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Diffstat (limited to 'doc/translations/it.po')
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1 files changed, 2977 insertions, 542 deletions
diff --git a/doc/translations/it.po b/doc/translations/it.po index 0e6f99b17f..55dae12030 100644 --- a/doc/translations/it.po +++ b/doc/translations/it.po @@ -3,7 +3,7 @@ # Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). # This file is distributed under the same license as the Godot source code. # -# Micila Micillotto <micillotto@gmail.com>, 2020, 2021. +# Micila Micillotto <micillotto@gmail.com>, 2020, 2021, 2022. # Bob <spiroski.boban@gmail.com>, 2020. # Riccardo Ferro <Riccardo3Ferro@gmail.com>, 2020. # Lorenzo Asolan <brixiumx@gmail.com>, 2020. @@ -23,12 +23,14 @@ # ZeroKun265 <davidegiambirtone265@gmail.com>, 2021. # Andrea Montagna <fullmontis@gmail.com>, 2021. # Andrea Leganza <neogene@gmail.com>, 2021. +# Federico Caprini <caprinifede@gmail.com>, 2022. +# Alessandro Casalino <alessandro.casalino93@gmail.com>, 2022. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-01-31 08:55+0000\n" -"Last-Translator: Mirko <miknsop@gmail.com>\n" +"PO-Revision-Date: 2022-04-25 15:12+0000\n" +"Last-Translator: Micila Micillotto <micillotto@gmail.com>\n" "Language-Team: Italian <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/it/>\n" "Language: it\n" @@ -36,7 +38,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 4.11-dev\n" +"X-Generator: Weblate 4.12.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -79,69 +81,81 @@ msgid "Method Descriptions" msgstr "Descrizioni del metodo" #: doc/tools/make_rst.py -#, fuzzy msgid "Theme Property Descriptions" -msgstr "Descrizioni delle proprietà" +msgstr "Descrizioni Proprietà dei Temi" #: doc/tools/make_rst.py msgid "Inherits:" -msgstr "" +msgstr "Eredita:" #: doc/tools/make_rst.py msgid "Inherited By:" -msgstr "" +msgstr "Ereditato Da:" #: doc/tools/make_rst.py msgid "(overrides %s)" -msgstr "" +msgstr "(sovrascrive %s)" #: doc/tools/make_rst.py msgid "Default" -msgstr "" +msgstr "Predefinito" #: doc/tools/make_rst.py +#, fuzzy msgid "Setter" -msgstr "" +msgstr "Impostatore" #: doc/tools/make_rst.py msgid "value" -msgstr "" +msgstr "valore" #: doc/tools/make_rst.py +#, fuzzy msgid "Getter" -msgstr "" +msgstr "Acchiappatore" #: doc/tools/make_rst.py msgid "" "This method should typically be overridden by the user to have any effect." msgstr "" +"Questo metodo di solito dovrebbe essere riscritto dall'utente per aver " +"qualche effetto." #: doc/tools/make_rst.py msgid "" "This method has no side effects. It doesn't modify any of the instance's " "member variables." msgstr "" +"Questo metodo non ha effetti collaterali. Non modifica alcuna variabile " +"appartenente all'istanza." #: doc/tools/make_rst.py msgid "" "This method accepts any number of arguments after the ones described here." msgstr "" +"Questo metodo accetta qualsiasi numero di argomenti oltre a quelli descritti " +"qui." #: doc/tools/make_rst.py +#, fuzzy msgid "This method is used to construct a type." -msgstr "" +msgstr "Questo metodo viene utilizzato per creare un tipo di variabile." #: doc/tools/make_rst.py msgid "" "This method doesn't need an instance to be called, so it can be called " "directly using the class name." msgstr "" +"Questo metodo non necessita di alcun'istanza per essere chiamato, quindi può " +"essere chiamato direttamente usando il nome della classe." #: doc/tools/make_rst.py msgid "" "This method describes a valid operator to use with this type as left-hand " "operand." msgstr "" +"Questo metodo descrive un operatore valido da usare con questo tipo come " +"operando di sinistra." #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." @@ -198,6 +212,7 @@ msgstr "" "I nomi dei colori supportati sono uguali alle costanti definite in [Color]." #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" "Returns the absolute value of parameter [code]s[/code] (i.e. positive " "value).\n" @@ -206,7 +221,7 @@ msgid "" "[/codeblock]" msgstr "" "Ritorna il valore assoluto del parametro [code]s[/code] (ovvero un numero " -"positivo, sia intero che decimale).\n" +"positivo).\n" "[codeblock]\n" "a = abs(-1) # a è 1\n" "[/codeblock]" @@ -222,16 +237,15 @@ msgid "" "c = acos(0.866025)\n" "[/codeblock]" msgstr "" -"Restituisce l'arcocoseno di [code]s[/code] in radianti. Usato per prendere " -"l'angolo del coseno di [code]s[/code].\n" -"[code]s[/code] deve essere compreso tra [code]1[/code] e [code] -1 [/code]\n" +"Restituisce l'arcocoseno di [code]s[/code] in radianti. Usato per trovare " +"l'angolo del coseno di [code]s[/code]. [code]s[/code] deve essere compreso " +"tra [code]1[/code] e [code] -1 [/code]\n" "[codeblock]\n" "# c è uguale a 0.523599 o 30 gradi se convertito con rad2deg(s)\n" "c = acos(0.866025)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns the arc sine of [code]s[/code] in radians. Use to get the angle of " "sine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and " @@ -243,7 +257,9 @@ msgid "" "[/codeblock]" msgstr "" "Ritorna l'arcoseno di [code]s[/code] in radianti. Usato per prendere " -"l'angolo del seno [code]s[/code].\n" +"l'angolo del seno [code]s[/code]. [code]s[/code] deve essere compreso tra " +"[code]-1.0[/code] e [code]1.0[/code] (inclusi), altrimenti, [method asin] " +"ritornerà [constant NAN].\n" "[codeblock]\n" "# s è 0.523599 oppure 30 gradi se convertito con rad2deg(s)\n" "s = asin(0.5)\n" @@ -276,11 +292,16 @@ msgid "" "[/codeblock]" msgstr "" "Controlla che [code]condition[/code] sia [code]true[/code]. Se " -"[code]condition[/code] è [code]false[/code], un errore è generato ed il " -"programma viene fermato fin quando decidi di avviarlo di nuovo. Viene " -"eseguito soltanto nelle build di debug, o quando il gioco viene eseguito " -"nell'editor. È usato per il debug, oppure per essere sicuri che una " -"condizione ritorni [code]true[/code] durante lo sviluppo.\n" +"[code]condition[/code] è [code]false[/code], un errore è generato. Mentre si " +"sta eseguendo dall'editor, il progetto corrente verrà interrotto finché non " +"lo riprenderai. Questo può essere usato come una forma più forte di [method " +"push_error] per riportare gli errori allo sviluppatore del progetto o agli " +"utilizzatori di add-on.\n" +"[b]Note:[/b] Per ragioni di performance, il codice dentro [method assert] " +"viene eseguito sono nelle versione di debug o mentre si sta eseguendo il " +"progetto dall'editor. Non includere codice che ha effetti collaterali mentre " +"[method assert] viene chiamato. Altrimenti il progetto si comporterà " +"diversamente quando viene esportato nella modalità di rilascio.\n" "Il parametro [code]message[/code] opzionale, se passato, è mostrato insieme " "al messaggio generico \"Assertion failed\". Puoi usarlo per dare dettagli " "addizionali sul perché l'asserzione sia fallita.\n" @@ -513,6 +534,23 @@ msgid "" "want a true content-aware comparison, you have to use [code]deep_equal[/" "code]." msgstr "" +"Paragona due valori controllando il loro contenuto attuale, ricorrendo in " +"ogni `Array` o `Dictionary` fino al suo livello più profondo.\n" +"Questo è simile a [code]==[/code] su molti aspetti:\n" +"- Per [code]null[/code] , [code]int[/code], [code]float[/code], " +"[code]String[/code], [code]Object[/code] and [code]RID[/code] sia " +"[code]deep_equal[/code] e [code]==[/code] funzionano allo stesso modo.\n" +"- Per [code]Dictionary[/code], [code]==[/code] sono considerati uguali solo " +"e solo se entrambe le variabili puntano allo stesso [code]Dictionary[/code], " +"senza alcuna ricorsione o consapevolezza di qualunque contenuto.\n" +"- Per [code]Array[/code], [code]==[/code] sono considerati uguali solo e " +"solo se ogni oggetto nel primo [code]Array[/code] è uguale alla sua " +"controparte nel secondo [code]Array[/code], come già fatto da [code]==[/" +"code]. Questo implica che [code]==[/code] ricorre nell' [code]Array[/code], " +"ma non nel [code]Dictionary[/code].\n" +"In breve, quando un [code]Dictionary[/code] è potenzialmente involto, se " +"vuoi un vero paragone tra i valori contenuti, devi usare [code]deep_equal[/" +"code]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -802,6 +840,7 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" "Returns an interpolation or extrapolation factor considering the range " "specified in [code]from[/code] and [code]to[/code], and the interpolated " @@ -822,6 +861,22 @@ msgid "" "[/codeblock]\n" "See also [method lerp] which performs the reverse of this operation." msgstr "" +"Ritorna un'interpolazione o un fattore estrapolato considerando il raggio " +"specificato nel [code]from[/code] e [code]to[/code], e i valori interpolati " +"specificati in [code]weight[/code]. Il valore di ritorno sarà in mezzo tra " +"[code]0.0[/code] e [code]1.0[/code] se [code]weight[/code] si trova tra " +"[code]from[/code] e [code]to[/code] (inclusi).\n" +"[codeblock]\n" +"# Il rapporto di interpolazione nella chiamata di `lerp()` è minore di " +"0.75.\n" +"var middle = lerp(20, 30, 0.75)\n" +"# `middle` ora vale 27.5.\n" +"# Ora fingiamo di aver dimenticato il rapporto originale e lo vogliamo " +"riottenere.\n" +"var ratio = inverse_lerp(20, 30, 27.5)\n" +"# `ratio` ora vale 0.75.\n" +"[/codeblock]\n" +"Vedi anche [method lerp] che esegue l'inverso di questa operazione." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -910,8 +965,9 @@ msgid "" "To perform eased interpolation with [method lerp], combine it with [method " "ease] or [method smoothstep]." msgstr "" -"Interpola linearmente tra due valori mediante un valore normalizzato. Questo " -"metodo è l'opposto di [method inverse_lerp].\n" +"Interpola linearmente tra due valori mediante un valore definito in " +"[code]weight[/code]. Per interpolare, [code]weight[/code] dovrebbe rimanere " +"tra [code]0.0[/code] e [code]1.0[/code] (inclusi).\n" "Se gli argomenti [code]from[/code] e [code]to[/code] sono di tipo [int] o " "[float], il valore di ritorno è un [float].\n" "Se entrambi sono dello stesso tipo di vettore ([Vector2], [Vector3] o " @@ -921,7 +977,10 @@ msgstr "" "[codeblock].\n" "lerp(0, 4, 0.75) # Restituisce 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Restituisce Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"Guarda anche [method inverse_lerp] che esegue l'inverso di questa " +"operazione. Per eseguire un'interpolazione alleggerita con [method lerp], " +"combinalo con [method ease] o [method smoothstep]." #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy @@ -939,12 +998,19 @@ 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 "" "Interpola linearmente tra due angoli (in radianti) con un valore " "normalizzato.\n" "Simile a [metodo lerp], ma interpola correttamente quando gli angoli sono " -"attorno [costante @GDScript.TAU].\n" +"attorno [costante @GDScript.TAU]. Per eseguire un'interpolazione alleggerita " +"con [method lerp_angle], combinalo con [method ease] o [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -1224,28 +1290,21 @@ msgstr "" "Restituisce il modulo intero di [code]a/b[/code] che si estende in positivo " "e negativo egualmente.\n" "[codeblock]\n" -"var i = -6\n" -"while i < 5:\n" -" prints(i, posmod(i, 3))\n" -" i += 1\n" +"for i in range(-3, 4):\n" +" print(\"%2d %2d %2d\" % [i, i % 3, posmod(i, 3)])\n" "[/codeblock]\n" "Produces:\n" "[codeblock]\n" -"-6 0\n" -"-5 1\n" -"-4 2\n" -"-3 0\n" -"-2 1\n" -"-1 2\n" -"0 0\n" -"1 1\n" -"2 2\n" -"3 0\n" -"4 1\n" +"-3 0 0\n" +"-2 -2 1\n" +"-1 -1 2\n" +" 0 0 0\n" +" 1 1 1\n" +" 2 2 2\n" +" 3 0 0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns the result of [code]base[/code] raised to the power of [code]exp[/" "code].\n" @@ -1253,10 +1312,10 @@ msgid "" "pow(2, 5) # Returns 32.0\n" "[/codeblock]" msgstr "" -"Ritorna il risultato di [code]x[/code] elevato alla potenza di [code]y[/" +"Ritorna il risultato di [code]base[/code] elevato alla potenza di [code]esp[/" "code].\n" "[codeblock]\n" -"pow(2, 5) # Ritorna 32\n" +"pow(2, 5) # Ritorna 32.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml @@ -1437,7 +1496,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Converts an angle expressed in radians to degrees.\n" "[codeblock]\n" @@ -1446,16 +1504,18 @@ msgid "" msgstr "" "Converte un angolo espresso in radianti in gradi.\n" "[codeblock]\n" -"rad2deg(0.523599) # Ritorna 30\n" +"rad2deg(0.523599) # Ritorna 30.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" "Un range casuale, un qualsiasi numero in virgola mobile tra [code]from[/" "code] e [code]to[/code]\n" @@ -1530,37 +1590,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -1728,6 +1787,7 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" "Snaps float value [code]s[/code] to a given [code]step[/code]. This can also " "be used to round a floating point number to an arbitrary number of " @@ -1738,9 +1798,16 @@ msgid "" "[/codeblock]\n" "See also [method ceil], [method floor], [method round], and [int]." msgstr "" +"Arrotonda un valore float [code]s[/code] ad un valore [code]step[/code] su " +"una scala. Questo può essere anche utilizzato per arrotondare un valore " +"float ad un numero arbitrario di cifre decimali.\n" +"[codeblock]\n" +"stepify(100, 32) # Ritorna 96.0\n" +"stepify(3.14159, 0.01) # Ritorna3.14\n" +"[/codeblock]\n" +"Guarda anche [method ceil], [method floor], [method round] e [int]." #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Converts one or more arguments of any type to string in the best way " "possible.\n" @@ -1754,8 +1821,10 @@ msgstr "" "Converte uno o più argomenti in stringhe nel miglior modo possibile e li " "stampa sulla console.\n" "[codeblock]\n" -"a = [1, 2, 3]\n" -"print(\"a\", \"b\", a) # Stampa ab[1, 2, 3]\n" +"var a = [10, 20, 30]\n" +"var b = str(a);\n" +"len(a) # RItorna 3\n" +"len(b) # Ritorna 12\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml @@ -1789,7 +1858,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns the hyperbolic tangent of [code]s[/code].\n" "[codeblock]\n" @@ -1797,10 +1865,10 @@ msgid "" "b = tanh(a) # b is 0.6\n" "[/codeblock]" msgstr "" -"Ritorna il coseno iperbolico di [code]s[/code] in radianti.\n" +"Ritorna la tangente iperbolica di [code]s[/code].\n" "[codeblock]\n" -"# Stampa 1.543081\n" -"print(cosh(1))\n" +"a = log(2.0) # a is 0.693147\n" +"b = tanh(a) # b is 0.6\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml @@ -4254,8 +4322,21 @@ 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 @@ -4387,7 +4468,7 @@ 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 @@ -5020,17 +5101,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -5058,9 +5146,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -5084,8 +5172,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -5137,6 +5228,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -5653,12 +5754,12 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml #, fuzzy msgid "Linear interpolation." msgstr "Interpolazione lineare." -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml #, fuzzy msgid "Cubic interpolation." msgstr "Interpolazione cubica." @@ -5774,8 +5875,9 @@ msgid "" msgstr "" #: doc/classes/AnimationNode.xml -msgid "Returns [code]true[/code] whether a given path is filtered." -msgstr "" +#, fuzzy +msgid "Returns whether the given path is filtered." +msgstr "Restituisce la tangente del parametro." #: doc/classes/AnimationNode.xml msgid "" @@ -5799,7 +5901,7 @@ 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 "" @@ -5808,7 +5910,7 @@ 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 @@ -6162,8 +6264,11 @@ 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 @@ -6691,7 +6796,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -7897,7 +8005,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -7921,8 +8032,9 @@ 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 " @@ -7931,8 +8043,24 @@ msgstr "" #: doc/classes/Array.xml msgid "" +"Assigns the given value to all elements in the array. This can typically be " +"used together with [method resize] to create an array with a given size and " +"initialized elements:\n" +"[codeblock]\n" +"var array = []\n" +"array.resize(10)\n" +"array.fill(0) # Initialize the 10 elements to 0.\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml +msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -8070,11 +8198,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -8284,7 +8416,7 @@ msgid "" msgstr "" #: doc/classes/ArrayMesh.xml -msgid "Default value used for index_array_len when no indices are present." +msgid "Value used internally when no indices are present." msgstr "" #: doc/classes/ArrayMesh.xml @@ -9076,6 +9208,17 @@ 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 +#, fuzzy +msgid "GUI containers" +msgstr "Contenitore a schede." + #: doc/classes/AspectRatioContainer.xml msgid "Specifies the horizontal relative position of child controls." msgstr "" @@ -9202,7 +9345,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -9424,7 +9567,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -10442,26 +10585,10 @@ 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 "" @@ -10619,6 +10746,16 @@ 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 " @@ -11314,8 +11451,15 @@ 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 @@ -11781,7 +11925,7 @@ 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 "" @@ -11851,8 +11995,8 @@ 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 @@ -12443,6 +12587,29 @@ 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 "" @@ -12522,17 +12689,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -12662,8 +12829,8 @@ 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 @@ -13206,7 +13373,16 @@ 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 @@ -13217,22 +13393,42 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " -"draw_polyline] and [method draw_polygon]." +"Draws a colored, filled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon].\n" +"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " +"As a workaround, install the [url=https://github.com/godot-extended-" +"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then " +"create an AntialiasedRegularPolygon2D node. That node relies on a texture " +"with custom mipmaps to perform antialiasing." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a colored polygon of any amount of points, convex or concave. Unlike " "[method draw_polygon], a single color must be specified for the whole " -"polygon." +"polygon.\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent polygons and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " +"to perform antialiasing." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " "can be optionally antialiased. See also [method draw_multiline] and [method " -"draw_polyline]." +"draw_polyline].\n" +"[b]Note:[/b] Line drawing is not accelerated by batching if " +"[code]antialiased[/code] is [code]true[/code].\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent lines and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to " +"perform antialiasing. 2D batching is also still supported with those " +"antialiased lines." msgstr "" #: doc/classes/CanvasItem.xml @@ -13248,7 +13444,12 @@ 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 @@ -13260,7 +13461,12 @@ 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 @@ -13274,7 +13480,13 @@ 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 @@ -13283,7 +13495,13 @@ 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 @@ -13293,7 +13511,13 @@ 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 @@ -13311,10 +13535,16 @@ 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 @@ -13469,20 +13699,24 @@ 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 @@ -13596,9 +13830,14 @@ 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 @@ -13709,6 +13948,18 @@ 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 "" @@ -14402,7 +14653,6 @@ msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml #: doc/classes/Navigation.xml doc/classes/Navigation2D.xml -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -14544,7 +14794,10 @@ 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 @@ -14705,7 +14958,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -14802,7 +15057,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -14865,7 +15122,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -14903,9 +15160,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -14924,8 +15181,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -14941,8 +15198,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -15033,9 +15290,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -16610,8 +16867,9 @@ 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 " @@ -16896,6 +17154,13 @@ 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 " @@ -17321,8 +17586,9 @@ 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 @@ -17392,6 +17658,25 @@ 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 "" @@ -17531,14 +17816,14 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Show the system's wait mouse cursor, often an hourglass, when the user " -"hovers the node." +"Show the system's wait mouse cursor when the user hovers the node. Often an " +"hourglass." msgstr "" #: doc/classes/Control.xml msgid "" "Show the system's busy mouse cursor when the user hovers the node. Often an " -"hourglass." +"arrow with a small hourglass." msgstr "" #: doc/classes/Control.xml @@ -18692,8 +18977,7 @@ msgid "" "saved like any other [Resource].\n" "They can be used to generate a self-signed [X509Certificate] via [method " "Crypto.generate_self_signed_certificate] and as private key in [method " -"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n" -"[b]Note:[/b] Not available in HTML5 exports." +"StreamPeerSSL.accept_stream] along with the appropriate certificate." msgstr "" #: doc/classes/CryptoKey.xml @@ -19647,10 +19931,10 @@ 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 " @@ -19802,6 +20086,18 @@ 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 #, fuzzy msgid "Returns the cache of points as a [PoolVector3Array]." msgstr "Restituisce l'arco-seno del parametro." @@ -20075,7 +20371,7 @@ msgid "" "accessing the dictionary with isn't a fixed string (such as a number or " "variable).\n" "[codeblock]\n" -"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n" +"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n" "var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n" "func _ready():\n" " # We can't use dot syntax here as `my_color` is a variable.\n" @@ -20494,9 +20790,11 @@ 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 "" @@ -20611,9 +20909,8 @@ 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" @@ -21205,8 +21502,9 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned." msgstr "" #: doc/classes/EditorFileSystem.xml -msgid "Returns [code]true[/code] of the filesystem is being scanned." -msgstr "" +#, fuzzy +msgid "Returns [code]true[/code] if the filesystem is being scanned." +msgstr "Ritorna [code]true[/code] se [Rect2i] è piano o vuoto." #: doc/classes/EditorFileSystem.xml msgid "Scan the filesystem for changes." @@ -21480,18 +21778,34 @@ 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 @@ -22134,7 +22448,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -22671,6 +22985,14 @@ 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 "" @@ -23247,6 +23569,11 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +#, fuzzy +msgid "If [code]true[/code], the slider is hidden." +msgstr "Ritorna [code]true[/code] se [Rect2i] è piano o vuoto." + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -23412,12 +23739,13 @@ 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 @@ -23673,7 +24001,7 @@ 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 " @@ -24080,7 +24408,22 @@ 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 @@ -24283,10 +24626,13 @@ 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 @@ -24350,33 +24696,43 @@ 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 @@ -24412,11 +24768,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -25238,12 +25594,49 @@ msgstr "" #: doc/classes/Font.xml msgid "" +"Returns outline contours of the glyph as a [code]Dictionary[/code] with the " +"following contents:\n" +"[code]points[/code] - [PoolVector3Array], containing outline points. " +"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is " +"the type of the point, using the [enum ContourPointTag] values.\n" +"[code]contours[/code] - [PoolIntArray], containing indices the end " +"points of each contour.\n" +"[code]orientation[/code] - [bool], contour orientation. If [code]true[/" +"code], clockwise contours must be filled." +msgstr "" + +#: doc/classes/Font.xml +msgid "" "Returns the size of a character, optionally taking kerning into account if " "the next character is provided. Note that the height returned is the font " "height (see [method get_height]) and has no relation to the glyph height." msgstr "" #: doc/classes/Font.xml +#, fuzzy +msgid "Returns resource id of the cache texture containing the char." +msgstr "Restituisce il resto dei due vettori." + +#: doc/classes/Font.xml +#, fuzzy +msgid "Returns size of the cache texture containing the char." +msgstr "Restituisce il seno del parametro." + +#: doc/classes/Font.xml +#, fuzzy +msgid "Returns char offset from the baseline." +msgstr "Restituisce il coseno del parametro." + +#: doc/classes/Font.xml +#, fuzzy +msgid "Returns size of the char." +msgstr "Restituisce il seno del parametro." + +#: doc/classes/Font.xml +msgid "Returns rectangle in the cache texture containing the char." +msgstr "" + +#: doc/classes/Font.xml msgid "Returns the font descent (number of pixels below the baseline)." msgstr "" @@ -25274,6 +25667,22 @@ msgid "" "function to propagate changes to controls that might use it." msgstr "" +#: doc/classes/Font.xml +msgid "Contour point is on the curve." +msgstr "" + +#: doc/classes/Font.xml +msgid "" +"Contour point isn't on the curve, but serves as a control point for a conic " +"(quadratic) Bézier arc." +msgstr "" + +#: doc/classes/Font.xml +msgid "" +"Contour point isn't on the curve, but serves as a control point for a cubic " +"Bézier arc." +msgstr "" + #: doc/classes/FuncRef.xml msgid "Reference to a function in an object." msgstr "" @@ -26038,7 +26447,7 @@ msgid "" "Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and " "([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the " "point of intersection as [Vector2]. If no intersection takes place, returns " -"an empty [Variant].\n" +"[code]null[/code].\n" "[b]Note:[/b] The lines are specified using direction vectors, not end points." msgstr "" @@ -26149,8 +26558,8 @@ msgstr "" msgid "" "Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and " "([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point " -"of intersection as [Vector2]. If no intersection takes place, returns an " -"empty [Variant]." +"of intersection as [Vector2]. If no intersection takes place, returns " +"[code]null[/code]." msgstr "" #: doc/classes/Geometry.xml @@ -26187,8 +26596,9 @@ 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 @@ -26458,7 +26868,12 @@ 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 @@ -26555,6 +26970,50 @@ 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 " @@ -26604,6 +27063,49 @@ 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 "" @@ -26723,9 +27225,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -27036,7 +27551,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]." msgstr "" #: doc/classes/GraphEdit.xml -msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit." +msgid "" +"Emitted when a GraphNode is attempted to be removed from the GraphEdit. " +"Provides a list of node names to be removed (all selected nodes, excluding " +"nodes without closing button)." msgstr "" #: doc/classes/GraphEdit.xml @@ -27698,8 +28216,7 @@ msgid "" " var res = ctx.finish()\n" " # Print the result as hex string and array.\n" " printt(res.hex_encode(), Array(res))\n" -"[/codeblock]\n" -"[b]Note:[/b] Not available in HTML5 exports." +"[/codeblock]" msgstr "" #: doc/classes/HashingContext.xml @@ -27757,14 +28274,14 @@ 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 @@ -27786,7 +28303,8 @@ msgid "" "[Generic6DOFJoint]." msgstr "" -#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml +#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml +#: doc/classes/SpriteBase3D.xml msgid "Returns the value of the specified flag." msgstr "" @@ -28952,7 +29470,11 @@ msgid "" msgstr "" #: doc/classes/HTTPRequest.xml -msgid "Maximum allowed size for response bodies." +msgid "" +"Maximum allowed size for response bodies ([code]-1[/code] means no limit). " +"When only small files are expected, this can be used to prevent disallow " +"receiving files that are too large, preventing potential denial of service " +"attacks." msgstr "" #: doc/classes/HTTPRequest.xml @@ -28964,11 +29486,32 @@ msgid "" msgstr "" #: doc/classes/HTTPRequest.xml -msgid "The file to download into. Will output any received file into it." +msgid "" +"The file to download into. If set to a non-empty string, the request output " +"will be written to the file located at the path. If a file already exists at " +"the specified location, it will be overwritten as soon as body data begins " +"to be received.\n" +"[b]Note:[/b] Folders are not automatically created when the file is created. " +"If [member download_file] points to a subfolder, it's recommended to create " +"the necessary folders beforehand using [method Directory.make_dir_recursive] " +"to ensure the file can be written." msgstr "" #: doc/classes/HTTPRequest.xml -msgid "Maximum number of allowed redirects." +msgid "" +"Maximum number of allowed redirects. This is used to prevent endless " +"redirect loops." +msgstr "" + +#: doc/classes/HTTPRequest.xml +msgid "" +"If set to a value greater than [code]0.0[/code], the HTTP request will time " +"out after [code]timeout[/code] seconds have passed and the request is not " +"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set " +"[member timeout] to a value greater than [code]0.0[/code] to prevent the " +"application from getting stuck if the request fails to get a response in a " +"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent " +"the download from failing if it takes too much time." msgstr "" #: doc/classes/HTTPRequest.xml @@ -29048,34 +29591,42 @@ 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 @@ -30011,9 +30562,9 @@ 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 @@ -30023,9 +30574,9 @@ 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 @@ -30158,9 +30709,9 @@ 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=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " @@ -30172,9 +30723,9 @@ msgid "" "Returns [code]true[/code] when the user stops pressing the action event, " "meaning it's [code]true[/code] only on the frame that the user released the " "button.\n" -"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " -"for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"If [code]exact[/code] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -30183,9 +30734,9 @@ msgid "" "an action has multiple buttons assigned and more than one of them is " "pressed, releasing one button will release the action, even if some other " "button assigned to this action is still pressed.\n" -"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " -"for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events.\n" +"If [code]exact[/code] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " "[code]false[/code] even if one of the action's keys is pressed. See " "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " @@ -30370,8 +30921,10 @@ 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 @@ -30432,15 +30985,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" "Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"This cursor shape denotes that the application isn't usable during the " +"operation (e.g. something is blocking its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" "Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"This cursor shape denotes that the application is still usable during the " +"operation." msgstr "" #: doc/classes/Input.xml @@ -30536,18 +31089,18 @@ 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 @@ -30556,9 +31109,9 @@ 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 " @@ -30570,9 +31123,9 @@ 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 @@ -30603,9 +31156,9 @@ 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 @@ -31137,13 +31690,18 @@ 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 @@ -31288,6 +31846,19 @@ 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 "" @@ -32795,11 +33366,11 @@ msgid "" "screen. Useful to animate the text in a dialog box." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "The text to display on screen." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "If [code]true[/code], all the text displays as UPPERCASE." msgstr "" @@ -32813,35 +33384,35 @@ msgstr "" msgid "Restricts the number of characters to display. Set to -1 to disable." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "Align rows to the left (default)." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "Align rows centered." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "Align rows to the right." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Expand row whitespaces to fit the width." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text to the top." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text to the center." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text to the bottom." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text by spreading the rows." msgstr "" @@ -32883,6 +33454,204 @@ msgstr "" msgid "Background [StyleBox] for the [Label]." msgstr "" +#: doc/classes/Label3D.xml +msgid "Displays plain text in a 3D world." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"Label3D displays plain text in a 3D world. It gives you control over the " +"horizontal and vertical alignment." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"Returns a [TriangleMesh] with the label's vertices following its current " +"configuration (such as its [member pixel_size])." +msgstr "" + +#: doc/classes/Label3D.xml +#, fuzzy +msgid "" +"If [code]true[/code], the specified flag will be enabled. See [enum Label3D." +"DrawFlags] for a list of flags." +msgstr "" +"Se [code] vero [/code], i nodi figli sono ordinati, altrimenti l'ordinamento " +"è disabilitato." + +#: doc/classes/Label3D.xml +msgid "" +"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for " +"possible values." +msgstr "" + +#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml +msgid "Threshold at which the alpha scissor will discard values." +msgstr "" + +#: doc/classes/Label3D.xml +#, fuzzy +msgid "If [code]true[/code], wraps the text to the [member width]." +msgstr "" +"Se [code] vero [/code], i nodi figli sono ordinati, altrimenti l'ordinamento " +"è disabilitato." + +#: doc/classes/Label3D.xml +msgid "" +"The billboard mode to use for the label. See [enum SpatialMaterial." +"BillboardMode] for possible values." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"If [code]true[/code], text can be seen from the back as well, if " +"[code]false[/code], it is invisible when looking at it from behind." +msgstr "" + +#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml +#, fuzzy +msgid "" +"If [code]true[/code], the label is rendered at the same size regardless of " +"distance." +msgstr "" +"Se [code] vero [/code], i nodi figli sono ordinati, altrimenti l'ordinamento " +"è disabilitato." + +#: doc/classes/Label3D.xml +msgid "[Font] used for the [Label3D]'s text." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"Controls the text's horizontal alignment. Supports left, center, right. Set " +"it to one of the [enum Align] constants." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "Vertical space between lines in multiline [Label3D]." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "Text [Color] of the [Label3D]." +msgstr "" + +#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml +#: doc/classes/SpriteBase3D.xml +msgid "" +"If [code]true[/code], depth testing is disabled and the object will be drawn " +"in render order." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "The text drawing offset (in pixels)." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "The tint of [Font]'s outline." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"Sets the render priority for the text outline. Higher priority objects will " +"be sorted in front of lower priority objects.\n" +"[b]Node:[/b] This only applies if [member alpha_cut] is set to [constant " +"ALPHA_CUT_DISABLED] (default value).\n" +"[b]Note:[/b] This only applies to sorting of transparent objects. This will " +"not impact how transparent objects are sorted relative to opaque objects. " +"This is because opaque objects are not sorted, while transparent objects are " +"sorted from back to front (subject to priority)." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "The size of one pixel's width on the label to scale it in 3D." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"Sets the render priority for the text. Higher priority objects will be " +"sorted in front of lower priority objects.\n" +"[b]Node:[/b] This only applies if [member alpha_cut] is set to [constant " +"ALPHA_CUT_DISABLED] (default value).\n" +"[b]Note:[/b] This only applies to sorting of transparent objects. This will " +"not impact how transparent objects are sorted relative to opaque objects. " +"This is because opaque objects are not sorted, while transparent objects are " +"sorted from back to front (subject to priority)." +msgstr "" + +#: doc/classes/Label3D.xml +#, fuzzy +msgid "" +"If [code]true[/code], the [Light] in the [Environment] has effects on the " +"label." +msgstr "" +"Se [code] vero [/code], i nodi figli sono ordinati, altrimenti l'ordinamento " +"è disabilitato." + +#: doc/classes/Label3D.xml +msgid "" +"Controls the text's vertical alignment. Supports top, center, bottom. Set it " +"to one of the [enum VAlign] constants." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "Text width (in pixels), used for autowrap and fill alignment." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "If set, lights in the environment affect the label." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"If set, text can be seen from the back as well. If not, the texture is " +"invisible when looking at it from behind." +msgstr "" + +#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml +#: doc/classes/SpriteBase3D.xml +msgid "" +"Disables the depth test, so this object is drawn on top of all others. " +"However, objects drawn after it in the draw order may cover it." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"Label is scaled by depth so that it always appears the same size on screen." +msgstr "" + +#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml +msgid "Represents the size of the [enum DrawFlags] enum." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"This mode performs standard alpha blending. It can display translucent " +"areas, but transparency sorting issues may be visible when multiple " +"transparent materials are overlapping." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"This mode only allows fully transparent or fully opaque pixels. This mode is " +"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n" +"[b]Note:[/b] This mode might have issues with anti-aliased fonts and " +"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n" +"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive " +"scripts), this mode might have transparency sorting issues between the main " +"text and the outline." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"This mode draws fully opaque pixels in the depth prepass. This is slower " +"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it " +"allows displaying translucent areas and smooth edges while using proper " +"sorting.\n" +"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive " +"scripts), this mode might have transparency sorting issues between the main " +"text and the outline." +msgstr "" + #: doc/classes/LargeTexture.xml msgid "" "[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with " @@ -33028,7 +33797,12 @@ 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 @@ -33326,7 +34100,8 @@ 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 " @@ -33370,8 +34145,17 @@ 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 @@ -33408,8 +34192,12 @@ 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 @@ -33540,7 +34328,7 @@ 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 "" @@ -33559,6 +34347,19 @@ 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 +#, fuzzy +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "Ritorna [code]true[/code] se [Rect2i] è piano o vuoto." + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -33608,6 +34409,16 @@ 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 +#, fuzzy +msgid "" +"If [code]true[/code], the selected text will be deselected when focus is " +"lost." +msgstr "" +"Se [code] vero [/code], i nodi figli sono ordinati, altrimenti l'ordinamento " +"è disabilitato." + #: doc/classes/LineEdit.xml msgid "" "If [code]false[/code], existing text cannot be modified and new text cannot " @@ -33643,6 +34454,13 @@ 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[/" @@ -34959,6 +35777,39 @@ 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 "" @@ -35148,6 +35999,41 @@ msgstr "" msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices." msgstr "" +#: doc/classes/MethodTweener.xml +msgid "" +"Interpolates an abstract value and supplies it to a method called over time." +msgstr "" + +#: doc/classes/MethodTweener.xml +msgid "" +"[MethodTweener] is similar to a combination of [CallbackTweener] and " +"[PropertyTweener]. It calls a method providing an interpolated value as a " +"parameter. See [method SceneTreeTween.tween_method] for more usage " +"information.\n" +"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to " +"create [MethodTweener]. Any [MethodTweener] created manually will not " +"function correctly." +msgstr "" + +#: doc/classes/MethodTweener.xml +msgid "" +"Sets the time in seconds after which the [MethodTweener] will start " +"interpolating. By default there's no delay." +msgstr "" + +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml +msgid "" +"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " +"default easing is used from the [SceneTreeTween] that contains this Tweener." +msgstr "" + +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml +msgid "" +"Sets the type of used transition from [enum Tween.TransitionType]. If not " +"set, the default transition is used from the [SceneTreeTween] that contains " +"this Tweener." +msgstr "" + #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "Generic mobile VR implementation." msgstr "" @@ -35251,6 +36137,15 @@ 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: " @@ -35264,6 +36159,18 @@ 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-" @@ -35306,6 +36213,16 @@ 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 "" @@ -35357,6 +36274,18 @@ 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 "" @@ -35789,11 +36718,15 @@ msgid "" "Navigation2DServer is the server responsible for all 2D navigation. It " "handles several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation polygons. " -"Together, they define the navigable areas in the 2D world. For two regions " -"to be connected to each other, they must share a similar edge. An edge is " -"considered connected to another if both of its two vertices are at a " -"distance less than [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"Together, they define the navigable areas in the 2D world.\n" +"[b]Note:[/b] Most NavigationServer changes take effect after the next " +"physics frame and not immediately. This includes all changes made to maps, " +"regions or agents by navigation related Nodes in the SceneTree or made " +"through scripts.\n" +"For two regions to be connected to each other, they must share a similar " +"edge. An edge is considered connected to another if both of its two vertices " +"are at a distance less than [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\n" "To use the collision avoidance system, you may use agents. You can set an " "agent's target velocity, then the servers will emit a callback with a " "modified velocity.\n" @@ -35811,6 +36744,12 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "Ritorna [code]true[/code] se [Rect2i] contiene un punto." @@ -35881,6 +36820,12 @@ msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all navigation agents [RID]s that are currently assigned to the " +"requested navigation [code]map[/code]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the map cell size." msgstr "Restituisce l'arco-seno del parametro." @@ -35908,6 +36853,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all navigation regions [RID]s that are currently assigned to the " +"requested navigation [code]map[/code]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map is active." msgstr "Ritorna [code]true[/code] se [Rect2i] è piano o vuoto." @@ -35931,6 +36882,12 @@ msgid "Creates a new region." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]region[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the map for the region." msgstr "Restituisce il seno del parametro." @@ -35997,6 +36954,11 @@ msgid "" "navigation path, it will return the origin of the agent's parent." msgstr "" +#: doc/classes/NavigationAgent.xml +#, fuzzy +msgid "Returns the [RID] of this agent on the [NavigationServer]." +msgstr "Restituisce il seno del parametro." + #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Returns the user-defined target location (set with [method " @@ -36051,6 +37013,16 @@ msgstr "" #: doc/classes/NavigationAgent.xml msgid "" +"If [code]true[/code] the agent is registered for an RVO avoidance callback " +"on the [NavigationServer]. When [method set_velocity] is used and the " +"processing is completed a [code]safe_velocity[/code] Vector3 is received " +"with a signal connection to [signal velocity_computed]. Avoidance processing " +"with many registered agents has a significant performance cost and should " +"only be enabled on agents that currently require it." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" "Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " "horizontal plane." msgstr "" @@ -36151,11 +37123,26 @@ msgid "" msgstr "" #: doc/classes/NavigationAgent2D.xml +#, fuzzy +msgid "Returns the [RID] of this agent on the [Navigation2DServer]." +msgstr "Restituisce il seno del parametro." + +#: doc/classes/NavigationAgent2D.xml msgid "" "Sets the [Navigation2D] node used by the agent. Useful when you don't want " "to make the agent a child of a [Navigation2D] node." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"If [code]true[/code] the agent is registered for an RVO avoidance callback " +"on the [Navigation2DServer]. When [method set_velocity] is used and the " +"processing is completed a [code]safe_velocity[/code] Vector2 is received " +"with a signal connection to [signal velocity_computed]. Avoidance processing " +"with many registered agents has a significant performance cost and should " +"only be enabled on agents that currently require it." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -36416,19 +37403,60 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +#, fuzzy +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." +msgstr "Calcola il prodotto vettoriale di questo vettore e [code]with[/code]." + #: doc/classes/NavigationMeshInstance.xml msgid "An instance of a [NavigationMesh]." msgstr "" @@ -36442,9 +37470,23 @@ msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"Bakes the [NavigationMesh]. The baking is done in a separate thread because " -"navigation baking is not a cheap operation. This can be done at runtime. " -"When it is completed, it automatically sets the new [NavigationMesh]." +"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/" +"code] (default), the baking is done on a separate thread. Baking on separate " +"thread is useful because navigation baking is not a cheap operation. When it " +"is completed, it automatically sets the new [NavigationMesh]. Please note " +"that baking on separate thread may be very slow if geometry is parsed from " +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "" +"Returns the [RID] of this region on the [NavigationServer]. Combined with " +"[method NavigationServer.map_get_closest_point_owner] can be used to " +"identify the [NavigationMeshInstance] closest to a point on the merged " +"navigation map." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -36483,6 +37525,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "Restituisce il seno del parametro." + +#: doc/classes/NavigationObstacle.xml msgid "" "Sets the [Navigation] node used by the obstacle. Useful when you don't want " "to make the obstacle a child of a [Navigation] node." @@ -36519,6 +37566,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "Restituisce il seno del parametro." + +#: doc/classes/NavigationObstacle2D.xml msgid "" "Sets the [Navigation2D] node used by the obstacle. Useful when you don't " "want to make the obstacle a child of a [Navigation2D] node." @@ -36620,6 +37672,14 @@ 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 "" @@ -36629,11 +37689,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. For two regions to be " -"connected to each other, they must share a similar edge. An edge is " -"considered connected to another if both of its two vertices are at a " -"distance less than [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D world.\n" +"[b]Note:[/b] Most NavigationServer changes take effect after the next " +"physics frame and not immediately. This includes all changes made to maps, " +"regions or agents by navigation related Nodes in the SceneTree or made " +"through scripts.\n" +"For two regions to be connected to each other, they must share a similar " +"edge. An edge is considered connected to another if both of its two vertices " +"are at a distance less than [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\n" "To use the collision avoidance system, you may use agents. You can set an " "agent's target velocity, then the servers will emit a callback with a " "modified velocity.\n" @@ -36873,7 +37937,7 @@ msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" -"Enable or disable certificate verification when [member use_dtls] " +"Enable or disable certificate verification when [member use_dtls] is " "[code]true[/code]." msgstr "" @@ -37253,7 +38317,7 @@ msgstr "" #: doc/classes/Node.xml msgid "Nodes and Scenes" -msgstr "" +msgstr "Nodi e Scene" #: doc/classes/Node.xml msgid "All Demos" @@ -37405,12 +38469,12 @@ 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 @@ -37446,6 +38510,15 @@ 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" @@ -37690,6 +38763,25 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Returns [code]true[/code] if the physics interpolated flag is set for this " +"Node (see [member physics_interpolation_mode]).\n" +"[b]Note:[/b] Interpolation will only be active if both the flag is set " +"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " +"be tested using [method is_physics_interpolated_and_enabled]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" +"This is a convenience version of [method is_physics_interpolated] that also " +"checks whether physics interpolation is enabled globally.\n" +"See [member SceneTree.physics_interpolation] and [member ProjectSettings." +"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 "" @@ -37860,14 +38952,29 @@ 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 " "will only be received by nodes with the same [NodePath], including the exact " "same node name. Behaviour depends on the RPC configuration for the given " "method, see [method rpc_config]. Methods are not exposed to RPCs by default. " -"See also [method rset] and [method rset_config] for properties. Returns an " -"empty [Variant].\n" +"See also [method rset] and [method rset_config] for properties. Returns " +"[code]null[/code].\n" "[b]Note:[/b] You can only safely use RPCs on clients after you received the " "[code]connected_to_server[/code] signal from the [SceneTree]. You also need " "to keep track of the connection state, either by the [SceneTree] signals " @@ -37889,21 +38996,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] " -"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty " -"[Variant]." +"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/" +"code]." msgstr "" #: doc/classes/Node.xml msgid "" -"Sends a [method rpc] using an unreliable protocol. Returns an empty " -"[Variant]." +"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]." msgstr "" #: doc/classes/Node.xml msgid "" "Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] " "using an unreliable protocol (see [method NetworkedMultiplayerPeer." -"set_target_peer]). Returns an empty [Variant]." +"set_target_peer]). Returns [code]null[/code]." msgstr "" #: doc/classes/Node.xml @@ -38075,7 +39181,15 @@ 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 @@ -38084,6 +39198,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -38093,6 +39216,15 @@ 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 "" @@ -38178,11 +39310,18 @@ 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 @@ -38210,6 +39349,12 @@ 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 "" @@ -38223,6 +39368,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -38488,7 +39651,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -38669,7 +39832,13 @@ 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 @@ -38757,7 +39926,7 @@ 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 " @@ -38788,7 +39957,7 @@ 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 "" @@ -38865,7 +40034,10 @@ 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 @@ -39204,8 +40376,8 @@ 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 @@ -39456,8 +40628,13 @@ msgid "Returns the text of the item at index [code]idx[/code]." msgstr "" #: doc/classes/OptionButton.xml +#, fuzzy +msgid "Returns the tooltip of the item at index [code]idx[/code]." +msgstr "Calcola il prodotto vettoriale di questo vettore e [code]b[/code]." + +#: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -39479,7 +40656,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -39509,6 +40687,11 @@ msgid "Sets the text of the item at index [code]idx[/code]." msgstr "" #: doc/classes/OptionButton.xml +#, fuzzy +msgid "Sets the tooltip of the item at index [code]idx[/code]." +msgstr "Calcola il prodotto vettoriale di questo vettore e [code]b[/code]." + +#: doc/classes/OptionButton.xml msgid "" "The index of the currently selected item, or [code]-1[/code] if no item is " "selected." @@ -39862,6 +41045,16 @@ 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 "" @@ -39999,7 +41192,19 @@ 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 @@ -40057,6 +41262,23 @@ 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" @@ -40319,6 +41541,15 @@ msgid "" msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero." #: 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 #, fuzzy msgid "" "Returns [code]true[/code] if the input scancode corresponds to a Unicode " @@ -40405,6 +41636,14 @@ 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 "" @@ -40583,9 +41822,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -41061,6 +42300,14 @@ 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 "" @@ -43919,7 +45166,10 @@ 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 @@ -44617,7 +45867,15 @@ 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 @@ -44692,14 +45950,31 @@ msgid "" msgstr "" #: doc/classes/PoolByteArray.xml -msgid "A pooled [Array] of bytes." +msgid "A pooled array of bytes." msgstr "" #: doc/classes/PoolByteArray.xml msgid "" -"An [Array] specifically designed to hold bytes. Optimized for memory usage, " +"An array specifically designed to hold bytes. Optimized for memory usage, " "does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference." +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolByteArray] or " +"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will " +"be lost:\n" +"[codeblock]\n" +"var array = [PoolByteArray()]\n" +"array[0].push_back(123)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " +"[code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolByteArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(123)\n" +"array[0] = pool_array\n" +"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n" +"[/codeblock]" msgstr "" #: doc/classes/PoolByteArray.xml @@ -44743,6 +46018,16 @@ 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 " @@ -44760,6 +46045,16 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero." + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -44810,14 +46105,32 @@ msgid "" msgstr "" #: doc/classes/PoolColorArray.xml -msgid "A pooled [Array] of [Color]." +msgid "A pooled array of [Color]s." msgstr "" #: doc/classes/PoolColorArray.xml msgid "" -"An [Array] specifically designed to hold [Color]. Optimized for memory " -"usage, does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference." +"An array specifically designed to hold [Color]. Optimized for memory usage, " +"does not fragment the memory.\n" +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolColorArray] or " +"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will " +"be lost:\n" +"[codeblock]\n" +"var array = [PoolColorArray()]\n" +"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " +"[code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolColorArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n" +"array[0] = pool_array\n" +"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element " +"inside an Array)\n" +"[/codeblock]" msgstr "" #: doc/classes/PoolColorArray.xml @@ -44847,14 +46160,31 @@ msgid "Changes the [Color] at the given index." msgstr "" #: doc/classes/PoolIntArray.xml -msgid "A pooled [Array] of integers ([int])." +msgid "A pooled array of integers ([int])." msgstr "" #: doc/classes/PoolIntArray.xml msgid "" -"An [Array] specifically designed to hold integer values ([int]). Optimized " -"for memory usage, does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference.\n" +"An array specifically designed to hold integer values ([int]). Optimized for " +"memory usage, does not fragment the memory.\n" +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolIntArray] or " +"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be " +"lost:\n" +"[codeblock]\n" +"var array = [PoolIntArray()]\n" +"array[0].push_back(1234)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " +"[code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolIntArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(1234)\n" +"array[0] = pool_array\n" +"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n" +"[/codeblock]\n" "[b]Note:[/b] This type is limited to signed 32-bit integers, which means it " "can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. " "[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap " @@ -44883,14 +46213,31 @@ msgid "Changes the int at the given index." msgstr "" #: doc/classes/PoolRealArray.xml -msgid "A pooled [Array] of reals ([float])." +msgid "A pooled array of real numbers ([float])." msgstr "" #: doc/classes/PoolRealArray.xml msgid "" -"An [Array] specifically designed to hold floating-point values. Optimized " -"for memory usage, does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference.\n" +"An array specifically designed to hold floating-point values. Optimized for " +"memory usage, does not fragment the memory.\n" +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolRealArray] or " +"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will " +"be lost:\n" +"[codeblock]\n" +"var array = [PoolRealArray()]\n" +"array[0].push_back(12.34)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " +"[code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolRealArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(12.34)\n" +"array[0] = pool_array\n" +"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n" +"[/codeblock]\n" "[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in " "[PoolRealArray] are 32-bit floats. This means values stored in " "[PoolRealArray] have lower precision compared to primitive [float]s. If you " @@ -44915,14 +46262,31 @@ msgid "Changes the float at the given index." msgstr "" #: doc/classes/PoolStringArray.xml -msgid "A pooled [Array] of [String]." +msgid "A pooled array of [String]s." msgstr "" #: doc/classes/PoolStringArray.xml msgid "" -"An [Array] specifically designed to hold [String]s. Optimized for memory " +"An array specifically designed to hold [String]s. Optimized for memory " "usage, does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference." +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolStringArray] or " +"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will " +"be lost:\n" +"[codeblock]\n" +"var array = [PoolStringArray()]\n" +"array[0].push_back(\"hello\")\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " +"with [code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolStringArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(\"hello\")\n" +"array[0] = pool_array\n" +"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n" +"[/codeblock]" msgstr "" #: doc/classes/PoolStringArray.xml @@ -44951,14 +46315,32 @@ msgid "Changes the [String] at the given index." msgstr "" #: doc/classes/PoolVector2Array.xml -msgid "A pooled [Array] of [Vector2]." +msgid "A pooled array of [Vector2]s." msgstr "" #: doc/classes/PoolVector2Array.xml msgid "" -"An [Array] specifically designed to hold [Vector2]. Optimized for memory " +"An array specifically designed to hold [Vector2]. Optimized for memory " "usage, does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference." +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolVector2Array] or " +"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes " +"will be lost:\n" +"[codeblock]\n" +"var array = [PoolVector2Array()]\n" +"array[0].push_back(Vector2(12, 34))\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " +"with [code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolVector2Array()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(Vector2(12, 34))\n" +"array[0] = pool_array\n" +"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an " +"Array)\n" +"[/codeblock]" msgstr "" #: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml @@ -44985,14 +46367,32 @@ msgid "Changes the [Vector2] at the given index." msgstr "" #: doc/classes/PoolVector3Array.xml -msgid "A pooled [Array] of [Vector3]." +msgid "A pooled array of [Vector3]." msgstr "" #: doc/classes/PoolVector3Array.xml msgid "" -"An [Array] specifically designed to hold [Vector3]. Optimized for memory " +"An array specifically designed to hold [Vector3]. Optimized for memory " "usage, does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference." +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolVector3Array] or " +"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes " +"will be lost:\n" +"[codeblock]\n" +"var array = [PoolVector3Array()]\n" +"array[0].push_back(Vector3(12, 34, 56))\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " +"with [code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolVector3Array()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(Vector3(12, 34, 56))\n" +"array[0] = pool_array\n" +"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an " +"Array)\n" +"[/codeblock]" msgstr "" #: doc/classes/PoolVector3Array.xml @@ -45315,10 +46715,10 @@ msgid "" msgstr "" #: doc/classes/PopupMenu.xml +#, fuzzy msgid "" -"Returns the tooltip associated with the specified index index [code]idx[/" -"code]." -msgstr "" +"Returns the tooltip associated with the specified index [code]idx[/code]." +msgstr "Calcola il prodotto vettoriale di questo vettore e [code]b[/code]." #: doc/classes/PopupMenu.xml #, fuzzy @@ -45556,6 +46956,10 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -46456,6 +47860,12 @@ 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 "" @@ -46633,6 +48043,16 @@ 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 "" @@ -46780,7 +48200,7 @@ 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 @@ -46879,6 +48299,19 @@ 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 "" @@ -47414,7 +48847,7 @@ 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 @@ -47848,6 +49281,16 @@ 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 "" @@ -47884,6 +49327,17 @@ 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 " @@ -47894,8 +49348,10 @@ 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 @@ -48248,6 +49704,14 @@ 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 "" @@ -48408,14 +49872,19 @@ 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 @@ -48544,8 +50013,8 @@ 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 @@ -48648,16 +50117,24 @@ 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 @@ -48874,8 +50351,182 @@ msgid "" "situations where a change has been made." msgstr "" +#: doc/classes/PropertyTweener.xml +msgid "Interpolates an [Object]'s property over time." +msgstr "" + +#: doc/classes/PropertyTweener.xml +msgid "" +"[PropertyTweener] is used to interpolate a property in an object. See " +"[method SceneTreeTween.tween_property] for more usage information.\n" +"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way " +"to create [PropertyTweener]. Any [PropertyTweener] created manually will not " +"function correctly." +msgstr "" + +#: doc/classes/PropertyTweener.xml +msgid "" +"When called, the final value will be used as a relative value instead. " +"Example:\n" +"[codeblock]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)." +"as_relative() #the node will move by 100 pixels to the right\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/PropertyTweener.xml +msgid "" +"Sets a custom initial value to the [PropertyTweener]. Example:\n" +"[codeblock]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_property(self, \"position\", Vector2(200, 100), 1)." +"from(Vector2(100, 100) #this will move the node from position (100, 100) to " +"(200, 100)\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/PropertyTweener.xml +msgid "" +"Makes the [PropertyTweener] use the current property value (i.e. at the time " +"of creating this [PropertyTweener]) as a starting point. This is equivalent " +"of using [method from] with the current value. These two calls will do the " +"same:\n" +"[codeblock]\n" +"tween.tween_property(self, \"position\", Vector2(200, 100), 1)." +"from(position)\n" +"tween.tween_property(self, \"position\", Vector2(200, 100), 1)." +"from_current()\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/PropertyTweener.xml +msgid "" +"Sets the time in seconds after which the [PropertyTweener] will start " +"interpolating. By default there's no delay." +msgstr "" + +#: doc/classes/ProximityGroup.xml +msgid "General-purpose 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 "General-purpose proximity detection node." +msgid "" +"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when " +"calling the [method broadcast] [i]method[/i]." msgstr "" #: doc/classes/QuadMesh.xml @@ -49172,19 +50823,20 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml 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 @@ -49251,7 +50903,14 @@ 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 @@ -50668,14 +52327,15 @@ 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 @@ -50693,6 +52353,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +#, fuzzy +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "Restituisce il seno del parametro." + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -50715,8 +52380,9 @@ 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 @@ -51034,7 +52700,7 @@ msgid "The default text font." msgstr "" #: doc/classes/RichTextLabel.xml -msgid "The background The background used when the [RichTextLabel] is focused." +msgid "The background used when the [RichTextLabel] is focused." msgstr "" #: doc/classes/RichTextLabel.xml @@ -51167,7 +52833,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -51266,8 +52933,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" "The body's linear damp. Cannot be less than -1.0. If this value is different " -"from -1.0, any linear damp derived from the world or areas will be " -"overridden.\n" +"from -1.0 it will be added to any linear damp derived from the world or " +"areas.\n" "See [member ProjectSettings.physics/3d/default_linear_damp] for more details " "about damping." msgstr "" @@ -51481,7 +53148,8 @@ msgstr "" msgid "" "Damps the body's [member angular_velocity]. If [code]-1[/code], the body " "will use the [b]Default Angular Damp[/b] defined in [b]Project > Project " -"Settings > Physics > 2d[/b].\n" +"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be " +"added to the default project value.\n" "See [member ProjectSettings.physics/2d/default_angular_damp] for more " "details about damping." msgstr "" @@ -51563,7 +53231,8 @@ msgstr "" msgid "" "Damps the body's [member linear_velocity]. If [code]-1[/code], the body will " "use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > " -"Physics > 2d[/b].\n" +"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the " +"default project value.\n" "See [member ProjectSettings.physics/2d/default_linear_damp] for more details " "about damping." msgstr "" @@ -52316,6 +53985,10 @@ 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." @@ -52340,6 +54013,12 @@ 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 "" @@ -52399,13 +54078,6 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the application automatically accepts quitting. " -"Enabled by default.\n" -"For mobile platforms, see [method set_quit_on_go_back]." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" "Sets the given [code]property[/code] to [code]value[/code] on all members of " "the given group." msgstr "" @@ -52422,16 +54094,14 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the application quits automatically on going back (e." -"g. on Android). Enabled by default.\n" -"To handle 'Go Back' button when this option is disabled, use [constant " -"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]." +"Configures screen stretching to the given [enum StretchMode], [enum " +"StretchAspect], minimum size and [code]scale[/code]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Configures screen stretching to the given [enum StretchMode], [enum " -"StretchAspect], minimum size and [code]scale[/code]." +"If [code]true[/code], the application automatically accepts quitting.\n" +"For mobile platforms, see [member quit_on_go_back]." msgstr "" #: doc/classes/SceneTree.xml @@ -52492,6 +54162,21 @@ 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 application quits automatically on going back (e." +"g. on Android).\n" +"To handle 'Go Back' button when this option is disabled, use [constant " +"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" "If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new " "incoming connections." msgstr "" @@ -52678,7 +54363,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -52689,6 +54375,404 @@ 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 "" @@ -52979,14 +55063,23 @@ 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 "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"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 "" +"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 @@ -53157,8 +55250,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -53179,8 +55279,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " @@ -53747,6 +55855,18 @@ 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 "" @@ -54366,6 +56486,10 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml +msgid "Enables signed distance field rendering shader." +msgstr "" + +#: doc/classes/SpatialMaterial.xml msgid "If [code]true[/code], the object receives no ambient light." msgstr "" @@ -54390,12 +56514,6 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], depth testing is disabled and the object will be drawn " -"in render order." -msgstr "" - -#: doc/classes/SpatialMaterial.xml -msgid "" "If [code]true[/code], transparency is enabled on the body. See also [member " "params_blend_mode]." msgstr "" @@ -54423,7 +56541,21 @@ 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 @@ -54496,10 +56628,6 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Threshold at which the alpha scissor will discard values." -msgstr "" - -#: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], the shader will keep the scale set for the mesh. " "Otherwise the scale is lost when billboarding. Only applies when [member " @@ -54957,12 +57085,6 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "" -"Disables the depth test, so this object is drawn on top of all others. " -"However, objects drawn after it in the draw order may cover it." -msgstr "" - -#: doc/classes/SpatialMaterial.xml msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh." msgstr "" @@ -55230,7 +57352,10 @@ 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 @@ -55587,7 +57712,7 @@ 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 "" @@ -55601,7 +57726,7 @@ 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 "" @@ -55611,6 +57736,18 @@ msgstr "" #: doc/classes/SpriteBase3D.xml msgid "" +"Sets the render priority for the sprite. Higher priority objects will be " +"sorted in front of lower priority objects.\n" +"[b]Node:[/b] This only applies if [member alpha_cut] is set to [constant " +"ALPHA_CUT_DISABLED] (default value).\n" +"[b]Note:[/b] This only applies to sorting of transparent objects. This will " +"not impact how transparent objects are sorted relative to opaque objects. " +"This is because opaque objects are not sorted, while transparent objects are " +"sorted from back to front (subject to priority)." +msgstr "" + +#: doc/classes/SpriteBase3D.xml +msgid "" "If [code]true[/code], the [Light] in the [Environment] has effects on the " "sprite." msgstr "" @@ -55638,7 +57775,8 @@ msgid "" msgstr "" #: doc/classes/SpriteBase3D.xml -msgid "Represents the size of the [enum DrawFlags] enum." +msgid "" +"Sprite is scaled by depth so that it always appears the same size on screen." msgstr "" #: doc/classes/SpriteFrames.xml @@ -56278,7 +58416,12 @@ 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 @@ -56542,7 +58685,15 @@ 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 @@ -56565,11 +58716,24 @@ 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 @@ -56618,14 +58782,16 @@ 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 @@ -56762,8 +58928,8 @@ 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 "" @@ -56795,8 +58961,16 @@ 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 @@ -57150,7 +59324,7 @@ 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 " @@ -57234,28 +59408,47 @@ 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 @@ -57274,6 +59467,21 @@ 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 "" @@ -58269,10 +60477,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -58281,10 +60485,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -58294,6 +60494,16 @@ msgid "Returns the total width of all gutters and internal padding." msgstr "Restituisce l'angolo al vettore dato, in radianti." #: doc/classes/TextEdit.xml +#, fuzzy +msgid "Returns the total amount of lines that could be drawn." +msgstr "Restituisce il valore opposto del parametro." + +#: doc/classes/TextEdit.xml +#, fuzzy +msgid "Returns the number of visible lines, including wrapped text." +msgstr "Restituisce il resto dei due vettori." + +#: doc/classes/TextEdit.xml msgid "" "Returns a [String] text with the word under the caret (text cursor) location." msgstr "" @@ -58352,6 +60562,15 @@ msgid "Returns if the given line is wrapped." msgstr "Restituisce la tangente del parametro." #: doc/classes/TextEdit.xml +#, fuzzy +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 "" +"Restituisce [code]true[/code] se [code]a[/code] e [code]b[/code] sono " +"approssimativamente uguali tra di loro." + +#: doc/classes/TextEdit.xml msgid "Returns [code]true[/code] if the selection is active." msgstr "" @@ -58708,6 +60927,50 @@ msgid "" "Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled." msgstr "" +#: doc/classes/TextMesh.xml +msgid "Generate an [PrimitiveMesh] from the text." +msgstr "" + +#: doc/classes/TextMesh.xml +msgid "" +"Generate an [PrimitiveMesh] from the text.\n" +"TextMesh can be generated only when using dynamic fonts with vector glyph " +"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType " +"containers, like color emoji fonts) are not supported.\n" +"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the " +"height for the front face, 40% for the back face, 10% for the outer edges " +"and 10% for the inner edges." +msgstr "" + +#: doc/classes/TextMesh.xml +msgid "Step (in pixels) used to approximate Bézier curves." +msgstr "" + +#: doc/classes/TextMesh.xml +msgid "" +"Depths of the mesh, if set to [code]0.0[/code] only front surface, is " +"generated, and UV layout is changed to use full texture for the front face " +"only." +msgstr "" + +#: doc/classes/TextMesh.xml +msgid "[Font] used for the [TextMesh]'s text." +msgstr "" + +#: doc/classes/TextMesh.xml +msgid "" +"Controls the text's horizontal alignment. Supports left, center and right. " +"Set it to one of the [enum Align] constants." +msgstr "" + +#: doc/classes/TextMesh.xml +msgid "The size of one pixel's width on the text to scale it in 3D." +msgstr "" + +#: doc/classes/TextMesh.xml +msgid "The text to generate mesh from." +msgstr "" + #: doc/classes/Texture.xml msgid "Texture for 2D and 3D." msgstr "" @@ -59302,6 +61565,14 @@ 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 "" @@ -59346,6 +61617,12 @@ 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 "" @@ -59488,6 +61765,18 @@ msgid "" 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 +#, fuzzy +msgid "" +"Returns a list of all type variations for the given [code]base_type[/code]." +msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero." + +#: doc/classes/Theme.xml #, fuzzy msgid "" "Returns [code]true[/code] if [Color] with [code]name[/code] is in " @@ -59543,6 +61832,15 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if [code]theme_type[/code] is marked as a " +"variation of [code]base_type[/code]." +msgstr "" +"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] " +"esiste, [code]false[/code] altrimenti." + +#: doc/classes/Theme.xml msgid "" "Adds missing and overrides existing definitions with values from the " "[code]other[/code] [Theme].\n" @@ -59553,6 +61851,13 @@ 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." @@ -59639,6 +61944,20 @@ 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" @@ -60494,7 +62813,9 @@ 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 @@ -60549,6 +62870,13 @@ 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)." @@ -60620,14 +62948,18 @@ 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 @@ -61023,20 +63355,21 @@ 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 "" @@ -61142,13 +63475,14 @@ 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 @@ -61379,7 +63713,7 @@ 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" @@ -61819,7 +64153,7 @@ 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 "" @@ -61862,10 +64196,9 @@ msgid "" msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero." #: 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." -msgstr "" +#, fuzzy +msgid "Returns the number of buttons in column [code]column[/code]." +msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero." #: doc/classes/TreeItem.xml #, fuzzy @@ -62218,7 +64551,9 @@ 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 @@ -62312,7 +64647,7 @@ msgstr "" msgid "" "Resets a tween to its initial value (the one given, not the one before the " "tween), given its object and property/method pair. By default, all tweens " -"are removed, unless [code]key[/code] is specified." +"are reset, unless [code]key[/code] is specified." msgstr "" #: doc/classes/Tween.xml @@ -62495,6 +64830,22 @@ 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 "" @@ -63303,7 +65654,7 @@ 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 "" @@ -63469,8 +65820,8 @@ 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 @@ -63568,7 +65919,7 @@ 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]." @@ -63652,8 +66003,8 @@ 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 @@ -64046,12 +66397,12 @@ msgid "" msgstr "" #: modules/gdnative/doc_classes/VideoStreamGDNative.xml -msgid "[VideoStream] resource for for video formats implemented via GDNative." +msgid "[VideoStream] resource for video formats implemented via GDNative." msgstr "" #: modules/gdnative/doc_classes/VideoStreamGDNative.xml msgid "" -"[VideoStream] resource for for video formats implemented via GDNative.\n" +"[VideoStream] resource for video formats implemented via GDNative.\n" "It can be used via [url=https://github.com/KidRigger/godot-" "videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg." "org]FFmpeg[/url] library." @@ -64243,9 +66594,16 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen." msgstr "Ritorna [code]true[/code] se [Rect2i] è piano o vuoto." #: doc/classes/Viewport.xml +#, fuzzy +msgid "Returns [code]true[/code] if the drag operation is successful." +msgstr "Ritorna [code]true[/code] se [Rect2i] è piano o vuoto." + +#: 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 @@ -64398,8 +66756,8 @@ msgstr "" #: doc/classes/Viewport.xml #, fuzzy msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero." #: doc/classes/Viewport.xml @@ -67962,10 +70320,11 @@ msgid "Returns the value of a certain material's parameter." msgstr "" #: doc/classes/VisualServer.xml +#, fuzzy msgid "" -"Returns the default value for the param if available. Otherwise returns an " -"empty [Variant]." -msgstr "" +"Returns the default value for the param if available. Returns [code]null[/" +"code] otherwise." +msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero." #: doc/classes/VisualServer.xml msgid "" @@ -68727,6 +71086,32 @@ 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 "" @@ -68763,7 +71148,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" @@ -69785,23 +72170,43 @@ 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 @@ -72314,6 +74719,11 @@ 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 "" @@ -72409,6 +74819,9 @@ 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" @@ -72634,6 +75047,13 @@ 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, " @@ -72719,7 +75139,7 @@ msgid "Emitted when [member visibility_state] has changed." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml -msgid "We don't know the the target ray mode." +msgid "We don't know the target ray mode." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml @@ -72906,8 +75326,7 @@ msgid "" "They can be used as the server certificate in [method StreamPeerSSL." "accept_stream] (along with the proper [CryptoKey]), and to specify the only " "certificate that should be accepted when connecting to an SSL server via " -"[method StreamPeerSSL.connect_to_stream].\n" -"[b]Note:[/b] Not available in HTML5 exports." +"[method StreamPeerSSL.connect_to_stream]." msgstr "" #: doc/classes/X509Certificate.xml @@ -72942,16 +75361,21 @@ msgid "" "Gets the name of the attribute specified by the index in [code]idx[/code] " "argument." msgstr "" +"Prende il nome dell'attributo specificato dall'indice nell'argomento " +"[code]idx[/code]." #: doc/classes/XMLParser.xml msgid "" "Gets the value of the attribute specified by the index in [code]idx[/code] " "argument." msgstr "" +"Prende il nome dell'attributo specificato dall'indice nell'argomento " +"[code]idx[/code]." #: doc/classes/XMLParser.xml +#, fuzzy msgid "Gets the current line in the parsed file (currently not implemented)." -msgstr "" +msgstr "Prende la linea corrente nel file analizzato (non ancora implementato)" #: doc/classes/XMLParser.xml msgid "" @@ -73000,34 +75424,45 @@ msgid "Check whether the current element has a certain attribute." msgstr "Verifica che l'elemento attuale abbia un certo attributo." #: doc/classes/XMLParser.xml +#, fuzzy msgid "" "Check whether the current element is empty (this only works for completely " "empty tags, e.g. [code]<element \\>[/code])." msgstr "" +"Controlla se l'elemento corrente è vuoto (questo funziona solo per tags " +"completamente vuoi, es. [code]<element \\>[/code])." #: doc/classes/XMLParser.xml msgid "Opens an XML file for parsing. This returns an error code." msgstr "Apre un file XML per effettuarne il parsing. Può restituire un errore." #: doc/classes/XMLParser.xml +#, fuzzy msgid "Opens an XML raw buffer for parsing. This returns an error code." msgstr "" +"Apre un buffer greggio di XML per analizzarlo. Questo ritorna un codice di " +"errore." #: doc/classes/XMLParser.xml msgid "Reads the next node of the file. This returns an error code." -msgstr "" +msgstr "Legge il nodo seguente del file. Questo ritorna un codice di errore." #: doc/classes/XMLParser.xml msgid "" "Moves the buffer cursor to a certain offset (since the beginning) and read " "the next node there. This returns an error code." msgstr "" +"Muove il cursore del buffer di un certo margine (partendo dall'inizio) e lì " +"legge il nodo seguente. Questo ritorna un codice errore." #: doc/classes/XMLParser.xml +#, fuzzy msgid "" "Skips the current section. If the node contains other elements, they will be " "ignored and the cursor will go to the closing of the current element." msgstr "" +"Salta la sezione corrente. Se il nodo contiene altri elementi, questi " +"saranno ignorati e il cursore andrà alla chiusura dell'elemento corrente" #: doc/classes/XMLParser.xml #, fuzzy |