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-rw-r--r--doc/translations/ja.po2338
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diff --git a/doc/translations/ja.po b/doc/translations/ja.po
index 4c8cf54ae5..a3017d5928 100644
--- a/doc/translations/ja.po
+++ b/doc/translations/ja.po
@@ -3,19 +3,21 @@
# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
-# Wataru Onuki <bettawat@yahoo.co.jp>, 2020, 2021.
+# Wataru Onuki <bettawat@yahoo.co.jp>, 2020, 2021, 2022.
# BinotaLIU <me@binota.org>, 2020.
# Pierre Stempin <pierre.stempin@gmail.com>, 2020.
# kazuma kondo <kazmax7@gmail.com>, 2020.
# Itoyo Onuki <bettawat@yahoo.co.jp>, 2021.
-# nitenook <admin@alterbaum.net>, 2021.
+# nitenook <admin@alterbaum.net>, 2021, 2022.
# Tarou Yamada <mizuningyou@yahoo.co.jp>, 2021.
+# sugusan <sugusan.development@gmail.com>, 2022.
+# Juto <mvobujd237@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: 2021-12-16 09:50+0000\n"
-"Last-Translator: nitenook <admin@alterbaum.net>\n"
+"PO-Revision-Date: 2022-02-14 22:08+0000\n"
+"Last-Translator: Wataru Onuki <bettawat@yahoo.co.jp>\n"
"Language-Team: Japanese <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/ja/>\n"
"Language: ja\n"
@@ -23,7 +25,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 4.10-dev\n"
+"X-Generator: Weblate 4.11-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -66,69 +68,76 @@ msgid "Method Descriptions"
msgstr "メソッドの説明"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "Theme Property Descriptions"
-msgstr "プロパティの説明"
+msgstr "テーマプロパティの説明"
#: doc/tools/make_rst.py
msgid "Inherits:"
-msgstr ""
+msgstr "継承元:"
#: doc/tools/make_rst.py
msgid "Inherited By:"
-msgstr ""
+msgstr "継承先:"
#: doc/tools/make_rst.py
msgid "(overrides %s)"
-msgstr ""
+msgstr "(%s を上書き)"
#: doc/tools/make_rst.py
msgid "Default"
-msgstr ""
+msgstr "デフォルト"
#: doc/tools/make_rst.py
msgid "Setter"
-msgstr ""
+msgstr "Setter"
#: doc/tools/make_rst.py
msgid "value"
-msgstr ""
+msgstr "値"
#: doc/tools/make_rst.py
msgid "Getter"
-msgstr ""
+msgstr "Getter"
#: doc/tools/make_rst.py
msgid ""
"This method should typically be overridden by the user to have any effect."
msgstr ""
+"このメソッドが効力を得るには通常、ユーザーがオーバーライドする必要がありま"
+"す。"
#: doc/tools/make_rst.py
msgid ""
"This method has no side effects. It doesn't modify any of the instance's "
"member variables."
msgstr ""
+"このメソッドには副作用がありません。インスタンスが持つメンバ変数を変更するこ"
+"とはありません。"
#: doc/tools/make_rst.py
msgid ""
"This method accepts any number of arguments after the ones described here."
-msgstr ""
+msgstr "このメソッドは、ここで記載されている引数以降もいくつでも受け取れます。"
#: doc/tools/make_rst.py
msgid "This method is used to construct a type."
-msgstr ""
+msgstr "このメソッドは、型を作成するために使用されます。"
#: 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 ""
+"このメソッドは呼び出しにインスタンスを必要としないので、クラス名を使って直接"
+"呼び出すことができます。"
#: doc/tools/make_rst.py
msgid ""
"This method describes a valid operator to use with this type as left-hand "
"operand."
msgstr ""
+"このメソッドは、この型を左側のオペランドとして使用する有効な演算子の記述をし"
+"ます。"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Built-in GDScript functions."
@@ -217,7 +226,6 @@ msgstr ""
"[/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 "
@@ -229,7 +237,9 @@ msgid ""
"[/codeblock]"
msgstr ""
"[code]s[/code] のアークサインをラジアンで返します。サイン [code]s[/code] の角"
-"度を得るのに使えます。\n"
+"度を得るのに使えます。[code]s[/code] は [code]-1.0[/code] と [code]1.0[/"
+"code] (両端を含む) の間にある必要があります。そうでない場合、[method asin] "
+"は [constant NAN] を返します。\n"
"[codeblock]\n"
"# s は 0.523599。rad2deg(s) で変換すれば 30 度。\n"
"s = asin(0.5)\n"
@@ -344,7 +354,6 @@ msgstr ""
"と角度) に変換します。"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Rounds [code]s[/code] upward (towards positive infinity), returning the "
"smallest whole number that is not less than [code]s[/code].\n"
@@ -354,12 +363,13 @@ msgid ""
"[/codeblock]\n"
"See also [method floor], [method round], [method stepify], and [int]."
msgstr ""
-"[code]s[/code] を切り上げて丸め (正の無限大方向)、[code]s[/code] を超えてかつ"
-"最小の整数値を返します。\n"
+"[code]s[/code] を切り上げて丸め (正の無限大方向)、[code]s[/code] より大きい整"
+"数値の中で最小の値を返します。\n"
"[codeblock]\n"
-"i = ceil(1.45) # i は 2\n"
-"i = ceil(1.001) # i は 2\n"
-"[/codeblock]"
+"a = ceil(1.45) # a は 2\n"
+"a = ceil(1.001) # a は 2\n"
+"[/codeblock]\n"
+"関連項目: [method floor], [method round], [method stepify], [int]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -382,7 +392,6 @@ msgstr ""
"これは [method ord] の逆です。"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Clamps [code]value[/code] and returns a value not less than [code]min[/code] "
"and not more than [code]max[/code].\n"
@@ -392,16 +401,12 @@ msgid ""
"a = clamp(15, 1, 20) # a is 15\n"
"[/codeblock]"
msgstr ""
-"[code]value[/code] をクランプし、[code]min[/code] より多くかつ [code]max[/"
-"code] より少ない値を返します。\n"
+"[code]value[/code] をClampし、[code]min[/code] より多くかつ [code]max[/code] "
+"より少ない値を返します。\n"
"[codeblock]\n"
-"speed = 1000\n"
-"# a は 20\n"
-"a = clamp(speed, 1, 20)\n"
-"\n"
-"speed = -10\n"
-"# a は 1\n"
-"a = clamp(speed, 1, 20)\n"
+"a = clamp(1000, 1, 20) # a は 20\n"
+"a = clamp(-10, 1, 20) # a は 1\n"
+"a = clamp(15, 1, 20) # a は 15\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -463,7 +468,6 @@ msgid "Deprecated alias for [method step_decimals]."
msgstr "[method step_decimals] の非推奨なエイリアス。"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"[b]Note:[/b] [code]dectime[/code] has been deprecated and will be removed in "
"Godot 4.0, please use [method move_toward] instead.\n"
@@ -473,11 +477,12 @@ msgid ""
"a = dectime(60, 10, 0.1)) # a is 59.0\n"
"[/codeblock]"
msgstr ""
+"[b]注:[/b] [code]dectime[/code] はGodot 4.0では廃止される予定です。代わりに "
+"[method move_toward] を使うことを推奨します。\n"
"[code]value[/code] から [code]step[/code] * [code]amount[/code] を引いた値を"
"返します。\n"
"[codeblock]\n"
-"# a = 59\n"
-"a = dectime(60, 10, 0.1))\n"
+"a = dectime(60, 10, 0.1)) # a = 59.0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -500,9 +505,25 @@ msgid ""
"want a true content-aware comparison, you have to use [code]deep_equal[/"
"code]."
msgstr ""
+"2つの値の実際の内容をチェックして比較します。あらゆる `Array` や "
+"`Dictionary` を最も深いレベルまでさかのぼって調べます。\n"
+"これはいくつかの点で [code]==[/code] と対比できます:\n"
+"- [code]null[/code]、[code]int[/code]、[code]float[/code]、[code]String[/"
+"code]、[code]Object[/code]、[code]RID[/code]の場合、[code]deep_equal[/code]と"
+"[code]==[/code]は同じように動作します。\n"
+"- [code]Dictionary[/code]の場合、[code]==[/code]は再帰や内容を意識することな"
+"く、両方の変数が全く同じ[code]Dictionary[/code]を指していれば等式とみなしま"
+"す。\n"
+"- [code]Array[/code]の場合、[code]==[/code]は、一つ目の[code]Array[/code]の各"
+"項目が、二つ目の[code]Array[/code]での対応する項目とそれぞれ[code]==[/code]で"
+"比較したのと同様に等しい限り等式とみなします。これは、[code]==[/code]は"
+"[code]Array[/code]では再帰しますが、[code]Dictionary[/code]では再帰しないこと"
+"を意味します。\n"
+"つまり、[code]Dictionary[/code]が関与する可能性がある場合、本当の意味で内容を"
+"考慮した比較をしたいのであれば、[code]deep_equal[/code]を使用しなければなりま"
+"せん。"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Converts an angle expressed in degrees to radians.\n"
"[codeblock]\n"
@@ -516,13 +537,12 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Converts a dictionary (previously created with [method inst2dict]) back to "
"an instance. Useful for deserializing."
msgstr ""
-"インスタンスから変換された辞書を、元のインスタンスに変換して戻します。デシリ"
-"アライズするのに便利です。"
+"[method inst2dict]によってインスタンスから生成された辞書を、元のインスタンス"
+"に変換して返します。デシリアライズするのに便利です。"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
@@ -582,7 +602,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Rounds [code]s[/code] downward (towards negative infinity), returning the "
"largest whole number that is not more than [code]s[/code].\n"
@@ -597,18 +616,17 @@ msgid ""
"directly."
msgstr ""
"[code]s[/code] を整数に切り捨てて丸め (負の無限大方向)、[code]s[/code] より小"
-"さくかつ最大の整数を返します。\n"
+"さい整数の中で最大の値を返します。\n"
"[codeblock]\n"
-"# a は 2.0\n"
-"a = floor(2.99)\n"
-"# a は -3.0\n"
-"a = floor(-2.99)\n"
+"a = floor(2.99) # a は 2.0\n"
+"a = floor(-2.99) # a は -3.0\n"
"[/codeblock]\n"
-"[b]注:[/b] このメソッドは浮動小数点数で返します。もし整数が必要であれば、直"
-"接 [code]int(s)[/code] が使えます。"
+"関連項目: [method ceil], [method round], [method stepify], and [int]\n"
+"[b]注:[/b] このメソッドは浮動小数点数で返します。\n"
+"もし整数が必要であれば、[code]s[/code]が正の数なら直接 [code]int(s)[/code] を"
+"使うことができます。"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the floating-point remainder of [code]a/b[/code], keeping the sign "
"of [code]a[/code].\n"
@@ -620,8 +638,7 @@ msgstr ""
"[code]a/b[/code] の剰余を浮動小数点数で返します。符号は [code]a[/code] のもの"
"と同じになります。\n"
"[codeblock]\n"
-"# 余りは 1.5\n"
-"var remainder = fmod(7, 5.5)\n"
+"var remainder = fmod(7, 5.5) # 余りは 1.5\n"
"[/codeblock]\n"
"整数による剰余計算をするには、% オペレータを使用してください。"
@@ -816,6 +833,21 @@ msgid ""
"[/codeblock]\n"
"See also [method lerp] which performs the reverse of this operation."
msgstr ""
+"[code]from[/code] と [code]to[/code] で指定された範囲と、[code]weight[/code] "
+"で指定された補間値を考慮した、補間または外挿の係数を返します。[code]weight[/"
+"code] が [code]from[/code] と [code]to[/code] の間 (これらも含む) であれば、"
+"返される値は[code]0.0[/code] から [code]1.0[/code] の間になります。"
+"[code]weight[/code] がこの範囲外に位置する場合は、外挿係数が返されます (戻り"
+"値は [code]0.0[/code] より小さいか、[code]1.0[/code] より大きい)。\n"
+"[codeblock]\n"
+"# 以下の`lerp()`の呼び出しにおける補間比率は0.75です。\n"
+"var middle = lerp(20, 30, 0.75)\n"
+"# `middle` は現在 27.5 です。\n"
+"# 元の比率を忘れたとして、元に戻したいとします。\n"
+"var ratio = inverse_lerp(20, 30, 27.5)\n"
+"# `ratio` は 0.75 になります。\n"
+"[/codeblock]\n"
+"この操作の逆を行う [method lerp] も参照してください。"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -885,7 +917,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Linearly interpolates between two values by the factor defined in "
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
@@ -913,12 +944,15 @@ msgstr ""
"り値はそれと同じ型になります (このとき [code]lerp[/code] はそのベクトル型の "
"[code]lerp[/code] メソッドを呼び出します)。\n"
"[codeblock]\n"
-"lerp(0, 4, 0.75) # 3.0 と返す\n"
-"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Vector2(2, 3.5) と返す\n"
-"[/codeblock]"
+"lerp(0, 4, 0.75) # 3.0 を返す\n"
+"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Vector2(2, 3.5) を返す\n"
+"[/codeblock]\n"
+"線形補間は [code]weight[/code]で定められた値をもとに行われます。 "
+"[code]weight[/code]は[code]0.0[/code]以上[code]1.0[/code]以下の数値である必要"
+"がありますが、この範囲を逸脱した値も [i]extrapolation[/i]では使うことができま"
+"す。"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Linearly interpolates between two angles (in radians) by a normalized "
"value.\n"
@@ -936,8 +970,9 @@ msgid ""
"[/codeblock]"
msgstr ""
"正規化された値によって2つの角度 (ラジアン) 間を線形補間します。\n"
-"[method lerp] と似ていますが、しかし [constant @GDScript.TAU] を振り切れたと"
-"きでも正しく補間できます。\n"
+"[method lerp] と似ていますが、 [constant @GDScript.TAU] を振り切れたときでも"
+"正しく補間できます。 [method lerp_angle]でイージングをかけた線形補間を行うに"
+"は、 [method ease]もしくは[method smoothstep]と組み合わせて使ってください。\n"
"[codeblock]\n"
"extends Sprite\n"
"var elapsed = 0.0\n"
@@ -974,7 +1009,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Loads a resource from the filesystem located at [code]path[/code]. The "
"resource is loaded on the method call (unless it's referenced already "
@@ -1004,12 +1038,13 @@ msgstr ""
"[b]注:[/b] リソースのパスは、ファイルシステム ドック内にあるリソースを右ク"
"リックして、\"パスをコピー\" を選べば得られます。\n"
"[codeblock]\n"
-"# プロジェクト ディレクトリのルートにある main という名前のシーンを読み込"
-"む。\n"
+"# プロジェクト ディレクトリのルートにある main という名前のシーンを読み込む\n"
"var main = load(\"res://main.tscn\")\n"
"[/codeblock]\n"
"[b]重要:[/b] 絶対パスである必要があり、相対パスだと単に [code]null[/code] を"
-"返します。"
+"返します。\n"
+"このメソッドは [method ResourceLoader.load]を単純化したバージョンです。より高"
+"度な処理をするには [method ResourceLoader.load]を使うことができます。"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1496,6 +1531,7 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Returns an array with the given range. Range can be 1 argument [code]N[/"
"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
@@ -1536,6 +1572,45 @@ msgid ""
"3\n"
"[/codeblock]"
msgstr ""
+"与えられた範囲での配列を返します。 範囲の指定には1つの引数 [code]N[/code] (0 "
+"から [code]N[/code] - 1 まで) 、2つの引数([code]initial[/code], [code]final "
+"- 1[/code]) または3つの引数([code]initial[/code], [code]final - 1[/code], "
+"[code]increment[/code]) があります。もし範囲が不正な値 (例えば "
+"[code]range(2, 5, -1)[/code] や [code]range(5, 5, 1)[/code]) だった場合は空の"
+"配列が返されます。\n"
+"与えられた範囲での配列を返します。 [code]range()[/code] は1つの引数N "
+"([code]0[/code] から [code]N - 1[/code] まで) 、二つの引数 ([code]initial[/"
+"code], [code]final - 1[/code]) または3つの引数 ([code]initial[/code], "
+"[code]final - 1[/code], [code]increment[/code]) をもちます。 "
+"[code]increment[/code] は負の値にもなります。もし [code]increment[/code] が負"
+"の値ならば、 [code]final - 1[/code] は [code]final + 1[/code] になります。ま"
+"た、その initial の値もループを実行するために final の値より大きくなければい"
+"けません。\n"
+"[codeblock]\n"
+"print(range(4))\n"
+"print(range(2, 5))\n"
+"print(range(0, 6, 2))\n"
+"[/codeblock]\n"
+"出力:\n"
+"[codeblock]\n"
+"[0, 1, 2, 3]\n"
+"[2, 3, 4]\n"
+"[0, 2, 4]\n"
+"[/codeblock]\n"
+"[Array] を逆順で出力するには、このように使用してください:\n"
+"[codeblock]\n"
+"var array = [3, 6, 9]\n"
+"var i := array.size() - 1\n"
+"while i >= 0:\n"
+" print(array[i])\n"
+" i -= 1\n"
+"[/codeblock]\n"
+"出力:\n"
+"[codeblock]\n"
+"9\n"
+"6\n"
+"3\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -2099,8 +2174,8 @@ msgstr ""
"動的に発信されます。そのため、これを [code]yield[/code] メソッドの "
"[code]signal[/code] パラメータにすれば再開できます。\n"
"関数をyieldするには、その結果となる関数もまた [code]GDScriptFunctionState[/"
-"code] を返す必要があります。上記の例の [code]yield(get_tree(), \"idle_frame"
-"\")[/code] に注目してみてください。"
+"code] を返す必要があります。上記の例の [code]yield(get_tree(), "
+"\"idle_frame\")[/code] に注目してみてください。"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -3524,39 +3599,32 @@ msgid "Gamepad button 15."
msgstr "ゲームパッド ボタン15。"
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Gamepad button 16."
-msgstr "ゲームパッド ボタン1。"
+msgstr "ゲームパッド ボタン16。"
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Gamepad button 17."
-msgstr "ゲームパッド ボタン1。"
+msgstr "ゲームパッド ボタン17。"
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Gamepad button 18."
-msgstr "ゲームパッド ボタン1。"
+msgstr "ゲームパッド ボタン18。"
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Gamepad button 19."
-msgstr "ゲームパッド ボタン1。"
+msgstr "ゲームパッド ボタン19。"
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Gamepad button 20."
-msgstr "ゲームパッド ボタン2。"
+msgstr "ゲームパッド ボタン20。"
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Gamepad button 21."
-msgstr "ゲームパッド ボタン2。"
+msgstr "ゲームパッド ボタン21。"
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Gamepad button 22."
-msgstr "ゲームパッド ボタン2。"
+msgstr "ゲームパッド ボタン22。"
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -3566,6 +3634,11 @@ msgid ""
"- Linux: Up to 80 buttons.\n"
"- Windows and macOS: Up to 128 buttons."
msgstr ""
+"エンジンでサポートされるコントローラーのボタンの最大数です。特定のプラット"
+"フォームにおいては、実際の上限がこれより少ない可能性があります:\n"
+"- Android: 36ボタンまで。\n"
+"- Linux: 80ボタンまで。\n"
+"- Windows および macOS: 128ボタンまで。"
#: doc/classes/@GlobalScope.xml
msgid "DualShock circle button."
@@ -3826,30 +3899,41 @@ msgid ""
"MIDI note OFF message. See the documentation of [InputEventMIDI] for "
"information of how to use MIDI inputs."
msgstr ""
+"MIDIノートOFF メッセージ。MIDI入力の使用方法については、[InputEventMIDI] のド"
+"キュメントを参照してください。"
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI note ON message. See the documentation of [InputEventMIDI] for "
"information of how to use MIDI inputs."
msgstr ""
+"MIDIノートON メッセージ。MIDI入力の使用方法については、[InputEventMIDI] のド"
+"キュメントを参照してください。"
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI aftertouch message. This message is most often sent by pressing down on "
"the key after it \"bottoms out\"."
msgstr ""
+"MIDIアフタータッチ メッセージ。このメッセージは、鍵盤が「底を打った」後にさら"
+"に鍵盤を押し下げることで送信される場合がほとんどです。"
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI control change message. This message is sent when a controller value "
"changes. Controllers include devices such as pedals and levers."
msgstr ""
+"MIDIコントロールチェンジ メッセージ。コントローラの値が変化したときに送信され"
+"るメッセージです。コントローラーには、ペダルやレバーなどのデバイスがありま"
+"す。"
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI program change message. This message sent when the program patch number "
"changes."
msgstr ""
+"MIDIプログラムチェンジ メッセージ。プログラムのパッチナンバーが変更されたとき"
+"に送信されるメッセージです。"
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -3857,54 +3941,74 @@ msgid ""
"down on the key after it \"bottoms out\". This message is different from "
"polyphonic after-touch as it indicates the highest pressure across all keys."
msgstr ""
+"MIDIチャンネルプレッシャー メッセージ。このメッセージは、鍵盤が「底を打った」"
+"後にさらに鍵盤を押し下げることで送信される場合が多いです。このメッセージは、"
+"ポリフォニック・アフタータッチとは異なり、全鍵盤の中での最も高い圧力を示しま"
+"す。"
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI pitch bend message. This message is sent to indicate a change in the "
"pitch bender (wheel or lever, typically)."
msgstr ""
+"MIDIピッチベンド メッセージ。このメッセージは、ピッチベンダー (通常、ホイール"
+"またはレバー) の変化を示すために送信されます。"
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI system exclusive message. This has behavior exclusive to the device "
"you're receiving input from. Getting this data is not implemented in Godot."
msgstr ""
+"MIDIシステムエクスクルーシブ メッセージ。これは、入力源のデバイス専用の動作を"
+"持っています。このデータの取得はGodotには実装されていません。"
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI quarter frame message. Contains timing information that is used to "
"synchronize MIDI devices. Getting this data is not implemented in Godot."
msgstr ""
+"MIDIクォーターフレーム メッセージ。MIDI機器を同期させるためのタイミング情報が"
+"含まれています。このデータの取得はGodotには実装されていません。"
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI song position pointer message. Gives the number of 16th notes since the "
"start of the song. Getting this data is not implemented in Godot."
msgstr ""
+"MIDIソングポジションポインター メッセージ。曲の先頭からの16分音符の数を示しま"
+"す。このデータの取得は、Godotには実装されていません。"
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI song select message. Specifies which sequence or song is to be played. "
"Getting this data is not implemented in Godot."
msgstr ""
+"MIDIソングセレクト メッセージ。再生するシーケンスや曲を指定します。このデータ"
+"の取得は、Godotには実装されていません。"
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI tune request message. Upon receiving a tune request, all analog "
"synthesizers should tune their oscillators."
msgstr ""
+"MIDIチューンリクエスト メッセージ。チューンリクエストを受信したとき、すべての"
+"アナログシンセサイザーはオシレーターのチューニングを行う必要があります。"
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI timing clock message. Sent 24 times per quarter note when "
"synchronization is required."
msgstr ""
+"MIDIタイミングクロック メッセージ。同期が必要な場合に、4分音符ごとに24回送信"
+"されます。"
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI start message. Start the current sequence playing. This message will be "
"followed with Timing Clocks."
msgstr ""
+"MIDIスタートメッセージ。現在のシーケンスの再生を開始します。このメッセージの"
+"後にタイミングクロックが続きます。"
#: doc/classes/@GlobalScope.xml
msgid "MIDI continue message. Continue at the point the sequence was stopped."
@@ -4207,9 +4311,9 @@ msgid ""
"easing."
msgstr ""
"浮動小数点数プロパティが累乗イージング関数を介して編集されるべきであるという"
-"ヒント。ヒント文字列には、曲線を水平方向に反転させるための[code]\"attenuation"
-"\"[/code] 、および/または、イン/アウト・イージングを含めるための "
-"[code]\"inout\"[/code] を含めることができます。"
+"ヒント。ヒント文字列には、曲線を水平方向に反転させるための"
+"[code]\"attenuation\"[/code] 、および/または、イン/アウト・イージングを含める"
+"ための [code]\"inout\"[/code] を含めることができます。"
#: doc/classes/@GlobalScope.xml
msgid "Deprecated hint, unused."
@@ -4280,8 +4384,8 @@ msgstr ""
msgid ""
"Hints that a string property is an absolute path to a file outside the "
"project folder. Editing it will show a file dialog for picking the path. The "
-"hint string can be a set of filters with wildcards like [code]\"*.png,*.jpg"
-"\"[/code]."
+"hint string can be a set of filters with wildcards like [code]\"*.png,*."
+"jpg\"[/code]."
msgstr ""
"文字列プロパティが、プロジェクトフォルダ外のファイルへの絶対パスであることの"
"ヒント。これを編集すると、パスを選択するためのファイル ダイアログが表示されま"
@@ -4680,22 +4784,21 @@ msgstr ""
"[b]注:[/b] [Rect2]とは異なり、[AABB]には整数値座標を使用するバリエーションは"
"ありません。"
-#: doc/classes/AABB.xml doc/classes/Basis.xml doc/classes/Plane.xml
-#: doc/classes/Rect2.xml doc/classes/Transform.xml doc/classes/Transform2D.xml
+#: doc/classes/AABB.xml doc/classes/Basis.xml doc/classes/Rect2.xml
+#: doc/classes/Transform.xml doc/classes/Transform2D.xml
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
-msgid "$DOCS_URL/tutorials/math/index.html"
+msgid "Math tutorial index"
msgstr ""
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
#: doc/classes/Vector3.xml
-msgid "$DOCS_URL/tutorials/math/vector_math.html"
+msgid "Vector math"
msgstr ""
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
#: doc/classes/Vector3.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/math/vectors_advanced.html"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/math/index.html"
+msgid "Advanced vector math"
+msgstr ""
#: doc/classes/AABB.xml
msgid "Constructs an [AABB] from a position and size."
@@ -4746,6 +4849,8 @@ msgid ""
"Returns the center of the [AABB], which is equal to [member position] + "
"([member size] / 2)."
msgstr ""
+"[AABB] の中央の座標を返します。これは [member position] + ([member size] / "
+"2) と等しいです。"
#: doc/classes/AABB.xml
msgid "Gets the position of the 8 endpoints of the [AABB] in space."
@@ -4932,6 +5037,10 @@ msgid ""
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
+"OK [Button] のインスタンスを返します。\n"
+"[b]警告:[/b] これは必須の内部ノードなので、削除して解放するとクラッシュする可"
+"能性があります。このノードまたはその子ノードを非表示にする場合は、 [member "
+"CanvasItem.visible] プロパティを使用してください。"
#: doc/classes/AcceptDialog.xml
msgid ""
@@ -4949,6 +5058,11 @@ msgid ""
"the [code]button[/code] will no longer emit this dialog's [signal "
"custom_action] signal or cancel this dialog."
msgstr ""
+"ダイアログから [code]button[/code] を削除します。 [code]button[/code] は解放"
+"されません。 [code]button[/code] は [method add_button] または [method "
+"add_cancel] メソッドが追加された [Button] である必要があります。削除後に "
+"[code]button[/code] を押しても、このダイアログの [signal custom_action] シグ"
+"ナルは発信されず、このダイアログはキャンセルされます。"
#: doc/classes/AcceptDialog.xml
msgid "Sets autowrapping for the text in the dialog."
@@ -5150,11 +5264,9 @@ msgid ""
"code] will make it so the [code]run[/code] animation uses the normal map."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-#: doc/classes/AnimationPlayer.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/2d/2d_sprite_animation.html"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/2d/2d_transforms.html"
+#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
+msgid "2D Sprite animation"
+msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Area2D.xml
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
@@ -5163,9 +5275,8 @@ msgstr "https://docs.godotengine.org/ja/latest/tutorials/2d/2d_transforms.html"
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/515"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "2D Dodge The Creeps Demo"
+msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
@@ -5257,6 +5368,10 @@ msgstr ""
"SpriteFramesパネルにて設定できます。"
#: doc/classes/AnimatedSprite3D.xml
+msgid "2D Sprite animation (also applies to 3D)"
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
msgid "Returns [code]true[/code] if an animation is currently being played."
msgstr "アニメーションが再生中であれば [code]true[/code] を返します。"
@@ -5468,10 +5583,6 @@ msgstr ""
"あり、それぞれに専用のメソッドが用意されています。 [enum TrackType] をチェッ"
"クして、利用可能なタイプを確認してください。"
-#: doc/classes/Animation.xml doc/classes/AnimationPlayer.xml
-msgid "$DOCS_URL/tutorials/animation/index.html"
-msgstr ""
-
#: doc/classes/Animation.xml
msgid "Adds a track to the Animation."
msgstr "アニメーションにトラックを追加します。"
@@ -6027,25 +6138,6 @@ msgstr ""
"主に [AnimationNodeBlendTree] で使用するノードを作成する場合はこれを継承し、"
"それ以外の場合は [AnimationRootNode] を使用してください。"
-#: doc/classes/AnimationNode.xml doc/classes/AnimationNodeAdd2.xml
-#: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml
-#: doc/classes/AnimationNodeBlend2.xml doc/classes/AnimationNodeBlend3.xml
-#: doc/classes/AnimationNodeBlendSpace1D.xml
-#: doc/classes/AnimationNodeBlendSpace2D.xml
-#: doc/classes/AnimationNodeBlendTree.xml doc/classes/AnimationNodeOneShot.xml
-#: doc/classes/AnimationNodeOutput.xml
-#: doc/classes/AnimationNodeStateMachine.xml
-#: doc/classes/AnimationNodeStateMachinePlayback.xml
-#: doc/classes/AnimationNodeStateMachineTransition.xml
-#: doc/classes/AnimationNodeTimeScale.xml doc/classes/AnimationNodeTimeSeek.xml
-#: doc/classes/AnimationNodeTransition.xml doc/classes/AnimationTree.xml
-#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/animation/animation_tree.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/animation/animation_tree."
-"html"
-
#: doc/classes/AnimationNode.xml
msgid ""
"Adds an input to the node. This is only useful for nodes created for use in "
@@ -6286,6 +6378,16 @@ msgstr ""
#: doc/classes/AnimationNodeBlend2.xml
#: doc/classes/AnimationNodeBlendSpace2D.xml
#: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeOutput.xml
+#: doc/classes/AnimationNodeTimeScale.xml
+#: doc/classes/AnimationNodeTransition.xml
+#, fuzzy
+msgid "AnimationTree"
+msgstr "押し出しモード。"
+
+#: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml
+#: doc/classes/AnimationNodeBlend2.xml
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+#: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeOutput.xml
#: doc/classes/AnimationNodeTransition.xml doc/classes/AnimationPlayer.xml
#: doc/classes/AnimationTree.xml doc/classes/AudioEffectReverb.xml
#: doc/classes/Camera.xml doc/classes/CollisionShape.xml
@@ -6295,9 +6397,8 @@ msgstr ""
#: doc/classes/Mesh.xml doc/classes/MeshInstance.xml doc/classes/Particles.xml
#: doc/classes/Quat.xml doc/classes/Skeleton.xml doc/classes/SpotLight.xml
#: doc/classes/StaticBody.xml doc/classes/WorldEnvironment.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/678"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "Third Person Shooter Demo"
+msgstr ""
#: doc/classes/AnimationNodeAnimation.xml
msgid "Input animation to use in an [AnimationNodeBlendTree]."
@@ -6321,9 +6422,8 @@ msgstr ""
#: doc/classes/KinematicBody.xml doc/classes/Mesh.xml
#: doc/classes/MeshInstance.xml doc/classes/MeshLibrary.xml
#: doc/classes/ProjectSettings.xml doc/classes/Transform.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/125"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "3D Platformer Demo"
+msgstr ""
#: doc/classes/AnimationNodeAnimation.xml
msgid ""
@@ -7117,6 +7217,11 @@ msgstr ""
"アニメーションのターゲットプロパティの更新はprocess時に行われます。"
#: doc/classes/AnimationPlayer.xml
+#, fuzzy
+msgid "Animation tutorial index"
+msgstr "押し出しモード。"
+
+#: doc/classes/AnimationPlayer.xml
msgid ""
"Adds [code]animation[/code] to the player accessible with the key "
"[code]name[/code]."
@@ -7343,6 +7448,14 @@ msgid ""
"get the currently playing animation, and internally for animation playback "
"tracks. For more information, see [Animation]."
msgstr ""
+"現在再生しているアニメーションの名前を指定します。再生中のアニメーションがな"
+"い場合、プロパティの値は空の文字列になります。この値を変更しても、アニメー"
+"ションは再開されません。アニメーションの再生の詳細については、 [method play] "
+"を参照してください。\n"
+"[b]注:[/b] このプロパティはインスペクタに表示されますが、編集されることは意図"
+"されておらず、シーンに保存されることもありません。このプロパティは主に現在再"
+"生中のアニメーションを取得するために使用され、内部的にはアニメーション再生ト"
+"ラックに使用されます。詳細については、 [Animation] を参照してください。"
#: doc/classes/AnimationPlayer.xml
msgid "The length (in seconds) of the currently being played animation."
@@ -7395,6 +7508,12 @@ msgid ""
"defined by the reset animation, if any, with the editor keeping the values "
"that the nodes had before saving."
msgstr ""
+"これはエディタで使用されます。 [code]true[/code] に設定されている場合、シーン"
+"はリセットアニメーション(時間が0にシークされたかのような)が適用された結果とと"
+"もに保存され、保存後に元に戻されます。\n"
+"つまり、保存されたシーンファイルには、リセットアニメーションで定義された「デ"
+"フォルトポーズ」(存在する場合)が含まれ、エディタは保存前にノードが持っていた"
+"値を保持します。"
#: doc/classes/AnimationPlayer.xml
msgid "The node from which node path references will travel."
@@ -7407,6 +7526,10 @@ msgid ""
"[b]Note:[/b] The signal is not emitted when the animation is changed via "
"[method play] or from [AnimationTree]."
msgstr ""
+"前のアニメーションが終了した後、キューに入っているアニメーションが再生される"
+"ときに発信されます。 [method queue] も参照してください。\n"
+"[b]注:[/b] アニメーションが [method play] 経由または [AnimationTree] から変更"
+"された場合、シグナルは発信されません。"
#: doc/classes/AnimationPlayer.xml
msgid "Notifies when an animation finished playing."
@@ -7482,6 +7605,11 @@ msgstr ""
"さい。"
#: doc/classes/AnimationTree.xml
+#, fuzzy
+msgid "Using AnimationTree"
+msgstr "この [AnimationTreePlayer] をリセットします。"
+
+#: doc/classes/AnimationTree.xml
msgid "Manually advance the animations by the specified time (in seconds)."
msgstr "指定した時間 (秒) だけアニメーションを手動で進めます。"
@@ -7624,6 +7752,8 @@ msgid ""
"Binds a new [Animation] from the [member master_player] to the "
"[AnimationTreePlayer]'s animation node with name [code]id[/code]."
msgstr ""
+"[member master_player] からの新しい [Animation] を、 [AnimationTreePlayer] の"
+"アニメーションノードに [code]id[/code] という名前でバインドします。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7637,6 +7767,9 @@ msgid ""
"Binds the [Animation] named [code]source[/code] from [member master_player] "
"to the animation node [code]id[/code]. Recalculates caches."
msgstr ""
+"[member master_player] の [code]source[/code] という名前の [Animation] をアニ"
+"メーションノード [code]id[/code] にバインドします。そして、キャッシュを再計算"
+"します。"
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -7660,6 +7793,10 @@ msgid ""
"At 0, output is input A. Towards 1, the influence of A gets lessened, the "
"influence of B gets raised. At 1, output is input B."
msgstr ""
+"名前と値を指定して、ブレンド2 ノードのブレンド量を設定します。\n"
+"ブレンド2 ノードは、2つのアニメーション(AとB)を0~1の範囲でブレンドします。\n"
+"0では、出力は入力Aです。1に近づくとAの影響が小さくなり、Bの影響が大きくなりま"
+"す。1では、出力が入力Bです。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7683,6 +7820,12 @@ msgid ""
"input A. From 0 to 1, the influence of A gets lessened, the influence of B+ "
"gets raised and the influence of B+ is 0. At 1, output is input B+."
msgstr ""
+"名前と値を指定して、ブレンド3 ノードのブレンド量を設定します。\n"
+"ブレンド3 ノードは、3つのアニメーション(A、B-、B+)を-1から1の間の量でブレンド"
+"します。\n"
+"-1では出力が入力B-です。-1から0ではB-の影響が小さくなり、Aの影響が大きくな"
+"り、B+の影響は0です。0では出力が入力Aです。0から1ではAの影響が小さくなり、"
+"B+の影響が大きくなり、B+の影響が0になります。1では出力が入力B+です。"
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -7695,6 +7838,9 @@ msgid ""
"A Blend4 Node blends two pairs of animations.\n"
"The two pairs are blended like Blend2 and then added together."
msgstr ""
+"名前と値を指定して、ブレンド4 ノードのブレンド量を設定します。\n"
+"ブレンド4 ノードは、2組のアニメーションをブレンドします。\n"
+"2つのペアはブレンド2のようにブレンドされてから、一緒に追加されます。"
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -7711,7 +7857,7 @@ msgstr "指定された入力に接続されているノードを切断します
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns a [PoolStringArray] containing the name of all nodes."
-msgstr ""
+msgstr "すべてのノードの名前を含む [PoolStringArray] を返します。"
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -7723,10 +7869,12 @@ msgid ""
"Sets the mix amount of a Mix node given its name and value.\n"
"A Mix node adds input b to input a by the amount given by ratio."
msgstr ""
+"名前と値を指定して、ミックス ノードのミックス量を設定します。\n"
+"Mixノードは、比率によって与えられる量だけ入力bを入力aに加算します。"
#: doc/classes/AnimationTreePlayer.xml
msgid "Check if a node exists (by name)."
-msgstr ""
+msgstr "(名前から)ノードが存在するかどうかをチェックします。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7746,7 +7894,7 @@ msgstr "指定された名前のアニメーションノードを返します。
#: doc/classes/AnimationTreePlayer.xml
msgid "Gets the node type, will return from [enum NodeType] enum."
-msgstr ""
+msgstr "ノードの種類を取得し、列挙型 [enum NodeType] から返します。"
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -7792,6 +7940,8 @@ msgstr "指定された名前のアニメーションノードを返します。
msgid ""
"Sets the autorestart property of a OneShot node given its name and value."
msgstr ""
+"与えられた名前と値で、ワンショット ノードの自動リスタートプロパティを設定しま"
+"す。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7809,11 +7959,15 @@ msgstr ""
msgid ""
"Sets the fade in time of a OneShot node given its name and value in seconds."
msgstr ""
+"ワンショット ノードのフェードイン時間を設定します。名前と値は秒単位で指定しま"
+"す。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Sets the fade out time of a OneShot node given its name and value in seconds."
msgstr ""
+"ワンショット ノードの名前と値を指定して、フェードアウト時間を秒単位で設定しま"
+"す。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7846,7 +8000,7 @@ msgstr "キー名 [code]name[/code] のアニメーションを削除します
#: doc/classes/AnimationTreePlayer.xml
msgid "Resets this [AnimationTreePlayer]."
-msgstr ""
+msgstr "この [AnimationTreePlayer] をリセットします。"
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -7863,6 +8017,12 @@ msgid ""
"If applied after a blend or mix, affects all input animations to that blend "
"or mix."
msgstr ""
+"[code]id[/code] という名前のタイムスケール ノードの時間スケールを "
+"[code]scale[/code] に設定します。\n"
+"タイムスケール ノードは、スケールが1より大きい場合に [Animation] の速度を上げ"
+"るために使用され、1より小さい場合にその速度を下げるために使用されます。\n"
+"ブレンドまたはミックスの後に適用すると、そのブレンドまたはミックスへのすべて"
+"の入力アニメーションに影響します。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7871,6 +8031,10 @@ msgid ""
"This functions as a seek in the [Animation] or the blend or mix of "
"[Animation]s input in it."
msgstr ""
+"[code]id[/code] という名前のタイムシーク ノードのタイムシーク値を "
+"[code]seconds[/code] に設定します。\n"
+"これは、 [Animation] におけるシーク、または [Animation] のブレンドまたはミッ"
+"クスの入力として機能します。"
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -7892,6 +8056,8 @@ msgid ""
"Returns the number of inputs for the transition node with name [code]id[/"
"code]. You can add inputs by right-clicking on the transition node."
msgstr ""
+"[code]id[/code] という名前のトランジション ノードに対する入力の数を戻します。"
+"トランジション ノードを右クリックすることで入力を追加することができます。"
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -7906,6 +8072,9 @@ msgid ""
"transition node with name [code]id[/code] is set to automatically advance to "
"the next input upon completion."
msgstr ""
+"[code]id[/code] という名前のトランジション ノードの [code]input_idx[/code] で"
+"の入力が、完了時に自動的に次の入力に進むように設定されている場合は、 "
+"[code]true[/code] を返します。"
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -7950,6 +8119,9 @@ msgid ""
"It accesses the bones, so it should point to the same node the "
"[AnimationPlayer] would point its Root Node at."
msgstr ""
+"他のノードに相対的にアクセスするノードです。\n"
+"これはボーンにアクセスするので、 [AnimationPlayer] が指すものと同じルートノー"
+"ドを指すようにするべきです。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7965,7 +8137,7 @@ msgstr "アニメーションを更新するプロセス通知。"
#: doc/classes/AnimationTreePlayer.xml
msgid "Output node."
-msgstr ""
+msgstr "Output ノード。"
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -7974,31 +8146,31 @@ msgstr "押し出しモード。"
#: doc/classes/AnimationTreePlayer.xml
msgid "OneShot node."
-msgstr ""
+msgstr "ワンショット ノード。"
#: doc/classes/AnimationTreePlayer.xml
msgid "Mix node."
-msgstr ""
+msgstr "ミックス ノード。"
#: doc/classes/AnimationTreePlayer.xml
msgid "Blend2 node."
-msgstr ""
+msgstr "ブレンド2 ノード。"
#: doc/classes/AnimationTreePlayer.xml
msgid "Blend3 node."
-msgstr ""
+msgstr "ブレンド3 ノード。"
#: doc/classes/AnimationTreePlayer.xml
msgid "Blend4 node."
-msgstr ""
+msgstr "ブレンド4 ノード。"
#: doc/classes/AnimationTreePlayer.xml
msgid "TimeScale node."
-msgstr ""
+msgstr "タイムスケール ノード。"
#: doc/classes/AnimationTreePlayer.xml
msgid "TimeSeek node."
-msgstr ""
+msgstr "タイムシーク ノード。"
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -8023,9 +8195,8 @@ msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
#: doc/classes/ViewportTexture.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/127"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "GUI in 3D Demo"
+msgstr ""
#: doc/classes/Area.xml
#, fuzzy
@@ -8214,6 +8385,9 @@ msgid ""
"be set to [code]true[/code].\n"
"[code]area[/code] the other Area."
msgstr ""
+"別のAreaがこのAreaに入るときに発信されます。 [member monitoring] を "
+"[code]true[/code] に設定する必要があります。\n"
+"[code]area[/code] もう一つのArea。"
#: doc/classes/Area.xml
msgid ""
@@ -8221,6 +8395,9 @@ msgid ""
"be set to [code]true[/code].\n"
"[code]area[/code] the other Area."
msgstr ""
+"別のAreaがこのAreaを出るときに発信されます。 [member monitoring] を "
+"[code]true[/code] に設定する必要があります。\n"
+"[code]area[/code] もう一つのArea。"
#: doc/classes/Area.xml
msgid ""
@@ -8236,6 +8413,17 @@ msgid ""
"the [PhysicsServer]. Get the [CollisionShape] node with [code]self."
"shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
+"他のAreaの [Shape] の一つがこのAreaの [Shape] の一つに入るときに発信されま"
+"す。 [member monitoring] を [code]true[/code] に設定する必要があります。\n"
+"[code]area_rid[/code] [PhysicsServer] が使用する他のAreaの [CollisionObject] "
+"の [RID] 。\n"
+"[code]area[/code] もう一つのArea。\n"
+"[code]area_shape_index[/code] [PhysicsServer] が使用する他のAreaの [Shape] の"
+"インデックス。 [code]area.shape_owner_get_owner(area_shape_index)[/code] で "
+"[CollisionShape] ノードを取得します。\n"
+"[code]local_shape_index[/code] [PhysicsServer] が使用するこのAreaの [Shape] "
+"のインデックス。 [code]self.shape_owner_get_owner(local_shape_index)[/code] "
+"で [CollisionShape] ノードを取得します。"
#: doc/classes/Area.xml
msgid ""
@@ -8245,6 +8433,11 @@ msgid ""
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody] or [GridMap]."
msgstr ""
+"[PhysicsBody] または [GridMap] がこのAreaに入るときに発信されます。 [member "
+"monitoring] を [code]true[/code] に設定する必要があります。 [MeshLibrary] に"
+"コリジョン [Shape] がある場合は [GridMap] が検出されます。\n"
+"[code]body[/code] [Node] 、ただし他の [PhysicsBody] 又は [GridMap] のツリーに"
+"存在する場合。"
#: doc/classes/Area.xml
msgid ""
@@ -8254,6 +8447,11 @@ msgid ""
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody] or [GridMap]."
msgstr ""
+"[PhysicsBody] または [GridMap] がこのAreaを出るときに発信されます。 [member "
+"monitoring] を [code]true[/code] に設定する必要があります。 [MeshLibrary] に"
+"コリジョン [Shape] がある場合は [GridMap] が検出されます。\n"
+"[code]body[/code] [Node] 、ただし他の [PhysicsBody] 又は [GridMap] のツリーに"
+"存在する場合。"
#: doc/classes/Area.xml
msgid ""
@@ -8271,6 +8469,21 @@ msgid ""
"the [PhysicsServer]. Get the [CollisionShape] node with [code]self."
"shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
+"[PhysicsBody] または [GridMap] の [Shape] の1つがこのAreaの [Shape] の1つに入"
+"るときに放出されます。 [member monitoring] を [code]true[/code] に設定する必"
+"要があります。 [MeshLibrary] にコリジョン [Shape] がある場合、 [GridMap] が検"
+"出されます。\n"
+"[code]body_rid[/code] [PhysicsBody] の [RID] または [PhysicsServer] が使用す"
+"る [MeshLibrary] の [CollisionObject] 。\n"
+"[Node] [code]body[/code] 、ただし [PhysicsBody] 又は [GridMap] のツリーに存在"
+"する場合のみ。\n"
+"[code]body_shape_index[/code] [PhysicsServer] が使用する [PhysicsBody] また"
+"は [GridMap] の [Shape] のインデックス。 [code]body."
+"shape_owner_get_owner(body_shape_index)[/code] の [CollisionShape] ノードを取"
+"得します。\n"
+"[code]local_shape_index[/code] [PhysicsServer] が使用するこのAreaの [Shape] "
+"のインデックス。 [code]self.shape_owner_get_owner(local_shape_index)[/code] "
+"で [CollisionShape] ノードを取得します。"
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid "This area does not affect gravity/damping."
@@ -8325,23 +8538,19 @@ msgstr ""
"することもできます。"
#: doc/classes/Area2D.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/physics/using_area_2d.html"
+msgid "Using Area2D"
msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/physics/using_area_2d.html"
#: doc/classes/Area2D.xml doc/classes/CollisionShape2D.xml
#: doc/classes/RectangleShape2D.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/121"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "2D Pong Demo"
+msgstr ""
#: doc/classes/Area2D.xml doc/classes/Camera2D.xml
#: doc/classes/KinematicBody2D.xml doc/classes/TileMap.xml
#: doc/classes/TileSet.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/120"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "2D Platformer Demo"
+msgstr ""
#: doc/classes/Area2D.xml
#, fuzzy
@@ -8445,6 +8654,9 @@ msgid ""
"to be set to [code]true[/code].\n"
"[code]area[/code] the other Area2D."
msgstr ""
+"別のArea2DがこのArea2Dに入るときに発信されます。 [member monitoring] を "
+"[code]true[/code] に設定する必要があります。\n"
+"[code]area[/code] もう一つのArea2D。"
#: doc/classes/Area2D.xml
msgid ""
@@ -8452,6 +8664,9 @@ msgid ""
"to be set to [code]true[/code].\n"
"[code]area[/code] the other Area2D."
msgstr ""
+"別のArea2DがこのArea2Dを出るときに発信されます。 [member monitoring] を "
+"[code]true[/code] に設定する必要があります。\n"
+"[code]area[/code] もう一つのArea2D。"
#: doc/classes/Area2D.xml
msgid ""
@@ -8467,6 +8682,19 @@ msgid ""
"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
+"別のArea2Dの [Shape2D] の1つがこのArea2Dの [Shape2D] の1つに入るときに発信さ"
+"れます。 [member monitoring] を [code]true[/code] に設定する必要がありま"
+"す。\n"
+"[code]area_rid[/code] [Physics2DServer] が使用する他のArea2Dの "
+"[CollisionObject2D] の [RID] 。\n"
+"[code]area[/code] もう一つのArea2D。\n"
+"[code]area_shape_index[/code] [Physics2DServer ]が使用する他のArea2Dの "
+"[Shape2D] のインデックス。 [code]area.shape_owner_get_owner(area_shape_index)"
+"[/code] で [CollisionShape2D] ノードを取得します。\n"
+"[code]local_shape_index[/code] [Physics2DServer] が使用するこのArea2Dの "
+"[Shape2D] のインデックス。 [code]self."
+"shape_owner_get_owner(local_shape_index)[/code] で [CollisionShape2D] ノード"
+"を取得します。"
#: doc/classes/Area2D.xml
msgid ""
@@ -8482,6 +8710,18 @@ msgid ""
"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
+"別のArea2Dの [Shape2D] の1つがこのArea2Dの [Shape2D] の1つを出るときに発信さ"
+"れます。 [member monitoring] を [code]true[/code]に設定する必要があります。\n"
+"[code]area_rid[/code] [Physics2DServer] が使用する他のArea2Dの "
+"[CollisionObject2D] の [RID] 。\n"
+"[code]area[/code] もう一つのArea2D。\n"
+"[code]area_shape_index[/code] [Physics2DServer] が使用する他のArea2Dの "
+"[Shape2D] のインデックス。 [code]area.shape_owner_get_owner(area_shape_index)"
+"[/code] で [CollisionShape2D] ノードを取得します。\n"
+"[code]local_shape_index[/code] [Physics2DServer] が使用するこのArea2Dの "
+"[Shape2D] のインデックス。 [code]self."
+"shape_owner_get_owner(local_shape_index)[/code] で [CollisionShape2D] ノード"
+"を取得します。"
#: doc/classes/Area2D.xml
msgid ""
@@ -8491,6 +8731,11 @@ msgid ""
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody2D] or [TileMap]."
msgstr ""
+"[PhysicsBody2D] または [TileMap] がこのArea2Dに入るときに発信されます。 "
+"[member monitoring] を [code]true[/code] に設定する必要があります。 "
+"[TileSet] にコリジョン [Shape2D] がある場合は [TileMap] が検出されます。\n"
+"[code]body[/code] [Node] 、ただし他の [PhysicsBody2D] または [TileMap] のツ"
+"リーに存在する場合。"
#: doc/classes/Area2D.xml
msgid ""
@@ -8500,6 +8745,11 @@ msgid ""
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody2D] or [TileMap]."
msgstr ""
+"[PhysicsBody2D] または [TileMap] がこのArea2Dを出るときに発信されます。 "
+"[member monitoring] を [code]true[/code] に設定する必要があります。 "
+"[TileSet] にコリジョン [Shape2D] がある場合は [TileMap] が検出されます。\n"
+"[code]body[/code] [Node] 、ただし他の [PhysicsBody2D] または [TileMap] のツ"
+"リーに存在する場合。"
#: doc/classes/Area2D.xml
msgid ""
@@ -8519,6 +8769,22 @@ msgid ""
"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
+"[PhysicsBody2D] または [TileMap] の [Shape2D] の1つがこのArea2Dの [Shape2D] "
+"の1つに入るときに発信されます。 [member monitoring] を [code]true[/code] に設"
+"定する必要があります。 [TileSet] にコリジョン [Shape2D] がある場合、 "
+"[TileMap] が検出されます。\n"
+"[code]body_rid[/code] [PhysicsBody2D] の [RID] または [Physics2DServer] が使"
+"用する [TileSet] の [CollisionObject2D] 。\n"
+"[code]body[/code] [Node] 、ただし [PhysicsBody2D] または [TileMap] ツリーに存"
+"在する場合。\n"
+"[code]body_shape_index[/code] [Physics2DServer] が使用する [PhysicsBody2D] ま"
+"たは [TileMap] の [Shape2D] のインデックス。 [code]body."
+"shape_owner_get_owner(body_shape_index)[/code] で [CollisionShape2D] ノードを"
+"取得します。\n"
+"[code]local_shape_index[/code] [Physics2DServer] が使用するこのArea2Dの "
+"[Shape2D] のインデックス。 [code]self."
+"shape_owner_get_owner(local_shape_index)[/code] で [CollisionShape2D] ノード"
+"を取得します。"
#: doc/classes/Area2D.xml
msgid ""
@@ -8538,6 +8804,22 @@ msgid ""
"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
+"[PhysicsBody2D] または [TileMap] の [Shape2D] の1つがこのArea2Dの [Shape2D] "
+"の1つを出るときに発信されます。 [member monitoring] を [code]true[/code] に設"
+"定する必要があります。 [TileSet] にコリジョン [Shape2D] がある場合は "
+"[TileMap] が検出されます。\n"
+"[code]body_rid[/code] [PhysicsBody2D] の [RID] または [Physics2DServer] が使"
+"用する [TileSet] の [CollisionObject2D] 。\n"
+"[code]body[/code] [Node] 、ただし [PhysicsBody2D] 又は [TileMap] ツリーに存在"
+"する場合。\n"
+"[code]body_shape_index[/code] [Physics2DServer] が使用する [PhysicsBody2D] ま"
+"たは [TileMap] の [Shape2D] のインデックス。 [code]body."
+"shape_owner_get_owner(body_shape_index)[/code] で [CollisionShape2D] ノードを"
+"取得します。\n"
+"[code]local_shape_index[/code] [Physics2DServer] が使用するこのArea2Dの "
+"[Shape2D] のインデックス。 [code]self."
+"shape_owner_get_owner(local_shape_index)[/code] で [CollisionShape2D] ノード"
+"を取得します。"
#: doc/classes/Array.xml
#, fuzzy
@@ -8652,6 +8934,13 @@ msgid ""
"print(array1) # Prints [1, 2, 3, 4, 5, 6].\n"
"[/codeblock]"
msgstr ""
+"この配列の末尾に別の配列を追加します。\n"
+"[codeblock]\n"
+"var array1 = [1, 2, 3]\n"
+"var array2 = [4, 5, 6]\n"
+"array1.append_array(array2)\n"
+"print(array1) # [1、2、3、4、5、6] と出力\n"
+"[/codeblock]"
#: doc/classes/Array.xml
msgid ""
@@ -8661,6 +8950,11 @@ msgid ""
"[/code]. If the array is empty, accessing by index will pause project "
"execution when running from the editor."
msgstr ""
+"配列の最後の要素を返します。配列が空の場合はエラーを出力し、 [code]null[/"
+"code] を返します。\n"
+"[b]注:[/b] この関数を呼び出すことは、 [code]array[-1][/code] を書くことと同じ"
+"ではありません。配列が空の場合、インデックスによるアクセスは、エディタから実"
+"行するときにプロジェクトの実行を一時停止します。"
#: doc/classes/Array.xml
msgid ""
@@ -8835,9 +9129,12 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Returns a hashed integer value representing the array and its contents.\n"
-"[b]Note:[/b] Arrays with equal contents can still produce different hashes. "
-"Only the exact same arrays will produce the same hashed integer value."
+"Returns a hashed 32-bit integer value representing the array and its "
+"contents.\n"
+"[b]Note:[/b] [Array]s with equal content will always produce identical hash "
+"values. However, the reverse is not true. Returning identical hash values "
+"does [i]not[/i] imply the arrays are equal, because different arrays can "
+"have identical hash values due to hash collisions."
msgstr ""
#: doc/classes/Array.xml
@@ -9108,13 +9405,6 @@ msgstr ""
"用しています。"
#: doc/classes/ArrayMesh.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/3d/procedural_geometry/arraymesh.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/content/procedural_geometry/"
-"arraymesh.html"
-
-#: doc/classes/ArrayMesh.xml
msgid ""
"Adds name for a blend shape that will be added with [method "
"add_surface_from_arrays]. Must be called before surface is added."
@@ -9391,8 +9681,9 @@ msgid "Index array will be used."
msgstr "インデックス配列は使用される。"
#: doc/classes/ARVRAnchor.xml
+#, fuzzy
msgid "An anchor point in AR space."
-msgstr ""
+msgstr "ARスペースにおけるアンカーポイント。"
#: doc/classes/ARVRAnchor.xml
msgid ""
@@ -9412,8 +9703,9 @@ msgid ""
msgstr ""
#: doc/classes/ARVRAnchor.xml
+#, fuzzy
msgid "Returns the name given to this anchor."
-msgstr ""
+msgstr "このアンカーに与えられた名前を返す。"
#: doc/classes/ARVRAnchor.xml
msgid ""
@@ -9479,12 +9771,6 @@ msgid ""
"milliseconds behind what is used for rendering as a result."
msgstr ""
-#: doc/classes/ARVRCamera.xml doc/classes/ARVRController.xml
-#: doc/classes/ARVRInterface.xml doc/classes/ARVROrigin.xml
-#: doc/classes/ARVRPositionalTracker.xml doc/classes/ARVRServer.xml
-msgid "$DOCS_URL/tutorials/vr/index.html"
-msgstr ""
-
#: doc/classes/ARVRController.xml
msgid "A spatial node representing a spatially-tracked controller."
msgstr ""
@@ -10792,8 +11078,8 @@ msgid ""
"(\"w\" and \"h\" in the editor) resizes the texture so it fits within the "
"margin."
msgstr ""
-"領域の周囲の余白。[Rect2] の [member Rect2.size] パラメータ (エディタでは \"w"
-"\"と \"h\") は、余白内に収まるようにテクスチャをリサイズします。"
+"領域の周囲の余白。[Rect2] の [member Rect2.size] パラメータ (エディタでは "
+"\"w\"と \"h\") は、余白内に収まるようにテクスチャをリサイズします。"
#: doc/classes/AtlasTexture.xml
msgid "The AtlasTexture's used region."
@@ -10827,9 +11113,8 @@ msgstr ""
#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
#: doc/classes/AudioStreamPlayer.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/527"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "Audio Mic Record Demo"
+msgstr ""
#: doc/classes/AudioEffectAmplify.xml
msgid ""
@@ -11189,10 +11474,8 @@ msgstr ""
#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
#: doc/classes/AudioEffectHighShelfFilter.xml
#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/audio/audio_buses.html"
+msgid "Audio buses"
msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/audio/audio_buses.html"
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
@@ -11700,11 +11983,8 @@ msgstr ""
"返します。"
#: doc/classes/AudioEffectRecord.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/audio/recording_with_microphone.html"
+msgid "Recording with microphone"
msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/audio/"
-"recording_with_microphone.html"
#: doc/classes/AudioEffectRecord.xml
msgid "Returns the recorded sample."
@@ -11817,7 +12097,9 @@ msgid ""
"See also [AudioStreamGenerator] for procedurally generating sounds."
msgstr ""
-#: doc/classes/AudioEffectSpectrumAnalyzer.xml
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamPlayer.xml
+#: doc/classes/CanvasItem.xml
msgid "Audio Spectrum Demo"
msgstr ""
@@ -11865,15 +12147,8 @@ msgstr ""
"再生を担当します。"
#: doc/classes/AudioServer.xml doc/classes/AudioStreamPlayer.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/525"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
-
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
-#: doc/classes/AudioStreamPlayer.xml doc/classes/CanvasItem.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/528"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "Audio Device Changer Demo"
+msgstr ""
#: doc/classes/AudioServer.xml
msgid "Adds a bus at [code]at_position[/code]."
@@ -11888,9 +12163,11 @@ msgstr ""
"フェクトを追加します。"
#: doc/classes/AudioServer.xml
+#, fuzzy
msgid ""
"Name of the current device for audio input (see [method "
-"capture_get_device_list])."
+"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
+"system-wide default audio input is currently used."
msgstr ""
"現在のオーディオ入力用デバイスの名前です ([method capture_get_device_list] を"
"参照)。"
@@ -11900,9 +12177,13 @@ msgid "Returns the names of all audio input devices detected on the system."
msgstr "システム上で検出されたすべてのオーディオ入力デバイスの名前を返します。"
#: doc/classes/AudioServer.xml
-msgid "Sets which audio input device is used for audio capture."
+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 ""
-"どのオーディオ入力デバイスをオーディオキャプチャに使用するかを設定します。"
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
@@ -12093,8 +12374,13 @@ msgstr "利用可能なオーディオバスの数。"
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio output (see [method get_device_list])."
-msgstr "オーディオ出力用の現在のデバイス名 ([method get_device_list] を参照)。"
+"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 "
+"[code]\"Default\"[/code] will play audio on the system-wide default audio "
+"output. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
@@ -12139,18 +12425,15 @@ msgstr ""
"により) ファイル形式をサポートします。"
#: doc/classes/AudioStream.xml doc/classes/AudioStreamPlayer.xml
-#: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/audio/audio_streams.html"
+msgid "Audio streams"
msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/audio/audio_streams.html"
#: doc/classes/AudioStream.xml doc/classes/AudioStreamGenerator.xml
#: doc/classes/AudioStreamGeneratorPlayback.xml
#: doc/classes/AudioStreamPlayback.xml doc/classes/AudioStreamPlayer.xml
#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/526"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "Audio Generator Demo"
+msgstr "オーディオ用のオーディオエフェクト。"
#: doc/classes/AudioStream.xml
msgid "Returns the length of the audio stream in seconds."
@@ -12188,12 +12471,12 @@ msgid ""
"In games, common sample rates in use are [code]11025[/code], [code]16000[/"
"code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and "
"[code]48000[/code].\n"
-"According to the [url=https://en.wikipedia.org/wiki/Nyquist"
-"%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/url], "
-"there is no quality difference to human hearing when going past 40,000 Hz "
-"(since most humans can only hear up to ~20,000 Hz, often less). If you are "
-"generating lower-pitched sounds such as voices, lower sample rates such as "
-"[code]32000[/code] or [code]22050[/code] may be usable with no loss in "
+"According to the [url=https://en.wikipedia.org/wiki/"
+"Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/"
+"url], there is no quality difference to human hearing when going past 40,000 "
+"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you "
+"are generating lower-pitched sounds such as voices, lower sample rates such "
+"as [code]32000[/code] or [code]22050[/code] may be usable with no loss in "
"quality."
msgstr ""
@@ -12420,9 +12703,14 @@ msgid ""
msgstr ""
"秒単位で指定された位置 [code]from_position[/code] からの音声を再生します。"
-#: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml
-msgid "Areas in which this sound plays."
-msgstr "この音を再生するエリア。"
+#: doc/classes/AudioStreamPlayer2D.xml
+msgid ""
+"Determines which [Area2D] layers affect the sound for reverb and audio bus "
+"effects. Areas can be used to redirect [AudioStream]s so that they play in a "
+"certain audio bus. An example of how you might use this is making a "
+"\"water\" area so that sounds played in the water are redirected through an "
+"audio bus to make them sound like they are being played underwater."
+msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid "Dampens audio over distance with this as an exponent."
@@ -12468,6 +12756,15 @@ msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
+"Determines which [Area] layers affect the sound for reverb and audio bus "
+"effects. Areas can be used to redirect [AudioStream]s so that they play in a "
+"certain audio bus. An example of how you might use this is making a "
+"\"water\" area so that sounds played in the water are redirected through an "
+"audio bus to make them sound like they are being played underwater."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
"Dampens audio using a low-pass filter above this frequency, in Hz. To "
"disable the dampening effect entirely, set this to [code]20500[/code] as "
"this frequency is above the human hearing limit."
@@ -12723,11 +13020,11 @@ msgid ""
"In games, common sample rates in use are [code]11025[/code], [code]16000[/"
"code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and "
"[code]48000[/code].\n"
-"According to the [url=https://en.wikipedia.org/wiki/Nyquist"
-"%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/url], "
-"there is no quality difference to human hearing when going past 40,000 Hz "
-"(since most humans can only hear up to ~20,000 Hz, often less). If you are "
-"using lower-pitched sounds such as voices, lower sample rates such as "
+"According to the [url=https://en.wikipedia.org/wiki/"
+"Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/"
+"url], there is no quality difference to human hearing when going past 40,000 "
+"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you "
+"are using lower-pitched sounds such as voices, lower sample rates such as "
"[code]32000[/code] or [code]22050[/code] may be usable with no loss in "
"quality."
msgstr ""
@@ -12858,12 +13155,6 @@ msgid ""
msgstr ""
#: doc/classes/BakedLightmap.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/3d/baked_lightmaps.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/3d/using_gridmaps.html"
-
-#: doc/classes/BakedLightmap.xml
msgid ""
"Bakes the lightmap, scanning from the given [code]from_node[/code] root and "
"saves the resulting [BakedLightmapData] in [code]data_save_path[/code]. If "
@@ -12922,7 +13213,7 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"Bias value to reduce the amount of light proagation in the captured octree."
+"Bias value to reduce the amount of light propagation in the captured octree."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -12990,9 +13281,9 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"Determines the amount of samples per texel used in indrect light baking. The "
-"amount of samples for each quality level can be configured in the project "
-"settings."
+"Determines the amount of samples per texel used in indirect light baking. "
+"The amount of samples for each quality level can be configured in the "
+"project settings."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -13346,23 +13637,17 @@ msgstr ""
"詳細については、ドキュメント内の「行列と変換」をご覧ください。"
#: doc/classes/Basis.xml doc/classes/Transform.xml doc/classes/Transform2D.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/math/matrices_and_transforms.html"
+msgid "Matrices and transforms"
msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/math/"
-"matrices_and_transforms.html"
-#: doc/classes/Basis.xml doc/classes/Transform.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/3d/using_transforms.html"
+#: doc/classes/Basis.xml doc/classes/Quat.xml doc/classes/Transform.xml
+msgid "Using 3D transforms"
msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/3d/using_transforms.html"
#: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform.xml
#: doc/classes/Transform2D.xml doc/classes/Vector2.xml doc/classes/Vector3.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/584"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "Matrix Transform Demo"
+msgstr ""
#: doc/classes/Basis.xml doc/classes/CylinderShape.xml
#: doc/classes/Dictionary.xml doc/classes/DynamicFont.xml
@@ -13373,15 +13658,13 @@ msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
#: doc/classes/SurfaceTool.xml doc/classes/TextureButton.xml
#: doc/classes/TextureRect.xml doc/classes/Thread.xml
#: doc/classes/VBoxContainer.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/676"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "3D Voxel Demo"
+msgstr ""
#: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform.xml
#: doc/classes/Transform2D.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/583"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "2.5D Demo"
+msgstr ""
#: doc/classes/Basis.xml
msgid "Constructs a pure rotation basis matrix from the given quaternion."
@@ -13618,6 +13901,14 @@ msgstr ""
#: doc/classes/BitMap.xml
msgid ""
+"Returns an image of the same size as the bitmap and with a [enum Image."
+"Format] of type [code]FORMAT_L8[/code]. [code]true[/code] bits of the bitmap "
+"are being converted into white pixels, and [code]false[/code] bits into "
+"black."
+msgstr ""
+
+#: doc/classes/BitMap.xml
+msgid ""
"Creates a bitmap with the specified size, filled with [code]false[/code]."
msgstr ""
"指定されたサイズで、[code]false[/code]で塗りつぶされたビットマップを作成しま"
@@ -13658,6 +13949,11 @@ msgid ""
msgstr ""
#: doc/classes/BitMap.xml
+#, fuzzy
+msgid "Resizes the image to [code]new_size[/code]."
+msgstr "キー名 [code]name[/code] のアニメーションを削除します。"
+
+#: doc/classes/BitMap.xml
msgid ""
"Sets the bitmap's element at the specified position, to the specified value."
msgstr "指定された位置にあるビットマップの要素を、指定された値に設定します。"
@@ -13970,17 +14266,15 @@ msgstr ""
#: doc/classes/CylinderShape.xml doc/classes/ProjectSettings.xml
#: doc/classes/RigidBody.xml doc/classes/SphereShape.xml
#: doc/classes/StaticBody.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/675"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "3D Physics Tests Demo"
+msgstr ""
#: doc/classes/BoxShape.xml doc/classes/CollisionShape.xml
#: modules/gridmap/doc_classes/GridMap.xml doc/classes/KinematicBody.xml
#: doc/classes/Mesh.xml doc/classes/MeshInstance.xml
#: doc/classes/MeshLibrary.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/126"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "3D Kinematic Character Demo"
+msgstr ""
#: doc/classes/BoxShape.xml
msgid ""
@@ -14022,9 +14316,8 @@ msgstr ""
#: doc/classes/GridContainer.xml doc/classes/OS.xml
#: doc/classes/PoolStringArray.xml doc/classes/ProjectSettings.xml
#: doc/classes/ResourceLoader.xml doc/classes/RichTextLabel.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/677"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "OS Test Demo"
+msgstr ""
#: doc/classes/Button.xml
msgid ""
@@ -14057,6 +14350,13 @@ msgid ""
"used [StyleBox]es."
msgstr ""
+#: doc/classes/Button.xml
+msgid ""
+"Specifies if the icon should be aligned to the left, right, or center of a "
+"button. Uses the same [enum TextAlign] constants as the text alignment. If "
+"centered, text will draw on top of the icon."
+msgstr ""
+
#: doc/classes/Button.xml doc/classes/LinkButton.xml
msgid "The button's text that will be displayed inside the button's area."
msgstr ""
@@ -14154,10 +14454,12 @@ msgid "Emitted when one of the buttons of the group is pressed."
msgstr "ボタンの長押しが停止されたときに発信されます。"
#: doc/classes/Camera.xml
+#, fuzzy
msgid "Camera node, displays from a point of view."
-msgstr ""
+msgstr "カメラノード。視点(point of view)から表示。"
#: doc/classes/Camera.xml
+#, fuzzy
msgid ""
"Camera is a special node that displays what is visible from its current "
"location. Cameras register themselves in the nearest [Viewport] node (when "
@@ -14167,6 +14469,12 @@ msgid ""
"capabilities to a [Viewport], and, without one, a scene registered in that "
"[Viewport] (or higher viewports) can't be displayed."
msgstr ""
+"カメラは、現在の位置から見えるものを表示する特殊なノードです。カメラは、最も"
+"近い[ビューポート]ノードに自分自身を登録します。1つのビューポートでアクティブ"
+"にできるカメラは1つだけです。利用可能なビューポートがない場合、カメラはグロー"
+"バルビューポートに登録されます。つまり、カメラは[ビューポート]に3D表示機能を"
+"提供するだけであり、カメラがなければその[ビューポート](またはそれより上位の"
+"ビューポート)に登録されたシーンは表示できないのです。"
#: doc/classes/Camera.xml
msgid ""
@@ -14458,15 +14766,13 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/TileMap.xml doc/classes/TileSet.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/112"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "2D Isometric Demo"
+msgstr ""
#: doc/classes/Camera2D.xml doc/classes/Environment.xml
#: doc/classes/WorldEnvironment.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/110"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "2D HDR Demo"
+msgstr ""
#: doc/classes/Camera2D.xml
msgid "Aligns the camera to the tracked node."
@@ -14906,14 +15212,12 @@ msgstr ""
#: doc/classes/CanvasItem.xml doc/classes/CanvasLayer.xml
#: doc/classes/InputEvent.xml doc/classes/Viewport.xml
-msgid "$DOCS_URL/tutorials/2d/2d_transforms.html"
+msgid "Viewport and canvas transforms"
msgstr ""
#: doc/classes/CanvasItem.xml doc/classes/Control.xml doc/classes/Node2D.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/2d/custom_drawing_in_2d.html"
+msgid "Custom drawing in 2D"
msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/2d/custom_drawing_in_2d.html"
#: doc/classes/CanvasItem.xml
msgid ""
@@ -15108,7 +15412,9 @@ msgid "Returns the transform matrix of this item's canvas."
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "Returns the global position of the mouse."
+msgid ""
+"Returns the mouse's position in the [CanvasLayer] that this [CanvasItem] is "
+"in using the coordinate system of the [CanvasLayer]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -15121,7 +15427,9 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "Returns the mouse position relative to this item's position."
+msgid ""
+"Returns the mouse's position in this [CanvasItem] using the local coordinate "
+"system of this [CanvasItem]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -15424,7 +15732,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasLayer.xml
-msgid "$DOCS_URL/tutorials/2d/canvas_layers.html"
+msgid "Canvas layers"
msgstr ""
#: doc/classes/CanvasLayer.xml
@@ -15474,6 +15782,19 @@ msgstr ""
msgid "The layer's transform."
msgstr ""
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"If [code]false[/code], any [CanvasItem] under this [CanvasLayer] will be "
+"hidden.\n"
+"Unlike [member CanvasItem.visible], visibility of a [CanvasLayer] isn't "
+"propagated to underlying layers."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+#, fuzzy
+msgid "Emitted when visibility of the layer is changed. See [member visible]."
+msgstr "[member frame] が変更されたときに発信されます。"
+
#: doc/classes/CanvasModulate.xml
msgid "Tint the entire canvas."
msgstr ""
@@ -15554,20 +15875,6 @@ msgid ""
"characters will be displayed in a [RichTextEffect]."
msgstr ""
-#: doc/classes/CharFXTransform.xml doc/classes/RichTextEffect.xml
-#: doc/classes/RichTextLabel.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/ui/bbcode_in_richtextlabel.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/gui/bbcode_in_richtextlabel."
-"html"
-
-#: doc/classes/CharFXTransform.xml doc/classes/RichTextEffect.xml
-msgid ""
-"https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project"
-msgstr ""
-"https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project"
-
#: doc/classes/CharFXTransform.xml
msgid ""
"The index of the current character (starting from 0) for the "
@@ -16146,6 +16453,7 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -16234,9 +16542,9 @@ msgid ""
"The physics layers this CollisionObject3D is in. Collision objects can exist "
"in one or more of 32 different layers. See also [member collision_mask].\n"
"[b]Note:[/b] A contact is detected if object A is in any of the layers that "
-"object B scans, or object B is in any layers that object A scans. See [url="
-"$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-"
-"masks]Collision layers and masks[/url] in the documentation for more "
+"object B scans, or object B is in any layers that object A scans. See "
+"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
+"and-masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
"このエリアの物理レイヤーです。衝突可能なオブジェクトは32個あるレイヤーのいず"
@@ -16251,9 +16559,9 @@ msgid ""
"The physics layers this CollisionObject3D scans. Collision objects can scan "
"one or more of 32 different layers. See also [member collision_layer].\n"
"[b]Note:[/b] A contact is detected if object A is in any of the layers that "
-"object B scans, or object B is in any layers that object A scans. See [url="
-"$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-"
-"masks]Collision layers and masks[/url] in the documentation for more "
+"object B scans, or object B is in any layers that object A scans. See "
+"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
+"and-masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
"このエリアの物理レイヤーです。衝突可能なオブジェクトは32個あるレイヤーのいず"
@@ -16271,12 +16579,12 @@ msgstr ""
"[code]true[/code]の場合、オブジェクトは距離に関係なく同じサイズでレンダリング"
"されます。"
-#: doc/classes/CollisionObject.xml
-#, fuzzy
+#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
-"If [code]true[/code], the [CollisionObject]'s shapes will respond to "
-"[RayCast]s."
-msgstr "[code]true[/code] であれば、[AnimationTree] のプロセスを行います。"
+"If [code]true[/code], this object is pickable. A pickable object can detect "
+"the mouse pointer entering/leaving, and if the mouse is inside it, report "
+"input events. Requires at least one [member collision_layer] bit to be set."
+msgstr ""
#: doc/classes/CollisionObject.xml
msgid ""
@@ -16369,9 +16677,9 @@ msgid ""
"The physics layers this CollisionObject2D is in. Collision objects can exist "
"in one or more of 32 different layers. See also [member collision_mask].\n"
"[b]Note:[/b] A contact is detected if object A is in any of the layers that "
-"object B scans, or object B is in any layers that object A scans. See [url="
-"$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-"
-"masks]Collision layers and masks[/url] in the documentation for more "
+"object B scans, or object B is in any layers that object A scans. See "
+"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
+"and-masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
"このエリアの物理レイヤーです。衝突可能なオブジェクトは32個あるレイヤーのいず"
@@ -16386,9 +16694,9 @@ msgid ""
"The physics layers this CollisionObject2D scans. Collision objects can scan "
"one or more of 32 different layers. See also [member collision_layer].\n"
"[b]Note:[/b] A contact is detected if object A is in any of the layers that "
-"object B scans, or object B is in any layers that object A scans. See [url="
-"$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-"
-"masks]Collision layers and masks[/url] in the documentation for more "
+"object B scans, or object B is in any layers that object A scans. See "
+"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
+"and-masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
"このエリアの物理レイヤーです。衝突可能なオブジェクトは32個あるレイヤーのいず"
@@ -16399,14 +16707,6 @@ msgstr ""
#: doc/classes/CollisionObject2D.xml
msgid ""
-"If [code]true[/code], this object is pickable. A pickable object can detect "
-"the mouse pointer entering/leaving, and if the mouse is inside it, report "
-"input events. Requires at least one [code]collision_layer[/code] bit to be "
-"set."
-msgstr ""
-
-#: doc/classes/CollisionObject2D.xml
-msgid ""
"Emitted when an input event occurs. Requires [member input_pickable] to be "
"[code]true[/code] and at least one [code]collision_layer[/code] bit to be "
"set. See [method _input_event] for details."
@@ -16526,15 +16826,12 @@ msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
#: doc/classes/Physics2DDirectBodyState.xml
-#: doc/classes/Physics2DDirectSpaceState.xml doc/classes/PhysicsBody.xml
-#: doc/classes/PhysicsBody2D.xml doc/classes/PhysicsDirectBodyState.xml
+#: doc/classes/Physics2DDirectSpaceState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
#: doc/classes/PhysicsDirectSpaceState.xml doc/classes/RigidBody.xml
-#: doc/classes/Shape.xml doc/classes/Shape2D.xml
#, fuzzy
-msgid "$DOCS_URL/tutorials/physics/physics_introduction.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/physics/"
-"physics_introduction.html"
+msgid "Physics introduction"
+msgstr "キュービック補間。"
#: doc/classes/CollisionShape.xml
msgid ""
@@ -16573,9 +16870,8 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
#: doc/classes/RectangleShape2D.xml doc/classes/TileMap.xml
#: doc/classes/TileSet.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/113"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "2D Kinematic Character Demo"
+msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
@@ -16620,19 +16916,16 @@ msgid ""
msgstr ""
#: doc/classes/Color.xml doc/classes/ColorPickerButton.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/517"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "2D GD Paint Demo"
+msgstr ""
#: doc/classes/Color.xml doc/classes/ColorPicker.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/146"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "Tween Demo"
+msgstr ""
#: doc/classes/Color.xml doc/classes/ColorPickerButton.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/133"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "GUI Drag And Drop Demo"
+msgstr ""
#: doc/classes/Color.xml
msgid ""
@@ -18091,20 +18384,17 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
-msgid "$DOCS_URL/tutorials/ui/index.html"
+msgid "GUI tutorial index"
msgstr ""
#: doc/classes/Control.xml
#, fuzzy
-msgid "$DOCS_URL/tutorials/ui/control_node_gallery.html"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/gui/index.html"
+msgid "Control node gallery"
+msgstr "Controlキー。"
#: doc/classes/Control.xml
-#, fuzzy
-msgid "https://github.com/godotengine/godot-demo-projects/tree/master/gui"
+msgid "All GUI Demos"
msgstr ""
-"https://github.com/godotengine/godot-demo-projects/tree/master/audio/"
-"generator"
#: doc/classes/Control.xml
msgid ""
@@ -18204,8 +18494,8 @@ msgid ""
"custom value.\n"
"$MyLabel.add_color_override(\"font_color\", Color(1, 0.5, 0))\n"
"# Reset the font color of the child label.\n"
-"$MyLabel.add_color_override(\"font_color\", get_color(\"font_color\", \"Label"
-"\"))\n"
+"$MyLabel.add_color_override(\"font_color\", get_color(\"font_color\", "
+"\"Label\"))\n"
"[/codeblock]"
msgstr ""
@@ -20218,12 +20508,6 @@ msgid ""
"fly and doesn't need to be configured by the user."
msgstr ""
-#: doc/classes/CPUParticles2D.xml doc/classes/Particles2D.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/2d/particle_systems_2d.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/2d/particle_systems_2d.html"
-
#: doc/classes/CPUParticles2D.xml
msgid ""
"Sets this node's properties to match a given [Particles2D] node with an "
@@ -20388,8 +20672,8 @@ msgid ""
"Generates a self-signed [X509Certificate] from the given [CryptoKey] and "
"[code]issuer_name[/code]. The certificate validity will be defined by "
"[code]not_before[/code] and [code]not_after[/code] (first valid date and "
-"last valid date). The [code]issuer_name[/code] must contain at least \"CN="
-"\" (common name, i.e. the domain name), \"O=\" (organization, i.e. your "
+"last valid date). The [code]issuer_name[/code] must contain at least "
+"\"CN=\" (common name, i.e. the domain name), \"O=\" (organization, i.e. your "
"company name), \"C=\" (country, i.e. 2 lettered ISO-3166 code of the country "
"the organization is based in).\n"
"A small example to generate an RSA key and a X509 self-signed certificate.\n"
@@ -20496,8 +20780,23 @@ msgid "A CSG Box shape."
msgstr "CSG Box形状です。"
#: modules/csg/doc_classes/CSGBox.xml
-msgid "This node allows you to create a box for use with the CSG system."
-msgstr "このノードで、CSGシステムで使用するボックスを作成できます。"
+msgid ""
+"This node allows you to create a box for use with the CSG system.\n"
+"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
+"Creating CSG nodes has a significant CPU cost compared to creating a "
+"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
+"node also has a significant CPU cost, so it should be avoided during "
+"gameplay."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGBox.xml modules/csg/doc_classes/CSGCombiner.xml
+#: modules/csg/doc_classes/CSGCylinder.xml modules/csg/doc_classes/CSGMesh.xml
+#: modules/csg/doc_classes/CSGPolygon.xml
+#: modules/csg/doc_classes/CSGPrimitive.xml
+#: modules/csg/doc_classes/CSGShape.xml modules/csg/doc_classes/CSGSphere.xml
+#: modules/csg/doc_classes/CSGTorus.xml
+msgid "Prototyping levels with CSG"
+msgstr ""
#: modules/csg/doc_classes/CSGBox.xml
msgid "Depth of the box measured from the center of the box."
@@ -20529,7 +20828,12 @@ msgid ""
"children of one CSGCombiner node, and a set of separate operations on a "
"second set of shapes that are children of a second CSGCombiner node, and "
"then do an operation that takes the two end results as its input to create "
-"the final shape."
+"the final shape.\n"
+"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
+"Creating CSG nodes has a significant CPU cost compared to creating a "
+"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
+"node also has a significant CPU cost, so it should be avoided during "
+"gameplay."
msgstr ""
"複雑な形状を配置するためには、CSGノードに構造を追加する必要がある場合がありま"
"す。CSGCombiner3Dノードで、この構造を作成することができます。このノードは、そ"
@@ -20545,10 +20849,13 @@ msgstr "CSGシリンダー形状。"
#: modules/csg/doc_classes/CSGCylinder.xml
msgid ""
"This node allows you to create a cylinder (or cone) for use with the CSG "
-"system."
+"system.\n"
+"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
+"Creating CSG nodes has a significant CPU cost compared to creating a "
+"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
+"node also has a significant CPU cost, so it should be avoided during "
+"gameplay."
msgstr ""
-"このノードでは、CSGシステムで使用する円柱(または円錐)を作成することができま"
-"す。"
#: modules/csg/doc_classes/CSGCylinder.xml
msgid ""
@@ -20594,11 +20901,14 @@ msgstr "メッシュリソースを使用するCSG Mesh形状。"
msgid ""
"This CSG node allows you to use any mesh resource as a CSG shape, provided "
"it is closed, does not self-intersect, does not contain internal faces and "
-"has no edges that connect to more then two faces."
+"has no edges that connect to more than two faces. See also [CSGPolygon] for "
+"drawing 2D extruded polygons to be used as CSG nodes.\n"
+"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
+"Creating CSG nodes has a significant CPU cost compared to creating a "
+"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
+"node also has a significant CPU cost, so it should be avoided during "
+"gameplay."
msgstr ""
-"このCSGノードは、閉じていて、自己交差しておらず、内部面を含まず、2つ以上の面"
-"に接続するエッジを持たないメッシュリソースをCSG形状として使用することができま"
-"す。"
#: modules/csg/doc_classes/CSGMesh.xml
msgid "The [Material] used in drawing the CSG shape."
@@ -20621,7 +20931,12 @@ msgstr "2Dポリゴン形状を押し出して3Dメッシュを作成します
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
"An array of 2D points is extruded to quickly and easily create a variety of "
-"3D meshes."
+"3D meshes. See also [CSGMesh] for using 3D meshes as CSG nodes.\n"
+"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
+"Creating CSG nodes has a significant CPU cost compared to creating a "
+"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
+"node also has a significant CPU cost, so it should be avoided during "
+"gameplay."
msgstr ""
#: modules/csg/doc_classes/CSGPolygon.xml
@@ -20703,7 +21018,13 @@ msgid ""
msgstr ""
#: modules/csg/doc_classes/CSGPolygon.xml
-msgid "The point array that defines the 2D polygon that is extruded."
+msgid ""
+"The point array that defines the 2D polygon that is extruded. This can be a "
+"convex or concave polygon with 3 or more points. The polygon must [i]not[/i] "
+"have any intersecting edges. Otherwise, triangulation will fail and no mesh "
+"will be generated.\n"
+"[b]Note:[/b] If only 1 or 2 points are defined in [member polygon], no mesh "
+"will be generated."
msgstr ""
#: modules/csg/doc_classes/CSGPolygon.xml
@@ -20781,7 +21102,12 @@ msgstr ""
msgid ""
"Parent class for various CSG primitives. It contains code and functionality "
"that is common between them. It cannot be used directly. Instead use one of "
-"the various classes that inherit from it."
+"the various classes that inherit from it.\n"
+"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
+"Creating CSG nodes has a significant CPU cost compared to creating a "
+"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
+"node also has a significant CPU cost, so it should be avoided during "
+"gameplay."
msgstr ""
#: modules/csg/doc_classes/CSGPrimitive.xml
@@ -20795,7 +21121,12 @@ msgstr ""
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
"This is the CSG base class that provides CSG operation support to the "
-"various CSG nodes in Godot."
+"various CSG nodes in Godot.\n"
+"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
+"Creating CSG nodes has a significant CPU cost compared to creating a "
+"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
+"node also has a significant CPU cost, so it should be avoided during "
+"gameplay."
msgstr ""
#: modules/csg/doc_classes/CSGShape.xml doc/classes/RayCast2D.xml
@@ -20902,7 +21233,13 @@ msgid "A CSG Sphere shape."
msgstr ""
#: modules/csg/doc_classes/CSGSphere.xml
-msgid "This node allows you to create a sphere for use with the CSG system."
+msgid ""
+"This node allows you to create a sphere for use with the CSG system.\n"
+"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
+"Creating CSG nodes has a significant CPU cost compared to creating a "
+"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
+"node also has a significant CPU cost, so it should be avoided during "
+"gameplay."
msgstr ""
#: modules/csg/doc_classes/CSGSphere.xml
@@ -20933,7 +21270,13 @@ msgid "A CSG Torus shape."
msgstr ""
#: modules/csg/doc_classes/CSGTorus.xml
-msgid "This node allows you to create a torus for use with the CSG system."
+msgid ""
+"This node allows you to create a torus for use with the CSG system.\n"
+"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
+"Creating CSG nodes has a significant CPU cost compared to creating a "
+"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
+"node also has a significant CPU cost, so it should be avoided during "
+"gameplay."
msgstr ""
#: modules/csg/doc_classes/CSGTorus.xml
@@ -20977,13 +21320,6 @@ msgid ""
msgstr ""
#: modules/mono/doc_classes/CSharpScript.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/getting_started/scripting/c_sharp/"
-"index.html"
-
-#: modules/mono/doc_classes/CSharpScript.xml
#: modules/gdnative/doc_classes/PluginScript.xml
msgid "Returns a new instance of the script."
msgstr ""
@@ -21157,6 +21493,14 @@ msgstr ""
#: doc/classes/CullInstance.xml
msgid ""
+"This allows fine control over the mesh merging feature in the "
+"[RoomManager].\n"
+"Setting this option to [code]false[/code] can be used to prevent an instance "
+"being merged."
+msgstr ""
+
+#: doc/classes/CullInstance.xml
+msgid ""
"When set to [code]0[/code], [CullInstance]s will be autoplaced in the [Room] "
"with the highest priority.\n"
"When set to a value other than [code]0[/code], the system will attempt to "
@@ -21870,11 +22214,8 @@ msgid ""
msgstr ""
#: doc/classes/Dictionary.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/scripting/gdscript/gdscript_basics.html#dictionary"
+msgid "GDScript basics: Dictionary"
msgstr ""
-"https://docs.godotengine.org/ja/latest/getting_started/scripting/gdscript/"
-"gdscript_basics.html#dictionary"
#: doc/classes/Dictionary.xml
msgid "Clear the dictionary, removing all key/value pairs."
@@ -21930,8 +22271,8 @@ msgstr "与えられたノードを含むグラフの場合、[code]true[/code]
#: doc/classes/Dictionary.xml
msgid ""
-"Returns a hashed integer value representing the dictionary contents. This "
-"can be used to compare dictionaries by value:\n"
+"Returns a hashed 32-bit integer value representing the dictionary contents. "
+"This can be used to compare dictionaries by value:\n"
"[codeblock]\n"
"var dict1 = {0: 10}\n"
"var dict2 = {0: 10}\n"
@@ -21940,7 +22281,11 @@ msgid ""
"print(dict1.hash() == dict2.hash())\n"
"[/codeblock]\n"
"[b]Note:[/b] Dictionaries with the same keys/values but in a different order "
-"will have a different hash."
+"will have a different hash.\n"
+"[b]Note:[/b] Dictionaries with equal content will always produce identical "
+"hash values. However, the reverse is not true. Returning identical hash "
+"values does [i]not[/i] imply the dictionaries are equal, because different "
+"dictionaries can have identical hash values due to hash collisions."
msgstr ""
#: doc/classes/Dictionary.xml
@@ -21969,13 +22314,6 @@ msgid ""
"(origin) is ignored. Only the basis is used to determine light direction."
msgstr ""
-#: doc/classes/DirectionalLight.xml doc/classes/Light.xml
-#: doc/classes/OmniLight.xml doc/classes/SpotLight.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/3d/lights_and_shadows.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/3d/lights_and_shadows.html"
-
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
@@ -22098,12 +22436,6 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/Directory.xml doc/classes/File.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/scripting/filesystem.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/2d/particle_systems_2d.html"
-
#: doc/classes/Directory.xml
msgid ""
"Changes the currently opened directory to the one passed as an argument. The "
@@ -23134,13 +23466,6 @@ msgid ""
"add_import_plugin] method first."
msgstr ""
-#: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/plugins/editor/import_plugins.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/plugins/editor/"
-"import_plugins.html"
-
#: doc/classes/EditorImportPlugin.xml
msgid ""
"Gets the options and default values for the preset at this index. Returns an "
@@ -23172,8 +23497,8 @@ msgid ""
"func get_option_visibility(option, options):\n"
" # Only show the lossy quality setting if the compression mode is set to "
"\"Lossy\".\n"
-" if option == \"compress/lossy_quality\" and options.has(\"compress/mode"
-"\"):\n"
+" if option == \"compress/lossy_quality\" and options.has(\"compress/"
+"mode\"):\n"
" return int(options[\"compress/mode\"]) == COMPRESS_LOSSY\n"
"\n"
" return true\n"
@@ -23206,8 +23531,8 @@ msgstr ""
#: doc/classes/EditorImportPlugin.xml
msgid ""
-"Gets the Godot resource type associated with this loader. e.g. [code]\"Mesh"
-"\"[/code] or [code]\"Animation\"[/code]."
+"Gets the Godot resource type associated with this loader. e.g. "
+"[code]\"Mesh\"[/code] or [code]\"Animation\"[/code]."
msgstr ""
#: doc/classes/EditorImportPlugin.xml
@@ -23317,11 +23642,8 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspectorPlugin.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/plugins/editor/inspector_plugins.html"
+msgid "Inspector plugins"
msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/plugins/editor/"
-"import_plugins.html"
#: doc/classes/EditorInspectorPlugin.xml
msgid "Adds a custom control, which is not necessarily a property editor."
@@ -23591,12 +23913,6 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/plugins/editor/index.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/plugins/editor/index.html"
-
-#: doc/classes/EditorPlugin.xml
msgid ""
"Adds a script at [code]path[/code] to the Autoload list as [code]name[/code]."
msgstr ""
@@ -24470,13 +24786,6 @@ msgid ""
msgstr ""
#: doc/classes/EditorScenePostImport.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#custom-script"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/getting_started/workflow/assets/"
-"importing_scenes.html#custom-script"
-
-#: doc/classes/EditorScenePostImport.xml
msgid ""
"Returns the source file path which got imported (e.g. [code]res://scene.dae[/"
"code])."
@@ -24896,13 +25205,6 @@ msgid ""
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/plugins/editor/spatial_gizmos.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/plugins/editor/"
-"spatial_gizmos.html"
-
-#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Adds a new material to the internal material list for the plugin. It can "
"then be accessed with [method get_material]. Should not be overridden."
@@ -25227,9 +25529,8 @@ msgid ""
"[code]new_line_no[/code] is the line number in the new file (can be "
"[code]-1[/code] if the line is deleted). [code]old_line_no[/code] is the "
"line number in the old file (can be [code]-1[/code] if the line is added). "
-"[code]content[/code] is the diff text. [code]content[/code] is the diff "
-"text. [code]status[/code] is a single character string which stores the line "
-"origin."
+"[code]content[/code] is the diff text. [code]status[/code] is a single "
+"character string which stores the line origin."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -25549,31 +25850,35 @@ msgid ""
"- Glow\n"
"- Tonemap (Auto Exposure)\n"
"- Adjustments\n"
-"These effects will only apply when the [Viewport]'s intended usage is \"3D\" "
-"or \"3D Without Effects\". This can be configured for the root Viewport with "
-"[member ProjectSettings.rendering/quality/intended_usage/"
-"framebuffer_allocation], or for specific Viewports via the [member Viewport."
-"usage] property."
+"If the target [Viewport] is set to \"2D Without Sampling\", all post-"
+"processing effects will be unavailable. With \"3D Without Effects\", the "
+"following options will be unavailable:\n"
+"- Ssao\n"
+"- Ss Reflections\n"
+"This can be configured for the root Viewport with [member ProjectSettings."
+"rendering/quality/intended_usage/framebuffer_allocation], or for specific "
+"Viewports via the [member Viewport.usage] property.\n"
+"Note that [member ProjectSettings.rendering/quality/intended_usage/"
+"framebuffer_allocation] has a mobile platform override to use \"3D Without "
+"Effects\" by default. It improves the performance on mobile devices, but at "
+"the same time affects the screen display on mobile devices."
msgstr ""
#: doc/classes/Environment.xml doc/classes/WorldEnvironment.xml
#, fuzzy
-msgid "$DOCS_URL/tutorials/3d/environment_and_post_processing.html"
+msgid "Environment and post-processing"
msgstr ""
"https://docs.godotengine.org/ja/latest/tutorials/3d/"
"environment_and_post_processing.html"
#: doc/classes/Environment.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/3d/high_dynamic_range.html"
+msgid "Light transport in game engines"
msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/3d/high_dynamic_range.html"
#: doc/classes/Environment.xml doc/classes/Material.xml doc/classes/Mesh.xml
#: doc/classes/MeshInstance.xml doc/classes/WorldEnvironment.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/123"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "3D Material Testers Demo"
+msgstr ""
#: doc/classes/Environment.xml
msgid ""
@@ -25633,12 +25938,14 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Defines the amount of light that the sky brings on the scene. A value of 0 "
-"means that the sky's light emission has no effect on the scene illumination, "
-"thus all ambient illumination is provided by the ambient light. On the "
-"contrary, a value of 1 means that all the light that affects the scene is "
-"provided by the sky, thus the ambient light parameter has no effect on the "
-"scene."
+"Defines the amount of light that the sky brings on the scene. A value of "
+"[code]0.0[/code] means that the sky's light emission has no effect on the "
+"scene illumination, thus all ambient illumination is provided by the ambient "
+"light. On the contrary, a value of [code]1.0[/code] means that [i]all[/i] "
+"the light that affects the scene is provided by the sky, thus the ambient "
+"light parameter has no effect on the scene.\n"
+"[b]Note:[/b] [member ambient_light_sky_contribution] is internally clamped "
+"between [code]0.0[/code] and [code]1.0[/code] (inclusive)."
msgstr ""
#: doc/classes/Environment.xml
@@ -26328,6 +26635,10 @@ msgid ""
msgstr ""
#: doc/classes/File.xml
+msgid "File system"
+msgstr ""
+
+#: doc/classes/File.xml
msgid ""
"Closes the currently opened file and prevents subsequent read/write "
"operations. Use [method flush] to persist the data to disk without closing "
@@ -26930,11 +27241,11 @@ msgid ""
msgstr ""
#: doc/classes/float.xml
-msgid "https://en.wikipedia.org/wiki/Double-precision_floating-point_format"
+msgid "Wikipedia: Double-precision floating-point format"
msgstr ""
#: doc/classes/float.xml
-msgid "https://en.wikipedia.org/wiki/Single-precision_floating-point_format"
+msgid "Wikipedia: Single-precision floating-point format"
msgstr ""
#: doc/classes/float.xml
@@ -26961,6 +27272,24 @@ msgid ""
"[code]float(\"1e3a2\")[/code] will return 1000.0."
msgstr ""
+#: doc/classes/FlowContainer.xml
+#, fuzzy
+msgid "Base class for flow containers."
+msgstr "ボックスコンテナの基本クラス。"
+
+#: doc/classes/FlowContainer.xml
+msgid ""
+"Arranges child [Control] nodes vertically or horizontally in a left-to-right "
+"or top-to-bottom flow.\n"
+"A line is filled with [Control] nodes until no more fit on the same line, "
+"similar to text in an autowrapped label."
+msgstr ""
+
+#: doc/classes/FlowContainer.xml
+#, fuzzy
+msgid "Returns the current line count."
+msgstr "現在再生中のアニメーションステートを返します。"
+
#: doc/classes/Font.xml
msgid "Internationalized font and text drawing support."
msgstr ""
@@ -27102,20 +27431,6 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/GDNativeLibrary.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/plugins/gdnative/gdnative-c-"
-"example.html"
-
-#: modules/gdnative/doc_classes/GDNativeLibrary.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/plugins/gdnative/gdnative-"
-"cpp-example.html"
-
-#: modules/gdnative/doc_classes/GDNativeLibrary.xml
msgid ""
"Returns paths to all dependency libraries for the current platform and "
"architecture."
@@ -27185,13 +27500,6 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/GDScript.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/getting_started/scripting/gdscript/"
-"index.html"
-
-#: modules/gdscript/doc_classes/GDScript.xml
msgid "Returns byte code for the script source code."
msgstr ""
@@ -28244,7 +28552,7 @@ msgstr ""
"を下げれば、パフォーマンスを向上させることができます。"
#: doc/classes/GIProbe.xml
-msgid "$DOCS_URL/tutorials/3d/gi_probes.html"
+msgid "GI probes"
msgstr ""
#: doc/classes/GIProbe.xml
@@ -29275,11 +29583,13 @@ msgid ""
"reorders its Control-derived children to accommodate the new layout."
msgstr ""
-#: doc/classes/GridContainer.xml
+#: doc/classes/GridContainer.xml doc/classes/HFlowContainer.xml
+#: doc/classes/VFlowContainer.xml
msgid "The horizontal separation of children nodes."
msgstr ""
-#: doc/classes/GridContainer.xml
+#: doc/classes/GridContainer.xml doc/classes/HFlowContainer.xml
+#: doc/classes/VFlowContainer.xml
msgid "The vertical separation of children nodes."
msgstr ""
@@ -29306,10 +29616,8 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/3d/using_gridmaps.html"
+msgid "Using gridmaps"
msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/3d/using_gridmaps.html"
#: modules/gridmap/doc_classes/GridMap.xml
msgid "Clear all cells."
@@ -29355,6 +29663,13 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+#, fuzzy
+msgid ""
+"Returns an array of all cells with the given item index specified in "
+"[code]item[/code]."
+msgstr "インデックス [code]bus_idx[/code] を持つバスの名前を返します。"
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Returns the position of a grid cell in the GridMap's local coordinate space."
msgstr ""
@@ -29577,6 +29892,14 @@ msgid ""
"map_data]."
msgstr ""
+#: doc/classes/HFlowContainer.xml
+msgid "Horizontal flow container."
+msgstr ""
+
+#: doc/classes/HFlowContainer.xml
+msgid "Horizontal version of [FlowContainer]."
+msgstr ""
+
#: doc/classes/HingeJoint.xml
msgid "A hinge between two 3D PhysicsBodies."
msgstr ""
@@ -29910,21 +30233,6 @@ msgid ""
msgstr ""
#: doc/classes/HTTPClient.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/networking/http_client_class.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/networking/"
-"http_client_class.html"
-
-#: doc/classes/HTTPClient.xml doc/classes/HTTPRequest.xml
-#: doc/classes/StreamPeerSSL.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/networking/ssl_certificates.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/networking/ssl_certificates."
-"html"
-
-#: doc/classes/HTTPClient.xml
msgid "Closes the current connection, allowing reuse of this [HTTPClient]."
msgstr ""
@@ -30715,13 +31023,6 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/networking/http_request_class.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/networking/"
-"http_request_class.html"
-
-#: doc/classes/HTTPRequest.xml
msgid "Cancels the current request."
msgstr ""
@@ -30867,11 +31168,8 @@ msgid ""
msgstr ""
#: doc/classes/Image.xml doc/classes/ImageTexture.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/assets_pipeline/importing_images.html"
+msgid "Importing images"
msgstr ""
-"https://docs.godotengine.org/ja/latest/getting_started/workflow/assets/"
-"importing_scenes.html#custom-script"
#: doc/classes/Image.xml
msgid ""
@@ -31593,6 +31891,10 @@ msgid ""
"compressed into two channels)."
msgstr ""
+#: doc/classes/Image.xml
+msgid "Source texture (before compression) is a [TextureLayered]."
+msgstr ""
+
#: doc/classes/ImageTexture.xml
msgid "A [Texture] based on an [Image]."
msgstr ""
@@ -31787,7 +32089,7 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "$DOCS_URL/tutorials/inputs/index.html"
+msgid "Inputs tutorial index"
msgstr ""
#: doc/classes/Input.xml
@@ -32016,8 +32318,8 @@ msgid ""
"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
"for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
-"[code]false[/code] even if one of the action's keys is pressed. See [url="
-"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
+"[code]false[/code] even if one of the action's keys is pressed. See "
+"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
@@ -32048,8 +32350,8 @@ msgid ""
"keyboard shortcuts are generally dependent on the keyboard layout in non-"
"game applications. If in doubt, use [method is_physical_key_pressed].\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return "
-"[code]false[/code] even if one of the action's keys is pressed. See [url="
-"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
+"[code]false[/code] even if one of the action's keys is pressed. See "
+"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
@@ -32206,7 +32508,12 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse position to the specified vector."
+msgid ""
+"Sets the mouse position to the specified vector, provided in pixels and "
+"relative to an origin at the upper left corner of the game window.\n"
+"Mouse position is clipped to the limits of the screen resolution, or to the "
+"limits of the game window if [enum MouseMode] is set to [constant "
+"MOUSE_MODE_CONFINED]."
msgstr ""
#: doc/classes/Input.xml
@@ -32341,15 +32648,9 @@ msgstr ""
msgid "Base class of all sort of input event. See [method Node._input]."
msgstr ""
-#: doc/classes/InputEvent.xml doc/classes/InputEventJoypadButton.xml
-#: doc/classes/InputEventJoypadMotion.xml doc/classes/InputEventKey.xml
-#: doc/classes/InputEventMouse.xml doc/classes/InputEventScreenDrag.xml
-#: doc/classes/InputEventScreenTouch.xml
-#: doc/classes/InputEventWithModifiers.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/inputs/inputevent.html"
+#: doc/classes/InputEvent.xml
+msgid "InputEvent"
msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/inputs/inputevent.html"
#: doc/classes/InputEvent.xml
msgid ""
@@ -32392,8 +32693,8 @@ msgid ""
"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="
-"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
+"[code]false[/code] even if one of the action's keys is pressed. See "
+"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
@@ -32424,8 +32725,8 @@ msgid ""
"Returns [code]true[/code] if this input event is pressed. Not relevant for "
"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
-"[code]false[/code] even if one of the action's keys is pressed. See [url="
-"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
+"[code]false[/code] even if one of the action's keys is pressed. See "
+"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
@@ -32469,11 +32770,8 @@ msgid ""
msgstr ""
#: doc/classes/InputEventAction.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/inputs/inputevent.html#actions"
+msgid "InputEvent: Actions"
msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/inputs/inputevent."
-"html#actions"
#: doc/classes/InputEventAction.xml
msgid "The action's name. Actions are accessed via this [String]."
@@ -32640,17 +32938,15 @@ msgid ""
msgstr ""
#: doc/classes/InputEventMIDI.xml
-msgid ""
-"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-"
-"status-bytes"
+msgid "MIDI Message Status Byte List"
msgstr ""
#: doc/classes/InputEventMIDI.xml
-msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events"
+msgid "Wikipedia General MIDI Instrument List"
msgstr ""
#: doc/classes/InputEventMIDI.xml
-msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List"
+msgid "Wikipedia Piano Key Frequencies List"
msgstr ""
#: doc/classes/InputEventMIDI.xml
@@ -32734,17 +33030,21 @@ msgstr ""
#: doc/classes/InputEventMouse.xml
msgid ""
-"The global mouse position relative to the current [Viewport]. If used in "
-"[method Control._gui_input] and if the current [Control] is not under the "
-"mouse, moving it will not update this value."
+"When received in [method Node._input] or [method Node._unhandled_input], "
+"returns the mouse's position in the root [Viewport] using the coordinate "
+"system of the root [Viewport].\n"
+"When received in [method Control._gui_input], returns the mouse's position "
+"in the [CanvasLayer] that the [Control] is in using the coordinate system of "
+"the [CanvasLayer]."
msgstr ""
#: doc/classes/InputEventMouse.xml
msgid ""
-"The local mouse position relative to the [Viewport]. If used in [method "
-"Control._gui_input], the position is relative to the current [Control] which "
-"is under the mouse. If the current [Control] is not under the mouse, moving "
-"it will not update this value."
+"When received in [method Node._input] or [method Node._unhandled_input], "
+"returns the mouse's position in the [Viewport] this [Node] is in using the "
+"coordinate system of this [Viewport].\n"
+"When received in [method Control._gui_input], returns the mouse's position "
+"in the [Control] using the local coordinate system of the [Control]."
msgstr ""
#: doc/classes/InputEventMouseButton.xml
@@ -32755,13 +33055,6 @@ msgstr ""
msgid "Contains mouse click information. See [method Node._input]."
msgstr ""
-#: doc/classes/InputEventMouseButton.xml doc/classes/InputEventMouseMotion.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/inputs/mouse_and_input_coordinates.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/inputs/"
-"mouse_and_input_coordinates.html"
-
#: doc/classes/InputEventMouseButton.xml
msgid ""
"The mouse button identifier, one of the [enum ButtonList] button or button "
@@ -32798,9 +33091,13 @@ msgid ""
"at most. If you need more precise input reporting, call [method Input."
"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
"often as possible. If you use InputEventMouseMotion to draw lines, consider "
-"implementing [url=https://en.wikipedia.org/wiki/Bresenham"
-"%27s_line_algorithm]Bresenham's line algorithm[/url] as well to avoid "
-"visible gaps in lines if the user is moving the mouse quickly."
+"implementing [url=https://en.wikipedia.org/wiki/"
+"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
+"avoid visible gaps in lines if the user is moving the mouse quickly."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
@@ -32928,13 +33225,6 @@ msgid ""
msgstr ""
#: doc/classes/InputMap.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/inputs/inputevent.html#inputmap"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/inputs/inputevent."
-"html#inputmap"
-
-#: doc/classes/InputMap.xml
msgid ""
"Adds an [InputEvent] to an action. This [InputEvent] will trigger the action."
msgstr ""
@@ -33695,15 +33985,6 @@ msgid ""
msgstr ""
#: doc/classes/JavaScript.xml
-#, fuzzy
-msgid ""
-"$DOCS_URL/tutorials/export/exporting_for_web.html#calling-javascript-from-"
-"script"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/getting_started/workflow/export/"
-"exporting_for_web.html#calling-javascript-from-script"
-
-#: doc/classes/JavaScript.xml
msgid ""
"Creates a reference to a script function that can be used as a callback by "
"JavaScript. The reference must be kept until the callback happens, or it "
@@ -33751,6 +34032,29 @@ msgid ""
"[JavaScriptObject] for usage."
msgstr ""
+#: doc/classes/JavaScript.xml
+msgid ""
+"Returns [code]true[/code] if a new version of the progressive web app is "
+"waiting to be activated.\n"
+"[b]Note:[/b] Only relevant when exported as a Progressive Web App."
+msgstr ""
+
+#: doc/classes/JavaScript.xml
+msgid ""
+"Performs the live update of the progressive web app. Forcing the new version "
+"to be installed and the page to be reloaded.\n"
+"[b]Note:[/b] Your application will be [b]reloaded in all browser tabs[/b].\n"
+"[b]Note:[/b] Only relevant when exported as a Progressive Web App and "
+"[method pwa_needs_update] returns [code]true[/code]."
+msgstr ""
+
+#: doc/classes/JavaScript.xml
+msgid ""
+"Emitted when an update for this progressive web app has been detected but is "
+"waiting to be activated because a previous version is active. See [method "
+"pwa_update] to force the update to take place immediately."
+msgstr ""
+
#: doc/classes/JavaScriptObject.xml
msgid "A wrapper class for native JavaScript objects."
msgstr ""
@@ -33811,11 +34115,8 @@ msgid ""
msgstr ""
#: doc/classes/JNISingleton.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/platform/android/android_plugin.html"
+msgid "Creating Android plugins"
msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/plugins/editor/"
-"import_plugins.html"
#: doc/classes/Joint.xml
msgid "Base class for all 3D joints."
@@ -33830,9 +34131,8 @@ msgstr ""
#: doc/classes/Joint.xml doc/classes/RigidBody.xml doc/classes/VehicleBody.xml
#: doc/classes/VehicleWheel.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/524"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "3D Truck Town Demo"
+msgstr ""
#: doc/classes/Joint.xml
msgid ""
@@ -33909,7 +34209,11 @@ msgid ""
"[b]Note:[/b] The JSON specification does not define integer or float types, "
"but only a [i]number[/i] type. Therefore, converting a Variant to JSON text "
"will convert all numerical values to [float] types.\n"
-"Use [code]indent[/code] parameter to pretty print the output.\n"
+"The [code]indent[/code] parameter controls if and how something is indented, "
+"the string used for this parameter will be used where there should be an "
+"indent in the output, even spaces like [code]\" \"[/code] will work. "
+"[code]\\t[/code] and [code]\\n[/code] can also be used for a tab indent, or "
+"to make a newline for each indent respectively.\n"
"[b]Example output:[/b]\n"
"[codeblock]\n"
"## JSON.print(my_dictionary)\n"
@@ -33919,18 +34223,34 @@ msgid ""
"\n"
"## JSON.print(my_dictionary, \"\\t\")\n"
"{\n"
-" \"name\": \"my_dictionary\",\n"
-" \"version\": \"1.0.0\",\n"
-" \"entities\": [\n"
-" {\n"
-" \"name\": \"entity_0\",\n"
-" \"value\": \"value_0\"\n"
-" },\n"
-" {\n"
-" \"name\": \"entity_1\",\n"
-" \"value\": \"value_1\"\n"
-" }\n"
-" ]\n"
+" \"name\": \"my_dictionary\",\n"
+" \"version\": \"1.0.0\",\n"
+" \"entities\": [\n"
+" {\n"
+" \"name\": \"entity_0\",\n"
+" \"value\": \"value_0\"\n"
+" },\n"
+" {\n"
+" \"name\": \"entity_1\",\n"
+" \"value\": \"value_1\"\n"
+" }\n"
+" ]\n"
+"}\n"
+"\n"
+"## JSON.print(my_dictionary, \"...\")\n"
+"{\n"
+"...\"name\": \"my_dictionary\",\n"
+"...\"version\": \"1.0.0\",\n"
+"...\"entities\": [\n"
+"......{\n"
+".........\"name\": \"entity_0\",\n"
+".........\"value\": \"value_0\"\n"
+"......},\n"
+"......{\n"
+".........\"name\": \"entity_1\",\n"
+".........\"value\": \"value_1\"\n"
+"......}\n"
+"...]\n"
"}\n"
"[/codeblock]"
msgstr ""
@@ -34100,11 +34420,8 @@ msgid ""
msgstr ""
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/physics/kinematic_character_2d.html"
+msgid "Kinematic character (2D)"
msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/physics/"
-"kinematic_character_2d.html"
#: doc/classes/KinematicBody.xml
#, fuzzy
@@ -34356,11 +34673,8 @@ msgid ""
msgstr ""
#: doc/classes/KinematicBody2D.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/physics/using_kinematic_body_2d.html"
+msgid "Using KinematicBody2D"
msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/physics/"
-"using_kinematic_body_2d.html"
#: doc/classes/KinematicBody2D.xml
msgid ""
@@ -34792,6 +35106,10 @@ msgid ""
"lighting."
msgstr ""
+#: doc/classes/Light.xml doc/classes/SpotLight.xml
+msgid "3D lights and shadows"
+msgstr ""
+
#: doc/classes/Light.xml
#, fuzzy
msgid "Returns the value of the specified [enum Light.Param] parameter."
@@ -34999,13 +35317,6 @@ msgid ""
"[b]Note:[/b] Light2D can also be used as a mask."
msgstr ""
-#: doc/classes/Light2D.xml doc/classes/LightOccluder2D.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/2d/2d_lights_and_shadows.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/2d/2d_lights_and_shadows."
-"html"
-
#: doc/classes/Light2D.xml
msgid "The Light2D's [Color]."
msgstr ""
@@ -36854,10 +37165,6 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance2D.xml
-msgid "$DOCS_URL/tutorials/2d/2d_meshes.html"
-msgstr ""
-
-#: doc/classes/MeshInstance2D.xml
msgid "The [Mesh] that will be drawn by the [MeshInstance2D]."
msgstr ""
@@ -37096,22 +37403,6 @@ msgid ""
"provided by the user."
msgstr ""
-#: doc/classes/MultiMesh.xml doc/classes/MultiMeshInstance.xml
-#, fuzzy
-msgid ""
-"$DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish."
-"html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/3d/vertex_animation/"
-"animating_thousands_of_fish.html"
-
-#: doc/classes/MultiMesh.xml doc/classes/MultiMeshInstance.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/performance/using_multimesh.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/optimization/"
-"using_multimesh.html"
-
#: doc/classes/MultiMesh.xml
msgid ""
"Returns the visibility axis-aligned bounding box in local space. See also "
@@ -37255,13 +37546,6 @@ msgid ""
msgstr ""
#: doc/classes/MultiMeshInstance.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/3d/using_multi_mesh_instance.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/3d/"
-"using_multi_mesh_instance.html"
-
-#: doc/classes/MultiMeshInstance.xml
msgid ""
"The [MultiMesh] resource that will be used and shared among all instances of "
"the [MultiMeshInstance]."
@@ -37510,13 +37794,6 @@ msgid ""
"used to protect a critical section; however, be careful to avoid deadlocks."
msgstr ""
-#: doc/classes/Mutex.xml doc/classes/Semaphore.xml doc/classes/Thread.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/performance/threads/using_multiple_threads.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/threads/"
-"using_multiple_threads.html"
-
#: doc/classes/Mutex.xml
msgid ""
"Locks this [Mutex], blocks until it is unlocked by the current owner.\n"
@@ -37588,9 +37865,8 @@ msgstr ""
#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml
#: doc/classes/NavigationServer.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/124"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "3D Navmesh Demo"
+msgstr ""
#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
msgid ""
@@ -37627,6 +37903,11 @@ msgid ""
"etc.) are considered in the path calculation, otherwise they are ignored."
msgstr ""
+#: doc/classes/Navigation.xml
+#, fuzzy
+msgid "The cell height to use for fields."
+msgstr "メソッド呼び出しトラックで使う、呼び出しモード。"
+
#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml
msgid "The XZ plane cell size to use for fields."
msgstr ""
@@ -37655,9 +37936,8 @@ msgstr ""
#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml
#: doc/classes/NavigationPolygon.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/117"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "2D Navigation Demo"
+msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
@@ -37996,7 +38276,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The minimal amount of time for which this agent's velocities, that are "
-"computed with the collision avoidance algorithim, are safe with respect to "
+"computed with the collision avoidance algorithm, are safe with respect to "
"other agents. The larger the number, the sooner the agent will respond to "
"other agents, but the less freedom in choosing its velocities. Must be "
"positive."
@@ -38564,6 +38844,11 @@ msgstr ""
#: doc/classes/NavigationServer.xml
#, fuzzy
+msgid "Returns the map cell height."
+msgstr "グラフの終端ノードを返します。"
+
+#: doc/classes/NavigationServer.xml
+#, fuzzy
msgid ""
"Returns the normal for the point returned by [method map_get_closest_point]."
msgstr "パラメータの平方根の逆数を返します。"
@@ -38586,6 +38871,10 @@ msgid "Returns the map's up direction."
msgstr "ビットマップの寸法を返します。"
#: doc/classes/NavigationServer.xml
+msgid "Set the map cell height used to weld the navigation mesh polygons."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the map up direction."
msgstr "オーディオを停止します。"
@@ -38626,18 +38915,6 @@ msgid ""
msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
-#: doc/classes/NetworkedMultiplayerPeer.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/networking/high_level_multiplayer.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/networking/"
-"high_level_multiplayer.html"
-
-#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
-msgid "http://enet.bespin.org/usergroup0.html"
-msgstr "http://enet.bespin.org/usergroup0.html"
-
-#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"Closes the connection. Ignored if no connection is currently established. If "
"this is a server it tries to notify all clients before forcibly "
@@ -38876,9 +39153,12 @@ msgid ""
msgstr ""
#: doc/classes/NetworkedMultiplayerPeer.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/537"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "High-level multiplayer"
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid "WebRTC Signaling Demo"
+msgstr ""
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid ""
@@ -39168,16 +39448,12 @@ msgid ""
msgstr ""
#: doc/classes/Node.xml
-#, fuzzy
-msgid "$DOCS_URL/getting_started/step_by_step/nodes_and_scenes.html"
+msgid "Nodes and Scenes"
msgstr ""
-"https://docs.godotengine.org/ja/latest/getting_started/step_by_step/"
-"scenes_and_nodes.html"
#: doc/classes/Node.xml
-#, fuzzy
-msgid "https://github.com/godotengine/godot-demo-projects/"
-msgstr "https://github.com/godotengine/tps-demo"
+msgid "All Demos"
+msgstr ""
#: doc/classes/Node.xml
msgid ""
@@ -39223,7 +39499,7 @@ msgid ""
"_unhandled_key_input] are usually a better fit as they allow the GUI to "
"intercept the events first.\n"
"[b]Note:[/b] This method is only called if the node is present in the scene "
-"tree (i.e. if it's not orphan)."
+"tree (i.e. if it's not an orphan)."
msgstr ""
#: doc/classes/Node.xml
@@ -39238,7 +39514,7 @@ msgid ""
"Corresponds to the [constant NOTIFICATION_PHYSICS_PROCESS] notification in "
"[method Object._notification].\n"
"[b]Note:[/b] This method is only called if the node is present in the scene "
-"tree (i.e. if it's not orphan)."
+"tree (i.e. if it's not an orphan)."
msgstr ""
#: doc/classes/Node.xml
@@ -39251,7 +39527,7 @@ msgid ""
"Corresponds to the [constant NOTIFICATION_PROCESS] notification in [method "
"Object._notification].\n"
"[b]Note:[/b] This method is only called if the node is present in the scene "
-"tree (i.e. if it's not orphan)."
+"tree (i.e. if it's not an orphan)."
msgstr ""
#: doc/classes/Node.xml
@@ -39266,17 +39542,17 @@ msgid ""
"Usually used for initialization. For even earlier initialization, [method "
"Object._init] may be used. See also [method _enter_tree].\n"
"[b]Note:[/b] [method _ready] may be called only once for each node. After "
-"removing a node from the scene tree and adding again, [code]_ready[/code] "
-"will not be called for the second time. This can be bypassed with requesting "
-"another call with [method request_ready], which may be called anywhere "
-"before adding the node again."
+"removing a node from the scene tree and adding it again, [code]_ready[/code] "
+"will not be called a second time. This can be bypassed by requesting another "
+"call with [method request_ready], which may be called anywhere before adding "
+"the node again."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Called when an [InputEvent] hasn't been consumed by [method _input] or any "
-"GUI. The input event propagates up through the node tree until a node "
-"consumes it.\n"
+"GUI [Control] item. The input event propagates up through the node tree "
+"until a node consumes it.\n"
"It is only called if unhandled input processing is enabled, which is done "
"automatically if this method is overridden, and can be toggled with [method "
"set_process_unhandled_input].\n"
@@ -39286,14 +39562,14 @@ msgid ""
"better fit than [method _input] as they allow the GUI to intercept the "
"events first.\n"
"[b]Note:[/b] This method is only called if the node is present in the scene "
-"tree (i.e. if it's not orphan)."
+"tree (i.e. if it's not an orphan)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Called when an [InputEventKey] hasn't been consumed by [method _input] or "
-"any GUI. The input event propagates up through the node tree until a node "
-"consumes it.\n"
+"any GUI [Control] item. The input event propagates up through the node tree "
+"until a node consumes it.\n"
"It is only called if unhandled key input processing is enabled, which is "
"done automatically if this method is overridden, and can be toggled with "
"[method set_process_unhandled_key_input].\n"
@@ -39303,7 +39579,7 @@ msgid ""
"fit than [method _input] as they allow the GUI to intercept the events "
"first.\n"
"[b]Note:[/b] This method is only called if the node is present in the scene "
-"tree (i.e. if it's not orphan)."
+"tree (i.e. if it's not an orphan)."
msgstr ""
#: doc/classes/Node.xml
@@ -40015,6 +40291,18 @@ msgid ""
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 ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Emitted when a child node exits the scene tree, either because it exited on "
+"its own or because this node exited."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Emitted when the node is ready."
msgstr ""
@@ -40167,11 +40455,8 @@ msgid ""
msgstr ""
#: doc/classes/Node2D.xml doc/classes/Vector2.xml
-#, fuzzy
-msgid "https://github.com/godotengine/godot-demo-projects/tree/master/2d"
+msgid "All 2D Demos"
msgstr ""
-"https://github.com/godotengine/godot-demo-projects/tree/master/audio/"
-"generator"
#: doc/classes/Node2D.xml
msgid "Multiplies the current scale by the [code]ratio[/code] vector."
@@ -40338,9 +40623,8 @@ msgstr ""
#: doc/classes/NodePath.xml doc/classes/PackedScene.xml doc/classes/Panel.xml
#: doc/classes/PanelContainer.xml doc/classes/TileMap.xml
#: doc/classes/TileSet.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/520"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "2D Role Playing Game Demo"
+msgstr ""
#: doc/classes/NodePath.xml
msgid ""
@@ -40376,11 +40660,11 @@ msgid ""
"transforming it to a pure property path with no node name (defaults to "
"resolving from the current node).\n"
"[codeblock]\n"
-"# This will be parsed as a node path to the \"x\" property in the \"position"
-"\" node\n"
+"# This will be parsed as a node path to the \"x\" property in the "
+"\"position\" node\n"
"var node_path = NodePath(\"position:x\")\n"
-"# This will be parsed as a node path to the \"x\" component of the \"position"
-"\" property in the current node\n"
+"# This will be parsed as a node path to the \"x\" component of the "
+"\"position\" property in the current node\n"
"var property_path = node_path.get_as_property_path()\n"
"print(property_path) # :position:x\n"
"[/codeblock]"
@@ -40518,8 +40802,8 @@ msgstr "ボックスコンテナの基本クラス。"
msgid ""
"Every class which is not a built-in type inherits from this class.\n"
"You can construct Objects from scripting languages, using [code]Object.new()"
-"[/code] in GDScript, [code]new Object[/code] in C#, or the \"Construct Object"
-"\" node in VisualScript.\n"
+"[/code] in GDScript, [code]new Object[/code] in C#, or the \"Construct "
+"Object\" node in VisualScript.\n"
"Objects do not manage memory. If a class inherits from Object, you will have "
"to delete instances of it manually. To do so, call the [method free] method "
"from your script or delete the instance from C++.\n"
@@ -40553,19 +40837,12 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml doc/classes/Reference.xml doc/classes/Resource.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/best_practices/node_alternatives.html"
+msgid "When and how to avoid using nodes for everything"
msgstr ""
-"https://docs.godotengine.org/ja/latest/getting_started/workflow/"
-"best_practices/node_alternatives.html"
#: doc/classes/Object.xml
-#, fuzzy
-msgid ""
-"$DOCS_URL/tutorials/scripting/gdscript/gdscript_exports.html#advanced-exports"
+msgid "Advanced exports using _get_property_list()"
msgstr ""
-"https://docs.godotengine.org/ja/latest/getting_started/scripting/gdscript/"
-"gdscript_basics.html#dictionary"
#: doc/classes/Object.xml
msgid ""
@@ -40768,8 +41045,8 @@ msgstr ""
msgid ""
"Gets the object's property indexed by the given [NodePath]. The node path "
"should be relative to the current object and can use the colon character "
-"([code]:[/code]) to access nested properties. Examples: [code]\"position:x"
-"\"[/code] or [code]\"material:next_pass:blend_mode\"[/code].\n"
+"([code]:[/code]) to access nested properties. Examples: [code]\"position:"
+"x\"[/code] or [code]\"material:next_pass:blend_mode\"[/code].\n"
"[b]Note:[/b] Even though the method takes [NodePath] argument, it doesn't "
"support actual paths to [Node]s in the scene tree, only colon-separated sub-"
"property paths. For the purpose of nodes, use [method Node."
@@ -40896,7 +41173,7 @@ msgstr ""
#: doc/classes/Object.xml
msgid ""
"Assigns a new value to the given property. If the [code]property[/code] does "
-"not exist, nothing will happen.\n"
+"not exist or the given value's type doesn't match, nothing will happen.\n"
"[b]Note:[/b] In C#, the property name must be specified as snake_case if it "
"is defined by a built-in Godot node. This doesn't apply to user-defined "
"properties where you should use the same convention as in the C# source "
@@ -41085,6 +41362,50 @@ msgstr ""
msgid "[Occluder]s can use any primitive shape derived from [OccluderShape]."
msgstr ""
+#: doc/classes/OccluderShapePolygon.xml
+msgid "Polygon occlusion primitive for use with the [Occluder] node."
+msgstr ""
+
+#: doc/classes/OccluderShapePolygon.xml
+msgid ""
+"[OccluderShape]s are resources used by [Occluder] nodes, allowing geometric "
+"occlusion culling.\n"
+"The polygon must be a convex polygon. The polygon points can be created and "
+"deleted either in the Editor inspector or by calling "
+"[code]set_polygon_points[/code]. The points of the edges can be set by "
+"dragging the handles in the Editor viewport.\n"
+"Additionally each polygon occluder can optionally support a single hole. If "
+"you add at least three points in the Editor inspector to the hole, you can "
+"drag the edge points of the hole in the Editor viewport.\n"
+"In general, the lower the number of edges in polygons and holes, the faster "
+"the system will operate at runtime, so in most cases you will want to use 4 "
+"points for each."
+msgstr ""
+
+#: doc/classes/OccluderShapePolygon.xml
+#, fuzzy
+msgid "Sets an individual hole point position."
+msgstr "コリジョンマスクのビットを個別に返します。"
+
+#: doc/classes/OccluderShapePolygon.xml
+#, fuzzy
+msgid "Sets an individual polygon point position."
+msgstr "コリジョンマスクのビットを個別に返します。"
+
+#: doc/classes/OccluderShapePolygon.xml
+msgid "Allows changing the hole geometry from code."
+msgstr ""
+
+#: doc/classes/OccluderShapePolygon.xml
+msgid "Allows changing the polygon geometry from code."
+msgstr ""
+
+#: doc/classes/OccluderShapePolygon.xml
+msgid ""
+"Specifies whether the occluder should operate one way only, or from both "
+"sides."
+msgstr ""
+
#: doc/classes/OccluderShapeSphere.xml
msgid "Spherical occlusion primitive for use with the [Occluder] node."
msgstr ""
@@ -41614,7 +41935,16 @@ msgid ""
"OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], true, output)\n"
"[/codeblock]\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
-"Windows."
+"Windows.\n"
+"[b]Note:[/b] To execute a Windows command interpreter built-in command, "
+"specify [code]cmd.exe[/code] in [code]path[/code], [code]/c[/code] as the "
+"first argument, and the desired command as the second argument.\n"
+"[b]Note:[/b] To execute a PowerShell built-in command, specify "
+"[code]powershell.exe[/code] in [code]path[/code], [code]-Command[/code] as "
+"the first argument, and the desired command as the second argument.\n"
+"[b]Note:[/b] To execute a Unix shell built-in command, specify shell "
+"executable name in [code]path[/code], [code]-c[/code] as the first argument, "
+"and the desired command as the second argument."
msgstr ""
#: doc/classes/OS.xml
@@ -41879,8 +42209,8 @@ msgstr "指定した遷移の終端ノードを返します。"
#: doc/classes/OS.xml
msgid ""
-"Returns the given scancode as a string (e.g. Return values: [code]\"Escape"
-"\"[/code], [code]\"Shift+Escape\"[/code]).\n"
+"Returns the given scancode as a string (e.g. Return values: "
+"[code]\"Escape\"[/code], [code]\"Shift+Escape\"[/code]).\n"
"See also [member InputEventKey.scancode] and [method InputEventKey."
"get_scancode_with_modifiers]."
msgstr ""
@@ -42133,6 +42463,11 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if there is content on the clipboard."
+msgstr "与えられたノードを含むグラフの場合、[code]true[/code] を返します。"
+
+#: doc/classes/OS.xml
msgid ""
"Returns [code]true[/code] if the environment variable with the name "
"[code]variable[/code] exists.\n"
@@ -42255,6 +42590,13 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Converts a physical (US QWERTY) [code]scancode[/code] to one in the active "
+"keyboard layout.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Sets active keyboard layout.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -43225,14 +43567,12 @@ msgid ""
msgstr ""
#: doc/classes/Panel.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/516"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "2D Finite State Machine Demo"
+msgstr ""
#: doc/classes/Panel.xml doc/classes/Skeleton.xml doc/classes/SkeletonIK.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/523"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "3D Inverse Kinematics Demo"
+msgstr ""
#: doc/classes/Panel.xml
msgid "The style of this [Panel]."
@@ -43383,13 +43723,8 @@ msgid ""
msgstr ""
#: doc/classes/Particles.xml
-#, fuzzy
-msgid ""
-"$DOCS_URL/tutorials/performance/vertex_animation/"
-"controlling_thousands_of_fish.html"
+msgid "Controlling thousands of fish with Particles"
msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/3d/vertex_animation/"
-"controlling_thousands_of_fish.html"
#: doc/classes/Particles.xml
msgid ""
@@ -43509,6 +43844,10 @@ msgid ""
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "Particle systems (2D)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -44255,11 +44594,8 @@ msgstr ""
#: doc/classes/Physics2DDirectSpaceState.xml
#: doc/classes/PhysicsDirectBodyState.xml
#: doc/classes/PhysicsDirectSpaceState.xml doc/classes/RayCast.xml
-#: doc/classes/RayCast2D.xml doc/classes/World.xml doc/classes/World2D.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/physics/ray-casting.html"
+msgid "Ray-casting"
msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/physics/ray-casting.html"
#: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml
msgid "Adds a constant directional force without affecting rotation."
@@ -46853,9 +47189,8 @@ msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
#: doc/classes/TileSet.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/519"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "2D Navigation Astar Demo"
+msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
@@ -47272,6 +47607,12 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
+#, fuzzy
+msgid "Sets the currently focused item as the given [code]index[/code]."
+msgstr ""
+"与えられた[code]id[/code]を持つ点の位置[code]position[/code]を設定します。"
+
+#: doc/classes/PopupMenu.xml
msgid "Hides the [PopupMenu] when the window loses focus."
msgstr ""
@@ -48587,8 +48928,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Color of the disabled navigation geometry, visible when \"Visible Navigation"
-"\" is enabled in the Debug menu."
+"Color of the disabled navigation geometry, visible when \"Visible "
+"Navigation\" is enabled in the Debug menu."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48674,8 +49015,8 @@ msgid ""
"window is used to emulate fullscreen. On macOS, a new desktop is used to "
"display the running project.\n"
"Regardless of the platform, enabling fullscreen will change the window size "
-"to match the monitor's size. Therefore, make sure your project supports [url="
-"$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple "
+"to match the monitor's size. Therefore, make sure your project supports "
+"[url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple "
"resolutions[/url] when enabling fullscreen mode.\n"
"[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5."
msgstr ""
@@ -48763,9 +49104,9 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Text-based file extensions to include in the script editor's \"Find in Files"
-"\" feature. You can add e.g. [code]tscn[/code] if you wish to also parse "
-"your scene files, especially if you use built-in scripts which are "
+"Text-based file extensions to include in the script editor's \"Find in "
+"Files\" feature. You can add e.g. [code]tscn[/code] if you wish to also "
+"parse your scene files, especially if you use built-in scripts which are "
"serialized in the scene files."
msgstr ""
@@ -50146,12 +50487,14 @@ msgid ""
"situation, that the engine generates internally so it can be used from the "
"beginning while the traditional conditioned, optimized version of it is "
"being compiled.\n"
-"In order to save some loading time, you can use [code]Asynchronous + Cache[/"
-"code], which also causes the ubershaders to be cached into storage so they "
-"can be ready faster next time they are used (provided the platform provides "
-"support for it).\n"
-"[b]Warning:[/b] Async. compilation is currently only supported for spatial "
-"and particle materials/shaders."
+"To reduce loading times after the project has been launched at least once, "
+"you can use [code]Asynchronous + Cache[/code]. This also causes the "
+"ubershaders to be cached into storage so they can be ready faster next time "
+"they are used (provided the platform provides support for it).\n"
+"[b]Note:[/b] Asynchronous compilation is currently only supported for "
+"spatial (3D) and particle materials/shaders. CanvasItem (2D) shaders will "
+"not use asynchronous compilation even if this setting is set to "
+"[code]Asynchronous[/code] or [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50246,6 +50589,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Determines the maximum number of polygon occluders that will be used at any "
+"one time.\n"
+"Although you can have many occluders in a scene, each frame the system will "
+"choose from these the most relevant based on a screen space metric, in order "
+"to give the best overall performance.\n"
+"A greater number of polygons can potentially cull more objects, however the "
+"cost of culling calculations scales with the number of occluders."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Determines the maximum number of sphere occluders that will be used at any "
"one time.\n"
"Although you can have many occluders in a scene, each frame the system will "
@@ -50345,7 +50699,8 @@ msgstr ""
msgid ""
"The directional shadow's size in pixels. Higher values will result in "
"sharper shadows, at the cost of performance. The value will be rounded up to "
-"the nearest power of 2."
+"the nearest power of 2. This setting can be changed at run-time; the change "
+"will be applied immediately."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50766,6 +51121,12 @@ msgid ""
"pixels)."
msgstr ""
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Objects can use this signal to restrict reading of settings only to "
+"situations where a change has been made."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
msgid "General-purpose proximity detection node."
msgstr ""
@@ -50784,9 +51145,8 @@ msgstr ""
#: doc/classes/QuadMesh.xml doc/classes/Viewport.xml
#: doc/classes/ViewportTexture.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/129"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "2D in 3D Demo"
+msgstr ""
#: doc/classes/QuadMesh.xml
msgid "Offset of the generated Quad. Useful for particles."
@@ -50813,14 +51173,6 @@ msgid ""
msgstr ""
#: doc/classes/Quat.xml
-#, fuzzy
-msgid ""
-"$DOCS_URL/tutorials/3d/using_transforms.html#interpolating-with-quaternions"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/3d/using_transforms."
-"html#interpolating-with-quaternions"
-
-#: doc/classes/Quat.xml
msgid "Constructs a quaternion from the given [Basis]."
msgstr ""
@@ -50989,9 +51341,8 @@ msgid ""
msgstr ""
#: doc/classes/RandomNumberGenerator.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/math/random_number_generation.html"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/math/index.html"
+msgid "Random number generation"
+msgstr ""
#: doc/classes/RandomNumberGenerator.xml
msgid ""
@@ -51440,8 +51791,11 @@ msgid ""
msgstr ""
#: doc/classes/Rect2.xml
-msgid "Returns the area of the [Rect2]."
+#, fuzzy
+msgid "Returns the area of the [Rect2]. See also [method has_no_area]."
msgstr ""
+"要求されたサーフェスのフォーマットマスクを返します ([method "
+"add_surface_from_arrays]を参照)。"
#: doc/classes/Rect2.xml
msgid ""
@@ -51468,7 +51822,11 @@ msgid ""
msgstr ""
#: doc/classes/Rect2.xml
-msgid "Returns [code]true[/code] if the [Rect2] is flat or empty."
+msgid ""
+"Returns [code]true[/code] if the [Rect2] is flat or empty, [code]false[/"
+"code] otherwise. See also [method get_area].\n"
+"[b]Note:[/b] If the [Rect2] has a negative size and is not flat or empty, "
+"[method has_no_area] will return [code]true[/code]."
msgstr ""
#: doc/classes/Rect2.xml
@@ -51623,12 +51981,6 @@ msgid ""
msgstr ""
#: doc/classes/ReflectionProbe.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/3d/reflection_probes.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/3d/reflection_probes.html"
-
-#: doc/classes/ReflectionProbe.xml
msgid ""
"If [code]true[/code], enables box projection. This makes reflections look "
"more correct in rectangle-shaped rooms by offsetting the reflection center "
@@ -51697,7 +52049,11 @@ msgstr ""
msgid ""
"The maximum distance away from the [ReflectionProbe] an object can be before "
"it is culled. Decrease this to improve performance, especially when using "
-"the [constant UPDATE_ALWAYS] [member update_mode]."
+"the [constant UPDATE_ALWAYS] [member update_mode].\n"
+"[b]Note:[/b] The maximum reflection distance is always at least equal to the "
+"[member extents]. This means that decreasing [member max_distance] will not "
+"always cull objects from reflections, especially if the reflection probe's "
+"[member extents] are already large."
msgstr ""
#: doc/classes/ReflectionProbe.xml
@@ -52019,9 +52375,8 @@ msgid ""
msgstr ""
#: doc/classes/Resource.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/scripting/resources.html"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/i18n/locales.html"
+msgid "Resources"
+msgstr ""
#: doc/classes/Resource.xml
msgid ""
@@ -52241,6 +52596,10 @@ msgid ""
msgstr ""
#: doc/classes/ResourceImporter.xml
+msgid "Import plugins"
+msgstr ""
+
+#: doc/classes/ResourceImporter.xml
msgid "The default import order."
msgstr ""
@@ -52561,9 +52920,12 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/132"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "BBCode in RichTextLabel"
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "GUI Rich Text/BBcode Demo"
+msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
@@ -52758,9 +53120,10 @@ msgid ""
"methods when edited.\n"
"[b]Note:[/b] It is unadvised to use the [code]+=[/code] operator with "
"[code]bbcode_text[/code] (e.g. [code]bbcode_text += \"some string\"[/code]) "
-"as it replaces the whole text and can cause slowdowns. Use [method "
-"append_bbcode] for adding text instead, unless you absolutely need to close "
-"a tag that was opened in an earlier method call."
+"as it replaces the whole text and can cause slowdowns. It will also erase "
+"all BBCode that was added to stack using [code]push_*[/code] methods. Use "
+"[method append_bbcode] for adding text instead, unless you absolutely need "
+"to close a tag that was opened in an earlier method call."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -53348,14 +53711,12 @@ msgid ""
msgstr ""
#: doc/classes/RigidBody2D.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/119"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "2D Physics Platformer Demo"
+msgstr ""
#: doc/classes/RigidBody2D.xml doc/classes/Sprite.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/148"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "Instancing Demo"
+msgstr ""
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -53953,11 +54314,8 @@ msgid ""
msgstr ""
#: doc/classes/RootMotionView.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/animation/animation_tree.html#root-motion"
+msgid "Using AnimationTree - Root motion"
msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/animation/animation_tree."
-"html"
#: doc/classes/RootMotionView.xml
msgid "Path to an [AnimationTree] node to use as a basis for root motion."
@@ -54165,18 +54523,6 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/scripting/scene_tree.html"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/shading/index.html"
-
-#: doc/classes/SceneTree.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/rendering/multiple_resolutions.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/viewports/"
-"multiple_resolutions.html"
-
-#: doc/classes/SceneTree.xml
msgid ""
"Calls [code]method[/code] on each member of the given group. You can pass "
"arguments to [code]method[/code] by specifying them at the end of the method "
@@ -54636,10 +54982,6 @@ msgid ""
msgstr ""
#: doc/classes/Script.xml
-msgid "$DOCS_URL/tutorials/scripting/index.html"
-msgstr ""
-
-#: doc/classes/Script.xml
msgid "Returns [code]true[/code] if the script can be instanced."
msgstr ""
@@ -54949,16 +55291,6 @@ msgid ""
"explanation and usage, please see the tutorials linked below."
msgstr ""
-#: doc/classes/Shader.xml doc/classes/ShaderMaterial.xml
-msgid "$DOCS_URL/tutorials/shaders/index.html"
-msgstr ""
-
-#: doc/classes/Shader.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/shaders/introduction_to_shaders.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/3d/introduction_to_3d.html"
-
#: doc/classes/Shader.xml
msgid ""
"Returns the texture that is set as default for the specified parameter.\n"
@@ -55288,12 +55620,6 @@ msgid ""
msgstr ""
#: doc/classes/Skeleton2D.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/animation/2d_skeletons.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/animation/2d_skeletons.html"
-
-#: doc/classes/Skeleton2D.xml
msgid ""
"Returns a [Bone2D] from the node hierarchy parented by Skeleton2D. The "
"object to return is identified by the parameter [code]idx[/code]. Bones are "
@@ -55603,14 +55929,11 @@ msgstr ""
#: doc/classes/SoftBody.xml
msgid ""
"A deformable physics body. Used to create elastic or deformable objects such "
-"as cloth, rubber, or other flexible materials."
-msgstr ""
-
-#: doc/classes/SoftBody.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/physics/soft_body.html"
+"as cloth, rubber, or other flexible materials.\n"
+"[b]Note:[/b] There are many known bugs in [SoftBody]. Therefore, it's not "
+"recommended to use them for things that can affect gameplay (such as a "
+"player character made entirely out of soft bodies)."
msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/physics/soft_body.html"
#: doc/classes/SoftBody.xml
msgid "Returns local translation of a vertex in the surface array."
@@ -55702,17 +56025,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/3d/introduction_to_3d.html"
+msgid "Introduction to 3D"
msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/3d/introduction_to_3d.html"
#: doc/classes/Spatial.xml doc/classes/Vector3.xml
-#, fuzzy
-msgid "https://github.com/godotengine/godot-demo-projects/tree/master/3d"
+msgid "All 3D Demos"
msgstr ""
-"https://github.com/godotengine/godot-demo-projects/tree/master/audio/"
-"generator"
#: doc/classes/Spatial.xml
msgid ""
@@ -55775,11 +56093,16 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
-"Rotates itself so that the local -Z axis points towards the [code]target[/"
-"code] position.\n"
-"The transform will first be rotated around the given [code]up[/code] vector, "
-"and then fully aligned to the target by a further rotation around an axis "
-"perpendicular to both the [code]target[/code] and [code]up[/code] vectors.\n"
+"Rotates the node so that the local forward axis (-Z) points toward the "
+"[code]target[/code] position.\n"
+"The local up axis (+Y) points as close to the [code]up[/code] vector as "
+"possible while staying perpendicular to the local forward axis. The "
+"resulting transform is orthogonal, and the scale is preserved. Non-uniform "
+"scaling may not work correctly.\n"
+"The [code]target[/code] position cannot be the same as the node's position, "
+"the [code]up[/code] vector cannot be zero, and the direction from the node's "
+"position to the [code]target[/code] vector cannot be parallel to the "
+"[code]up[/code] vector.\n"
"Operations take place in global space."
msgstr ""
@@ -55920,8 +56243,8 @@ msgid ""
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
-"point numbers. Therefore, applying affine operations on the rotation \"vector"
-"\" is not meaningful."
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56018,12 +56341,6 @@ msgstr ""
"照してください。"
#: doc/classes/SpatialMaterial.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/3d/spatial_material.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/3d/spatial_material.html"
-
-#: doc/classes/SpatialMaterial.xml
msgid "Returns [code]true[/code], if the specified [enum Feature] is enabled."
msgstr "指定した [enum Feature] が有効な場合、[code]true[/code] を返します。"
@@ -57640,9 +57957,9 @@ msgstr ""
#: doc/classes/SpringArm.xml
msgid ""
-"The layers against which the collision check shall be done. See [url="
-"$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-"
-"masks]Collision layers and masks[/url] in the documentation for more "
+"The layers against which the collision check shall be done. See "
+"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
+"and-masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
@@ -57826,14 +58143,29 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
-"A color value that gets multiplied on, could be used for mood-coloring or to "
-"simulate the color of light."
+"A color value used to [i]multiply[/i] the texture's colors. Can be used for "
+"mood-coloring or to simulate the color of light.\n"
+"[b]Note:[/b] If a [member GeometryInstance.material_override] is defined on "
+"the [SpriteBase3D], the material override must be configured to take vertex "
+"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 "
+"shader's [code]fragment()[/code] function."
msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
-"The objects' visibility on a scale from [code]0[/code] fully invisible to "
-"[code]1[/code] fully visible."
+"The texture's visibility on a scale from [code]0[/code] (fully invisible) to "
+"[code]1[/code] (fully visible). [member opacity] is a multiplier for the "
+"[member modulate] color's alpha channel.\n"
+"[b]Note:[/b] If a [member GeometryInstance.material_override] is defined on "
+"the [SpriteBase3D], the material override must be configured to take vertex "
+"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 "
+"shader's [code]fragment()[/code] function."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -58213,6 +58545,53 @@ msgid ""
"encoding and decoding."
msgstr ""
+#: doc/classes/StreamPeerBuffer.xml
+msgid "Data buffer stream peer."
+msgstr ""
+
+#: doc/classes/StreamPeerBuffer.xml
+msgid ""
+"Data buffer stream peer that uses a byte array as the stream. This object "
+"can be used to handle binary data from network sessions. To handle binary "
+"data stored in files, [File] can be used directly.\n"
+"A [StreamPeerBuffer] object keeps an internal cursor which is the offset in "
+"bytes to the start of the buffer. Get and put operations are performed at "
+"the cursor position and will move the cursor accordingly."
+msgstr ""
+
+#: doc/classes/StreamPeerBuffer.xml
+msgid "Clears the [member data_array] and resets the cursor."
+msgstr ""
+
+#: doc/classes/StreamPeerBuffer.xml
+msgid ""
+"Returns a new [StreamPeerBuffer] with the same [member data_array] content."
+msgstr ""
+
+#: doc/classes/StreamPeerBuffer.xml
+#, fuzzy
+msgid "Returns the current cursor position."
+msgstr "指定された遷移を返します。"
+
+#: doc/classes/StreamPeerBuffer.xml
+#, fuzzy
+msgid "Returns the size of [member data_array]."
+msgstr "パラメータのサインを返します。"
+
+#: doc/classes/StreamPeerBuffer.xml
+msgid "Resizes the [member data_array]. This [i]doesn't[/i] update the cursor."
+msgstr ""
+
+#: doc/classes/StreamPeerBuffer.xml
+msgid ""
+"Moves the cursor to the specified position. [code]position[/code] must be a "
+"valid index of [member data_array]."
+msgstr ""
+
+#: doc/classes/StreamPeerBuffer.xml
+msgid "The underlying data buffer. Setting this value resets the cursor."
+msgstr ""
+
#: doc/classes/StreamPeerSSL.xml
msgid "SSL stream peer."
msgstr ""
@@ -58369,13 +58748,6 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/getting_started/scripting/gdscript/"
-"gdscript_format_string.html"
-
-#: doc/classes/String.xml
msgid "Constructs a new String from the given [bool]."
msgstr ""
@@ -58651,7 +59023,12 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Hashes the string and returns a 32-bit integer."
+msgid ""
+"Returns the 32-bit hash value representing the string's contents.\n"
+"[b]Note:[/b] [String]s with equal content will always produce identical hash "
+"values. However, the reverse is not true. Returning identical hash values "
+"does [i]not[/i] imply the strings are equal, because different strings can "
+"have identical hash values due to hash collisions."
msgstr ""
#: doc/classes/String.xml
@@ -58700,10 +59077,10 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns a copy of the string with lines indented with [code]prefix[/code].\n"
-"For example, the string can be indented with two tabs using [code]\"\\t\\t"
-"\"[/code], or four spaces using [code]\" \"[/code]. The prefix can be any "
-"string so it can also be used to comment out strings with e.g. [code]\"# \"[/"
-"code]. See also [method dedent] to remove indentation.\n"
+"For example, the string can be indented with two tabs using "
+"[code]\"\\t\\t\"[/code], or four spaces using [code]\" \"[/code]. The "
+"prefix can be any string so it can also be used to comment out strings with "
+"e.g. [code]\"# \"[/code]. See also [method dedent] to remove indentation.\n"
"[b]Note:[/b] Empty lines are kept empty."
msgstr ""
@@ -59068,12 +59445,27 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Converts a string containing a decimal number into a [code]float[/code]."
+"Converts a string containing a decimal number into a [code]float[/code]. The "
+"method will stop on the first non-number character except the first [code].[/"
+"code] (decimal point), and [code]e[/code] which is used for exponential.\n"
+"[codeblock]\n"
+"print(\"12.3\".to_float()) # 12.3\n"
+"print(\"1.2.3\".to_float()) # 1.2\n"
+"print(\"12ab3\".to_float()) # 12\n"
+"print(\"1e3\".to_float()) # 1000\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid ""
-"Converts a string containing an integer number into an [code]int[/code]."
+"Converts a string containing an integer number into an [code]int[/code]. The "
+"method will remove any non-number character and stop if it encounters a "
+"[code].[/code].\n"
+"[codeblock]\n"
+"print(\"123\".to_int()) # 123\n"
+"print(\"a1b2c3\".to_int()) # 123\n"
+"print(\"1.2.3\".to_int()) # 1\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -61508,10 +61900,6 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
-msgid "$DOCS_URL/tutorials/ui/gui_skinning.html"
-msgstr ""
-
-#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -61612,12 +62000,11 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
-"code]."
+"code]. If such item does not exist and [member default_font] is set on the "
+"theme, the default font will be returned."
msgstr ""
-"配列に [code]value[/code] が含まれていれば [code]true[/code] を返します。"
#: doc/classes/Theme.xml
msgid ""
@@ -61907,11 +62294,12 @@ msgid ""
msgstr ""
#: doc/classes/Thread.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/performance/threads/thread_safe_apis.html"
+msgid "Using multiple threads"
+msgstr ""
+
+#: doc/classes/Thread.xml
+msgid "Thread-safe APIs"
msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/threads/thread_safe_apis."
-"html"
#: doc/classes/Thread.xml
msgid ""
@@ -61986,15 +62374,12 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml doc/classes/TileSet.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/2d/using_tilemaps.html"
+msgid "Using Tilemaps"
msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/2d/using_tilemaps.html"
#: doc/classes/TileMap.xml doc/classes/TileSet.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/111"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "2D Hexagonal Demo"
+msgstr ""
#: doc/classes/TileMap.xml
msgid "Clears all cells."
@@ -62587,7 +62972,12 @@ msgid "Sets the tile's material."
msgstr ""
#: doc/classes/TileSet.xml
-msgid "Sets the tile's modulation color."
+msgid ""
+"Sets the tile's modulation color.\n"
+"[b]Note:[/b] Modulation is performed by setting the tile's vertex color. To "
+"access this in a shader, use [code]COLOR[/code] rather than [code]MODULATE[/"
+"code] (which instead accesses the [TileMap]'s [member CanvasItem.modulate] "
+"property)."
msgstr ""
#: doc/classes/TileSet.xml
@@ -63423,17 +63813,6 @@ msgid ""
"map a string to another string."
msgstr ""
-#: doc/classes/Translation.xml doc/classes/TranslationServer.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/i18n/internationalizing_games.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/i18n/"
-"internationalizing_games.html"
-
-#: doc/classes/Translation.xml doc/classes/TranslationServer.xml
-msgid "$DOCS_URL/tutorials/i18n/locales.html"
-msgstr ""
-
#: doc/classes/Translation.xml
msgid "Virtual method to override [method get_message]."
msgstr ""
@@ -63550,7 +63929,8 @@ msgstr ""
#: doc/classes/Tree.xml
msgid ""
-"Creates an item in the tree and adds it as a child of [code]parent[/code].\n"
+"Creates an item in the tree and adds it as a child of [code]parent[/code], "
+"which can be either a valid [TreeItem] or [code]null[/code].\n"
"If [code]parent[/code] is [code]null[/code], the root item will be the "
"parent, or the new item will be the root itself if the tree is empty.\n"
"The new item will be the [code]idx[/code]th child of parent, or it will be "
@@ -63575,6 +63955,12 @@ msgid ""
msgstr ""
#: doc/classes/Tree.xml
+#, fuzzy
+msgid ""
+"Returns the button id at [code]position[/code], or -1 if no button is there."
+msgstr "点 [code]point[/code] から平面上の点への直交投影を返します。"
+
+#: doc/classes/Tree.xml
msgid ""
"Returns the column index at [code]position[/code], or -1 if no item is there."
msgstr ""
@@ -63624,9 +64010,9 @@ msgstr "現在点プールにある点の数を返します。"
#: doc/classes/Tree.xml
msgid ""
-"Returns the rectangle area for the specified item. If [code]column[/code] is "
-"specified, only get the position and size of that column, otherwise get the "
-"rectangle containing all columns."
+"Returns the rectangle area for the specified [TreeItem]. If [code]column[/"
+"code] is specified, only get the position and size of that column, otherwise "
+"get the rectangle containing all columns."
msgstr ""
#: doc/classes/Tree.xml
@@ -63637,8 +64023,8 @@ msgstr ""
#: doc/classes/Tree.xml
msgid ""
-"Returns the next selected item after the given one, or [code]null[/code] if "
-"the end is reached.\n"
+"Returns the next selected [TreeItem] after the given one, or [code]null[/"
+"code] if the end is reached.\n"
"If [code]from[/code] is [code]null[/code], this returns the first selected "
"item."
msgstr ""
@@ -63679,7 +64065,7 @@ msgstr ""
#: doc/classes/Tree.xml
#, fuzzy
-msgid "Causes the [Tree] to jump to the specified item."
+msgid "Causes the [Tree] to jump to the specified [TreeItem]."
msgstr "指定された入力に接続されているノードを切断します。"
#: doc/classes/Tree.xml
@@ -64048,11 +64434,10 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
-"code]. The [code]button_idx[/code] index is used to identify the button when "
-"calling other methods. 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 be [code]disabled[/code] and "
-"have a [code]tooltip[/code]."
+"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 "
+"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
@@ -64089,12 +64474,30 @@ msgstr ""
"定します。"
#: doc/classes/TreeItem.xml
+#, fuzzy
+msgid ""
+"Returns the button index if there is a button with id [code]id[/code] in "
+"column [code]column[/code], otherwise returns -1."
+msgstr ""
+"インデックス [code]bus_idx[/code] のバスの音量を [code]volume_db[/code] に設"
+"定します。"
+
+#: 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 ""
#: doc/classes/TreeItem.xml
+#, fuzzy
+msgid ""
+"Returns the id for the button at index [code]button_idx[/code] in column "
+"[code]column[/code]."
+msgstr ""
+"インデックス [code]bus_idx[/code] のバスの音量を [code]volume_db[/code] に設"
+"定します。"
+
+#: doc/classes/TreeItem.xml
msgid ""
"Returns the tooltip string for the button at index [code]button_idx[/code] "
"in column [code]column[/code]."
@@ -65452,12 +65855,6 @@ msgid ""
"should be created to lock it if multi-threaded access is desired."
msgstr ""
-#: doc/classes/Variant.xml
-#, fuzzy
-msgid "$DOCS_URL/development/cpp/variant_class.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/development/cpp/variant_class.html"
-
#: doc/classes/VBoxContainer.xml
msgid "Vertical box container."
msgstr ""
@@ -65484,8 +65881,7 @@ msgid ""
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
-msgid ""
-"https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab"
+msgid "3Blue1Brown Essence of Linear Algebra"
msgstr ""
#: doc/classes/Vector2.xml
@@ -66154,6 +66550,15 @@ msgid ""
"body roll."
msgstr ""
+#: doc/classes/VFlowContainer.xml
+#, fuzzy
+msgid "Vertical flow container."
+msgstr "ボックスコンテナの基本クラス。"
+
+#: doc/classes/VFlowContainer.xml
+msgid "Vertical version of [FlowContainer]."
+msgstr ""
+
#: doc/classes/VideoPlayer.xml
msgid "Control for playing video streams."
msgstr ""
@@ -66365,28 +66770,24 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "$DOCS_URL/tutorials/rendering/index.html"
+msgid "Viewports tutorial index"
msgstr ""
#: doc/classes/Viewport.xml doc/classes/ViewportTexture.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/128"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "3D in 2D Demo"
+msgstr ""
#: doc/classes/Viewport.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/130"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "Screen Capture Demo"
+msgstr ""
#: doc/classes/Viewport.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/541"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "Dynamic Split Screen Demo"
+msgstr ""
#: doc/classes/Viewport.xml doc/classes/ViewportTexture.xml
-#, fuzzy
-msgid "https://godotengine.org/asset-library/asset/586"
-msgstr "https://docs.godotengine.org/ja/latest/tutorials/vr/index.html"
+msgid "3D Viewport Scaling Demo"
+msgstr ""
#: doc/classes/Viewport.xml
msgid ""
@@ -66414,7 +66815,9 @@ msgid "Returns the topmost modal in the stack."
msgstr "[AudioStream] の位置を返します。"
#: doc/classes/Viewport.xml
-msgid "Returns the mouse position relative to the viewport."
+msgid ""
+"Returns the mouse's position in this [Viewport] using the coordinate system "
+"of this [Viewport]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66510,7 +66913,9 @@ msgid "Forces update of the 2D and 3D worlds."
msgstr ""
#: doc/classes/Viewport.xml
-msgid "Warps the mouse to a position relative to the viewport."
+msgid ""
+"Moves the mouse pointer to the specified position in this [Viewport] using "
+"the coordinate system of this [Viewport]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -67245,13 +67650,6 @@ msgid ""
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/getting_started/scripting/"
-"visual_script/index.html"
-
-#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Add a custom signal with the specified name to the VisualScript."
msgstr ""
@@ -69060,13 +69458,6 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/performance/using_servers.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/optimization/using_servers."
-"html"
-
-#: doc/classes/VisualServer.xml
msgid "Sets images to be rendered in the window margin."
msgstr ""
@@ -69504,8 +69895,8 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
-"Color displayed for clear areas of the scene (if using Custom color or Color"
-"+Sky background modes)."
+"Color displayed for clear areas of the scene (if using Custom color or "
+"Color+Sky background modes)."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -69779,7 +70170,10 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns [code]true[/code] if changes have been made to the VisualServer's "
-"data. [method draw] is usually called if this happens."
+"data. [method draw] is usually called if this happens.\n"
+"As changes are registered as either high or low priority (e.g. dynamic "
+"shaders), this function takes an optional argument to query either low or "
+"high priority changes, or any changes."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -72125,6 +72519,22 @@ msgstr ""
msgid "Performs a 3x3 blur on the SSAO output. Use this for smoothest SSAO."
msgstr ""
+#: doc/classes/VisualServer.xml
+msgid ""
+"Used to query for any changes that request a redraw, whatever the priority."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Registered changes which have low priority can be optionally prevented from "
+"causing editor redraws. Examples might include dynamic shaders (typically "
+"using the [code]TIME[/code] built-in)."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Registered changes which can cause a redraw default to high priority."
+msgstr ""
+
#: doc/classes/VisualShader.xml
msgid "A custom shader program with a visual editor."
msgstr ""
@@ -72224,12 +72634,6 @@ msgid ""
msgstr ""
#: doc/classes/VisualShaderNode.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/shaders/visual_shaders.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/shading/visual_shaders.html"
-
-#: doc/classes/VisualShaderNode.xml
msgid ""
"Returns an [Array] containing default values for all of the input ports of "
"the node in the form [code][index0, value0, index1, value1, ...][/code]."
@@ -72686,13 +73090,6 @@ msgid ""
msgstr ""
#: doc/classes/VisualShaderNodeCustom.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/plugins/editor/visual_shader_plugins.html"
-msgstr ""
-"https://docs.godotengine.org/ja/latest/tutorials/plugins/editor/"
-"visual_shader_plugins.html"
-
-#: doc/classes/VisualShaderNodeCustom.xml
msgid ""
"Override this method to define the category of the associated custom node in "
"the Visual Shader Editor's members dialog. The path may look like "
@@ -73032,16 +73429,9 @@ msgid ""
msgstr ""
#: doc/classes/VisualShaderNodeInput.xml
-#, fuzzy
-msgid "$DOCS_URL/tutorials/shaders/shader_reference/index.html"
-msgstr ""
-"https://docs.godotengine.org/ja/stable/tutorials/shading/shading_reference/"
-"index.html"
-
-#: doc/classes/VisualShaderNodeInput.xml
msgid ""
-"One of the several input constants in lower-case style like: \"vertex"
-"\"([code]VERTEX[/code]) or \"point_size\"([code]POINT_SIZE[/code])."
+"One of the several input constants in lower-case style like: "
+"\"vertex\"([code]VERTEX[/code]) or \"point_size\"([code]POINT_SIZE[/code])."
msgstr ""
#: doc/classes/VisualShaderNodeIs.xml
@@ -73090,8 +73480,8 @@ msgstr ""
#: doc/classes/VisualShaderNodeOutput.xml
msgid ""
-"This visual shader node is present in all shader graphs in form of \"Output"
-"\" block with multiple output value ports."
+"This visual shader node is present in all shader graphs in form of "
+"\"Output\" block with multiple output value ports."
msgstr ""
#: doc/classes/VisualShaderNodeScalarClamp.xml
@@ -74801,11 +75191,11 @@ msgid ""
"signals is the same id as used in [member ARVRController.controller_id].\n"
"You can use one or all of these methods to allow your game or app to support "
"a wider or narrower set of devices and input methods, or to allow more "
-"advanced interations with more advanced devices."
+"advanced interactions with more advanced devices."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "https://www.snopekgames.com/blog/2020/how-make-vr-game-webxr-godot"
+msgid "How to make a VR game for WebXR with Godot"
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -74829,6 +75219,14 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"Returns the target ray mode for the given [code]controller_id[/code].\n"
+"This can help interpret the input coming from that controller. See "
+"[url=https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource/"
+"targetRayMode]XRInputSource.targetRayMode[/url] for more information."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Checks if the given [code]session_mode[/code] is supported by the user's "
"browser.\n"
"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
@@ -74934,15 +75332,15 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
-"Emitted after one of the \"controllers\" has finished its \"primary action"
-"\".\n"
+"Emitted after one of the \"controllers\" has finished its \"primary "
+"action\".\n"
"Use [method get_controller] to get more information about the controller."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
-"Emitted when one of the \"controllers\" has finished its \"primary action"
-"\".\n"
+"Emitted when one of the \"controllers\" has finished its \"primary "
+"action\".\n"
"Use [method get_controller] to get more information about the controller."
msgstr ""
@@ -75007,6 +75405,24 @@ msgstr ""
msgid "Emitted when [member visibility_state] has changed."
msgstr "[member frame] が変更されたときに発信されます。"
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid "We don't know the the target ray mode."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"Target ray originates at the viewer's eyes and points in the direction they "
+"are looking."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid "Target ray from a handheld pointer, most likely a VR touch controller."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid "Target ray from touch screen, mouse or other tactile input device."
+msgstr ""
+
#: doc/classes/WindowDialog.xml
#, fuzzy
msgid "Base class for window dialogs."