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Diffstat (limited to 'doc/translations/is.po')
-rw-r--r-- | doc/translations/is.po | 2241 |
1 files changed, 1961 insertions, 280 deletions
diff --git a/doc/translations/is.po b/doc/translations/is.po index 2aae5d4390..90fb6e951b 100644 --- a/doc/translations/is.po +++ b/doc/translations/is.po @@ -635,7 +635,13 @@ 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 @@ -3323,8 +3329,21 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer, float or string property is an enumerated value to " -"pick in a list specified via a hint string such as [code]\"Hello,Something," -"Else\"[/code]." +"pick in a list specified via a hint string.\n" +"The hint string is a comma separated list of names such as [code]\"Hello," +"Something,Else\"[/code]. For integer and float properties, the first name in " +"the list has value 0, the next 1, and so on. Explicit values can also be " +"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero," +"One,Three:3,Four,Six:6\"[/code]." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"Hints that a string property can be an enumerated value to pick in a list " +"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n" +"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts " +"arbitrary values and can be empty. The list of values serves to suggest " +"possible values." msgstr "" #: doc/classes/@GlobalScope.xml @@ -3456,7 +3475,7 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -4839,7 +4858,7 @@ msgid "" msgstr "" #: doc/classes/AnimationNode.xml -msgid "Returns [code]true[/code] whether a given path is filtered." +msgid "Returns whether the given path is filtered." msgstr "" #: doc/classes/AnimationNode.xml @@ -4864,7 +4883,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Sets a custom parameter. These are used as local storage, because resources " +"Sets a custom parameter. These are used as local memory, because resources " "can be reused across the tree or scenes." msgstr "" @@ -4873,7 +4892,7 @@ msgid "If [code]true[/code], filtering is enabled." msgstr "" #: doc/classes/AnimationNode.xml -msgid "Called when the node was removed from the graph." +msgid "Emitted when the node was removed from the graph." msgstr "" #: doc/classes/AnimationNode.xml @@ -5227,8 +5246,11 @@ msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "" -"This node may contain a sub-tree of any other blend type nodes, such as mix, " -"blend2, blend3, one shot, etc. This is one of the most commonly used roots." +"This node may contain a sub-tree of any other blend type nodes, such as " +"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], " +"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n" +"An [AnimationNodeOutput] node named [code]output[/code] is created by " +"default." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml @@ -6970,8 +6992,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -6980,6 +7003,18 @@ 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 +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." msgstr "" @@ -8122,6 +8157,16 @@ 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 "" @@ -9484,26 +9529,10 @@ msgid "" msgstr "" #: doc/classes/AudioServer.xml -msgid "" -"Name of the current device for audio input (see [method " -"capture_get_device_list]). The value [code]\"Default\"[/code] means that the " -"system-wide default audio input is currently used." -msgstr "" - -#: doc/classes/AudioServer.xml msgid "Returns the names of all audio input devices detected on the system." msgstr "" #: doc/classes/AudioServer.xml -msgid "" -"Sets which audio input device is used for audio capture. On systems with " -"multiple audio inputs (such as analog and USB), this can be used to select " -"the audio input device. Setting the value [code]\"Default\"[/code] will " -"record audio from the system-wide default audio input. If an invalid device " -"name is set, the value will be reverted back to [code]\"Default\"[/code]." -msgstr "" - -#: doc/classes/AudioServer.xml msgid "Generates an [AudioBusLayout] using the available buses and effects." msgstr "" @@ -9661,6 +9690,16 @@ msgstr "" #: doc/classes/AudioServer.xml msgid "" +"Name of the current device for audio input (see [method get_device_list]). " +"On systems with multiple audio inputs (such as analog, USB and HDMI audio), " +"this can be used to select the audio input device. The value " +"[code]\"Default\"[/code] will record audio on the system-wide default audio " +"input. If an invalid device name is set, the value will be reverted back to " +"[code]\"Default\"[/code]." +msgstr "" + +#: doc/classes/AudioServer.xml +msgid "" "Name of the current device for audio output (see [method get_device_list]). " "On systems with multiple audio outputs (such as analog, USB and HDMI audio), " "this can be used to select the audio output device. The value " @@ -10353,8 +10392,15 @@ msgstr "" #: doc/classes/BakedLightmap.xml msgid "" -"When enabled, the lightmapper will merge the textures for all meshes into a " -"single large layered texture. Not supported in GLES2." +"If [code]true[/code], the lightmapper will merge the textures for all meshes " +"into one or several large layered textures. If [code]false[/code], every " +"mesh will get its own lightmap texture, which is less efficient.\n" +"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] " +"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If " +"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is " +"[code]true[/code], consider baking lightmaps with [member atlas_generate] " +"set to [code]false[/code] so that the resulting lightmap is visible in both " +"GLES3 and GLES2." msgstr "" #: doc/classes/BakedLightmap.xml @@ -10818,7 +10864,7 @@ 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 "" @@ -10888,8 +10934,8 @@ 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 @@ -11479,6 +11525,29 @@ 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 "" @@ -11697,8 +11766,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -12233,7 +12302,16 @@ 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 @@ -12245,21 +12323,41 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a colored, unfilled circle. See also [method draw_arc], [method " -"draw_polyline] and [method draw_polygon]." +"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 @@ -12275,7 +12373,12 @@ 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 @@ -12287,7 +12390,12 @@ 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 @@ -12301,7 +12409,13 @@ 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 @@ -12310,7 +12424,13 @@ 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 @@ -12320,7 +12440,13 @@ 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 @@ -12338,10 +12464,16 @@ 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 @@ -12496,20 +12628,24 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], children will be updated with " -"local transform data." +"If [code]enable[/code] is [code]true[/code], this node will receive " +"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform " +"changes." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], children will be updated with " -"global transform data." +"If [code]enable[/code] is [code]true[/code], this node will receive " +"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes." msgstr "" #: doc/classes/CanvasItem.xml @@ -12623,9 +12759,14 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"The [CanvasItem]'s transform has changed. This notification is only received " -"if enabled by [method set_notify_transform] or [method " -"set_notify_local_transform]." +"The [CanvasItem]'s global transform has changed. This notification is only " +"received if enabled by [method set_notify_transform]." +msgstr "" + +#: doc/classes/CanvasItem.xml +msgid "" +"The [CanvasItem]'s local transform has changed. This notification is only " +"received if enabled by [method set_notify_local_transform]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12736,6 +12877,18 @@ msgstr "" #: doc/classes/CanvasLayer.xml msgid "" +"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to " +"setting [member visible] to [code]false[/code]." +msgstr "" + +#: doc/classes/CanvasLayer.xml +msgid "" +"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to " +"setting [member visible] to [code]true[/code]." +msgstr "" + +#: doc/classes/CanvasLayer.xml +msgid "" "The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/" "code], uses the default viewport instead." msgstr "" @@ -13568,7 +13721,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -15572,8 +15728,9 @@ msgid "" "Returns a [Color] from the first matching [Theme] in the tree if that " "[Theme] has a color item with the specified [code]name[/code] and " "[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class " -"name of the current control is used as the type. If the type is a class name " -"its parent classes are also checked, in order of inheritance.\n" +"name of the current control is used as the type, or [member " +"theme_type_variation] if it is defined. If the type is a class name its " +"parent classes are also checked, in order of inheritance.\n" "For the current control its local overrides are considered first (see " "[method add_color_override]), then its assigned [member theme]. After the " "current control, each parent control and its assigned [member theme] are " @@ -15834,6 +15991,13 @@ msgstr "" #: doc/classes/Control.xml 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 +msgid "" "Invalidates the size cache in this node and in parent nodes up to toplevel. " "Intended to be used with [method get_minimum_size] when the return value is " "changed. Setting [member rect_min_size] directly calls this method " @@ -16253,8 +16417,9 @@ msgstr "" #: doc/classes/Control.xml msgid "" "By default, the node's pivot is its top-left corner. When you change its " -"[member rect_scale], it will scale around this pivot. Set this property to " -"[member rect_size] / 2 to center the pivot in the node's rectangle." +"[member rect_rotation] or [member rect_scale], it will rotate or scale " +"around this pivot. Set this property to [member rect_size] / 2 to pivot " +"around the Control's center." msgstr "" #: doc/classes/Control.xml @@ -16324,6 +16489,25 @@ msgid "" msgstr "" #: doc/classes/Control.xml +msgid "" +"The name of a theme type variation used by this [Control] to look up its own " +"theme items. When empty, the class name of the node is used (e.g. " +"[code]Button[/code] for the [Button] control), as well as the class names of " +"all parent classes (in order of inheritance).\n" +"When set, this property gives the highest priority to the type of the " +"specified name. This type can in turn extend another type, forming a " +"dependency chain. See [method Theme.set_type_variation]. If the theme item " +"cannot be found using this type or its base types, lookup falls back on the " +"class names.\n" +"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] " +"methods without specifying [code]theme_type[/code].\n" +"[b]Note:[/b] Theme items are looked for in the tree order, from branch to " +"root, where each [Control] node is checked for its [member theme] property. " +"The earliest match against any type/class name is returned. The project-" +"level Theme and the default Theme are checked last." +msgstr "" + +#: doc/classes/Control.xml msgid "Emitted when the node gains keyboard focus." msgstr "" @@ -18579,10 +18763,10 @@ msgid "" "further calculations." msgstr "" -#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml +#: doc/classes/Curve2D.xml msgid "" -"Adds a point to a curve at [code]position[/code], with control points " -"[code]in[/code] and [code]out[/code].\n" +"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s " +"position, with control points [code]in[/code] and [code]out[/code].\n" "If [code]at_position[/code] is given, the point is inserted before the point " "number [code]at_position[/code], moving that point (and every point after) " "after the inserted point. If [code]at_position[/code] is not given, or is an " @@ -18733,6 +18917,18 @@ msgid "" msgstr "" #: doc/classes/Curve3D.xml +msgid "" +"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s " +"position, with control points [code]in[/code] and [code]out[/code].\n" +"If [code]at_position[/code] is given, the point is inserted before the point " +"number [code]at_position[/code], moving that point (and every point after) " +"after the inserted point. If [code]at_position[/code] is not given, or is an " +"illegal value ([code]at_position <0[/code] or [code]at_position >= [method " +"get_point_count][/code]), the point will be appended at the end of the point " +"list." +msgstr "" + +#: doc/classes/Curve3D.xml msgid "Returns the cache of points as a [PoolVector3Array]." msgstr "" @@ -19421,9 +19617,11 @@ 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 "" @@ -19538,9 +19736,8 @@ msgid "" "main font.\n" "DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library " "for rasterization. Supported formats are TrueType ([code].ttf[/code]), " -"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/" -"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] " -"supported.\n" +"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), " +"and Web Open Font Format 2 ([code].woff2[/code]).\n" "[codeblock]\n" "var dynamic_font = DynamicFont.new()\n" "dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n" @@ -20407,18 +20604,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -21593,6 +21806,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -22330,12 +22551,13 @@ msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Helper function to create a commit [Dictionary] item. [code]msg[/code] is " -"the commit message of the commit. [code]author[/code] is a human-readable " -"string containing the author's details, e.g. the email and name configured " -"in the VCS. [code]id[/code] is the identifier of the commit, in whichever " -"format your VCS may provide an identifier to commits. [code]date[/code] is " -"directly added to the commit item and displayed in the editor, and hence, it " -"shall be a well-formatted, human-readable date string." +"the commit message of the commit. [code]author[/code] is a single human-" +"readable string containing all the author's details, e.g. the email and name " +"configured in the VCS. [code]id[/code] is the identifier of the commit, in " +"whichever format your VCS may provide an identifier to commits. " +"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was " +"created. [code]offset_minutes[/code] is the timezone offset in minutes, " +"recorded from the system timezone where the commit was created." msgstr "" #: doc/classes/EditorVCSInterface.xml @@ -22591,7 +22813,7 @@ 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 " @@ -22995,7 +23217,22 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "If [code]true[/code], the glow effect is enabled." +msgid "" +"If [code]true[/code], the glow effect is enabled.\n" +"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/" +"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D " +"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/" +"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] " +"by default, so its [code].mobile[/code] override needs to be changed to " +"[b]3D[/b].\n" +"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by " +"default for performance reasons. This means glow will only be visible if " +"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if " +"[member glow_bloom] is increased above [code]0.0[/code]. Also consider " +"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to " +"behave on mobile like it does on desktop (at a performance cost), enable " +"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] " +"override." msgstr "" #: doc/classes/Environment.xml @@ -23198,10 +23435,13 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"Keeps on screen every pixel drawn in the background. This is the fastest " -"background mode, but it can only be safely used in fully-interior scenes (no " -"visible sky or sky reflections). If enabled in a scene where the background " -"is visible, \"ghost trail\" artifacts will be visible when moving the camera." +"Keeps on screen every pixel drawn in the background. Only select this mode " +"if you really need to keep the old data. On modern GPUs it will generally " +"not be faster than clearing the background, and can be significantly slower, " +"particularly on mobile.\n" +"It can only be safely used in fully-interior scenes (no visible sky or sky " +"reflections). If enabled in a scene where the background is visible, \"ghost " +"trail\" artifacts will be visible when moving the camera." msgstr "" #: doc/classes/Environment.xml @@ -23265,33 +23505,43 @@ 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 @@ -25097,8 +25347,9 @@ msgid "" "Returns a [PoolIntArray] where each triangle consists of three consecutive " "point indices into [code]polygon[/code] (i.e. the returned array will have " "[code]n * 3[/code] elements, with [code]n[/code] being the number of found " -"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is " -"returned." +"triangles). Output triangles will always be counter clockwise, and the " +"contour will be flipped if it's clockwise. If the triangulation did not " +"succeed, an empty [PoolIntArray] is returned." msgstr "" #: doc/classes/Geometry.xml @@ -25368,7 +25619,12 @@ msgid "" "[b]Note:[/b] [method bake] works from the editor and in exported projects. " "This makes it suitable for procedurally generated or user-built levels. " "Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. " -"Reducing [member subdiv] can speed up baking." +"Reducing [member subdiv] can speed up baking.\n" +"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before " +"[method bake] is called. If you are procedurally creating those and some " +"meshes or lights are missing from your baked [GIProbe], use " +"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] " +"directly." msgstr "" #: doc/classes/GIProbe.xml @@ -25462,6 +25718,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -25511,6 +25811,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -26646,14 +26989,14 @@ msgstr "" #: doc/classes/HeightMapShape.xml msgid "" -"Depth of the height map data. Changing this will resize the [member " -"map_data]." +"Number of vertices in the depth of the height map. Changing this will resize " +"the [member map_data]." msgstr "" #: doc/classes/HeightMapShape.xml msgid "" -"Width of the height map data. Changing this will resize the [member " -"map_data]." +"Number of vertices in the width of the height map. Changing this will resize " +"the [member map_data]." msgstr "" #: doc/classes/HFlowContainer.xml @@ -27935,34 +28278,42 @@ 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 @@ -28895,9 +29246,9 @@ msgid "" "Returns a value between 0 and 1 representing the raw intensity of the given " "action, ignoring the action's deadzone. In most cases, you should use " "[method get_action_strength] instead.\n" -"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " -"for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"If [code]exact[/code] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -28907,9 +29258,9 @@ msgid "" "or L2, R2 triggers) is from the dead zone, the closer the value will be to " "1. If the action is mapped to a control that has no axis as the keyboard, " "the value returned will be 0 or 1.\n" -"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " -"for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"If [code]exact[/code] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -29042,9 +29393,9 @@ msgid "" "the button.\n" "This is useful for code that needs to run only once when an action is " "pressed, instead of every frame while it's pressed.\n" -"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " -"for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events.\n" +"If [code]exact[/code] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " "return [code]false[/code] even if one of the action's keys is pressed. See " "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " @@ -29056,9 +29407,9 @@ msgid "" "Returns [code]true[/code] when the user stops pressing the action event, " "meaning it's [code]true[/code] only on the frame that the user released the " "button.\n" -"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " -"for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"If [code]exact[/code] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -29067,9 +29418,9 @@ msgid "" "an action has multiple buttons assigned and more than one of them is " "pressed, releasing one button will release the action, even if some other " "button assigned to this action is still pressed.\n" -"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " -"for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events.\n" +"If [code]exact[/code] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " "[code]false[/code] even if one of the action's keys is pressed. See " "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " @@ -29253,8 +29604,10 @@ 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 @@ -29419,18 +29772,18 @@ msgstr "" msgid "" "Returns a value between 0.0 and 1.0 depending on the given actions' state. " "Useful for getting the value of events of type [InputEventJoypadMotion].\n" -"If [code]exact_match[/code] is [code]false[/code], it ignores the input " -"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"If [code]exact_match[/code] is [code]false[/code], it ignores additional " +"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " +"the direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event matches a pre-defined action " "of any type.\n" -"If [code]exact_match[/code] is [code]false[/code], it ignores the input " -"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"If [code]exact_match[/code] is [code]false[/code], it ignores additional " +"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " +"the direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/InputEvent.xml @@ -29439,9 +29792,9 @@ msgid "" "an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is " "[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] " "or [InputEventScreenDrag].\n" -"If [code]exact_match[/code] is [code]false[/code], it ignores the input " -"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events.\n" +"If [code]exact_match[/code] is [code]false[/code], it ignores additional " +"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " +"the direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " "[code]false[/code] even if one of the action's keys is pressed. See " "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " @@ -29453,9 +29806,9 @@ msgid "" "Returns [code]true[/code] if the given action is released (i.e. not " "pressed). Not relevant for events of type [InputEventMouseMotion] or " "[InputEventScreenDrag].\n" -"If [code]exact_match[/code] is [code]false[/code], it ignores the input " -"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"If [code]exact_match[/code] is [code]false[/code], it ignores additional " +"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " +"the direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/InputEvent.xml @@ -29486,9 +29839,9 @@ msgid "" "event. Only valid for action events i.e key ([InputEventKey]), button " "([InputEventMouseButton] or [InputEventJoypadButton]), axis " "[InputEventJoypadMotion] or action ([InputEventAction]) events.\n" -"If [code]exact_match[/code] is [code]false[/code], it ignores the input " -"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"If [code]exact_match[/code] is [code]false[/code], it ignores additional " +"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " +"the direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/InputEvent.xml @@ -30018,13 +30371,18 @@ msgid "" "This method ignores keyboard modifiers if the given [InputEvent] is not " "pressed (for proper release detection). See [method action_has_event] if you " "don't want this behavior.\n" -"If [code]exact_match[/code] is [code]false[/code], it ignores the input " -"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"If [code]exact_match[/code] is [code]false[/code], it ignores additional " +"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " +"the direction for [InputEventJoypadMotion] events." 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 @@ -30166,6 +30524,19 @@ 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 "" @@ -31903,7 +32274,12 @@ msgid "The color of shadows cast by this light." msgstr "" #: doc/classes/Light.xml -msgid "Attempts to reduce [member shadow_bias] gap." +msgid "" +"Attempts to reduce [member shadow_bias] gap by rendering screen-space " +"contact shadows. This has a performance impact, especially at higher " +"values.\n" +"[b]Note:[/b] Contact shadows can look broken, so leaving this property to " +"[code]0.0[/code] is recommended." msgstr "" #: doc/classes/Light.xml @@ -32201,7 +32577,8 @@ 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 " @@ -32245,8 +32622,17 @@ 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 @@ -32283,8 +32669,12 @@ msgstr "" #: doc/classes/Line2D.xml msgid "" -"The smoothness of the rounded joints and caps. This is only used if a cap or " -"joint is set as round." +"The smoothness of the rounded joints and caps. Higher values result in " +"smoother corners, but are more demanding to render and update. This is only " +"used if a cap or joint is set as round.\n" +"[b]Note:[/b] The default value is tuned for lines with the default [member " +"width]. For thin lines, this value should be reduced to a number between " +"[code]2[/code] and [code]4[/code] to improve performance." msgstr "" #: doc/classes/Line2D.xml @@ -32415,7 +32805,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -32434,6 +32824,18 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "" + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -32483,6 +32885,13 @@ msgstr "" msgid "If [code]true[/code], the context menu will appear when right-clicked." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml +#: doc/classes/TextEdit.xml +msgid "" +"If [code]true[/code], the selected text will be deselected when focus is " +"lost." +msgstr "" + #: doc/classes/LineEdit.xml msgid "" "If [code]false[/code], existing text cannot be modified and new text cannot " @@ -32518,6 +32927,13 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "" +"If [code]false[/code], using middle mouse button to paste clipboard will be " +"disabled.\n" +"[b]Note:[/b] This method is only implemented on Linux." +msgstr "" + #: doc/classes/LineEdit.xml msgid "" "Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/" @@ -33833,6 +34249,39 @@ msgid "Returns the number of surface materials." msgstr "" #: doc/classes/MeshInstance.xml +msgid "" +"Returns [code]true[/code] if this [MeshInstance] can be merged with the " +"specified [code]other_mesh_instance[/code], using the [method MeshInstance." +"merge_meshes] function.\n" +"In order to be mergeable, properties of the [MeshInstance] must match, and " +"each surface must match, in terms of material, attributes and vertex format." +msgstr "" + +#: doc/classes/MeshInstance.xml +msgid "" +"This function can merge together the data from several source " +"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance " +"the function is called from). This is primarily useful for improving " +"performance by reducing the number of drawcalls and [Node]s.\n" +"Merging should only be attempted for simple meshes that do not contain " +"animation.\n" +"The final vertices can either be returned in global space, or in local space " +"relative to the destination [MeshInstance] global transform (the destination " +"Node must be inside the [SceneTree] for local space to work).\n" +"The function will make a final check for compatibility between the " +"[MeshInstance]s by default, this should always be used unless you have " +"previously checked for compatibility using [method MeshInstance." +"is_mergeable_with]. If the compatibility check is omitted and the meshes are " +"merged, you may see rendering errors.\n" +"[b]Note:[/b] The requirements for similarity between meshes are quite " +"stringent. They can be checked using the [method MeshInstance." +"is_mergeable_with] function prior to calling [method MeshInstance." +"merge_meshes].\n" +"Also note that any initial data in the destination [MeshInstance] data will " +"be discarded." +msgstr "" + +#: doc/classes/MeshInstance.xml msgid "Sets the [Material] for a surface of the [Mesh] resource." msgstr "" @@ -34021,6 +34470,41 @@ 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 +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 +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 "" @@ -34124,6 +34608,15 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" +"When using [i]physics interpolation[/i], this function allows you to prevent " +"interpolation on an instance in the current physics tick.\n" +"This allows you to move instances instantaneously, and should usually be " +"used when initially placing an instance such as a bullet to prevent " +"graphical glitches." +msgstr "" + +#: doc/classes/MultiMesh.xml +msgid "" "Sets all data related to the instances in one go. This is especially useful " "when loading the data from disk or preparing the data from GDNative.\n" "All data is packed in one large float array. An array may look like this: " @@ -34137,6 +34630,18 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" +"An alternative version of [method MultiMesh.set_as_bulk_array] which can be " +"used with [i]physics interpolation[/i]. This method takes two arrays, and " +"can set the data for the current and previous tick in one go. The renderer " +"will automatically interpolate the data at each frame.\n" +"This is useful for situations where the order of instances may change from " +"physics tick to tick, such as particle systems.\n" +"When the order of instances is coherent, the simpler [method MultiMesh." +"set_as_bulk_array] can still be used with interpolation." +msgstr "" + +#: doc/classes/MultiMesh.xml +msgid "" "Sets the color of a specific instance by [i]multiplying[/i] the mesh's " "existing vertex colors.\n" "For the color to take effect, ensure that [member color_format] is non-" @@ -34179,6 +34684,16 @@ msgid "Mesh to be drawn." msgstr "" #: doc/classes/MultiMesh.xml +msgid "" +"Choose whether to use an interpolation method that favors speed or quality.\n" +"When using low physics tick rates (typically below 20) or high rates of " +"object rotation, you may get better results from the high quality setting.\n" +"[b]Note:[/b] Fast quality does not equate to low quality. Except in the " +"special cases mentioned above, the quality should be comparable to high " +"quality." +msgstr "" + +#: doc/classes/MultiMesh.xml msgid "Format of transform used to transform mesh, either 2D or 3D." msgstr "" @@ -34230,6 +34745,18 @@ msgid "" "Use this for highest precision." msgstr "" +#: doc/classes/MultiMesh.xml +msgid "" +"Always interpolate using Basis lerping, which can produce warping artifacts " +"in some situations." +msgstr "" + +#: doc/classes/MultiMesh.xml +msgid "" +"Attempt to interpolate using Basis slerping (spherical linear interpolation) " +"where possible, otherwise fall back to lerping." +msgstr "" + #: doc/classes/MultiMeshInstance.xml msgid "Node that instances a [MultiMesh]." msgstr "" @@ -35285,9 +35812,20 @@ 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." +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 @@ -35462,6 +36000,14 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." 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/NavigationServer.xml msgid "Server interface for low-level 3D navigation access." msgstr "" @@ -36242,12 +36788,12 @@ 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=https://godot.readthedocs.io/en/3.2/tutorials/" -"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://" -"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor " -"plugins[/url]. If [method add_child] is called without setting [member " -"owner], the newly added [Node] will not be visible in the scene tree, though " -"it will be visible in the 2D/3D view." +"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] " +"will not be visible in the scene tree, though it will be visible in the " +"2D/3D view." msgstr "" #: doc/classes/Node.xml @@ -36283,6 +36829,15 @@ 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" @@ -36527,6 +37082,25 @@ 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 " +"[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" +"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." +"physics/common/physics_interpolation]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "Returns [code]true[/code] if physics processing is enabled (see [method " "set_physics_process])." msgstr "" @@ -36697,6 +37271,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"When physics interpolation is active, moving a node to a radically different " +"transform (such as placement within a level) can result in a visible glitch " +"as the object is rendered moving from the old to new position over the " +"physics tick.\n" +"This glitch can be prevented by calling [code]reset_physics_interpolation[/" +"code], which temporarily turns off interpolation until the physics tick is " +"complete.\n" +"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the " +"node and all children recursively.\n" +"[b]Note:[/b] This function should be called [b]after[/b] moving the node, " +"rather than before." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "Sends a remote procedure call request for the given [code]method[/code] to " "peers on the network (and locally), optionally sending all additional " "arguments as arguments to the method called by the RPC. The call request " @@ -36797,6 +37386,14 @@ 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." @@ -36912,7 +37509,15 @@ msgid "" "valid parent, grandparent, etc. ascending in the tree). When saving a node " "(using [PackedScene]), all the nodes it owns will be saved with it. This " "allows for the creation of complex [SceneTree]s, with instancing and " -"subinstancing." +"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/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] " +"will not be visible in the scene tree, though it will be visible in the " +"2D/3D view." msgstr "" #: doc/classes/Node.xml @@ -36930,6 +37535,15 @@ 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." msgstr "" @@ -37015,11 +37629,18 @@ 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 @@ -37047,6 +37668,12 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Notification received when [method reset_physics_interpolation] is called on " +"the node or parent nodes." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "Inherits pause mode from the node's parent. For the root node, it is " "equivalent to [constant PAUSE_MODE_STOP]. Default." msgstr "" @@ -37502,7 +38129,13 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Called when the object is initialized." +msgid "" +"Called when the object is initialized in memory. Can be defined to take in " +"parameters, that are passed in when constructing.\n" +"[b]Note:[/b] If [method _init] is defined with required parameters, then " +"explicit construction is the only valid means of creating an Object of the " +"class. If any other means (such as [method PackedScene.instance]) is used, " +"then initialization will fail." msgstr "" #: doc/classes/Object.xml @@ -37590,7 +38223,7 @@ 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 " @@ -37621,7 +38254,7 @@ 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 "" @@ -37698,7 +38331,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -38034,8 +38670,8 @@ msgstr "" #: doc/classes/OccluderShapePolygon.xml msgid "" -"Specifies whether the occluder should operate one way only, or from both " -"sides." +"Specifies whether the occluder should operate from both sides. If " +"[code]false[/code], the occluder will operate one way only." msgstr "" #: doc/classes/OccluderShapeSphere.xml @@ -38286,6 +38922,10 @@ msgid "Returns the text of the item at index [code]idx[/code]." msgstr "" #: doc/classes/OptionButton.xml +msgid "Returns the tooltip of the item at index [code]idx[/code]." +msgstr "" + +#: doc/classes/OptionButton.xml msgid "" "Returns the ID of the selected item, or [code]0[/code] if no item is " "selected." @@ -38339,6 +38979,10 @@ msgid "Sets the text of the item at index [code]idx[/code]." msgstr "" #: doc/classes/OptionButton.xml +msgid "Sets the tooltip of the item at index [code]idx[/code]." +msgstr "" + +#: doc/classes/OptionButton.xml msgid "" "The index of the currently selected item, or [code]-1[/code] if no item is " "selected." @@ -38688,6 +39332,16 @@ 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 "" @@ -38825,7 +39479,19 @@ msgid "" msgstr "" #: doc/classes/OS.xml -msgid "Returns the number of threads available on the host machine." +msgid "" +"Returns the number of [i]logical[/i] CPU cores available on the host " +"machine. On CPUs with HyperThreading enabled, this number will be greater " +"than the number of [i]physical[/i] CPU cores." +msgstr "" + +#: doc/classes/OS.xml +msgid "" +"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) " +"Core(TM) i7-6700K CPU @ 4.00GHz\").\n" +"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and " +"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty " +"string." msgstr "" #: doc/classes/OS.xml @@ -38883,6 +39549,23 @@ msgstr "" #: doc/classes/OS.xml msgid "" +"Returns the current refresh rate of the specified screen. If [code]screen[/" +"code] is [code]-1[/code] (the default value), the current screen will be " +"used.\n" +"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh " +"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] " +"will always return [code]-1.0[/code] as there is no way to retrieve the " +"refresh rate on that platform.\n" +"To fallback to a default refresh rate if the method fails, try:\n" +"[codeblock]\n" +"var refresh_rate = OS.get_screen_refresh_rate()\n" +"if refresh_rate < 0:\n" +" refresh_rate = 60.0\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/OS.xml +msgid "" "Return the scale factor of the specified screen by index. If [code]screen[/" "code] is [code]-1[/code] (the default value), the current screen will be " "used.\n" @@ -39140,6 +39823,15 @@ 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 "" @@ -39222,6 +39914,14 @@ msgstr "" #: doc/classes/OS.xml msgid "" +"Moves the file or directory to the system's recycle bin. See also [method " +"Directory.remove].\n" +"[b]Note:[/b] If the user has disabled the recycle bin on their system, the " +"file will be permanently deleted instead." +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 "" @@ -39869,6 +40569,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -42709,7 +43417,10 @@ msgid "" msgstr "" #: doc/classes/PhysicsServer.xml -msgid "Returns an Info defined by the [enum ProcessInfo] input given." +msgid "" +"Returns information about the current state of the 3D physics engine. See " +"[enum ProcessInfo] for a list of available states. Only implemented for " +"Godot Physics." msgstr "" #: doc/classes/PhysicsServer.xml @@ -43404,7 +44115,15 @@ 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 @@ -43479,12 +44198,12 @@ 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." msgstr "" @@ -43530,6 +44249,16 @@ 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 " @@ -43597,13 +44326,13 @@ msgid "" msgstr "" #: doc/classes/PoolColorArray.xml -msgid "A pooled [Array] of [Color]." +msgid "A pooled array of [Color]." msgstr "" #: doc/classes/PoolColorArray.xml msgid "" -"An [Array] specifically designed to hold [Color]. Optimized for memory " -"usage, does not fragment the memory.\n" +"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." msgstr "" @@ -43634,13 +44363,13 @@ 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" +"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" "[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. " @@ -43670,13 +44399,13 @@ 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 reals ([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" +"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" "[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in " "[PoolRealArray] are 32-bit floats. This means values stored in " @@ -43702,12 +44431,12 @@ 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]." 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." msgstr "" @@ -43737,12 +44466,12 @@ 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]." 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." msgstr "" @@ -43771,12 +44500,12 @@ 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." msgstr "" @@ -45239,6 +45968,12 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], enables warnings when the type of the default value " +"set to an exported variable is different than the specified export type." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "If [code]true[/code], enables warnings when a function is declared with the " "same name as a constant." msgstr "" @@ -45416,6 +46151,16 @@ 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 "" @@ -45563,7 +46308,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -45662,6 +46407,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If enabled, the moment [member Viewport.gui_disable_input] is set to " +"[code]false[/code] to disable GUI input in a viewport, current mouse over " +"and mouse focus will be dropped.\n" +"That behavior helps to keep a robust GUI state, with no surprises when input " +"is resumed regardless what has happened in the meantime.\n" +"If disabled, the legacy behavior is used, which consists in just not doing " +"anything besides the GUI input disable itself.\n" +"[b]Note:[/b] This is set to [code]true[/code] by default for new projects " +"and is the recommended setting." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and " "UWP to follow interface conventions." msgstr "" @@ -46197,7 +46955,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46631,6 +47389,16 @@ msgid "" msgstr "" #: doc/classes/ProjectSettings.xml +msgid "" +"If [code]true[/code], smooths out collision with trimesh shapes " +"([ConcavePolygonShape]) by telling the Bullet physics engine to generate " +"internal edge information for every trimesh shape created.\n" +"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to " +"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/" +"code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml msgid "Enables [member Viewport.physics_object_picking] on the root viewport." msgstr "" @@ -46667,6 +47435,17 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], the renderer will interpolate the transforms of " +"physics objects between the last two transforms, such that smooth motion is " +"seen when physics ticks do not coincide with rendered frames.\n" +"[b]Note:[/b] When moving objects to new positions (rather than the usual " +"physics motion) you may want to temporarily turn off interpolation to " +"prevent a visible glitch. You can do this using the [method Node." +"reset_physics_interpolation] function." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Controls how much physics ticks are synchronized with real time. For 0 or " "less, the ticks are synchronized. Such values are recommended for network " "games, where clock synchronization matters. Higher values cause higher " @@ -46677,8 +47456,10 @@ msgid "" "[b]Note:[/b] For best results, when using a custom physics interpolation " "solution, the physics jitter fix should be disabled by setting [member " "physics/common/physics_jitter_fix] to [code]0[/code].\n" +"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member " +"physics/common/physics_interpolation] is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To change " -"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead." +"the value at runtime, set [member Engine.physics_jitter_fix] instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47031,6 +47812,14 @@ 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" +"You may want to do that since mobile GPUs 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 "" @@ -47191,14 +47980,19 @@ msgstr "" msgid "" "If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " "dynamic range. High dynamic range allows the use of [Color] values greater " -"than 1.\n" +"than 1. This must be set to [code]true[/code] for glow rendering to work if " +"[member Environment.glow_hdr_threshold] is greater than or equal to " +"[code]1.0[/code].\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/depth/hdr] on mobile " -"devices, due to performance concerns or driver support." +"devices, due to performance concerns or driver support. This must be set to " +"[code]true[/code] for glow rendering to work if [member Environment." +"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47327,8 +48121,8 @@ msgid "" "resources it uses (but the less features it supports). If set to \"2D " "Without Sampling\" or \"3D Without Effects\", sample buffers will not be " "allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/" -"code] will not be available in shaders and post-processing effects will not " -"be available in the [Environment]." +"code] will not be available in shaders and post-processing effects such as " +"glow will not be available in [Environment]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47431,16 +48225,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47657,8 +48459,195 @@ 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/PropertyTweener.xml +msgid "" +"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " +"default easing is used from the [Tween] that contains this Tweener." +msgstr "" + +#: 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 [Tween] that contains this " +"Tweener." +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" +"[/codeblock]\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 @@ -47958,13 +48947,13 @@ msgstr "" #: doc/classes/Range.xml msgid "" -"Binds two ranges together along with any ranges previously grouped with " +"Binds two [Range]s together along with any ranges previously grouped with " "either of them. When any of range's member variables change, it will share " "the new value with all other ranges in its group." msgstr "" #: doc/classes/Range.xml -msgid "Stops range from sharing its member variables with any other." +msgid "Stops the [Range] from sharing its member variables with any other." msgstr "" #: doc/classes/Range.xml @@ -48031,7 +49020,14 @@ msgid "" msgstr "" #: doc/classes/Range.xml -msgid "Emitted when [member value] changes." +msgid "" +"Emitted when [member value] changes. When used on a [Slider], this is called " +"continuously while dragging (potentially every frame). If you are performing " +"an expensive operation in a function connected to [signal value_changed], " +"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n" +"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal " +"value_changed] is also emitted when [code]value[/code] is set directly via " +"code." msgstr "" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml @@ -49443,14 +50439,15 @@ 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 @@ -49468,6 +50465,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "" + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -49490,8 +50491,9 @@ 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 @@ -51091,6 +52093,10 @@ 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." @@ -51115,6 +52121,12 @@ 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 "" @@ -51265,6 +52277,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" +"Although physics interpolation would normally be globally turned on and off " +"using [member ProjectSettings.physics/common/physics_interpolation], this " +"property allows control over interpolation at runtime." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" "If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new " "incoming connections." msgstr "" @@ -51462,6 +52481,404 @@ 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 [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " +"by default are executed one after another. You can create a sequence by " +"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " +"[Tweener] is called tweening. Example tweening sequence looks like this:\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]$Sprite[/code] node turn red, then shrink " +"and finally the [method Node.queue_free] is called to remove the sprite. See " +"methods [method tween_property], [method tween_interval], [method " +"tween_callback] and [method tween_method] for more usage information.\n" +"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " +"chained method call can be used to tweak the properties of this [Tweener]. " +"For example, if you want to set different transition type in the above " +"example, you can do:\n" +"[codeblock]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_property($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 this " +"example the [SceneTreeTween] is bound and have set a default transition:\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 set of " +"objects:\n" +"[codeblock]\n" +"var tween = create_tween()\n" +"for sprite in get_children():\n" +" tween.tween_property(sprite, \"position\", Vector2(), 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 an [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 was 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 given [code]delta[/code] value, in " +"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " +"it manually. Can also be used to end the [SceneTreeTween] animation " +"immediately, by using [code]delta[/code] longer than the whole duration.\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 after finished, but " +"you can call [method stop] after the step, to keep it and reset." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Returns the total time in seconds the [SceneTreeTween] has been animating (i." +"e. 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]). " +"[SceneTreeTween] might become invalid when it has finished tweening or was " +"killed, also when created with [code]Tween.new()[/code]. Invalid " +"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " +"them. 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 it is either killed by [method kill] or by freeing bound " +"node, 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. 0-duration looped animations (e.g. single [CallbackTweener] " +"with no delay or [PropertyTweener] with invalid node) are equivalent to " +"infinite [code]while[/code] loops and will freeze your game. 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($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Creates and appends an [IntervalTweener]. This method can be used to create " +"delays in the tween animation, as an alternative for using the delay in " +"other [Tweener]s or when there's no animation (in which case the " +"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " +"interval, in seconds.\n" +"Example: creating an interval in code execution.\n" +"[codeblock]\n" +"# ... some code\n" +"yield(create_tween().tween_interval(2), \"finished\")\n" +"# ... more code\n" +"[/codeblock]\n" +"Example: creating an object that moves back and forth and jumps every few " +"seconds.\n" +"[codeblock]\n" +"var tween = create_tween().set_loops()\n" +"tween.tween_property($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" +" $Label.text = \"Counting \" + str(value)\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Creates and appends a [PropertyTweener]. This method tweens a " +"[code]property[/code] of an [code]object[/code] between an initial value and " +"[code]final_val[/code] in a span of time equal to [code]duration[/code], in " +"seconds. The initial value by default is a value at the time the tweening of " +"the [PropertyTweener] start. For example:\n" +"[codeblock]\n" +"var tween = create_tween()\n" +"tween.tween_property($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) after this signal " +"is emitted, but it doesn't happen immediately, but on the next processing " +"frame. Calling [method stop] inside the signal callback will preserve the " +"[SceneTreeTween]." +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 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 parallelly." +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 "" @@ -51752,14 +53169,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\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/Semaphore.xml +msgid "" +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\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/Separator.xml @@ -52518,6 +53944,18 @@ msgstr "" #: doc/classes/Spatial.xml msgid "" +"When using physics interpolation, there will be circumstances in which you " +"want to know the interpolated (displayed) transform of a node rather than " +"the standard transform (which may only be accurate to the most recent " +"physics tick).\n" +"This is particularly important for frame-based operations that take place in " +"[method Node._process], rather than [method Node._physics_process]. Examples " +"include [Camera]s focusing on a node, or finding where to fire lasers from " +"on a frame rather than physics tick." +msgstr "" + +#: doc/classes/Spatial.xml +msgid "" "Returns the parent [Spatial], or an empty [Object] if no parent exists or " "parent is not of type [Spatial]." msgstr "" @@ -53193,7 +54631,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53997,7 +55449,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -54353,7 +55808,7 @@ msgid "" "colors into account for albedo. Otherwise, the color defined in [member " "modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial." "vertex_color_use_as_albedo] must be [code]true[/code]. For a " -"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the " +"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the " "shader's [code]fragment()[/code] function." msgstr "" @@ -54367,7 +55822,7 @@ msgid "" "colors into account for albedo. Otherwise, the opacity defined in [member " "opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial." "vertex_color_use_as_albedo] must be [code]true[/code]. For a " -"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the " +"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the " "shader's [code]fragment()[/code] function." msgstr "" @@ -55040,7 +56495,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string." msgstr "" #: doc/classes/String.xml -msgid "Returns the bigrams (pairs of consecutive letters) of this string." +msgid "" +"Returns an array containing the bigrams (pairs of consecutive letters) of " +"this string.\n" +"[codeblock]\n" +"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -55303,7 +56763,15 @@ msgid "" msgstr "" #: doc/classes/String.xml -msgid "Returns [code]true[/code] if this string contains a valid float." +msgid "" +"Returns [code]true[/code] if this string contains a valid float. This is " +"inclusive of integers, and also supports exponents:\n" +"[codeblock]\n" +"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" +"print(\"24\".is_valid_float()) # Prints \"True\"\n" +"print(\"7e3\".is_valid_float()) # Prints \"True\"\n" +"print(\"Hello\".is_valid_float()) # Prints \"False\"\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -55326,11 +56794,24 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string is a valid identifier. A valid " "identifier may contain only letters, digits and underscores ([code]_[/code]) " -"and the first character may not be a digit." +"and the first character may not be a digit.\n" +"[codeblock]\n" +"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n" +"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n" +"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml -msgid "Returns [code]true[/code] if this string contains a valid integer." +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" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -55379,14 +56860,16 @@ msgstr "" msgid "" "Does a simple case-sensitive expression match, where [code]\"*\"[/code] " "matches zero or more arbitrary characters and [code]\"?\"[/code] matches any " -"single character except a period ([code]\".\"[/code])." +"single character except a period ([code]\".\"[/code]). An empty string or " +"empty expression always evaluates to [code]false[/code]." msgstr "" #: doc/classes/String.xml msgid "" "Does a simple case-insensitive expression match, where [code]\"*\"[/code] " "matches zero or more arbitrary characters and [code]\"?\"[/code] matches any " -"single character except a period ([code]\".\"[/code])." +"single character except a period ([code]\".\"[/code]). An empty string or " +"empty expression always evaluates to [code]false[/code]." msgstr "" #: doc/classes/String.xml @@ -55523,8 +57006,8 @@ msgid "" "var some_string = \"One,Two,Three,Four\"\n" "var some_array = some_string.rsplit(\",\", true, 1)\n" "print(some_array.size()) # Prints 2\n" -"print(some_array[0]) # Prints \"Four\"\n" -"print(some_array[1]) # Prints \"Three,Two,One\"\n" +"print(some_array[0]) # Prints \"One,Two,Three\"\n" +"print(some_array[1]) # Prints \"Four\"\n" "[/codeblock]" msgstr "" @@ -55556,8 +57039,16 @@ msgstr "" #: doc/classes/String.xml msgid "" -"Returns the similarity index of the text compared to this string. 1 means " -"totally similar and 0 means totally dissimilar." +"Returns the similarity index ([url=https://en.wikipedia.org/wiki/" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" +"[codeblock]\n" +"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" +"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" +"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n" +"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -55911,7 +57402,7 @@ 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 " @@ -55995,28 +57486,47 @@ 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 @@ -56035,6 +57545,21 @@ 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 "" @@ -57022,27 +58547,27 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." +msgid "Returns the selection begin line." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin line." +msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the text inside the selection." +msgid "Returns the selection end line." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." +msgid "Returns the total width of all gutters and internal padding." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end line." +msgid "Returns the total amount of lines that could be drawn." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the total width of all gutters and internal padding." +msgid "Returns the number of visible lines, including wrapped text." msgstr "" #: doc/classes/TextEdit.xml @@ -57098,6 +58623,12 @@ msgid "Returns if the given line is wrapped." msgstr "" #: doc/classes/TextEdit.xml +msgid "" +"Returns whether the mouse is over selection. If [code]edges[/code] is " +"[code]true[/code], the edges are considered part of the selection." +msgstr "" + +#: doc/classes/TextEdit.xml msgid "Returns [code]true[/code] if the selection is active." msgstr "" @@ -58044,6 +59575,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -58083,6 +59622,12 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Unmarks [code]theme_type[/code] as being a variation of another theme type. " +"See [method set_type_variation]." +msgstr "" + +#: doc/classes/Theme.xml msgid "Sets the theme's values to a copy of the default theme values." msgstr "" @@ -58223,6 +59768,17 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Returns the name of the base theme type if [code]theme_type[/code] is a " +"valid variation type. Returns an empty string otherwise." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" +"Returns a list of all type variations for the given [code]base_type[/code]." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Returns [code]true[/code] if [Color] with [code]name[/code] is in " "[code]node_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]node_type[/code]." @@ -58271,6 +59827,12 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Returns [code]true[/code] if [code]theme_type[/code] is marked as a " +"variation of [code]base_type[/code]." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Adds missing and overrides existing definitions with values from the " "[code]other[/code] [Theme].\n" "[b]Note:[/b] This modifies the current theme. If you want to merge two " @@ -58280,6 +59842,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -58366,6 +59935,20 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n" +"This adds [code]theme_type[/code] as a suggested option for [member Control." +"theme_type_variation] on a [Control] that is of the [code]base_type[/code] " +"class.\n" +"Variations can also be nested, i.e. [code]base_type[/code] can be another " +"variation. If a chain of variations ends with a [code]base_type[/code] " +"matching the class of the [Control], the whole chain is going to be " +"suggested as options.\n" +"[b]Note:[/b] Suggestions only show up if this theme resource is set as the " +"project default theme. See [member ProjectSettings.gui/theme/custom]." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "The default font of this [Theme] resource. Used as a fallback value for font " "items defined in this theme, but having invalid values. If this value is " "also invalid, the global default value is used.\n" @@ -59221,7 +60804,9 @@ 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 @@ -59276,6 +60861,13 @@ msgstr "" #: doc/classes/Time.xml msgid "" +"Converts the given timezone offset in minutes to a timezone offset string. " +"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns " +"\"+00:00\"." +msgstr "" + +#: doc/classes/Time.xml +msgid "" "Returns the amount of time passed in milliseconds since the engine started.\n" "Will always be positive or 0 and uses a 64-bit value (it will wrap after " "roughly 500 million years)." @@ -59344,14 +60936,18 @@ 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 @@ -59746,20 +61342,21 @@ 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 "" @@ -59865,13 +61462,14 @@ 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." msgstr "" #: doc/classes/Transform2D.xml @@ -60101,7 +61699,7 @@ 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" @@ -60539,7 +62137,7 @@ msgid "" "Adds a button with [Texture] [code]button[/code] at column [code]column[/" "code]. The [code]id[/code] is used to identify the button. If not specified, " "the next available index is used, which may be retrieved by calling [method " -"get_button_count] immediately after this method. Optionally, the button can " +"get_button_count] immediately before this method. Optionally, the button can " "be [code]disabled[/code] and have a [code]tooltip[/code]." msgstr "" @@ -60580,9 +62178,7 @@ msgid "" msgstr "" #: doc/classes/TreeItem.xml -msgid "" -"Returns the number of buttons in column [code]column[/code]. May be used to " -"get the most recently added button's index, if no index was specified." +msgid "Returns the number of buttons in column [code]column[/code]." msgstr "" #: doc/classes/TreeItem.xml @@ -60935,7 +62531,9 @@ 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 @@ -61212,6 +62810,22 @@ 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 "" @@ -62004,7 +63618,7 @@ 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 "" @@ -62164,8 +63778,8 @@ 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 @@ -62263,7 +63877,7 @@ 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]." @@ -62345,8 +63959,8 @@ 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 @@ -62932,9 +64546,15 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen." msgstr "" #: doc/classes/Viewport.xml +msgid "Returns [code]true[/code] if the drag operation is successful." +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 @@ -67379,6 +68999,32 @@ 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 "" @@ -68428,23 +70074,43 @@ 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 @@ -70950,6 +72616,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -71045,6 +72716,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -71270,6 +72944,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " |