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Diffstat (limited to 'doc/translations/ko.po')
-rw-r--r-- | doc/translations/ko.po | 379 |
1 files changed, 284 insertions, 95 deletions
diff --git a/doc/translations/ko.po b/doc/translations/ko.po index e3dd797c36..a30a93f652 100644 --- a/doc/translations/ko.po +++ b/doc/translations/ko.po @@ -535,7 +535,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -1266,7 +1266,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -28563,7 +28563,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -31194,7 +31194,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -34946,12 +34957,18 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." -msgstr "" +#, fuzzy +msgid "Returns the number of surface override materials." +msgstr "두 벡터의 나머지를 반환합니다." #: doc/classes/MeshInstance.xml msgid "" @@ -34987,7 +35004,10 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -35786,6 +35806,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -35832,6 +35855,9 @@ msgstr "매개변수의 사인 값을 반환합니다." #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -35875,6 +35901,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -35894,6 +35923,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -36029,11 +36061,47 @@ msgid "Destroys the given RID." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" @@ -36149,6 +36217,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "매개변수의 사인 값을 반환합니다." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "매개변수의 사인 값을 반환합니다." @@ -36361,20 +36446,40 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding. To change an actor's pathfinding radius " +"bake [NavigationMesh] resources with a different [member NavigationMesh." +"agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -36591,6 +36696,16 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml +msgid "" +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." +msgstr "" + +#: doc/classes/NavigationMesh.xml msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" @@ -36761,7 +36876,15 @@ msgid "" "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " -"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml @@ -38768,13 +38891,19 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -38786,7 +38915,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -38796,15 +38928,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -40517,6 +40655,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -46038,7 +46180,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -49614,20 +49767,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49635,19 +49796,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49679,14 +49849,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" -"code], so asynchronous compilation can be disabled for mobile.\n" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" @@ -54377,24 +54555,23 @@ msgid "" "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" -"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " -"by default are executed one after another. You can create a sequence by " -"appending [Tweener]s to the [SceneTreeTween]. Animating something with a " -"[Tweener] is called tweening. Example tweening sequence looks like this:\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink " -"and finally the [method Node.queue_free] is called to remove the sprite. See " -"methods [method tween_property], [method tween_interval], [method " -"tween_callback] and [method tween_method] for more usage information.\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set different transition type in the above " -"example, you can do:\n" +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." @@ -54403,8 +54580,9 @@ msgid "" "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Most of the [SceneTreeTween] methods can be chained this way too. In this " -"example the [SceneTreeTween] is bound and have set a default transition:\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" @@ -54412,16 +54590,16 @@ msgid "" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" -"Another interesting use for [SceneTreeTween]s is animating arbitrary set of " +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " @@ -54433,7 +54611,7 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " -"immediately after it was created." +"immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54463,21 +54641,24 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" -"Processes the [SceneTreeTween] by given [code]delta[/code] value, in " -"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " -"it manually. Can also be used to end the [SceneTreeTween] animation " -"immediately, by using [code]delta[/code] longer than the whole duration.\n" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" -"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " -"you can call [method stop] after the step, to keep it and reset." +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." -"e. time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." @@ -54513,11 +54694,10 @@ msgstr "" msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " -"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " -"[SceneTreeTween] might become invalid when it has finished tweening or was " -"killed, also when created with [code]Tween.new()[/code]. Invalid " -"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " -"them. You can however still use [method interpolate_value]." +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54557,16 +54737,15 @@ msgstr "" msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" -"Calling this method without arguments will make the [SceneTreeTween] run " -"infinitely, until it is either killed by [method kill] or by freeing bound " -"node, or all the animated objects have been freed (which makes further " +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " -"with no delay or [PropertyTweener] with invalid node) are equivalent to " -"infinite [code]while[/code] loops and will freeze your game. If a " -"[SceneTreeTween]'s lifetime depends on some node, always use [method " -"bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -54628,10 +54807,10 @@ msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " -"delays in the tween animation, as an alternative for using the delay in " -"other [Tweener]s or when there's no animation (in which case the " -"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " -"interval, in seconds.\n" +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" @@ -54685,8 +54864,8 @@ msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " -"seconds. The initial value by default is a value at the time the tweening of " -"the [PropertyTweener] start. For example:\n" +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" @@ -54717,16 +54896,15 @@ msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" -"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " -"is emitted, but it doesn't happen immediately, but on the next processing " -"frame. Calling [method stop] inside the signal callback will preserve the " -"[SceneTreeTween]." +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " -"loop index. This signal is not emitted after final loop, use [signal " +"loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." msgstr "" @@ -54734,7 +54912,7 @@ msgstr "" msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " -"running parallelly." +"running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml @@ -58704,11 +58882,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"True\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"False\"\n" -"print(\"L\".is_valid_int()) # Prints \"False\"\n" -"print(\"+3\".is_valid_int()) # Prints \"True\"\n" -"print(\"-12\".is_valid_int()) # Prints \"True\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -63590,7 +63768,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml |