and [method " -"draw_polyline]." +"draw_polyline].\n" +"[b]Note:[/b] Line drawing is not accelerated by batching if " +"[code]antialiased[/code] is [code]true[/code].\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent lines and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to " +"perform antialiasing. 2D batching is also still supported with those " +"antialiased lines." msgstr "" #: doc/classes/CanvasItem.xml @@ -12311,7 +12465,12 @@ msgid "" "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." +"not implemented and have no effect. As a workaround, install the " +"[url=https://github.com/godot-extended-libraries/godot-antialiased-" +"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D " +"node. That node relies on a texture with custom mipmaps to perform " +"antialiasing. 2D batching is also still supported with those antialiased " +"lines." msgstr "" #: doc/classes/CanvasItem.xml @@ -12323,7 +12482,12 @@ msgid "" "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." +"not implemented and have no effect. As a workaround, install the " +"[url=https://github.com/godot-extended-libraries/godot-antialiased-" +"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D " +"node. That node relies on a texture with custom mipmaps to perform " +"antialiasing. 2D batching is also still supported with those antialiased " +"lines." msgstr "" #: doc/classes/CanvasItem.xml @@ -12337,7 +12501,13 @@ 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]." +"draw_polyline_colors].\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent polygons and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " +"to perform antialiasing." msgstr "" #: doc/classes/CanvasItem.xml @@ -12346,7 +12516,13 @@ msgid "" "[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]." +"[method draw_polygon].\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent polygons and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " +"to perform antialiasing." msgstr "" #: doc/classes/CanvasItem.xml @@ -12356,7 +12532,13 @@ msgid "" "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 disconnected lines, use [method " -"draw_multiline_colors] instead. See also [method draw_polygon]." +"draw_multiline_colors] instead. See also [method draw_polygon].\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent polygons and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " +"to perform antialiasing." msgstr "" #: doc/classes/CanvasItem.xml @@ -12374,10 +12556,16 @@ msgid "" "rectangle will be filled with the [code]color[/code] specified. If " "[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a " "stroke with the [code]color[/code] and [code]width[/code] specified. If " -"[code]antialiased[/code] is [code]true[/code], the lines will be " -"antialiased.\n" +"[code]antialiased[/code] is [code]true[/code], the lines will attempt to " +"perform antialiasing using OpenGL line smoothing.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only " -"effective if [code]filled[/code] is [code]false[/code]." +"effective if [code]filled[/code] is [code]false[/code].\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent polygons and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " +"to perform antialiasing." msgstr "" #: doc/classes/CanvasItem.xml @@ -13483,8 +13671,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml -#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -13789,7 +13976,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -13885,7 +14074,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -13948,7 +14139,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -13986,9 +14177,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -14007,8 +14198,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -14024,8 +14215,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -14116,9 +14307,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -15894,7 +16085,10 @@ msgid "" msgstr "" #: doc/classes/Control.xml -msgid "Returns [code]true[/code] if drag operation is successful." +msgid "" +"Returns [code]true[/code] if a drag operation is successful. Alternative to " +"[method Viewport.gui_is_drag_successful].\n" +"Best used with [constant Node.NOTIFICATION_DRAG_END]." msgstr "" #: doc/classes/Control.xml @@ -16548,14 +16742,14 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Show the system's wait mouse cursor, often an hourglass, when the user " -"hovers the node." +"Show the system's wait mouse cursor when the user hovers the node. Often an " +"hourglass." msgstr "" #: doc/classes/Control.xml msgid "" "Show the system's busy mouse cursor when the user hovers the node. Often an " -"hourglass." +"arrow with a small hourglass." msgstr "" #: doc/classes/Control.xml @@ -17709,8 +17903,7 @@ msgid "" "saved like any other [Resource].\n" "They can be used to generate a self-signed [X509Certificate] via [method " "Crypto.generate_self_signed_certificate] and as private key in [method " -"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n" -"[b]Note:[/b] Not available in HTML5 exports." +"StreamPeerSSL.accept_stream] along with the appropriate certificate." msgstr "" #: doc/classes/CryptoKey.xml @@ -18953,11 +19146,14 @@ msgid "" msgstr "" #: doc/classes/CurveTexture.xml -msgid "The [code]curve[/code] rendered onto the texture." +msgid "The [Curve] that is rendered onto the texture." msgstr "" #: doc/classes/CurveTexture.xml -msgid "The width of the texture." +msgid "" +"The width of the texture (in pixels). Higher values make it possible to " +"represent high-frequency data better (such as sudden direction changes), at " +"the cost of increased generation time and memory usage." msgstr "" #: doc/classes/CylinderMesh.xml @@ -19101,7 +19297,7 @@ msgid "" "accessing the dictionary with isn't a fixed string (such as a number or " "variable).\n" "[codeblock]\n" -"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n" +"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n" "var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n" "func _ready():\n" " # We can't use dot syntax here as `my_color` is a variable.\n" @@ -19243,6 +19439,13 @@ msgid "Returns the list of keys in the [Dictionary]." msgstr "" #: doc/classes/Dictionary.xml +msgid "" +"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, " +"duplicate keys will not be copied over, unless [code]overwrite[/code] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/Dictionary.xml msgid "Returns the number of keys in the dictionary." msgstr "" @@ -19266,13 +19469,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "Amount of extra bias for shadow splits that are far away. If self-shadowing " -"occurs only on the splits far away, increasing this value can fix them." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19282,7 +19489,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19299,23 +19510,23 @@ msgstr "" msgid "" "The distance from camera to shadow split 1. Relative to [member " "directional_shadow_max_distance]. Only used when [member " -"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or " -"[code]SHADOW_PARALLEL_4_SPLITS[/code]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "The distance from shadow split 1 to split 2. Relative to [member " "directional_shadow_max_distance]. Only used when [member " -"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or " -"[code]SHADOW_PARALLEL_4_SPLITS[/code]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "The distance from shadow split 2 to split 3. Relative to [member " "directional_shadow_max_distance]. Only used when [member " -"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19518,9 +19729,11 @@ msgstr "" #: doc/classes/Directory.xml msgid "" -"Deletes the target file or an empty directory. The argument can be relative " -"to the current directory, or an absolute path. If the target directory is " -"not empty, the operation will fail.\n" +"Permanently deletes the target file or an empty directory. The argument can " +"be relative to the current directory, or an absolute path. If the target " +"directory is not empty, the operation will fail.\n" +"If you don't want to delete the file/directory permanently, use [method OS." +"move_to_trash] instead.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" @@ -19982,7 +20195,7 @@ msgstr "" msgid "" "Saves the editor feature profile to a file in JSON format. It can then be " "imported using the feature profile manager's [b]Import[/b] button or the " -"[method load_from_file] button." +"[method load_from_file] method." msgstr "" #: doc/classes/EditorFeatureProfile.xml @@ -20228,7 +20441,7 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned." msgstr "" #: doc/classes/EditorFileSystem.xml -msgid "Returns [code]true[/code] of the filesystem is being scanned." +msgid "Returns [code]true[/code] if the filesystem is being scanned." msgstr "" #: doc/classes/EditorFileSystem.xml @@ -21171,7 +21384,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -21179,9 +21392,23 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the state of your plugin editor. This is used when saving the scene (so " -"state is kept when opening it again) and for switching tabs (so state can be " -"restored when the tab returns)." +"Override this method to provide a state data you want to be saved, like view " +"position, grid settings, folding, etc. This is used when saving the scene " +"(so state is kept when opening it again) and for switching tabs (so state " +"can be restored when the tab returns). This data is automatically saved for " +"each scene in an [code]editstate[/code] file in the editor metadata folder. " +"If you want to store global (scene-independent) editor data for your plugin, " +"you can use [method get_window_layout] instead.\n" +"Use [method set_state] to restore your saved state.\n" +"[b]Note:[/b] This method should not be used to save important settings that " +"should persist with the project.\n" +"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be " +"stored and restored correctly.\n" +"[codeblock]\n" +"func get_state():\n" +" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n" +" return state\n" +"[/codeblock]" msgstr "" #: doc/classes/EditorPlugin.xml @@ -21192,9 +21419,18 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the GUI layout of the plugin. This is used to save the project's editor " -"layout when [method queue_save_layout] is called or the editor layout was " -"changed(For example changing the position of a dock)." +"Override this method to provide the GUI layout of the plugin or any other " +"data you want to be stored. This is used to save the project's editor layout " +"when [method queue_save_layout] is called or the editor layout was changed " +"(for example changing the position of a dock). The data is stored in the " +"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n" +"Use [method set_window_layout] to restore your saved layout.\n" +"[codeblock]\n" +"func get_window_layout(configuration):\n" +" configuration.set_value(\"MyPlugin\", \"window_position\", $Window." +"position)\n" +" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n" +"[/codeblock]" msgstr "" #: doc/classes/EditorPlugin.xml @@ -21307,11 +21543,30 @@ msgid "" msgstr "" #: doc/classes/EditorPlugin.xml -msgid "Restore the state saved by [method get_state]." +msgid "" +"Restore the state saved by [method get_state]. This method is called when " +"the current scene tab is changed in the editor.\n" +"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise " +"it will not be recognized and this method will not be called.\n" +"[codeblock]\n" +"func set_state(data):\n" +" zoom = data.get(\"zoom\", 1.0)\n" +" preferred_color = data.get(\"my_color\", Color.white)\n" +"[/codeblock]" msgstr "" #: doc/classes/EditorPlugin.xml -msgid "Restore the plugin GUI layout saved by [method get_window_layout]." +msgid "" +"Restore the plugin GUI layout and data saved by [method get_window_layout]. " +"This method is called for every plugin on editor startup. Use the provided " +"[code]configuration[/code] file to read your saved data.\n" +"[codeblock]\n" +"func set_window_layout(configuration):\n" +" $Window.position = configuration.get_value(\"MyPlugin\", " +"\"window_position\", Vector2())\n" +" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", " +"Color.white)\n" +"[/codeblock]" msgstr "" #: doc/classes/EditorPlugin.xml @@ -22286,6 +22541,10 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +msgid "If [code]true[/code], the slider is hidden." +msgstr "" + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -22712,7 +22971,7 @@ msgid "" "else:\n" " simulate_physics()\n" "[/codeblock]\n" -"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running " +"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" "[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " "(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the " @@ -23322,7 +23581,7 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The tonemapping mode to use. Tonemapping is the process that \"converts\" " -"HDR values to be suitable for rendering on a LDR display. (Godot doesn't " +"HDR values to be suitable for rendering on a SDR display. (Godot doesn't " "support rendering on HDR displays yet.)" msgstr "" @@ -23404,33 +23663,43 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "Linear tonemapper operator. Reads the linear data and passes it on " -"unmodified." +"unmodified. This can cause bright lighting to look blown out, with " +"noticeable clipping in the output colors." msgstr "" #: doc/classes/Environment.xml msgid "" "Reinhardt tonemapper operator. Performs a variation on rendered pixels' " -"colors by this formula: [code]color = color / (1 + color)[/code]." +"colors by this formula: [code]color = color / (1 + color)[/code]. This " +"avoids clipping bright highlights, but the resulting image can look a bit " +"dull." msgstr "" #: doc/classes/Environment.xml -msgid "Filmic tonemapper operator." +msgid "" +"Filmic tonemapper operator. This avoids clipping bright highlights, with a " +"resulting image that usually looks more vivid than [constant " +"TONE_MAPPER_REINHARDT]." msgstr "" #: doc/classes/Environment.xml msgid "" -"Academy Color Encoding System tonemapper operator. Performs an approximation " -"of the ACES tonemapping curve." +"Use the legacy Godot version of the Academy Color Encoding System " +"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES " +"does not handle bright lighting in a physically accurate way. ACES typically " +"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] " +"and [constant TONE_MAPPER_FILMIC].\n" +"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor " +"of the more accurate [constant TONE_MAPPER_ACES_FITTED]." msgstr "" #: doc/classes/Environment.xml msgid "" -"High quality Academy Color Encoding System tonemapper operator that matches " -"the industry standard. Performs a more physically accurate curve fit which " -"better simulates how light works in the real world. The color of lights and " -"emissive materials will become lighter as the emissive energy increases, and " -"will eventually become white if the light is bright enough to saturate the " -"camera sensor." +"Use the Academy Color Encoding System tonemapper. ACES is slightly more " +"expensive than other options, but it handles bright lighting in a more " +"realistic fashion by desaturating it as it becomes brighter. ACES typically " +"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] " +"and [constant TONE_MAPPER_FILMIC]." msgstr "" #: doc/classes/Environment.xml @@ -23466,11 +23735,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -24287,12 +24556,45 @@ msgstr "" #: doc/classes/Font.xml msgid "" +"Returns outline contours of the glyph as a [code]Dictionary[/code] with the " +"following contents:\n" +"[code]points[/code] - [PoolVector3Array], containing outline points. " +"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is " +"the type of the point, using the [enum ContourPointTag] values.\n" +"[code]contours[/code] - [PoolIntArray], containing indices the end " +"points of each contour.\n" +"[code]orientation[/code] - [bool], contour orientation. If [code]true[/" +"code], clockwise contours must be filled." +msgstr "" + +#: doc/classes/Font.xml +msgid "" "Returns the size of a character, optionally taking kerning into account if " "the next character is provided. Note that the height returned is the font " "height (see [method get_height]) and has no relation to the glyph height." msgstr "" #: doc/classes/Font.xml +msgid "Returns resource id of the cache texture containing the char." +msgstr "" + +#: doc/classes/Font.xml +msgid "Returns size of the cache texture containing the char." +msgstr "" + +#: doc/classes/Font.xml +msgid "Returns char offset from the baseline." +msgstr "" + +#: doc/classes/Font.xml +msgid "Returns size of the char." +msgstr "" + +#: doc/classes/Font.xml +msgid "Returns rectangle in the cache texture containing the char." +msgstr "" + +#: doc/classes/Font.xml msgid "Returns the font descent (number of pixels below the baseline)." msgstr "" @@ -24323,6 +24625,22 @@ msgid "" "function to propagate changes to controls that might use it." msgstr "" +#: doc/classes/Font.xml +msgid "Contour point is on the curve." +msgstr "" + +#: doc/classes/Font.xml +msgid "" +"Contour point isn't on the curve, but serves as a control point for a conic " +"(quadratic) Bézier arc." +msgstr "" + +#: doc/classes/Font.xml +msgid "" +"Contour point isn't on the curve, but serves as a control point for a cubic " +"Bézier arc." +msgstr "" + #: doc/classes/FuncRef.xml msgid "Reference to a function in an object." msgstr "" @@ -25087,14 +25405,14 @@ msgid "" "Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and " "([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the " "point of intersection as [Vector2]. If no intersection takes place, returns " -"an empty [Variant].\n" +"[code]null[/code].\n" "[b]Note:[/b] The lines are specified using direction vectors, not end points." msgstr "" #: doc/classes/Geometry.xml msgid "" "Given an array of [Vector2]s representing tiles, builds an atlas. The " -"returned dictionary has two keys: [code]points[/code] is a vector of " +"returned dictionary has two keys: [code]points[/code] is an array of " "[Vector2] that specifies the positions of each tile, [code]size[/code] " "contains the overall size of the whole atlas as [Vector2]." msgstr "" @@ -25198,8 +25516,8 @@ msgstr "" msgid "" "Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and " "([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point " -"of intersection as [Vector2]. If no intersection takes place, returns an " -"empty [Variant]." +"of intersection as [Vector2]. If no intersection takes place, returns " +"[code]null[/code]." msgstr "" #: doc/classes/Geometry.xml @@ -25857,9 +26175,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -25870,7 +26201,8 @@ msgid "" "will be filled from left to right using colors obtained from the gradient. " "This means the texture does not necessarily represent an exact copy of the " "gradient, but instead an interpolation of samples obtained from the gradient " -"at fixed steps (see [member width])." +"at fixed steps (see [member width]). See also [GradientTexture2D] and " +"[CurveTexture]." msgstr "" #: doc/classes/GradientTexture.xml @@ -25892,7 +26224,8 @@ msgid "" "repeat] types using colors obtained from the gradient. The texture does not " "necessarily represent an exact copy of the gradient, but instead an " "interpolation of samples obtained from the gradient at fixed steps (see " -"[member width] and [member height])." +"[member width] and [member height]). See also [GradientTexture] and " +"[CurveTexture]." msgstr "" #: doc/classes/GradientTexture2D.xml @@ -26166,7 +26499,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]." msgstr "" #: doc/classes/GraphEdit.xml -msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit." +msgid "" +"Emitted when a GraphNode is attempted to be removed from the GraphEdit. " +"Provides a list of node names to be removed (all selected nodes, excluding " +"nodes without closing button)." msgstr "" #: doc/classes/GraphEdit.xml @@ -26695,6 +27031,12 @@ msgid "" msgstr "" #: modules/gridmap/doc_classes/GridMap.xml +msgid "" +"If [code]true[/code], this GridMap uses cell navmesh resources to create " +"navigation regions." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml msgid "If [code]true[/code], grid items are centered on the X axis." msgstr "" @@ -26745,6 +27087,10 @@ msgid "The assigned [MeshLibrary]." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml +msgid "The navigation layers the GridMap generates its navigation regions in." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml msgid "" "Overrides the default friction and bounce physics properties for the whole " "[GridMap]." @@ -26819,8 +27165,7 @@ msgid "" " var res = ctx.finish()\n" " # Print the result as hex string and array.\n" " printt(res.hex_encode(), Array(res))\n" -"[/codeblock]\n" -"[b]Note:[/b] Not available in HTML5 exports." +"[/codeblock]" msgstr "" #: doc/classes/HashingContext.xml @@ -26907,7 +27252,8 @@ msgid "" "[Generic6DOFJoint]." msgstr "" -#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml +#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml +#: doc/classes/SpriteBase3D.xml msgid "Returns the value of the specified flag." msgstr "" @@ -27968,7 +28314,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -28072,7 +28418,11 @@ msgid "" msgstr "" #: doc/classes/HTTPRequest.xml -msgid "Maximum allowed size for response bodies." +msgid "" +"Maximum allowed size for response bodies ([code]-1[/code] means no limit). " +"When only small files are expected, this can be used to prevent disallow " +"receiving files that are too large, preventing potential denial of service " +"attacks." msgstr "" #: doc/classes/HTTPRequest.xml @@ -28084,11 +28434,33 @@ msgid "" msgstr "" #: doc/classes/HTTPRequest.xml -msgid "The file to download into. Will output any received file into it." +msgid "" +"The file to download into. If set to a non-empty string, the request output " +"will be written to the file located at the path. If a file already exists at " +"the specified location, it will be overwritten as soon as body data begins " +"to be received.\n" +"[b]Note:[/b] Folders are not automatically created when the file is created. " +"If [member download_file] points to a subfolder, it's recommended to create " +"the necessary folders beforehand using [method Directory.make_dir_recursive] " +"to ensure the file can be written." +msgstr "" + +#: doc/classes/HTTPRequest.xml +msgid "" +"Maximum number of allowed redirects. This is used to prevent endless " +"redirect loops." msgstr "" #: doc/classes/HTTPRequest.xml -msgid "Maximum number of allowed redirects." +msgid "" +"If set to a value greater than [code]0.0[/code] before the request starts, " +"the HTTP request will time out after [code]timeout[/code] seconds have " +"passed and the request is not [i]completed[/i] yet. For small HTTP requests " +"such as REST API usage, set [member timeout] to a value between [code]10.0[/" +"code] and [code]30.0[/code] to prevent the application from getting stuck if " +"the request fails to get a response in a timely manner. For file downloads, " +"leave this to [code]0.0[/code] to prevent the download from failing if it " +"takes too much time." msgstr "" #: doc/classes/HTTPRequest.xml @@ -28167,34 +28539,42 @@ msgstr "" #: doc/classes/Image.xml msgid "" "Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image " -"at coordinates [code]dest[/code]." +"at coordinates [code]dest[/code], clipped accordingly to both image bounds. " +"This image and [code]src[/code] image [b]must[/b] have the same format. " +"[code]src_rect[/code] with not positive size is treated as empty." msgstr "" #: doc/classes/Image.xml msgid "" "Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image " -"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha " -"channels are required for both [code]src[/code] and [code]mask[/code]. " -"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the " -"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and " -"[code]mask[/code] image [b]must[/b] have the same size (width and height) " -"but they can have different formats." +"using [code]mask[/code] image at coordinates [code]dst[/code], clipped " +"accordingly to both image bounds. Alpha channels are required for both " +"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and " +"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha " +"value is not 0. This image and [code]src[/code] image [b]must[/b] have the " +"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] " +"have the same size (width and height) but they can have different formats. " +"[code]src_rect[/code] with not positive size is treated as empty." msgstr "" #: doc/classes/Image.xml msgid "" "Copies [code]src_rect[/code] from [code]src[/code] image to this image at " -"coordinates [code]dst[/code]." +"coordinates [code]dst[/code], clipped accordingly to both image bounds. This " +"image and [code]src[/code] image [b]must[/b] have the same format. " +"[code]src_rect[/code] with not positive size is treated as empty." msgstr "" #: doc/classes/Image.xml msgid "" "Blits [code]src_rect[/code] area from [code]src[/code] image to this image " -"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is " -"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's " -"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image " -"[b]must[/b] have the same size (width and height) but they can have " -"different formats." +"at the coordinates given by [code]dst[/code], clipped accordingly to both " +"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the " +"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and " +"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] " +"image and [code]mask[/code] image [b]must[/b] have the same size (width and " +"height) but they can have different formats. [code]src_rect[/code] with not " +"positive size is treated as empty." msgstr "" #: doc/classes/Image.xml @@ -29102,7 +29482,7 @@ msgstr "" msgid "" "Sends all input events which are in the current buffer to the game loop. " "These events may have been buffered as a result of accumulated input " -"([method set_use_accumulated_input]) or agile input flushing ([member " +"([member use_accumulated_input]) or agile input flushing ([member " "ProjectSettings.input_devices/buffering/agile_event_flushing]).\n" "The engine will already do this itself at key execution points (at least " "once per frame). However, this can be useful in advanced cases where you " @@ -29251,10 +29631,6 @@ msgid "" msgstr "" #: doc/classes/Input.xml -msgid "Returns the mouse mode. See the constants for more information." -msgstr "" - -#: doc/classes/Input.xml msgid "" "Gets an input vector by specifying four actions for the positive and " "negative X and Y axes.\n" @@ -29448,24 +29824,6 @@ msgid "" msgstr "" #: doc/classes/Input.xml -msgid "Sets the mouse mode. See the constants for more information." -msgstr "" - -#: doc/classes/Input.xml -msgid "" -"Enables or disables the accumulation of similar input events sent by the " -"operating system. When input accumulation is enabled, all input events " -"generated during a frame will be merged and emitted when the frame is done " -"rendering. Therefore, this limits the number of input method calls per " -"second to the rendering FPS.\n" -"Input accumulation is enabled by default. It can be disabled to get slightly " -"more precise/reactive input at the cost of increased CPU usage. In " -"applications where drawing freehand lines is required, input accumulation " -"should generally be disabled while the user is drawing the line to get " -"results that closely follow the actual input." -msgstr "" - -#: doc/classes/Input.xml msgid "" "Starts to vibrate the joypad. Joypads usually come with two rumble motors, a " "strong and a weak one. [code]weak_magnitude[/code] is the strength of the " @@ -29485,8 +29843,10 @@ msgstr "" #: doc/classes/Input.xml msgid "" "Vibrate Android and iOS devices.\n" -"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export " -"settings. iOS does not support duration." +"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] " +"permission in the export preset.\n" +"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and " +"later." msgstr "" #: doc/classes/Input.xml @@ -29499,6 +29859,27 @@ msgid "" msgstr "" #: doc/classes/Input.xml +msgid "Controls the mouse mode. See [enum MouseMode] for more information." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"If [code]true[/code], similar input events sent by the operating system are " +"accumulated. When input accumulation is enabled, all input events generated " +"during a frame will be merged and emitted when the frame is done rendering. " +"Therefore, this limits the number of input method calls per second to the " +"rendering FPS.\n" +"Input accumulation can be disabled to get slightly more precise/reactive " +"input at the cost of increased CPU usage. In applications where drawing " +"freehand lines is required, input accumulation should generally be disabled " +"while the user is drawing the line to get results that closely follow the " +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is " +"recommended to keep it enabled for games which don't require very reactive " +"input, as this will decrease CPU usage." +msgstr "" + +#: doc/classes/Input.xml msgid "Emitted when a joypad device has been connected or disconnected." msgstr "" @@ -29547,15 +29928,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" "Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"This cursor shape denotes that the application isn't usable during the " +"operation (e.g. something is blocking its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" "Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"This cursor shape denotes that the application is still usable during the " +"operation." msgstr "" #: doc/classes/Input.xml @@ -29806,8 +30187,8 @@ msgstr "" #: doc/classes/InputEventJoypadButton.xml msgid "" -"Represents the pressure the user puts on the button with his finger, if the " -"controller supports it. Ranges from [code]0[/code] to [code]1[/code]." +"Represents the pressure the user puts on the button with their finger, if " +"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]." msgstr "" #: doc/classes/InputEventJoypadMotion.xml @@ -30069,10 +30450,14 @@ msgstr "" msgid "" "Contains mouse and pen motion information. Supports relative, absolute " "positions and speed. See [method Node._input].\n" -"[b]Note:[/b] By default, this event is only emitted once per frame rendered " -"at most. If you need more precise input reporting, call [method Input." -"set_use_accumulated_input] with [code]false[/code] to make events emitted as " -"often as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] The behavior of this event is affected by the value of [member " +"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/" +"pen motion events received from the OS will be merged to emit an accumulated " +"event only once per frame rendered at most. When set to [code]false[/code], " +"the events will be emitted as received, which means that they can be emitted " +"multiple times per frame rendered, allowing for precise input reporting at " +"the expense of CPU usage.\n" +"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider " "implementing [url=https://en.wikipedia.org/wiki/" "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to " "avoid visible gaps in lines if the user is moving the mouse quickly." @@ -30084,6 +30469,12 @@ msgstr "" #: doc/classes/InputEventMouseMotion.xml msgid "" +"Returns [code]true[/code] when using the eraser end of a stylus pen.\n" +"[b]Note:[/b] This property is implemented on Linux, macOS and Windows." +msgstr "" + +#: doc/classes/InputEventMouseMotion.xml +msgid "" "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/" "code] to [code]1.0[/code]." msgstr "" @@ -30256,7 +30647,12 @@ msgid "" msgstr "" #: doc/classes/InputMap.xml -msgid "Returns an array of [InputEvent]s associated with a given action." +msgid "" +"Returns an array of [InputEvent]s associated with a given action.\n" +"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), " +"this method will return events for the editor action. If you want to access " +"your project's input binds from the editor, read the [code]input/*[/code] " +"settings from [ProjectSettings]." msgstr "" #: doc/classes/InputMap.xml @@ -30390,6 +30786,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -30398,6 +30799,19 @@ msgstr "" msgid "The target's [NodePath]." msgstr "" +#: doc/classes/IntervalTweener.xml +msgid "Creates an idle interval in a [SceneTreeTween] animation." +msgstr "" + +#: doc/classes/IntervalTweener.xml +msgid "" +"[IntervalTweener] is used to make delays in a tweening sequence. See [method " +"SceneTreeTween.tween_interval] for more usage information.\n" +"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way " +"to create [IntervalTweener]. Any [IntervalTweener] created manually will not " +"function correctly." +msgstr "" + #: doc/classes/IP.xml msgid "Internet protocol (IP) support functions such as DNS resolution." msgstr "" @@ -30541,7 +30955,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -31904,11 +32329,11 @@ msgid "" "screen. Useful to animate the text in a dialog box." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "The text to display on screen." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "If [code]true[/code], all the text displays as UPPERCASE." msgstr "" @@ -31922,35 +32347,35 @@ msgstr "" msgid "Restricts the number of characters to display. Set to -1 to disable." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "Align rows to the left (default)." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "Align rows centered." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "Align rows to the right." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Expand row whitespaces to fit the width." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text to the top." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text to the center." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text to the bottom." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text by spreading the rows." msgstr "" @@ -31992,6 +32417,192 @@ msgstr "" msgid "Background [StyleBox] for the [Label]." msgstr "" +#: doc/classes/Label3D.xml +msgid "Displays plain text in a 3D world." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"Label3D displays plain text in a 3D world. It gives you control over the " +"horizontal and vertical alignment." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"Returns a [TriangleMesh] with the label's vertices following its current " +"configuration (such as its [member pixel_size])." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"If [code]true[/code], the specified flag will be enabled. See [enum Label3D." +"DrawFlags] for a list of flags." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for " +"possible values." +msgstr "" + +#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml +msgid "Threshold at which the alpha scissor will discard values." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "If [code]true[/code], wraps the text to the [member width]." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"The billboard mode to use for the label. See [enum SpatialMaterial." +"BillboardMode] for possible values." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"If [code]true[/code], text can be seen from the back as well, if " +"[code]false[/code], it is invisible when looking at it from behind." +msgstr "" + +#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml +msgid "" +"If [code]true[/code], the label is rendered at the same size regardless of " +"distance." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "[Font] used for the [Label3D]'s text." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"Controls the text's horizontal alignment. Supports left, center, right. Set " +"it to one of the [enum Align] constants." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "Vertical space between lines in multiline [Label3D]." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "Text [Color] of the [Label3D]." +msgstr "" + +#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml +#: doc/classes/SpriteBase3D.xml +msgid "" +"If [code]true[/code], depth testing is disabled and the object will be drawn " +"in render order." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "The text drawing offset (in pixels)." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "The tint of [Font]'s outline." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"Sets the render priority for the text outline. Higher priority objects will " +"be sorted in front of lower priority objects.\n" +"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant " +"ALPHA_CUT_DISABLED] (default value).\n" +"[b]Note:[/b] This only applies to sorting of transparent objects. This will " +"not impact how transparent objects are sorted relative to opaque objects. " +"This is because opaque objects are not sorted, while transparent objects are " +"sorted from back to front (subject to priority)." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "The size of one pixel's width on the label to scale it in 3D." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"Sets the render priority for the text. Higher priority objects will be " +"sorted in front of lower priority objects.\n" +"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant " +"ALPHA_CUT_DISABLED] (default value).\n" +"[b]Note:[/b] This only applies to sorting of transparent objects. This will " +"not impact how transparent objects are sorted relative to opaque objects. " +"This is because opaque objects are not sorted, while transparent objects are " +"sorted from back to front (subject to priority)." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"If [code]true[/code], the [Light] in the [Environment] has effects on the " +"label." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"Controls the text's vertical alignment. Supports top, center, bottom. Set it " +"to one of the [enum VAlign] constants." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "Text width (in pixels), used for autowrap and fill alignment." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "If set, lights in the environment affect the label." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"If set, text can be seen from the back as well. If not, the text is " +"invisible when looking at it from behind." +msgstr "" + +#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml +#: doc/classes/SpriteBase3D.xml +msgid "" +"Disables the depth test, so this object is drawn on top of all others. " +"However, objects drawn after it in the draw order may cover it." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"Label is scaled by depth so that it always appears the same size on screen." +msgstr "" + +#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml +msgid "Represents the size of the [enum DrawFlags] enum." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"This mode performs standard alpha blending. It can display translucent " +"areas, but transparency sorting issues may be visible when multiple " +"transparent materials are overlapping." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"This mode only allows fully transparent or fully opaque pixels. This mode is " +"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n" +"[b]Note:[/b] This mode might have issues with anti-aliased fonts and " +"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n" +"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive " +"scripts), this mode might have transparency sorting issues between the main " +"text and the outline." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"This mode draws fully opaque pixels in the depth prepass. This is slower " +"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it " +"allows displaying translucent areas and smooth edges while using proper " +"sorting.\n" +"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive " +"scripts), this mode might have transparency sorting issues between the main " +"text and the outline." +msgstr "" + #: doc/classes/LargeTexture.xml msgid "" "[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with " @@ -32438,7 +33049,8 @@ msgstr "" #: doc/classes/Line2D.xml msgid "" -"A line through several points in 2D space.\n" +"A line through several points in 2D space. Supports varying width and color " +"over the line's length, texturing, and several cap/joint types.\n" "[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a " "time. To increase this limit, open the Project Settings and increase [member " "ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and " @@ -32482,8 +33094,17 @@ msgstr "" #: doc/classes/Line2D.xml msgid "" -"If [code]true[/code], the line's border will be anti-aliased.\n" -"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased." +"If [code]true[/code], the line's border will attempt to perform antialiasing " +"by drawing thin OpenGL smooth lines on the line's edges.\n" +"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] " +"is [code]true[/code].\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent lines and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to " +"perform antialiasing. 2D batching is also still supported with those " +"antialiased lines." msgstr "" #: doc/classes/Line2D.xml @@ -34092,11 +34713,16 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." +msgid "Returns the number of surface override materials." msgstr "" #: doc/classes/MeshInstance.xml @@ -34133,7 +34759,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -34164,9 +34793,10 @@ msgstr "" #: doc/classes/MeshInstance2D.xml msgid "" -"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing " -"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert " -"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"." +"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be " +"automatically created from an existing [Sprite] via a tool in the editor " +"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to " +"MeshInstance2D[/b] at the top of the 2D editor viewport." msgstr "" #: doc/classes/MeshInstance2D.xml @@ -34321,6 +34951,41 @@ msgstr "" msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices." msgstr "" +#: doc/classes/MethodTweener.xml +msgid "" +"Interpolates an abstract value and supplies it to a method called over time." +msgstr "" + +#: doc/classes/MethodTweener.xml +msgid "" +"[MethodTweener] is similar to a combination of [CallbackTweener] and " +"[PropertyTweener]. It calls a method providing an interpolated value as a " +"parameter. See [method SceneTreeTween.tween_method] for more usage " +"information.\n" +"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to " +"create [MethodTweener]. Any [MethodTweener] created manually will not " +"function correctly." +msgstr "" + +#: doc/classes/MethodTweener.xml +msgid "" +"Sets the time in seconds after which the [MethodTweener] will start " +"interpolating. By default there's no delay." +msgstr "" + +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml +msgid "" +"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " +"default easing is used from the [SceneTreeTween] that contains this Tweener." +msgstr "" + +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml +msgid "" +"Sets the type of used transition from [enum Tween.TransitionType]. If not " +"set, the default transition is used from the [SceneTreeTween] that contains " +"this Tweener." +msgstr "" + #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "Generic mobile VR implementation." msgstr "" @@ -34889,6 +35554,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -34929,7 +35597,14 @@ msgid "" msgstr "" #: doc/classes/Navigation.xml +msgid "Returns the [RID] of the navigation map on the [NavigationServer]." +msgstr "" + +#: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "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, " @@ -34951,16 +35626,31 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"A bitfield determining all navigation map layers the navigation can use on a " +"[method Navigation.get_simple_path] path query." +msgstr "" + +#: doc/classes/Navigation.xml +msgid "" "Defines which direction is up. By default, this is [code](0, 1, 0)[/code], " "which is the world's \"up\" direction." msgstr "" +#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationServer.xml +msgid "" +"Emitted when a navigation map is updated, when a region moves or is modified." +msgstr "" + #: doc/classes/Navigation2D.xml msgid "2D navigation and pathfinding node." msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "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." @@ -34980,6 +35670,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "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." @@ -34989,6 +35682,12 @@ msgstr "" msgid "The XY plane cell size to use for fields." msgstr "" +#: doc/classes/Navigation2D.xml +msgid "" +"A bitfield determining all navigation map layers the navigation can use on a " +"[method Navigation2D.get_simple_path] path query." +msgstr "" + #: doc/classes/Navigation2DServer.xml msgid "Server interface for low-level 2D navigation access." msgstr "" @@ -34998,11 +35697,19 @@ 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" +"Together, they define the navigable areas in the 2D world.\n" +"[b]Note:[/b] Most NavigationServer changes take effect after the next " +"physics frame and not immediately. This includes all changes made to maps, " +"regions or agents by navigation related Nodes in the SceneTree or made " +"through scripts.\n" +"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 navigation map [code]edge_connection_margin[/" +"code] to the respective other edge's vertex.\n" +"You may assign navigation layers to regions with [method Navigation2DServer." +"region_set_navigation_layers], which then can be checked upon when " +"requesting a path with [method Navigation2DServer.map_get_path]. This allows " +"allowing or forbidding some areas to 2D objects.\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" @@ -35020,11 +35727,27 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml -msgid "Callback called at the end of the RVO process." +msgid "" +"Callback called at the end of the RVO process. If a callback is created " +"manually and the agent is placed on a navigation map it will calculate " +"avoidance for the agent and dispatch the calculated [code]safe_velocity[/" +"code] to the [code]receiver[/code] object with a signal to the chosen " +"[code]method[/code] name.\n" +"[b]Note:[/b] Created callbacks are always processed independently of the " +"SceneTree state as long as the agent is on a navigation map and not freed. " +"To disable the dispatch of a callback from an agent use [method " +"agent_set_callback] again with a [code]null[/code] object as the " +"[code]receiver[/code]." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml @@ -35079,10 +35802,56 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all navigation agents [RID]s that are currently assigned to the " +"requested navigation [code]map[/code]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns the map cell size." msgstr "" @@ -35105,7 +35874,16 @@ msgid "" msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml -msgid "Returns the navigation path to reach the destination from the origin." +msgid "" +"Returns the navigation path to reach the destination from the origin. " +"[code]navigation_layers[/code] is a bitmask of all region layers that are " +"allowed to be in the path." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all navigation regions [RID]s that are currently assigned to the " +"requested navigation [code]map[/code]." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml @@ -35116,6 +35894,12 @@ msgstr "" msgid "Sets the map active." msgstr "" +#: doc/classes/Navigation2DServer.xml +msgid "" +"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/" +"b] Currently not implemented." +msgstr "" + #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Set the map cell size used to weld the navigation mesh polygons." msgstr "" @@ -35130,9 +35914,74 @@ msgid "Creates a new region." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the ending point of a connection door. [code]connection[/code] is an " +"index between 0 and the return value of [method " +"region_get_connections_count]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the starting point of a connection door. [code]connection[/code] is " +"an index between 0 and the return value of [method " +"region_get_connections_count]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns how many connections this [code]region[/code] has with other regions " +"in the map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]region[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the region's navigation layers." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the map for the region." msgstr "" +#: doc/classes/Navigation2DServer.xml +msgid "" +"Set the region's navigation layers. This allows selecting regions from a " +"path request (when using [method Navigation2DServer.map_get_path])." +msgstr "" + #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the navigation mesh for the region." msgstr "" @@ -35141,6 +35990,10 @@ msgstr "" msgid "Sets the global transformation for the region." msgstr "" +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]." +msgstr "" + #: doc/classes/NavigationAgent.xml msgid "3D agent used in navigation for collision avoidance." msgstr "" @@ -35150,9 +36003,16 @@ 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." +"navigation data to work correctly. By default this node will register to the " +"default [World] navigation map. If this node is a child of a [Navigation] " +"node it will register to the navigation map of the navigation node or the " +"function [method set_navigation] can be used to set the navigation node " +"directly. [NavigationAgent] is physics safe.\n" +"[b]Note:[/b] After [method set_target_location] is used it is required to " +"use the [method get_next_location] function once every physics frame to " +"update the internal path logic of the NavigationAgent. The returned vector " +"position from this function should be used as the next movement position for " +"the agent's parent Node." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -35170,7 +36030,15 @@ msgid "" msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "Returns the path from start to finish in global coordinates." +msgid "" +"Returns this agent's current path from start to finish in global " +"coordinates. The path only updates when the target location is changed or " +"the agent requires a repath. The path array is not intended to be used in " +"direct path movement as the agent has its own internal path logic that would " +"get corrupted by changing the path array manually. Use the intended [method " +"get_next_location] once every physics frame to receive the next path point " +"for the agents movement as this function also updates the internal path " +"logic." msgstr "" #: doc/classes/NavigationAgent.xml @@ -35185,11 +36053,28 @@ msgid "" "system." msgstr "" -#: doc/classes/NavigationAgent.xml +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [RID] of the navigation map for this NavigationAgent node. This " +"function returns always the map set on the NavigationAgent node and not the " +"map of the abstract agent on the NavigationServer. If the agent map is " +"changed directly with the NavigationServer API the NavigationAgent node will " +"not be aware of the map change. Use [method set_navigation_map] to change " +"the navigation map for the NavigationAgent and also update the agent on the " +"NavigationServer." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.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." +"Returns the next location 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. The " +"use of this function once every physics frame is required to update the " +"internal path logic of the NavigationAgent." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "Returns the [RID] of this agent on the [NavigationServer]." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -35226,6 +36111,12 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"Sets the [RID] of the navigation map this NavigationAgent node should use " +"and also updates the [code]agent[/code] on the NavigationServer." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "Sets the user desired final location. This will clear the current navigation " "path." msgstr "" @@ -35238,7 +36129,23 @@ msgid "" msgstr "" #: doc/classes/NavigationAgent.xml -msgid "The agent height offset to match the navigation mesh height." +msgid "" +"The NavigationAgent height offset is subtracted from the y-axis value of any " +"vector path position for this NavigationAgent. The NavigationAgent height " +"offset does not change or influence the navigation mesh or pathfinding query " +"result. Additional navigation maps that use regions with navigation meshes " +"that the developer baked with appropriate agent radius or height values are " +"required to support different-sized agents." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"If [code]true[/code] the agent is registered for an RVO avoidance callback " +"on the [NavigationServer]. When [method set_velocity] is used and the " +"processing is completed a [code]safe_velocity[/code] Vector3 is received " +"with a signal connection to [signal velocity_computed]. Avoidance processing " +"with many registered agents has a significant performance cost and should " +"only be enabled on agents that currently require it." msgstr "" #: doc/classes/NavigationAgent.xml @@ -35255,26 +36162,53 @@ msgstr "" msgid "The maximum speed that an agent can move." msgstr "" +#: doc/classes/NavigationAgent.xml +msgid "" +"A bitfield determining all navigation map layers the [NavigationAgent] " +"belongs to. On path requests the agent will ignore navmeshes without at " +"least one matching layer." +msgstr "" + #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "The distance to search for other agents." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: 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 -msgid "The radius of the agent." +#: doc/classes/NavigationAgent.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." msgstr "" #: 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." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -35317,9 +36251,16 @@ 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." +"navigation data to work correctly. By default this node will register to the " +"default [World2D] navigation map. If this node is a child of a " +"[Navigation2D] node it will register to the navigation map of the navigation " +"node or the function [method set_navigation] can be used to set the " +"navigation node directly. [NavigationAgent2D] is physics safe.\n" +"[b]Note:[/b] After [method set_target_location] is used it is required to " +"use the [method get_next_location] function once every physics frame to " +"update the internal path logic of the NavigationAgent. The returned vector " +"position from this function should be used as the next movement position for " +"the agent's parent Node." msgstr "" #: doc/classes/NavigationAgent2D.xml @@ -35335,10 +36276,7 @@ msgid "" 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." +msgid "Returns the [RID] of this agent on the [Navigation2DServer]." msgstr "" #: doc/classes/NavigationAgent2D.xml @@ -35347,6 +36285,31 @@ msgid "" "to make the agent a child of a [Navigation2D] node." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"If [code]true[/code] the agent is registered for an RVO avoidance callback " +"on the [Navigation2DServer]. When [method set_velocity] is used and the " +"processing is completed a [code]safe_velocity[/code] Vector2 is received " +"with a signal connection to [signal velocity_computed]. Avoidance processing " +"with many registered agents has a significant performance cost and should " +"only be enabled on agents that currently require it." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"A bitfield determining all navigation map layers the [NavigationAgent2D] " +"belongs to. On path requests the agent will ignore navmeshes without at " +"least one matching layer." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -35377,8 +36340,8 @@ msgstr "" #: doc/classes/NavigationMesh.xml msgid "" -"Returns whether the specified [code]bit[/code] of the [member geometry/" -"collision_mask] is set." +"Returns whether the specified [code]bit[/code] of the [member " +"geometry_collision_mask] is set." msgstr "" #: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml @@ -35400,9 +36363,9 @@ msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/" -"code] in the [member geometry/collision_mask].\n" +"code] in the [member geometry_collision_mask].\n" "If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/" -"code] in the [member geometry/collision_mask]." +"code] in the [member geometry_collision_mask]." msgstr "" #: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml @@ -35416,14 +36379,14 @@ msgid "" "The minimum floor to ceiling height that will still allow the floor area to " "be considered walkable.\n" "[b]Note:[/b] While baking, this value will be rounded up to the nearest " -"multiple of [member cell/height]." +"multiple of [member cell_height]." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "The minimum ledge height that is considered to still be traversable.\n" "[b]Note:[/b] While baking, this value will be rounded down to the nearest " -"multiple of [member cell/height]." +"multiple of [member cell_height]." msgstr "" #: doc/classes/NavigationMesh.xml @@ -35435,7 +36398,7 @@ msgid "" "The distance to erode/shrink the walkable area of the heightfield away from " "obstructions.\n" "[b]Note:[/b] While baking, this value will be rounded up to the nearest " -"multiple of [member cell/size]." +"multiple of [member cell_size]." msgstr "" #: doc/classes/NavigationMesh.xml @@ -35463,13 +36426,17 @@ msgstr "" msgid "" "The maximum allowed length for contour edges along the border of the mesh.\n" "[b]Note:[/b] While baking, this value will be rounded up to the nearest " -"multiple of [member cell/size]." +"multiple of [member cell_size]." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" -"If [code]true[/code], marks walkable spans as not walkable if the clearance " -"above the span is less than [member agent/height]." +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." msgstr "" #: doc/classes/NavigationMesh.xml @@ -35479,13 +36446,19 @@ msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "If [code]true[/code], marks non-walkable spans as walkable if their maximum " -"is within [member agent/max_climb] of a walkable neighbor." +"is within [member agent_max_climb] of a walkable neighbor." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "" +"If [code]true[/code], marks walkable spans as not walkable if the clearance " +"above the span is less than [member agent_height]." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "The physics layers to scan for static colliders.\n" -"Only used when [member geometry/parsed_geometry_type] is [constant " +"Only used when [member geometry_parsed_geometry_type] is [constant " "PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]." msgstr "" @@ -35504,7 +36477,7 @@ msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "The name of the group to scan for geometry.\n" -"Only used when [member geometry/source_geometry_mode] is [constant " +"Only used when [member geometry_source_geometry_mode] is [constant " "SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant " "SOURCE_GEOMETRY_GROUPS_EXPLICIT]." msgstr "" @@ -35567,7 +36540,7 @@ msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "Parses [StaticBody] colliders as geometry. The collider should be in any of " -"the layers specified by [member geometry/collision_mask]." +"the layers specified by [member geometry_collision_mask]." msgstr "" #: doc/classes/NavigationMesh.xml @@ -35588,13 +36561,13 @@ msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "Scans nodes in a group and their child nodes recursively for geometry. The " -"group is specified by [member geometry/source_group_name]." +"group is specified by [member geometry_source_group_name]." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "Uses nodes in a group for geometry. The group is specified by [member " -"geometry/source_group_name]." +"geometry_source_group_name]." msgstr "" #: doc/classes/NavigationMesh.xml @@ -35602,17 +36575,65 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class 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." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry_parsed_geometry_type] and [member " +"NavigationMesh.geometry_source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35622,15 +36643,42 @@ msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" "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." +"be navigated and what cannot, based on the [NavigationMesh] resource.\n" +"By default this node will register to the default [World] navigation map. If " +"this node is a child of a [Navigation] node it will register to the " +"navigation map of the navigation node.\n" +"Two regions can be connected to each other if they share a similar edge. You " +"can set the minimum distance between two vertices required to connect two " +"edges by using [method NavigationServer.map_set_edge_connection_margin].\n" +"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting " +"two regions. They must share a similar edge.\n" +"The cost of entering this region from another region can be controlled with " +"the [member enter_cost] value.\n" +"[b]Note:[/b] This value is not added to the path cost when the start " +"position is already inside this region.\n" +"The cost of traveling distances inside this region can be controlled with " +"the [member travel_cost] multiplier." msgstr "" #: doc/classes/NavigationMeshInstance.xml 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]." +"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/" +"code] (default), the baking is done on a separate thread. Baking on separate " +"thread is useful because navigation baking is not a cheap operation. When it " +"is completed, it automatically sets the new [NavigationMesh]. Please note " +"that baking on separate thread may be very slow if geometry is parsed from " +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "" +"Returns the [RID] of this region on the [NavigationServer]. Combined with " +"[method NavigationServer.map_get_closest_point_owner] can be used to " +"identify the [NavigationMeshInstance] closest to a point on the merged " +"navigation map." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35638,10 +36686,34 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." msgstr "" #: doc/classes/NavigationMeshInstance.xml +#: doc/classes/NavigationPolygonInstance.xml +msgid "" +"When pathfinding enters this region's navmesh from another regions navmesh " +"the [code]enter_cost[/code] value is added to the path distance for " +"determining the shortest path." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "" +"A bitfield determining all navigation map layers the [NavigationMesh] " +"belongs to. On path requests with [method NavigationServer.map_get_path] " +"navmeshes without matching layers will be ignored and the navigation map " +"will only proximity merge different navmeshes with matching layers." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml msgid "The [NavigationMesh] resource to use." msgstr "" #: doc/classes/NavigationMeshInstance.xml +#: doc/classes/NavigationPolygonInstance.xml +msgid "" +"When pathfinding moves inside this region's navmesh the traveled distances " +"are multiplied with [code]travel_cost[/code] for determining the shortest " +"path." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml msgid "Notifies when the navigation mesh bake operation is completed." msgstr "" @@ -35658,7 +36730,9 @@ 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." +"[NavigationObstacle] is physics safe.\n" +"[b]Note:[/b] Obstacles are intended as a last resort option for constantly " +"moving objects that cannot be (re)baked to a navigation mesh efficiently." msgstr "" #: doc/classes/NavigationObstacle.xml @@ -35668,6 +36742,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +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." @@ -35694,7 +36772,9 @@ 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]. " -"[NavigationObstacle2D] is physics safe." +"[NavigationObstacle2D] is physics safe.\n" +"[b]Note:[/b] Obstacles are intended as a last resort option for constantly " +"moving objects that cannot be (re)baked to a navigation mesh efficiently." msgstr "" #: doc/classes/NavigationObstacle2D.xml @@ -35704,6 +36784,10 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +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." @@ -35770,6 +36854,14 @@ msgstr "" #: doc/classes/NavigationPolygon.xml msgid "" +"Returns the [NavigationMesh] resulting from this navigation polygon. This " +"navmesh can be used to update the navmesh of a region with the [method " +"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server " +"behind the scene)." +msgstr "" + +#: doc/classes/NavigationPolygon.xml +msgid "" "Returns a [PoolVector2Array] containing the vertices of an outline that was " "created in the editor or by script." msgstr "" @@ -35805,6 +36897,54 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationPolygonInstance.xml +msgid "A region of the 2D navigation map." +msgstr "" + +#: doc/classes/NavigationPolygonInstance.xml +msgid "" +"A region of the navigation map. It tells the [Navigation2DServer] what can " +"be navigated and what cannot, based on its [NavigationPolygon] resource.\n" +"By default this node will register to the default [World2D] navigation map. " +"If this node is a child of a [Navigation2D] node it will register to the " +"navigation map of the navigation node.\n" +"Two regions can be connected to each other if they share a similar edge. You " +"can set the minimum distance between two vertices required to connect two " +"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n" +"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting " +"two regions. They must share a similar edge.\n" +"The pathfinding cost of entering this region from another region can be " +"controlled with the [member enter_cost] value.\n" +"[b]Note:[/b] This value is not added to the path cost when the start " +"position is already inside this region.\n" +"The pathfinding cost of traveling distances inside this region can be " +"controlled with the [member travel_cost] multiplier." +msgstr "" + +#: doc/classes/NavigationPolygonInstance.xml +msgid "" +"Returns the [RID] of this region on the [Navigation2DServer]. Combined with " +"[method Navigation2DServer.map_get_closest_point_owner] can be used to " +"identify the [NavigationPolygonInstance] closest to a point on the merged " +"navigation map." +msgstr "" + +#: doc/classes/NavigationPolygonInstance.xml +msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled." +msgstr "" + +#: doc/classes/NavigationPolygonInstance.xml +msgid "" +"A bitfield determining all navigation map layers the [NavigationPolygon] " +"belongs to. On path requests with [method Navigation2DServer.map_get_path] " +"navmeshes without matching layers will be ignored and the navigation map " +"will only proximity merge different navmeshes with matching layers." +msgstr "" + +#: doc/classes/NavigationPolygonInstance.xml +msgid "The [NavigationPolygon] resource to use." +msgstr "" + #: doc/classes/NavigationServer.xml msgid "Server interface for low-level 3D navigation access." msgstr "" @@ -35814,11 +36954,15 @@ 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" +"they define the navigable areas in the 3D world.\n" +"[b]Note:[/b] Most NavigationServer changes take effect after the next " +"physics frame and not immediately. This includes all changes made to maps, " +"regions or agents by navigation related Nodes in the SceneTree or made " +"through scripts.\n" +"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" @@ -35876,9 +37020,61 @@ msgid "Bakes the navigation mesh." msgstr "" #: doc/classes/NavigationServer.xml +msgid "" +"Set the region's navigation layers. This allows selecting regions from a " +"path request (when using [method NavigationServer.map_get_path])." +msgstr "" + +#: doc/classes/NavigationServer.xml msgid "Control activation of this server." msgstr "" +#: doc/classes/NetworkedMultiplayerCustom.xml +msgid "" +"A [NetworkedMultiplayerPeer] implementation that can be controlled from a " +"script." +msgstr "" + +#: doc/classes/NetworkedMultiplayerCustom.xml +msgid "" +"A [NetworkedMultiplayerPeer] implementation that can be used as a [member " +"MultiplayerAPI.network_peer] and controlled from a script.\n" +"Its purpose is to allow adding a new backend for the high-Level multiplayer " +"API without needing to use GDNative." +msgstr "" + +#: doc/classes/NetworkedMultiplayerCustom.xml +msgid "" +"Deliver a packet to the local [MultiplayerAPI].\n" +"When your script receives a packet from other peers over the network " +"(originating from the [signal packet_generated] signal on the sending peer), " +"passing it to this method will deliver it locally." +msgstr "" + +#: doc/classes/NetworkedMultiplayerCustom.xml +msgid "" +"Initialize the peer with the given [code]peer_id[/code] (must be between 1 " +"and 2147483647)." +msgstr "" + +#: doc/classes/NetworkedMultiplayerCustom.xml +msgid "" +"Set the state of the connection. See [enum NetworkedMultiplayerPeer." +"ConnectionStatus]." +msgstr "" + +#: doc/classes/NetworkedMultiplayerCustom.xml +msgid "Set the max packet size that this peer can handle." +msgstr "" + +#: doc/classes/NetworkedMultiplayerCustom.xml +msgid "" +"Emitted when the local [MultiplayerAPI] generates a packet.\n" +"Your script should take this packet and send it to the requested peer over " +"the network (which should call [method deliver_packet] with the data when " +"it's received)." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -36054,7 +37250,7 @@ msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" -"Enable or disable certificate verification when [member use_dtls] " +"Enable or disable certificate verification when [member use_dtls] is " "[code]true[/code]." msgstr "" @@ -36585,7 +37781,7 @@ msgid "" "[/codeblock]\n" "[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you " "must set [member owner] in addition to calling [method add_child]. This is " -"typically relevant for [url=$DOCS_URL/tutorials/misc/" +"typically relevant for [url=$DOCS_URL/tutorials/plugins/" "running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/" "tutorials/plugins/editor/index.html]editor plugins[/url]. If [method " "add_child] is called without setting [member owner], the newly added [Node] " @@ -36626,6 +37822,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent " +"of doing:\n" +"[codeblock]\n" +"get_tree().create_tween().bind_node(self)\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/Node.xml +msgid "" "Duplicates the node, returning a new node.\n" "You can fine-tune the behavior using the [code]flags[/code] (see [enum " "DuplicateFlags]).\n" @@ -36871,16 +38076,16 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" -"[b]Note:[/b] Interpolation will only be active is both the flag is set " +"Node (see [member physics_interpolation_mode]).\n" +"[b]Note:[/b] Interpolation will only be active if both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -37080,8 +38285,8 @@ msgid "" "will only be received by nodes with the same [NodePath], including the exact " "same node name. Behaviour depends on the RPC configuration for the given " "method, see [method rpc_config]. Methods are not exposed to RPCs by default. " -"See also [method rset] and [method rset_config] for properties. Returns an " -"empty [Variant].\n" +"See also [method rset] and [method rset_config] for properties. Returns " +"[code]null[/code].\n" "[b]Note:[/b] You can only safely use RPCs on clients after you received the " "[code]connected_to_server[/code] signal from the [SceneTree]. You also need " "to keep track of the connection state, either by the [SceneTree] signals " @@ -37103,21 +38308,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] " -"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty " -"[Variant]." +"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/" +"code]." msgstr "" #: doc/classes/Node.xml msgid "" -"Sends a [method rpc] using an unreliable protocol. Returns an empty " -"[Variant]." +"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]." msgstr "" #: doc/classes/Node.xml msgid "" "Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] " "using an unreliable protocol (see [method NetworkedMultiplayerPeer." -"set_target_peer]). Returns an empty [Variant]." +"set_target_peer]). Returns [code]null[/code]." msgstr "" #: doc/classes/Node.xml @@ -37174,14 +38378,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -37300,7 +38496,7 @@ msgid "" "subinstancing.\n" "[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you " "must set [member owner] in addition to calling [method add_child]. This is " -"typically relevant for [url=$DOCS_URL/tutorials/misc/" +"typically relevant for [url=$DOCS_URL/tutorials/plugins/" "running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/" "tutorials/plugins/editor/index.html]editor plugins[/url]. If [method " "add_child] is called without setting [member owner], the newly added [Node] " @@ -37314,6 +38510,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -37323,14 +38528,29 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Sets this node's name as a unique name in its [member owner]. This allows " +"the node to be accessed as [code]%Name[/code] instead of the full path, from " +"any node within that scene.\n" +"If another node with the same owner already had that name declared as " +"unique, that other node's name will no longer be set as having a unique name." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -37342,7 +38562,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -37352,15 +38575,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -37408,11 +38637,18 @@ msgid "Notification received when the node is instanced." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when a drag begins." +msgid "" +"Notification received when a drag operation begins. All nodes receive this " +"notification, not only the dragged one.\n" +"Can be triggered either by dragging a [Control] that provides drag data (see " +"[method Control.get_drag_data]) or using [method Control.force_drag].\n" +"Use [method Viewport.gui_get_drag_data] to get the dragged data." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when a drag ends." +msgid "" +"Notification received when a drag operation ends.\n" +"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded." msgstr "" #: doc/classes/Node.xml @@ -37459,6 +38695,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -37596,7 +38850,13 @@ msgid "Rotation in degrees, relative to the node's parent." msgstr "" #: doc/classes/Node2D.xml -msgid "The node's scale. Unscaled value: [code](1, 1)[/code]." +msgid "" +"The node's scale. Unscaled value: [code](1, 1)[/code].\n" +"[b]Note:[/b] Negative X scales in 2D are not decomposable from the " +"transformation matrix. Due to the way scale is represented with " +"transformation matrices in Godot, negative scales on the X axis will be " +"changed to negative scales on the Y axis and a rotation of 180 degrees when " +"decomposed." msgstr "" #: doc/classes/Node2D.xml @@ -37720,7 +38980,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -37995,7 +39255,7 @@ msgid "" "parameter used in the call to [method emit_signal]. Use [code]flags[/code] " "to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n" "A [code]signal[/code] can only be connected once to a [code]method[/code]. " -"It will throw an error if already connected, unless the signal was connected " +"It will print an error if already connected, unless the signal was connected " "with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method " "is_connected] to check for existing connections.\n" "If the [code]target[/code] is destroyed in the game's lifecycle, the " @@ -38026,7 +39286,7 @@ msgid "" "Disconnects a [code]signal[/code] from a [code]method[/code] on the given " "[code]target[/code].\n" "If you try to disconnect a connection that does not exist, the method will " -"throw an error. Use [method is_connected] to ensure that the connection " +"print an error. Use [method is_connected] to ensure that the connection " "exists." msgstr "" @@ -38512,7 +39772,13 @@ msgid "See [enum ShadowDetail]." msgstr "" #: doc/classes/OmniLight.xml -msgid "See [enum ShadowMode]." +msgid "" +"The shadow rendering mode to use for this [OmniLight]. See [enum " +"ShadowMode].\n" +"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that " +"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 " +"series don't support cubemap shadows and will fall back to dual paraboloid " +"shadows as a result." msgstr "" #: doc/classes/OmniLight.xml @@ -38524,7 +39790,8 @@ msgstr "" #: doc/classes/OmniLight.xml msgid "" "Shadows are rendered to a cubemap. Slower than [constant " -"SHADOW_DUAL_PARABOLOID], but higher-quality." +"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that " +"feature support for depth cubemaps." msgstr "" #: doc/classes/OmniLight.xml @@ -38699,7 +39966,7 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -38721,7 +39988,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -39035,6 +40303,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -39104,6 +40376,16 @@ msgid "" msgstr "" #: doc/classes/OS.xml +msgid "" +"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a " +"display cutout or notch. These are non-functional areas on edge-to-edge " +"screens used by cameras and sensors. Returns an empty array if the device " +"does not have cutouts. See also [method get_window_safe_area].\n" +"[b]Note:[/b] Currently only implemented on Android. Other platforms will " +"return an empty array even if they do have display cutouts or notches." +msgstr "" + +#: doc/classes/OS.xml msgid "Returns the total amount of dynamic memory used (only works in debug)." msgstr "" @@ -39585,6 +40867,15 @@ msgstr "" #: doc/classes/OS.xml msgid "" +"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is " +"still running or [code]false[/code] if it has terminated.\n" +"Must be a valid ID generated from [method execute].\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " +"Windows." +msgstr "" + +#: doc/classes/OS.xml +msgid "" "Returns [code]true[/code] if the input scancode corresponds to a Unicode " "character." msgstr "" @@ -39667,6 +40958,21 @@ msgstr "" #: doc/classes/OS.xml msgid "" +"Moves the file or directory to the system's recycle bin. See also [method " +"Directory.remove].\n" +"The method takes only global paths, so you may need to use [method " +"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/" +"code] as it will not work in exported project.\n" +"[b]Note:[/b] If the user has disabled the recycle bin on their system, the " +"file will be permanently deleted instead.\n" +"[codeblock]\n" +"var file_to_remove = \"user://slot1.sav\"\n" +"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/OS.xml +msgid "" "Moves the window to the front.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" @@ -39845,9 +41151,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -43860,7 +45166,15 @@ msgid "Sets the weight values for the specified bone." msgstr "" #: doc/classes/Polygon2D.xml -msgid "If [code]true[/code], polygon edges will be anti-aliased." +msgid "" +"If [code]true[/code], attempts to perform antialiasing for polygon edges by " +"drawing a thin OpenGL smooth line on the edges.\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent polygons and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " +"to perform antialiasing." msgstr "" #: doc/classes/Polygon2D.xml @@ -43935,14 +45249,31 @@ msgid "" msgstr "" #: doc/classes/PoolByteArray.xml -msgid "A pooled [Array] of bytes." +msgid "A pooled array of bytes." msgstr "" #: doc/classes/PoolByteArray.xml msgid "" -"An [Array] specifically designed to hold bytes. Optimized for memory usage, " +"An array specifically designed to hold bytes. Optimized for memory usage, " "does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference." +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolByteArray] or " +"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will " +"be lost:\n" +"[codeblock]\n" +"var array = [PoolByteArray()]\n" +"array[0].push_back(123)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " +"[code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolByteArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(123)\n" +"array[0] = pool_array\n" +"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n" +"[/codeblock]" msgstr "" #: doc/classes/PoolByteArray.xml @@ -43986,6 +45317,16 @@ msgid "" "decompression exceeds that amount in bytes, then an error will be returned." msgstr "" +#: 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 "" +"Assigns the given value to all elements in the array. This can typically be " +"used together with [method resize] to create an array with a given size and " +"initialized elements." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a copy of the array's contents as [String]. Fast alternative to " @@ -44003,6 +45344,15 @@ msgid "" "should always be preferred." msgstr "" +#: 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 [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -44045,6 +45395,13 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" +#: 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 "Sorts the elements of the array in ascending order." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -44053,14 +45410,32 @@ msgid "" msgstr "" #: doc/classes/PoolColorArray.xml -msgid "A pooled [Array] of [Color]." +msgid "A pooled array of [Color]s." msgstr "" #: doc/classes/PoolColorArray.xml msgid "" -"An [Array] specifically designed to hold [Color]. Optimized for memory " -"usage, does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference." +"An array specifically designed to hold [Color]. Optimized for memory usage, " +"does not fragment the memory.\n" +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolColorArray] or " +"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will " +"be lost:\n" +"[codeblock]\n" +"var array = [PoolColorArray()]\n" +"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " +"[code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolColorArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n" +"array[0] = pool_array\n" +"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element " +"inside an Array)\n" +"[/codeblock]" msgstr "" #: doc/classes/PoolColorArray.xml @@ -44090,14 +45465,31 @@ msgid "Changes the [Color] at the given index." msgstr "" #: doc/classes/PoolIntArray.xml -msgid "A pooled [Array] of integers ([int])." +msgid "A pooled array of integers ([int])." msgstr "" #: doc/classes/PoolIntArray.xml msgid "" -"An [Array] specifically designed to hold integer values ([int]). Optimized " -"for memory usage, does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference.\n" +"An array specifically designed to hold integer values ([int]). Optimized for " +"memory usage, does not fragment the memory.\n" +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolIntArray] or " +"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be " +"lost:\n" +"[codeblock]\n" +"var array = [PoolIntArray()]\n" +"array[0].push_back(1234)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " +"[code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolIntArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(1234)\n" +"array[0] = pool_array\n" +"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n" +"[/codeblock]\n" "[b]Note:[/b] This type is limited to signed 32-bit integers, which means it " "can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. " "[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap " @@ -44126,14 +45518,31 @@ msgid "Changes the int at the given index." msgstr "" #: doc/classes/PoolRealArray.xml -msgid "A pooled [Array] of reals ([float])." +msgid "A pooled array of real numbers ([float])." msgstr "" #: doc/classes/PoolRealArray.xml msgid "" -"An [Array] specifically designed to hold floating-point values. Optimized " -"for memory usage, does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference.\n" +"An array specifically designed to hold floating-point values. Optimized for " +"memory usage, does not fragment the memory.\n" +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolRealArray] or " +"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will " +"be lost:\n" +"[codeblock]\n" +"var array = [PoolRealArray()]\n" +"array[0].push_back(12.34)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " +"[code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolRealArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(12.34)\n" +"array[0] = pool_array\n" +"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n" +"[/codeblock]\n" "[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in " "[PoolRealArray] are 32-bit floats. This means values stored in " "[PoolRealArray] have lower precision compared to primitive [float]s. If you " @@ -44158,14 +45567,31 @@ msgid "Changes the float at the given index." msgstr "" #: doc/classes/PoolStringArray.xml -msgid "A pooled [Array] of [String]." +msgid "A pooled array of [String]s." msgstr "" #: doc/classes/PoolStringArray.xml msgid "" -"An [Array] specifically designed to hold [String]s. Optimized for memory " +"An array specifically designed to hold [String]s. Optimized for memory " "usage, does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference." +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolStringArray] or " +"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will " +"be lost:\n" +"[codeblock]\n" +"var array = [PoolStringArray()]\n" +"array[0].push_back(\"hello\")\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " +"with [code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolStringArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(\"hello\")\n" +"array[0] = pool_array\n" +"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n" +"[/codeblock]" msgstr "" #: doc/classes/PoolStringArray.xml @@ -44193,14 +45619,32 @@ msgid "Changes the [String] at the given index." msgstr "" #: doc/classes/PoolVector2Array.xml -msgid "A pooled [Array] of [Vector2]." +msgid "A pooled array of [Vector2]s." msgstr "" #: doc/classes/PoolVector2Array.xml msgid "" -"An [Array] specifically designed to hold [Vector2]. Optimized for memory " +"An array specifically designed to hold [Vector2]. Optimized for memory " "usage, does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference." +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolVector2Array] or " +"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes " +"will be lost:\n" +"[codeblock]\n" +"var array = [PoolVector2Array()]\n" +"array[0].push_back(Vector2(12, 34))\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " +"with [code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolVector2Array()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(Vector2(12, 34))\n" +"array[0] = pool_array\n" +"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an " +"Array)\n" +"[/codeblock]" msgstr "" #: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml @@ -44227,14 +45671,32 @@ msgid "Changes the [Vector2] at the given index." msgstr "" #: doc/classes/PoolVector3Array.xml -msgid "A pooled [Array] of [Vector3]." +msgid "A pooled array of [Vector3]." msgstr "" #: doc/classes/PoolVector3Array.xml msgid "" -"An [Array] specifically designed to hold [Vector3]. Optimized for memory " +"An array specifically designed to hold [Vector3]. Optimized for memory " "usage, does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference." +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolVector3Array] or " +"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes " +"will be lost:\n" +"[codeblock]\n" +"var array = [PoolVector3Array()]\n" +"array[0].push_back(Vector3(12, 34, 56))\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " +"with [code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolVector3Array()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(Vector3(12, 34, 56))\n" +"array[0] = pool_array\n" +"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an " +"Array)\n" +"[/codeblock]" msgstr "" #: doc/classes/PoolVector3Array.xml @@ -44352,7 +45814,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -44558,8 +46031,7 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" -"Returns the tooltip associated with the specified index index [code]idx[/" -"code]." +"Returns the tooltip associated with the specified index [code]idx[/code]." msgstr "" #: doc/classes/PopupMenu.xml @@ -44796,6 +46268,10 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -45856,7 +47332,16 @@ msgid "" msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Message to be displayed before the backtrace when the engine crashes." +msgid "" +"Message to be displayed before the backtrace when the engine crashes. By " +"default, this message is only used in exported projects due to the editor-" +"only override applied to this setting." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Editor-only override for [member debug/settings/crash_handler/message]. Does " +"not affect exported projects in debug or release mode." msgstr "" #: doc/classes/ProjectSettings.xml @@ -45878,6 +47363,16 @@ msgid "Maximum call stack allowed for debugging GDScript." msgstr "" #: doc/classes/ProjectSettings.xml +msgid "" +"If [code]true[/code], enables warnings which can help pinpoint where nodes " +"are being incorrectly updated, which will result in incorrect interpolation " +"and visual glitches.\n" +"When a node is being interpolated, it is essential that the transform is set " +"during [method Node._physics_process] (during a physics tick) rather than " +"[method Node._process] (during a frame)." +msgstr "" + +#: doc/classes/ProjectSettings.xml msgid "Maximum amount of functions per frame allowed when profiling." msgstr "" @@ -46091,6 +47586,18 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"Default naming style for scene files to infer from their root nodes. " +"Possible options are:\n" +"- [code]0[/code] (Auto): Uses the scene root name as is without changing its " +"casing.\n" +"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase " +"casing.\n" +"- [code]2[/code] (snake_case): Converts the scene root name to snake_case " +"casing." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Search path for project-specific script templates. Godot will search for " "script templates both in the editor-specific path and in this project-" "specific path." @@ -46316,6 +47823,198 @@ msgid "Default delay for touch events. This only affects iOS devices." msgstr "" #: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 1. If left empty, the layer will " +"display as \"Layer 1\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 10. If left empty, the layer will " +"display as \"Layer 10\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 11. If left empty, the layer will " +"display as \"Layer 11\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 12. If left empty, the layer will " +"display as \"Layer 12\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 13. If left empty, the layer will " +"display as \"Layer 13\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 14. If left empty, the layer will " +"display as \"Layer 14\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 15. If left empty, the layer will " +"display as \"Layer 15\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 16. If left empty, the layer will " +"display as \"Layer 16\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 17. If left empty, the layer will " +"display as \"Layer 17\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 18. If left empty, the layer will " +"display as \"Layer 18\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 19. If left empty, the layer will " +"display as \"Layer 19\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 2. If left empty, the layer will " +"display as \"Layer 2\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 20. If left empty, the layer will " +"display as \"Layer 20\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 21. If left empty, the layer will " +"display as \"Layer 21\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 22. If left empty, the layer will " +"display as \"Layer 22\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 23. If left empty, the layer will " +"display as \"Layer 23\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 24. If left empty, the layer will " +"display as \"Layer 24\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 25. If left empty, the layer will " +"display as \"Layer 25\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 26. If left empty, the layer will " +"display as \"Layer 26\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 27. If left empty, the layer will " +"display as \"Layer 27\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 28. If left empty, the layer will " +"display as \"Layer 28\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 29. If left empty, the layer will " +"display as \"Layer 29\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 3. If left empty, the layer will " +"display as \"Layer 3\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 30. If left empty, the layer will " +"display as \"Layer 30\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 31. If left empty, the layer will " +"display as \"Layer 31\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 32. If left empty, the layer will " +"display as \"Layer 32\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 4. If left empty, the layer will " +"display as \"Layer 4\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 5. If left empty, the layer will " +"display as \"Layer 5\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 6. If left empty, the layer will " +"display as \"Layer 6\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 7. If left empty, the layer will " +"display as \"Layer 7\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 8. If left empty, the layer will " +"display as \"Layer 8\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 9. If left empty, the layer will " +"display as \"Layer 9\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 1." msgstr "" @@ -46524,6 +48223,198 @@ msgid "Optional name for the 2D render layer 9." msgstr "" #: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 1. If left empty, the layer will " +"display as \"Layer 1\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 10. If left empty, the layer will " +"display as \"Layer 10\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 11. If left empty, the layer will " +"display as \"Layer 11\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 12. If left empty, the layer will " +"display as \"Layer 12\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 13. If left empty, the layer will " +"display as \"Layer 13\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 14. If left empty, the layer will " +"display as \"Layer 14\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 15. If left empty, the layer will " +"display as \"Layer 15\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 16. If left empty, the layer will " +"display as \"Layer 16\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 17. If left empty, the layer will " +"display as \"Layer 17\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 18. If left empty, the layer will " +"display as \"Layer 18\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 19. If left empty, the layer will " +"display as \"Layer 19\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 2. If left empty, the layer will " +"display as \"Layer 2\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 20. If left empty, the layer will " +"display as \"Layer 20\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 21. If left empty, the layer will " +"display as \"Layer 21\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 22. If left empty, the layer will " +"display as \"Layer 22\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 23. If left empty, the layer will " +"display as \"Layer 23\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 24. If left empty, the layer will " +"display as \"Layer 24\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 25. If left empty, the layer will " +"display as \"Layer 25\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 26. If left empty, the layer will " +"display as \"Layer 26\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 27. If left empty, the layer will " +"display as \"Layer 27\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 28. If left empty, the layer will " +"display as \"Layer 28\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 29. If left empty, the layer will " +"display as \"Layer 29\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 3. If left empty, the layer will " +"display as \"Layer 3\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 30. If left empty, the layer will " +"display as \"Layer 30\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 31. If left empty, the layer will " +"display as \"Layer 31\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 32. If left empty, the layer will " +"display as \"Layer 32\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 4. If left empty, the layer will " +"display as \"Layer 4\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 5. If left empty, the layer will " +"display as \"Layer 5\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 6. If left empty, the layer will " +"display as \"Layer 6\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 7. If left empty, the layer will " +"display as \"Layer 7\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 8. If left empty, the layer will " +"display as \"Layer 8\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 9. If left empty, the layer will " +"display as \"Layer 9\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 1." msgstr "" @@ -46791,6 +48682,49 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"Default cell height for 2D navigation maps. See [method Navigation2DServer." +"map_set_cell_height].\n" +"[b]Note:[/b] Currently not implemented." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Default cell size for 2D navigation maps. See [method Navigation2DServer." +"map_set_cell_size]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Default edge connection margin for 2D navigation maps. See [method " +"Navigation2DServer.map_set_edge_connection_margin]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Default cell height for 3D navigation maps. See [method NavigationServer." +"map_set_cell_height]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Default cell size for 3D navigation maps. See [method NavigationServer." +"map_set_cell_size]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Default edge connection margin for 3D navigation maps. See [method " +"NavigationServer.map_set_edge_connection_margin]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Default map up vector for 3D navigation maps. See [method NavigationServer." +"map_set_up]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Maximum amount of characters allowed to send as output from the debugger. " "Over this value, content is dropped. This helps not to stall the debugger " "connection." @@ -47464,20 +49398,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47485,19 +49427,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47529,14 +49480,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -47990,8 +49949,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -48176,8 +50135,181 @@ msgid "" "situations where a change has been made." msgstr "" +#: doc/classes/PropertyTweener.xml +msgid "Interpolates an [Object]'s property over time." +msgstr "" + +#: doc/classes/PropertyTweener.xml +msgid "" +"[PropertyTweener] is used to interpolate a property in an object. See " +"[method SceneTreeTween.tween_property] for more usage information.\n" +"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way " +"to create [PropertyTweener]. Any [PropertyTweener] created manually will not " +"function correctly." +msgstr "" + +#: doc/classes/PropertyTweener.xml +msgid "" +"When called, the final value will be used as a relative value instead. " +"Example:\n" +"[codeblock]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)." +"as_relative() #the node will move by 100 pixels to the right\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/PropertyTweener.xml +msgid "" +"Sets a custom initial value to the [PropertyTweener]. Example:\n" +"[codeblock]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_property(self, \"position\", Vector2(200, 100), 1)." +"from(Vector2(100, 100) #this will move the node from position (100, 100) to " +"(200, 100)\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/PropertyTweener.xml +msgid "" +"Makes the [PropertyTweener] use the current property value (i.e. at the time " +"of creating this [PropertyTweener]) as a starting point. This is equivalent " +"of using [method from] with the current value. These two calls will do the " +"same:\n" +"[codeblock]\n" +"tween.tween_property(self, \"position\", Vector2(200, 100), 1)." +"from(position)\n" +"tween.tween_property(self, \"position\", Vector2(200, 100), 1)." +"from_current()\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/PropertyTweener.xml +msgid "" +"Sets the time in seconds after which the [PropertyTweener] will start " +"interpolating. By default there's no delay." +msgstr "" + #: doc/classes/ProximityGroup.xml -msgid "General-purpose proximity detection node." +msgid "General-purpose 3D proximity detection node." +msgstr "" + +#: doc/classes/ProximityGroup.xml +msgid "" +"General-purpose proximity detection node. [ProximityGroup] can be used for " +"[i]approximate[/i] distance checks, which are faster than exact distance " +"checks using [method Vector3.distance_to] or [method Vector3." +"distance_squared_to].\n" +"[ProximityGroup] nodes are automatically grouped together, as long as they " +"share the same [member group_name] and intersect with each other. By calling " +"the [method broadcast], you can invoke a specified method with various " +"parameters to all intersecting members.\n" +"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] " +"coordinates. The coordinates are automatically calculated by calling [member " +"grid_radius]. To allow [ProximityGroup] to find its peers (and perform " +"automatic grouping), you need to define its [member group_name] to a non-" +"empty [String]. As soon as this object's shape intersects with another " +"[ProximityGroup] object' shape, and both share the same [member group_name], " +"they will belong together for as long as they intersect.\n" +"Since [ProximityGroup] doesn't rely the physics engine, you don't need to " +"add any other node as a child (unlike [PhysicsBody]).\n" +"The [ProximityGroup] uses the [SceneTree] groups in the background by " +"calling the method [method Node.add_to_group] internally. The [SceneTree] " +"group names are constructed by combining the [member group_name] with its " +"coordinates, which are calculated using the [member grid_radius] you defined " +"beforehand.\n" +"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] " +"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to " +"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)" +"[/code] will create the following [SceneTree] group names:\n" +"[codeblock]\n" +"- \"planets|5|4|3\"\n" +"- \"planets|5|4|4\"\n" +"- \"planets|5|4|5\"\n" +"- \"planets|5|4|6\"\n" +"- \"planets|5|4|7\"\n" +"- \"planets|5|4|8\"\n" +"- \"planets|5|4|9\"\n" +"- ...\n" +"[/codeblock]\n" +"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with " +"group name [code]\"planets\"[/code], and one of its coordinates is " +"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] " +"group called [code]\"planets|5|4|7\"[/code]. However, since this group name " +"already exists, this [ProximityGroup] object will be [i]added[/i] to the " +"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long " +"as both nodes don't change their transform and stop intersecting (or exit " +"the scene tree), they are grouped together. As long as this intersection " +"exists, any call to [method broadcast] will affect [i]both[/i] " +"[ProximityGroup] nodes.\n" +"There are 3 caveats to keep in mind when using [ProximityGroup]:\n" +"- The larger the grid radius, the more coordinates and the more [SceneTree] " +"groups are created. This can have a performance impact if too many groups " +"are created.\n" +"- If the [ProximityGroup] node is transformed in any way (or is removed from " +"the scene tree), the groupings will have to be recalculated. This can also " +"have a performance impact.\n" +"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/" +"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, " +"small grid radius values may lead to unwanted groupings.\n" +"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more " +"effective and faster [VisibilityNotifier] functionality. For most use cases, " +"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are " +"fast enough too, especially if you call them less often using a [Timer] node." +msgstr "" + +#: doc/classes/ProximityGroup.xml +msgid "" +"Calls on all intersecting [ProximityGroup] the given method and parameters.\n" +"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), " +"all calls are delegated to their respective parent [Node]." +msgstr "" + +#: doc/classes/ProximityGroup.xml +msgid "" +"Specifies which node gets contacted on a call of method [method broadcast]." +msgstr "" + +#: doc/classes/ProximityGroup.xml +msgid "" +"The size of the space in 3D units. This also sets the amount of coordinates " +"required to calculate whether two [ProximityGroup] nodes are intersecting or " +"not. Smaller [member grid_radius] values can be used for more precise " +"proximity checks at the cost of performance, since more groups will be " +"created." +msgstr "" + +#: doc/classes/ProximityGroup.xml +msgid "" +"Specify the common group name, to let other [ProximityGroup] nodes know, if " +"they should be auto-grouped with this node in case they intersect with each " +"other.\n" +"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/" +"code] and another called [code]\"Mars\"[/code], with both nodes having " +"[code]\"planet\"[/code] as their [member group_name]. Give both planets a " +"significantly larger [member grid_radius] than their actual radius, position " +"them close enough and they'll be automatically grouped." +msgstr "" + +#: doc/classes/ProximityGroup.xml +msgid "" +"Emitted when the user calls the [method broadcast] method and has set " +"[member dispatch_mode] to [constant MODE_SIGNAL].\n" +"The given method and its parameters are passed on to the listeners who " +"connected to this signal of this object, as well as any [ProximityGroup] " +"node this node is grouped together with.\n" +"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default " +"[member dispatch_mode] is [constant MODE_PROXY]." +msgstr "" + +#: doc/classes/ProximityGroup.xml +msgid "This [ProximityGroup]'s parent will be target of [method broadcast]." +msgstr "" + +#: doc/classes/ProximityGroup.xml +msgid "" +"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when " +"calling the [method broadcast] [i]method[/i]." msgstr "" #: doc/classes/QuadMesh.xml @@ -48471,8 +50603,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -49969,14 +52102,15 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns " -"the result of the parsing, [constant OK] if successful.\n" +"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n" "[b]Note:[/b] Using this method, you can't close a tag that was opened in a " "previous [method append_bbcode] call. This is done to improve performance, " "especially when updating large RichTextLabels since rebuilding the whole " "BBCode every time would be slower. If you absolutely need to close a tag in " "a future method call, append the [member bbcode_text] instead of using " -"[method append_bbcode]." +"[method append_bbcode].\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/RichTextLabel.xml @@ -50020,8 +52154,9 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "The assignment version of [method append_bbcode]. Clears the tag stack and " -"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] " -"successfully." +"inserts the new content.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/RichTextLabel.xml @@ -50263,6 +52398,22 @@ msgid "Makes text fill width." msgstr "" #: doc/classes/RichTextLabel.xml +msgid "Aligns top of the inline image to the top of the text." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "Aligns center of the inline image to the center of the text." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "Aligns bottom of the inline image to the baseline of the text." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "Aligns bottom of the inline image to the bottom of the text." +msgstr "" + +#: doc/classes/RichTextLabel.xml msgid "Each list item has a number marker." msgstr "" @@ -50339,7 +52490,7 @@ msgid "The default text font." msgstr "" #: doc/classes/RichTextLabel.xml -msgid "The background The background used when the [RichTextLabel] is focused." +msgid "The background used when the [RichTextLabel] is focused." msgstr "" #: doc/classes/RichTextLabel.xml @@ -50472,7 +52623,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -50571,8 +52723,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" "The body's linear damp. Cannot be less than -1.0. If this value is different " -"from -1.0, any linear damp derived from the world or areas will be " -"overridden.\n" +"from -1.0 it will be added to any linear damp derived from the world or " +"areas.\n" "See [member ProjectSettings.physics/3d/default_linear_damp] for more details " "about damping." msgstr "" @@ -50786,7 +52938,8 @@ msgstr "" msgid "" "Damps the body's [member angular_velocity]. If [code]-1[/code], the body " "will use the [b]Default Angular Damp[/b] defined in [b]Project > Project " -"Settings > Physics > 2d[/b].\n" +"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be " +"added to the default project value.\n" "See [member ProjectSettings.physics/2d/default_angular_damp] for more " "details about damping." msgstr "" @@ -50868,7 +53021,8 @@ msgstr "" msgid "" "Damps the body's [member linear_velocity]. If [code]-1[/code], the body will " "use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > " -"Physics > 2d[/b].\n" +"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the " +"default project value.\n" "See [member ProjectSettings.physics/2d/default_linear_damp] for more details " "about damping." msgstr "" @@ -51621,6 +53775,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml +msgid "Creates and returns a new [SceneTreeTween]." +msgstr "" + +#: doc/classes/SceneTree.xml msgid "" "Returns the current frame number, i.e. the total frame count since the " "application started." @@ -51645,6 +53803,12 @@ msgid "Returns a list of all nodes assigned to the given group." msgstr "" #: doc/classes/SceneTree.xml +msgid "" +"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] " +"(both running and paused)." +msgstr "" + +#: doc/classes/SceneTree.xml msgid "Returns the sender's peer ID for the most recently received RPC call." msgstr "" @@ -51702,13 +53866,6 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the application automatically accepts quitting. " -"Enabled by default.\n" -"For mobile platforms, see [method set_quit_on_go_back]." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" "Sets the given [code]property[/code] to [code]value[/code] on all members of " "the given group." msgstr "" @@ -51725,16 +53882,14 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the application quits automatically on going back (e." -"g. on Android). Enabled by default.\n" -"To handle 'Go Back' button when this option is disabled, use [constant " -"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]." +"Configures screen stretching to the given [enum StretchMode], [enum " +"StretchAspect], minimum size and [code]scale[/code]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Configures screen stretching to the given [enum StretchMode], [enum " -"StretchAspect], minimum size and [code]scale[/code]." +"If [code]true[/code], the application automatically accepts quitting.\n" +"For mobile platforms, see [member quit_on_go_back]." msgstr "" #: doc/classes/SceneTree.xml @@ -51802,6 +53957,14 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" +"If [code]true[/code], the application quits automatically on going back (e." +"g. on Android).\n" +"To handle 'Go Back' button when this option is disabled, use [constant " +"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" "If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new " "incoming connections." msgstr "" @@ -51988,7 +54151,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be dereferenced after its time elapses. To preserve the " +"timer, you can keep a reference to it. See [Reference]." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -51999,6 +54163,406 @@ msgstr "" msgid "Emitted when the timer reaches 0." msgstr "" +#: doc/classes/SceneTreeTween.xml +msgid "" +"Lightweight object used for general-purpose animation via script, using " +"[Tweener]s." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"[SceneTreeTween] is a tween managed by the scene tree. As opposed to " +"[Tween], it does not require the instantiation of a node.\n" +"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are " +"very much suited for simple animations or general tasks that don't require " +"visual tweaking provided by the editor. They can be used in a fire-and-" +"forget manner for some logic that normally would be done by code. You can e." +"g. make something shoot periodically by using a looped [CallbackTweener] " +"with a delay.\n" +"A [SceneTreeTween] can be created by using either [method SceneTree." +"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created " +"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " +"used for tweening values, but you can do manual interpolation with [method " +"interpolate_value].\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" +"[codeblock]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" +"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" +"tween.tween_callback($Sprite, \"queue_free\")\n" +"[/codeblock]\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" +"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " +"chained method call can be used to tweak the properties of this [Tweener]. " +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" +"[codeblock]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." +"TRANS_SINE)\n" +"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween." +"TRANS_BOUNCE)\n" +"tween.tween_callback($Sprite, \"queue_free\")\n" +"[/codeblock]\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" +"[codeblock]\n" +"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." +"TRANS_ELASTIC)\n" +"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" +"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" +"tween.tween_callback($Sprite, \"queue_free\")\n" +"[/codeblock]\n" +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " +"objects:\n" +"[codeblock]\n" +"var tween = create_tween()\n" +"for sprite in get_children():\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" +"[/codeblock]\n" +"In the example above, all children of a node are moved one after another to " +"position (0, 0).\n" +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." +"TransitionType] constant, and refers to the way the timing of the animation " +"is handled (see [url=https://easings.net/]easings.net[/url] for some " +"examples). The second accepts an [enum Tween.EaseType] constant, and " +"controls where the [code]trans_type[/code] is applied to the interpolation " +"(in the beginning, the end, or both). If you don't know which transition and " +"easing to pick, you can try different [enum Tween.TransitionType] constants " +"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" +"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " +"prevent a [SceneTreeTween] from autostarting, you can call [method stop] " +"immediately after it is created." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Binds this [SceneTreeTween] with the given [code]node[/code]. " +"[SceneTreeTween]s are processed directly by the [SceneTree], so they run " +"independently of the animated nodes. When you bind a [Node] with the " +"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the " +"object is not inside tree and the [SceneTreeTween] will be automatically " +"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] " +"will make the pausing behavior dependent on the bound node.\n" +"For a shorter way to create and bind a [SceneTreeTween], you can use [method " +"Node.create_tween]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Used to chain two [Tweener]s after [method set_parallel] is called with " +"[code]true[/code].\n" +"[codeblock]\n" +"var tween = create_tween().set_parallel(true)\n" +"tween.tween_property(...)\n" +"tween.tween_property(...) # Will run parallelly with above.\n" +"tween.chain().tween_property(...) # Will run after two above are finished.\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" +"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " +"haven't finished.\n" +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Returns the total time in seconds the [SceneTreeTween] has been animating (i." +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" +"[b]Note:[/b] As it results from accumulating frame deltas, the time returned " +"after the [SceneTreeTween] has finished animating will be slightly greater " +"than the actual [SceneTreeTween] duration." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"This method can be used for manual interpolation of a value, when you don't " +"want [SceneTreeTween] to do animating for you. It's similar to [method " +"@GDScript.lerp], but with support for custom transition and easing.\n" +"[code]initial_value[/code] is the starting value of the interpolation.\n" +"[code]delta_value[/code] is the change of the value in the interpolation, i." +"e. it's equal to [code]final_value - initial_value[/code].\n" +"[code]elapsed_time[/code] is the time in seconds that passed after the " +"interpolation started and it's used to control the position of the " +"interpolation. E.g. when it's equal to half of the [code]duration[/code], " +"the interpolated value will be halfway between initial and final values. " +"This value can also be greater than [code]duration[/code] or lower than 0, " +"which will extrapolate the value.\n" +"[code]duration[/code] is the total time of the interpolation.\n" +"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method " +"will always return the final value, regardless of [code]elapsed_time[/code] " +"provided." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't " +"paused and it's not finished." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " +"[SceneTreeTween] contained by the scene tree (i.e. the array from [method " +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use " +"[method interpolate_value]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Makes the next [Tweener] run parallelly to the previous one. Example:\n" +"[codeblock]\n" +"var tween = create_tween()\n" +"tween.tween_property(...)\n" +"tween.parallel().tween_property(...)\n" +"tween.parallel().tween_property(...)\n" +"[/codeblock]\n" +"All [Tweener]s in the example will run at the same time.\n" +"You can make the [SceneTreeTween] parallel by default by using [method " +"set_parallel]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Pauses the tweening. The animation can be resumed by using [method play]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "Resumes a paused or stopped [SceneTreeTween]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s " +"animated by this [SceneTreeTween]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Sets the number of times the tweening sequence will be repeated, i.e. " +"[code]set_loops(2)[/code] will run the animation twice.\n" +"Calling this method without arguments will make the [SceneTreeTween] run " +"infinitely, until either it is killed with [method kill], the " +"[SceneTreeTween]'s bound node is freed, or all the animated objects have " +"been freed (which makes further animation impossible).\n" +"[b]Warning:[/b] Make sure to always add some duration/delay when using " +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a " +"[SceneTreeTween]'s lifetime depends on some node, always use [method " +"bind_node]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after " +"this method will by default run simultaneously, as opposed to sequentially." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is " +"paused. Check [enum TweenPauseMode] for options.\n" +"Default value is [constant TWEEN_PAUSE_BOUND]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Determines whether the [SceneTreeTween] should run during idle frame (see " +"[method Node._process]) or physics frame (see [method Node." +"_physics_process].\n" +"Default value is [constant Tween.TWEEN_PROCESS_IDLE]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Scales the speed of tweening. This affects all [Tweener]s and their delays." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s " +"animated by this [SceneTreeTween]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Stops the tweening and resets the [SceneTreeTween] to its initial state. " +"This will not remove any appended [Tweener]s." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Creates and appends a [CallbackTweener]. This method can be used to call an " +"arbitrary method in any object. Use [code]binds[/code] to bind additional " +"arguments for the call.\n" +"Example: object that keeps shooting every 1 second.\n" +"[codeblock]\n" +"var tween = get_tree().create_tween().set_loops()\n" +"tween.tween_callback(self, \"shoot\").set_delay(1)\n" +"[/codeblock]\n" +"Example: turning a sprite red and then blue, with 2 second delay.\n" +"[codeblock]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n" +"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Creates and appends an [IntervalTweener]. This method can be used to create " +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" +"Example: creating an interval in code execution.\n" +"[codeblock]\n" +"# ... some code\n" +"yield(create_tween().tween_interval(2), \"finished\")\n" +"# ... more code\n" +"[/codeblock]\n" +"Example: creating an object that moves back and forth and jumps every few " +"seconds.\n" +"[codeblock]\n" +"var tween = create_tween().set_loops()\n" +"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n" +"tween.tween_callback(self, \"jump\")\n" +"tween.tween_interval(2)\n" +"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n" +"tween.tween_callback(self, \"jump\")\n" +"tween.tween_interval(2)\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Creates and appends a [MethodTweener]. This method is similar to a " +"combination of [method tween_callback] and [method tween_property]. It calls " +"a method over time with a tweened value provided as an argument. The value " +"is tweened between [code]from[/code] and [code]to[/code] over the time " +"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to " +"bind additional arguments for the call. You can use [method MethodTweener." +"set_ease] and [method MethodTweener.set_trans] to tweak the easing and " +"transition of the value or [method MethodTweener.set_delay] to delay the " +"tweening.\n" +"Example: making a 3D object look from one point to another point.\n" +"[codeblock]\n" +"var tween = create_tween()\n" +"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), " +"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n" +"[/codeblock]\n" +"Example: setting a text of a [Label], using an intermediate method and after " +"a delay.\n" +"[codeblock]\n" +"func _ready():\n" +" var tween = create_tween()\n" +" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n" +"\n" +"func set_label_text(value: int):\n" +" $Label.text = \"Counting \" + str(value)\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Creates and appends a [PropertyTweener]. This method tweens a " +"[code]property[/code] of an [code]object[/code] between an initial value and " +"[code]final_val[/code] in a span of time equal to [code]duration[/code], in " +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" +"[codeblock]\n" +"var tween = create_tween()\n" +"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" +"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n" +"[/codeblock]\n" +"will move the sprite to position (100, 200) and then to (200, 300). If you " +"use [method PropertyTweener.from] or [method PropertyTweener.from_current], " +"the starting position will be overwritten by the given value instead. See " +"other methods in [PropertyTweener] to see how the tweening can be tweaked " +"further.\n" +"[b]Note:[/b] You can find the correct property name by hovering over the " +"property in the Inspector. You can also provide the components of a property " +"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/" +"code]), where it would only apply to that particular component.\n" +"Example: moving object twice from the same position, with different " +"transition types.\n" +"[codeblock]\n" +"var tween = create_tween()\n" +"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)." +"as_relative().set_trans(Tween.TRANS_SINE)\n" +"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)." +"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " +"when the [SceneTreeTween] is set to infinite looping (see [method " +"set_loops]).\n" +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Emitted when a full loop is complete (see [method set_loops]), providing the " +"loop index. This signal is not emitted after the final loop, use [signal " +"finished] instead for this case." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Emitted when one step of the [SceneTreeTween] is complete, providing the " +"step index. One step is either a single [Tweener] or a group of [Tweener]s " +"running in parallel." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"If the [SceneTreeTween] has a bound node, it will process when that node can " +"process (see [member Node.pause_mode]). Otherwise it's the same as [constant " +"TWEEN_PAUSE_STOP]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"The [SceneTreeTween] will process regardless of whether [SceneTree] is " +"paused." +msgstr "" + #: doc/classes/Script.xml msgid "A class stored as a resource." msgstr "" @@ -52476,8 +55040,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -52498,8 +55069,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " @@ -53273,11 +55852,30 @@ msgid "" msgstr "" #: doc/classes/Spatial.xml +msgid "" +"Rotation part of the global transformation in radians, specified in terms of " +"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n" +"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a " +"vector. The three Euler angles, which are the three independent parameters " +"of the Euler-angle parametrization of the rotation matrix, are stored in a " +"[Vector3] data structure not because the rotation is a vector, but only " +"because [Vector3] exists as a convenient data-structure to store 3 floating-" +"point numbers. Therefore, applying affine operations on the rotation " +"\"vector\" is not meaningful." +msgstr "" + +#: doc/classes/Spatial.xml msgid "World space (global) [Transform] of this node." msgstr "" #: doc/classes/Spatial.xml msgid "" +"Global position of this node. This is equivalent to [code]global_transform." +"origin[/code]." +msgstr "" + +#: doc/classes/Spatial.xml +msgid "" "Rotation part of the local transformation in radians, specified in terms of " "YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n" "[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a " @@ -53296,7 +55894,12 @@ msgid "" msgstr "" #: doc/classes/Spatial.xml -msgid "Scale part of the local transformation." +msgid "" +"Scale part of the local transformation.\n" +"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the " +"transformation matrix. Due to the way scale is represented with " +"transformation matrices in Godot, the scale values will either be all " +"positive or all negative." msgstr "" #: doc/classes/Spatial.xml @@ -53695,6 +56298,10 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml +msgid "Enables signed distance field rendering shader." +msgstr "" + +#: doc/classes/SpatialMaterial.xml msgid "If [code]true[/code], the object receives no ambient light." msgstr "" @@ -53719,12 +56326,6 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], depth testing is disabled and the object will be drawn " -"in render order." -msgstr "" - -#: doc/classes/SpatialMaterial.xml -msgid "" "If [code]true[/code], transparency is enabled on the body. See also [member " "params_blend_mode]." msgstr "" @@ -53838,10 +56439,6 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Threshold at which the alpha scissor will discard values." -msgstr "" - -#: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], the shader will keep the scale set for the mesh. " "Otherwise the scale is lost when billboarding. Only applies when [member " @@ -54296,12 +56893,6 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "" -"Disables the depth test, so this object is drawn on top of all others. " -"However, objects drawn after it in the draw order may cover it." -msgstr "" - -#: doc/classes/SpatialMaterial.xml msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh." msgstr "" @@ -54952,6 +57543,18 @@ msgstr "" #: doc/classes/SpriteBase3D.xml msgid "" +"Sets the render priority for the sprite. Higher priority objects will be " +"sorted in front of lower priority objects.\n" +"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant " +"ALPHA_CUT_DISABLED] (default value).\n" +"[b]Note:[/b] This only applies to sorting of transparent objects. This will " +"not impact how transparent objects are sorted relative to opaque objects. " +"This is because opaque objects are not sorted, while transparent objects are " +"sorted from back to front (subject to priority)." +msgstr "" + +#: doc/classes/SpriteBase3D.xml +msgid "" "If [code]true[/code], the [Light] in the [Environment] has effects on the " "sprite." msgstr "" @@ -54979,7 +57582,8 @@ msgid "" msgstr "" #: doc/classes/SpriteBase3D.xml -msgid "Represents the size of the [enum DrawFlags] enum." +msgid "" +"Sprite is scaled by depth so that it always appears the same size on screen." msgstr "" #: doc/classes/SpriteFrames.xml @@ -55736,7 +58340,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -55926,11 +58554,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -56333,9 +58961,11 @@ msgstr "" #: doc/classes/StyleBox.xml msgid "" -"Draws this stylebox using a [CanvasItem] with given [RID].\n" -"You can get a [RID] value using [method Object.get_instance_id] on a " -"[CanvasItem]-derived node." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -56522,7 +59152,7 @@ msgstr "" msgid "" "Antialiasing draws a small ring around the edges, which fades to " "transparency. As a result, edges look much smoother. This is only noticeable " -"when using rounded corners.\n" +"when using rounded corners or [member skew].\n" "[b]Note:[/b] When using beveled corners with 45-degree angles ([member " "corner_detail] = 1), it is recommended to set [member anti_aliasing] to " "[code]false[/code] to ensure crisp visuals and avoid possible visual " @@ -56606,28 +59236,47 @@ msgstr "" msgid "" "Expands the stylebox outside of the control rect on the bottom edge. Useful " "in combination with [member border_width_bottom] to draw a border outside " -"the control rect." +"the control rect.\n" +"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member " +"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area " +"for [Control]s. This can negatively impact usability if used wrong, as the " +"user may try to click an area of the StyleBox that cannot actually receive " +"clicks." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "Expands the stylebox outside of the control rect on the left edge. Useful in " "combination with [member border_width_left] to draw a border outside the " -"control rect." +"control rect.\n" +"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member " +"expand_margin_left] does [i]not[/i] affect the size of the clickable area " +"for [Control]s. This can negatively impact usability if used wrong, as the " +"user may try to click an area of the StyleBox that cannot actually receive " +"clicks." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "Expands the stylebox outside of the control rect on the right edge. Useful " "in combination with [member border_width_right] to draw a border outside the " -"control rect." +"control rect.\n" +"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member " +"expand_margin_right] does [i]not[/i] affect the size of the clickable area " +"for [Control]s. This can negatively impact usability if used wrong, as the " +"user may try to click an area of the StyleBox that cannot actually receive " +"clicks." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "Expands the stylebox outside of the control rect on the top edge. Useful in " "combination with [member border_width_top] to draw a border outside the " -"control rect." +"control rect.\n" +"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member " +"expand_margin_top] does [i]not[/i] affect the size of the clickable area for " +"[Control]s. This can negatively impact usability if used wrong, as the user " +"may try to click an area of the StyleBox that cannot actually receive clicks." msgstr "" #: doc/classes/StyleBoxFlat.xml @@ -56646,6 +59295,21 @@ msgstr "" msgid "The shadow size in pixels." msgstr "" +#: doc/classes/StyleBoxFlat.xml +msgid "" +"If set to a non-zero value on either axis, [member skew] distorts the " +"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-" +"style UIs. Positive values skew the StyleBox towards the right (X axis) and " +"upwards (Y axis), while negative values skew the StyleBox towards the left " +"(X axis) and downwards (Y axis).\n" +"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider " +"increasing the [StyleBox]'s content margin (see [member StyleBox." +"content_margin_bottom]). It is preferable to increase the content margin " +"instead of the expand margin (see [member expand_margin_bottom]), as " +"increasing the expand margin does not increase the size of the clickable " +"area for [Control]s." +msgstr "" + #: doc/classes/StyleBoxLine.xml msgid "[StyleBox] that displays a single line." msgstr "" @@ -57772,8 +60436,8 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" -"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes " -"the bookmark if [code]bookmark[/code] is false.\n" +"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/" +"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n" "Bookmarks are shown in the [member breakpoint_gutter]." msgstr "" @@ -57838,6 +60502,10 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "" + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -58068,6 +60736,50 @@ msgid "" "Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled." msgstr "" +#: doc/classes/TextMesh.xml +msgid "Generate an [PrimitiveMesh] from the text." +msgstr "" + +#: doc/classes/TextMesh.xml +msgid "" +"Generate an [PrimitiveMesh] from the text.\n" +"TextMesh can be generated only when using dynamic fonts with vector glyph " +"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType " +"containers, like color emoji fonts) are not supported.\n" +"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the " +"height for the front face, 40% for the back face, 10% for the outer edges " +"and 10% for the inner edges." +msgstr "" + +#: doc/classes/TextMesh.xml +msgid "Step (in pixels) used to approximate Bézier curves." +msgstr "" + +#: doc/classes/TextMesh.xml +msgid "" +"Depths of the mesh, if set to [code]0.0[/code] only front surface, is " +"generated, and UV layout is changed to use full texture for the front face " +"only." +msgstr "" + +#: doc/classes/TextMesh.xml +msgid "[Font] used for the [TextMesh]'s text." +msgstr "" + +#: doc/classes/TextMesh.xml +msgid "" +"Controls the text's horizontal alignment. Supports left, center and right. " +"Set it to one of the [enum Align] constants." +msgstr "" + +#: doc/classes/TextMesh.xml +msgid "The size of one pixel's width on the text to scale it in 3D." +msgstr "" + +#: doc/classes/TextMesh.xml +msgid "The text to generate mesh from." +msgstr "" + #: doc/classes/Texture.xml msgid "Texture for 2D and 3D." msgstr "" @@ -59318,6 +62030,10 @@ msgid "" msgstr "" #: doc/classes/TileMap.xml +msgid "If [code]true[/code], this TileMap bakes a navigation region." +msgstr "" + +#: doc/classes/TileMap.xml msgid "If [code]true[/code], the cell's UVs will be clipped." msgstr "" @@ -59424,6 +62140,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values." msgstr "" #: doc/classes/TileMap.xml +msgid "The navigation layers the TileMap generates its navigation regions in." +msgstr "" + +#: doc/classes/TileMap.xml msgid "" "The light mask assigned to all light occluders in the TileMap. The TileSet's " "light occluders will cast shadows only from Light2D(s) that have the same " @@ -59890,7 +62610,9 @@ msgid "" "[code]weekday[/code], [code]hour[/code], [code]minute[/code], and " "[code]second[/code].\n" "If [code]weekday[/code] is false, then the [code]weekday[/code] entry is " -"excluded (the calculation is relatively expensive)." +"excluded (the calculation is relatively expensive).\n" +"[b]Note:[/b] Any decimal fraction in the time string will be ignored " +"silently." msgstr "" #: doc/classes/Time.xml @@ -60020,14 +62742,18 @@ msgid "" "string can contain a date only, a time only, or both.\n" "[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any " "timezone conversion, so the timestamp will be in the same timezone as the " -"given datetime string." +"given datetime string.\n" +"[b]Note:[/b] Any decimal fraction in the time string will be ignored " +"silently." msgstr "" #: doc/classes/Time.xml msgid "" "Returns the current Unix timestamp in seconds based on the system time in " "UTC. This method is implemented by the operating system and always returns " -"the time in UTC." +"the time in UTC.\n" +"[b]Note:[/b] Unlike other methods that use integer timestamps, this method " +"returns the timestamp as a [float] for sub-second precision." msgstr "" #: doc/classes/Time.xml @@ -60422,20 +63148,21 @@ msgstr "" #: doc/classes/Transform.xml msgid "" -"Rotates the transform around the given axis by the given angle (in radians), " -"using matrix multiplication. The axis must be a normalized vector." +"Returns a copy of the transform rotated around the given [code]axis[/code] " +"by the given [code]angle[/code] (in radians), using matrix multiplication. " +"The [code]axis[/code] must be a normalized vector." msgstr "" #: doc/classes/Transform.xml msgid "" -"Scales basis and origin of the transform by the given scale factor, using " -"matrix multiplication." +"Returns a copy of the transform with its basis and origin scaled by the " +"given [code]scale[/code] factor, using matrix multiplication." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Translates the transform by the given offset, relative to the transform's " -"basis vectors.\n" +"Returns a copy of the transform translated by the given [code]offset[/code], " +"relative to the transform's basis vectors.\n" "Unlike [method rotated] and [method scaled], this does not use matrix " "multiplication." msgstr "" @@ -60541,13 +63268,19 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Rotates the transform by the given angle (in radians), using matrix " -"multiplication." +"Returns a copy of the transform rotated by the given [code]angle[/code] (in " +"radians), using matrix multiplication." msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Scales the transform by the given scale factor, using matrix multiplication." +"Returns a copy of the transform scaled by the given [code]scale[/code] " +"factor, using matrix multiplication.\n" +"[b]Note:[/b] Negative X scales in 2D are not decomposable from the " +"transformation matrix. Due to the way scale is represented with " +"transformation matrices in Godot, negative scales on the X axis will be " +"changed to negative scales on the Y axis and a rotation of 180 degrees when " +"decomposed." msgstr "" #: doc/classes/Transform2D.xml @@ -60702,7 +63435,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml @@ -60777,7 +63521,7 @@ msgid "" "get the item that was modified.\n" "[codeblock]\n" "func _ready():\n" -" $Tree.item_edited.connect(on_Tree_item_edited)\n" +" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n" "\n" "func on_Tree_item_edited():\n" " print($Tree.get_edited()) # This item just got edited (e.g. checked).\n" @@ -61316,13 +64060,14 @@ msgstr "" #: doc/classes/TreeItem.xml msgid "" -"Returns the next TreeItem in the tree or a null object if there is none." +"Returns the next sibling TreeItem in the tree or a null object if there is " +"none." msgstr "" #: doc/classes/TreeItem.xml msgid "" -"Returns the next visible TreeItem in the tree or a null object if there is " -"none.\n" +"Returns the next visible sibling TreeItem in the tree or a null object if " +"there is none.\n" "If [code]wrap[/code] is enabled, the method will wrap around to the first " "visible element in the tree when called on the last visible element, " "otherwise it returns [code]null[/code]." @@ -61334,13 +64079,14 @@ msgstr "" #: doc/classes/TreeItem.xml msgid "" -"Returns the previous TreeItem in the tree or a null object if there is none." +"Returns the previous sibling TreeItem in the tree or a null object if there " +"is none." msgstr "" #: doc/classes/TreeItem.xml msgid "" -"Returns the previous visible TreeItem in the tree or a null object if there " -"is none.\n" +"Returns the previous visible sibling TreeItem in the tree or a null object " +"if there is none.\n" "If [code]wrap[/code] is enabled, the method will wrap around to the last " "visible element in the tree when called on the first visible element, " "otherwise it returns [code]null[/code]." @@ -61609,7 +64355,9 @@ msgid "" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] Tween methods will return [code]false[/code] if the requested " -"operation cannot be completed." +"operation cannot be completed.\n" +"[b]Note:[/b] For an alternative method of tweening, that doesn't require " +"using nodes, see [SceneTreeTween]." msgstr "" #: doc/classes/Tween.xml @@ -61703,7 +64451,7 @@ msgstr "" msgid "" "Resets a tween to its initial value (the one given, not the one before the " "tween), given its object and property/method pair. By default, all tweens " -"are removed, unless [code]key[/code] is specified." +"are reset, unless [code]key[/code] is specified." msgstr "" #: doc/classes/Tween.xml @@ -61886,6 +64634,22 @@ msgid "" "interpolation is fastest at both ends." msgstr "" +#: doc/classes/Tweener.xml +msgid "Abstract class for all Tweeners used by [SceneTreeTween]." +msgstr "" + +#: doc/classes/Tweener.xml +msgid "" +"Tweeners are objects that perform a specific animating task, e.g. " +"interpolating a property or calling a method at a given time. A [Tweener] " +"can't be created manually, you need to use a dedicated method from " +"[SceneTreeTween]." +msgstr "" + +#: doc/classes/Tweener.xml +msgid "Emitted when the [Tweener] has just finished its job." +msgstr "" + #: doc/classes/UDPServer.xml msgid "Helper class to implement a UDP server." msgstr "" @@ -62678,7 +65442,7 @@ msgstr "" msgid "" "Returns the angle between the line connecting the two points and the X axis, " "in radians.\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/" "vector2_angle_to_point.png]Illustration of the returned angle.[/url]" msgstr "" @@ -62838,8 +65602,8 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the vector rotated by [code]phi[/code] radians. See also [method " -"@GDScript.deg2rad]." +"Returns the vector rotated by [code]angle[/code] (in radians). See also " +"[method @GDScript.deg2rad]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -62937,7 +65701,7 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" "3-element structure that can be used to represent positions in 3D space or " -"any other pair of numeric values.\n" +"any other triplet of numeric values.\n" "[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/" "code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 " "will always evaluate to [code]true[/code]." @@ -63019,8 +65783,8 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Rotates this vector around a given axis by [code]phi[/code] radians. The " -"axis must be a normalized vector." +"Rotates this vector around a given axis by [code]angle[/code] (in radians). " +"The axis must be a normalized vector." msgstr "" #: doc/classes/Vector3.xml @@ -63130,11 +65894,11 @@ msgstr "" #: doc/classes/VehicleBody.xml msgid "" "Accelerates the vehicle by applying an engine force. The vehicle is only " -"speed up if the wheels that have [member VehicleWheel.use_as_traction] set " -"to [code]true[/code] and are in contact with a surface. The [member " -"RigidBody.mass] of the vehicle has an effect on the acceleration of the " -"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 " -"range for acceleration.\n" +"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to " +"[code]true[/code] and are in contact with a surface. The [member RigidBody." +"mass] of the vehicle has an effect on the acceleration of the vehicle. For a " +"vehicle with a mass set to 1000, try a value in the 25 - 50 range for " +"acceleration.\n" "[b]Note:[/b] The simulation does not take the effect of gears into account, " "you will need to add logic for this if you wish to simulate gears.\n" "A negative value will result in the vehicle reversing." @@ -63214,8 +65978,8 @@ msgstr "" #: doc/classes/VehicleWheel.xml msgid "" -"Accelerates the wheel by applying an engine force. The wheel is only speed " -"up if it is in contact with a surface. The [member RigidBody.mass] of the " +"Accelerates the wheel by applying an engine force. The wheel is only sped up " +"if it is in contact with a surface. The [member RigidBody.mass] of the " "vehicle has an effect on the acceleration of the vehicle. For a vehicle with " "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n" "[b]Note:[/b] The simulation does not take the effect of gears into account, " @@ -63412,12 +66176,12 @@ msgid "" msgstr "" #: modules/gdnative/doc_classes/VideoStreamGDNative.xml -msgid "[VideoStream] resource for for video formats implemented via GDNative." +msgid "[VideoStream] resource for video formats implemented via GDNative." msgstr "" #: modules/gdnative/doc_classes/VideoStreamGDNative.xml msgid "" -"[VideoStream] resource for for video formats implemented via GDNative.\n" +"[VideoStream] resource for video formats implemented via GDNative.\n" "It can be used via [url=https://github.com/KidRigger/godot-" "videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg." "org]FFmpeg[/url] library." @@ -63612,7 +66376,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" "Returns [code]true[/code] if the viewport is currently performing a drag " -"operation." +"operation.\n" +"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node." +"NOTIFICATION_DRAG_END] when you prefer polling the value." msgstr "" #: doc/classes/Viewport.xml @@ -63760,8 +66526,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" #: doc/classes/Viewport.xml @@ -63816,9 +66582,10 @@ msgstr "" msgid "" "The shadow atlas' resolution (used for omni and spot lights). The value will " "be rounded up to the nearest power of 2.\n" -"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-" -"created viewports default to a value of 0, this value must be set above 0 " -"manually." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -63847,7 +66614,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml @@ -64198,11 +66969,12 @@ msgid "This enabler will stop [Particles2D] nodes." msgstr "" #: doc/classes/VisibilityEnabler2D.xml -msgid "This enabler will stop the parent's _process function." +msgid "This enabler will stop the parent's [method Node._process] function." msgstr "" #: doc/classes/VisibilityEnabler2D.xml -msgid "This enabler will stop the parent's _physics_process function." +msgid "" +"This enabler will stop the parent's [method Node._physics_process] function." msgstr "" #: doc/classes/VisibilityEnabler2D.xml @@ -64242,6 +67014,16 @@ msgid "The VisibilityNotifier's bounding box." msgstr "" #: doc/classes/VisibilityNotifier.xml +msgid "" +"In addition to checking whether a node is on screen or within a [Camera]'s " +"view, VisibilityNotifier can also optionally check whether a node is within " +"a specified maximum distance when using a [Camera] with perspective " +"projection. This is useful for throttling the performance requirements of " +"nodes that are far away.\n" +"[b]Note:[/b] This feature will be disabled if set to 0.0." +msgstr "" + +#: doc/classes/VisibilityNotifier.xml msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view." msgstr "" @@ -67302,8 +70084,8 @@ msgstr "" #: doc/classes/VisualServer.xml msgid "" -"Returns the default value for the param if available. Otherwise returns an " -"empty [Variant]." +"Returns the default value for the param if available. Returns [code]null[/" +"code] otherwise." msgstr "" #: doc/classes/VisualServer.xml @@ -68057,6 +70839,32 @@ msgstr "" #: doc/classes/VisualServer.xml msgid "" +"Creates an update link between two textures, similar to how " +"[ViewportTexture]s operate. When the base texture is the texture of a " +"[Viewport], every time the viewport renders a new frame, the proxy texture " +"automatically receives an update.\n" +"For example, this code links a generic [ImageTexture] to the texture output " +"of the [Viewport] using the VisualServer API:\n" +"[codeblock]\n" +"func _ready():\n" +" var viewport_rid = get_viewport().get_viewport_rid()\n" +" var viewport_texture_rid = VisualServer." +"viewport_get_texture(viewport_rid)\n" +"\n" +" var proxy_texture = ImageTexture.new()\n" +" var viewport_texture_image_data = VisualServer." +"texture_get_data(viewport_texture_rid)\n" +"\n" +" proxy_texture.create_from_image(viewport_texture_image_data)\n" +" var proxy_texture_rid = proxy_texture.get_rid()\n" +" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n" +"\n" +" $TextureRect.texture = proxy_texture\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/VisualServer.xml +msgid "" "If [code]true[/code], sets internal processes to shrink all image data to " "half the size." msgstr "" @@ -68093,7 +70901,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" @@ -68164,7 +70972,11 @@ msgid "Sets the viewport's global transformation matrix." msgstr "" #: doc/classes/VisualServer.xml -msgid "If [code]true[/code], the viewport renders to hdr." +msgid "" +"If [code]true[/code], the viewport renders to high dynamic range (HDR) " +"instead of standard dynamic range (SDR). See also [method " +"viewport_set_use_32_bpc_depth].\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/VisualServer.xml @@ -68249,6 +71061,15 @@ msgstr "" #: doc/classes/VisualServer.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 if [method viewport_set_use_32_bpc_depth] is used " +"on the same [Viewport] to set HDR to [code]true[/code].\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/VisualServer.xml +msgid "" "If [code]true[/code], the viewport uses augmented or virtual reality " "technologies. See [ARVRInterface]." msgstr "" @@ -68961,6 +71782,16 @@ msgid "The amount of shader rebinds in the frame." msgstr "" #: doc/classes/VisualServer.xml +msgid "" +"The peak amount of shaders that have been under compilation in the frame.\n" +"This is useful to know when asynchronous shader compilation has finished for " +"the current shaders on screen.\n" +"[b]Note:[/b] For complete certainty, only assume there are no outstanding " +"compilations when this value is zero for at least two frames in a row.\n" +"Unimplemented in the GLES2 rendering backend, always returns 0." +msgstr "" + +#: doc/classes/VisualServer.xml msgid "The amount of surface changes in the frame." msgstr "" @@ -69106,23 +71937,43 @@ msgid "Shows the glow effect by itself without the underlying scene." msgstr "" #: doc/classes/VisualServer.xml -msgid "Output color as they came in." +msgid "" +"Output color as they came in. This can cause bright lighting to look blown " +"out, with noticeable clipping in the output colors." msgstr "" #: doc/classes/VisualServer.xml -msgid "Use the Reinhard tonemapper." +msgid "" +"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors " +"by this formula: [code]color = color / (1 + color)[/code]. This avoids " +"clipping bright highlights, but the resulting image can look a bit dull." msgstr "" #: doc/classes/VisualServer.xml -msgid "Use the filmic tonemapper." +msgid "" +"Use the filmic tonemapper. This avoids clipping bright highlights, with a " +"resulting image that usually looks more vivid than [constant " +"ENV_TONE_MAPPER_REINHARD]." msgstr "" #: doc/classes/VisualServer.xml -msgid "Use the ACES tonemapper." +msgid "" +"Use the legacy Godot version of the Academy Color Encoding System " +"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of " +"ACES does not handle bright lighting in a physically accurate way. ACES " +"typically has a more contrasted output compared to [constant " +"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n" +"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor " +"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]." msgstr "" #: doc/classes/VisualServer.xml -msgid "Use the ACES Fitted tonemapper." +msgid "" +"Use the Academy Color Encoding System tonemapper. ACES is slightly more " +"expensive than other options, but it handles bright lighting in a more " +"realistic fashion by desaturating it as it becomes brighter. ACES typically " +"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] " +"and [constant ENV_TONE_MAPPER_FILMIC]." msgstr "" #: doc/classes/VisualServer.xml @@ -72048,7 +74899,7 @@ msgid "Emitted when [member visibility_state] has changed." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml -msgid "We don't know the the target ray mode." +msgid "We don't know the target ray mode." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml @@ -72137,8 +74988,8 @@ msgstr "" #: doc/classes/World.xml msgid "" "Class that has everything pertaining to a world. A physics space, a visual " -"scenario and a sound space. Spatial nodes register their resources into the " -"current world." +"scenario, a navigation map and a sound space. Spatial nodes register their " +"resources into the current world." msgstr "" #: doc/classes/World.xml @@ -72153,8 +75004,13 @@ msgstr "" #: doc/classes/World.xml msgid "" -"The World's fallback_environment will be used if the World's [Environment] " -"fails or is missing." +"The World's fallback environment will be used if [member environment] fails " +"or is missing." +msgstr "" + +#: doc/classes/World.xml +msgid "" +"The [RID] of this world's navigation map. Used by the [NavigationServer]." msgstr "" #: doc/classes/World.xml @@ -72172,8 +75028,8 @@ msgstr "" #: doc/classes/World2D.xml msgid "" "Class that has everything pertaining to a 2D world. A physics space, a " -"visual scenario and a sound space. 2D nodes register their resources into " -"the current 2D world." +"visual scenario, a navigation map and a sound space. 2D nodes register their " +"resources into the current 2D world." msgstr "" #: doc/classes/World2D.xml @@ -72191,6 +75047,11 @@ msgstr "" #: doc/classes/World2D.xml msgid "" +"The [RID] of this world's navigation map. Used by the [Navigation2DServer]." +msgstr "" + +#: doc/classes/World2D.xml +msgid "" "The [RID] of this world's physics space resource. Used by the " "[Physics2DServer] for 2D physics, treating it as both a space and an area." msgstr "" @@ -72232,8 +75093,7 @@ msgid "" "They can be used as the server certificate in [method StreamPeerSSL." "accept_stream] (along with the proper [CryptoKey]), and to specify the only " "certificate that should be accepted when connecting to an SSL server via " -"[method StreamPeerSSL.connect_to_stream].\n" -"[b]Note:[/b] Not available in HTML5 exports." +"[method StreamPeerSSL.connect_to_stream]." msgstr "" #: doc/classes/X509Certificate.xml |