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-rw-r--r--doc/translations/ko.po3798
1 files changed, 3018 insertions, 780 deletions
diff --git a/doc/translations/ko.po b/doc/translations/ko.po
index c6e5552649..a744804896 100644
--- a/doc/translations/ko.po
+++ b/doc/translations/ko.po
@@ -6,19 +6,24 @@
# Doyun Kwon <caen4516@gmail.com>, 2020.
# Pierre Stempin <pierre.stempin@gmail.com>, 2020.
# Yungjoong Song <yungjoong.song@gmail.com>, 2020.
-# Myeongjin Lee <aranet100@gmail.com>, 2021.
+# Myeongjin Lee <aranet100@gmail.com>, 2021, 2022.
# H-S Kim <heennavi@gmail.com>, 2021.
# moolow <copyhyeon@gmail.com>, 2021.
# Jaemin Park <ppparkje@naver.com>, 2021.
# dewcked <dewcked@protonmail.ch>, 2021.
# 신동규 <rlsl0422@gmail.com>, 2021.
# whatthesamuel <alex01763@gmail.com>, 2021.
+# 한수현 <shh1473@ajou.ac.kr>, 2022.
+# vrSono <global.sonogong@gmail.com>, 2022.
+# 김태우 <ogosengi3@gmail.com>, 2022.
+# 이지민 <jiminaleejung@gmail.com>, 2022.
+# nulltable <un5450@naver.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: 2021-11-19 08:44+0000\n"
-"Last-Translator: Myeongjin Lee <aranet100@gmail.com>\n"
+"PO-Revision-Date: 2022-09-26 05:24+0000\n"
+"Last-Translator: nulltable <un5450@naver.com>\n"
"Language-Team: Korean <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/ko/>\n"
"Language: ko\n"
@@ -26,11 +31,11 @@ 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 4.9.1-dev\n"
+"X-Generator: Weblate 4.14.1\n"
#: doc/tools/make_rst.py
msgid "Description"
-msgstr "설명"
+msgstr "서술"
#: doc/tools/make_rst.py
msgid "Tutorials"
@@ -69,69 +74,72 @@ msgid "Method Descriptions"
msgstr "메서드 설명"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "Theme Property Descriptions"
-msgstr "속성 설명"
+msgstr "테마 속성 설명"
#: doc/tools/make_rst.py
msgid "Inherits:"
-msgstr ""
+msgstr "상속:"
#: doc/tools/make_rst.py
msgid "Inherited By:"
-msgstr ""
+msgstr "파생:"
#: doc/tools/make_rst.py
msgid "(overrides %s)"
-msgstr ""
+msgstr "(%s를 덮어씀)"
#: doc/tools/make_rst.py
msgid "Default"
-msgstr ""
+msgstr "기본값"
#: doc/tools/make_rst.py
msgid "Setter"
-msgstr ""
+msgstr "Setter"
#: doc/tools/make_rst.py
msgid "value"
-msgstr ""
+msgstr "값"
#: 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 ""
+msgstr "이 메서드는 일반적으로 사용자가 재정의해야 영향을 미칩니다."
#: doc/tools/make_rst.py
msgid ""
"This method has no side effects. It doesn't modify any of the instance's "
"member variables."
-msgstr ""
+msgstr "이 메서드는 인스턴스의 멤버변수를 수정하지 않습니다."
#: doc/tools/make_rst.py
msgid ""
"This method accepts any number of arguments after the ones described here."
msgstr ""
+"이 메서드는 여기 설명된 인수 뒤에 얼마든지 많은 인수를 받을 수 있습니다."
#: doc/tools/make_rst.py
msgid "This method is used to construct a type."
-msgstr ""
+msgstr "이 메서드는 타입을 만드는 데 사용됩니다."
#: 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 ""
+"이 메서드의 호출에는 인스턴스가 필요 없기 때문에 클래스 이름을 통해 직접 호출"
+"될 수 있습니다."
#: doc/tools/make_rst.py
msgid ""
"This method describes a valid operator to use with this type as left-hand "
"operand."
msgstr ""
+"이 메서드는 이 타입을 왼쪽 피연산자로 사용하는 유효한 연산자를 알려줍니다."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Built-in GDScript functions."
@@ -186,7 +194,6 @@ msgstr ""
"지원하는 색 이름은 [Color]에서 정의한 상수와 같다."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the absolute value of parameter [code]s[/code] (i.e. positive "
"value).\n"
@@ -194,13 +201,12 @@ msgid ""
"a = abs(-1) # a is 1\n"
"[/codeblock]"
msgstr ""
-"[code]s[/code] 매개변수의 절대값을 리턴한다(즉, 양수 값)\n"
+"매개변수 [code]s[/code]의 절대값을 리턴한다(즉, 양수 값)\n"
"[codeblock]\n"
"a = abs(-1) # a 는 1\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the arc cosine of [code]s[/code] in radians. Use to get the angle of "
"cosine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and "
@@ -211,15 +217,16 @@ msgid ""
"c = acos(0.866025)\n"
"[/codeblock]"
msgstr ""
-"[code]s[/code]의 arc cosine 값을 래디언으로 리턴한다. [code]s[/code]의 코사"
-"인 각도를 얻고 싶으면 다음과 같이 사용한다.\n"
+"[code]s[/code]의 arc cosine 값을 라디안으로 반환한다. 코사인[code]s[/code]의 "
+"각도를 얻기 위해 사용한다. [code]s[/code]는 [code]-1.0[/code] 이상 "
+"[code]1.0[/code] 이하이어야 한다. 그렇지 않으면 [method acos]는 [constance "
+"NAN]을 반환한다.\n"
"[codeblock]\n"
"# c 는 0.523599 또는 rad2deg(s) 을 사용하여 변환하면 30 도\n"
"c = acos(0.866025)\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the arc sine of [code]s[/code] in radians. Use to get the angle of "
"sine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and "
@@ -230,15 +237,16 @@ msgid ""
"s = asin(0.5)\n"
"[/codeblock]"
msgstr ""
-"[code]s[/code]의 arc sine 값을 래디언으로 리턴한다. [code]s[/code]의 코사인 "
-"각도를 얻고 싶으면 다음과 같이 사용한다.\n"
+"[code]s[/code]의 arc sine 값을 라디안으로 반환한다. 사인[code]s[/code]의 각도"
+"를 얻기 위해 사용한다. [code]s[/code]는 [code]-1.0[/code]이상 [code]1.0[/"
+"code]이하 이어야 한다. 그렇지 않으면 [method asin]은 [constant NAN]을 반환한"
+"다.\n"
"[codeblock]\n"
"# s 는 0.523599 또는 rad2deg(s) 을 사용하여 변환하면 30 도\n"
"a = acos(0.5)\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Asserts that the [code]condition[/code] is [code]true[/code]. If the "
"[code]condition[/code] is [code]false[/code], an error is generated. When "
@@ -265,13 +273,17 @@ msgid ""
"[/codeblock]"
msgstr ""
"[code]condition[/code] 이 [code]true[/code] 인지 확인한다. [code]condition[/"
-"code] 이 [code]false[/code] 이면, 오류가 발생하고 사용자가 다시 시작할 때까"
-"지 프로그램이 정지된다. 디버그 빌드나 에디터에서 게임이 실행될 때만 실행된"
-"다. 디버깅 목적으로만 사용하고, 개발 중에 상태가 [code]true[/code] 인지 확인"
-"할 수 있게 한다.\n"
-"옵션으로 [code]message[/code] 인수를 넣으면 \"Assertion failed\" 메시지를 보"
-"여준다. assertion이 실패한 원인에 대한 추가적인 상세 정보를 제공하려면 이것"
-"을 사용하면 된다.\n"
+"code] 이 [code]false[/code] 이면 오류가 발생한다. 에디터에서 실행한 경우, 실"
+"행 중인 프로젝트는 사용자가 재개할 때까지 정지된다. 이것은 프로젝트 개발자나 "
+"애드온 사용자에게 [method push_error]보다 더 강한 방식으로 오류를 알리는 데 "
+"사용될 수 있다. \n"
+"[b]주의:[/b] 성능을 위해, [method assert]의 코드는 디버그 빌드나 프로젝트를 "
+"에디터에서 실행한 경우에만 수행된다. [method assert] 호출에 따라 작업 내용이 "
+"달라지는 코드를 작성해서는 안 된다. 그렇지 않으면, 릴리즈 모드로 내보낸 프로"
+"젝트가 다르게 작동할 것이다.\n"
+"옵션으로 [code]message[/code] 인수를 넣으면, 기본 \"Assertion failed\" 메시지"
+"에 추가로 표시된다. assertion이 실패한 원인에 대한 추가적인 상세 정보를 제공"
+"하려면 이것을 사용하면 된다.\n"
"[codeblock]\n"
"# 항상 속도가 0에서 20 사이이길 원한다면\n"
"speed = -10\n"
@@ -354,6 +366,13 @@ msgid ""
"[/codeblock]\n"
"See also [method floor], [method round], [method stepify], and [int]."
msgstr ""
+"[code]s[/code]를 올림하여, [code]s[/code]보다 작지 않은 가장 작은 정수를 반"
+"환.\n"
+"[codeblock]\n"
+"a = ceil(1.45) # a 는 2.0\n"
+"a = ceil(1.001) # a 는 2.0\n"
+"[/codeblock]\n"
+"관련 정보 [method floor], [method round], [method stepify], [int]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -366,6 +385,13 @@ msgid ""
"[/codeblock]\n"
"This is the inverse of [method ord]."
msgstr ""
+"유니코드 값(ASCII코드와 호환됨)에 해당하는 문자를 String으로 반환.\n"
+"[codeblock]\n"
+"a = char(65) # a 는 \"A\"\n"
+"a = char(65 + 32) # a 는 \"a\"\n"
+"a = char(8364) # a 는 \"€\"\n"
+"[/codeblock]\n"
+"[method ord]와 반대의 기능을 하는 함수이다."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -377,6 +403,13 @@ msgid ""
"a = clamp(15, 1, 20) # a is 15\n"
"[/codeblock]"
msgstr ""
+"[code]value[/code]의 범위를 제한하여 [code]min[/code]보다 작지 않고, "
+"[code]max[/code]보다 크지 않은 값을 반환.\n"
+"[codeblock]\n"
+"a = clamp(1000, 1, 20) # a 는 20\n"
+"a = clamp(-10, 1, 20) # a 는 1\n"
+"a = clamp(15, 1, 20) # a 는 15\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -391,9 +424,18 @@ msgid ""
"print(a.length())\n"
"[/codeblock]"
msgstr ""
+"타입을 변환하는 함수. [code]type[/code] 매개변수는 [enum Variant.Type] 의 값"
+"을 받음.\n"
+"[codeblock]\n"
+"a = Vector2(1, 0)\n"
+"# 1이 출력됨\n"
+"print(a.length())\n"
+"a = convert(a, TYPE_STRING)\n"
+"# \"(1, 0)\"문자열의 길이가 6이기 때문에 6이 출력됨\n"
+"print(a.length())\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the cosine of angle [code]s[/code] in radians.\n"
"[codeblock]\n"
@@ -401,34 +443,31 @@ msgid ""
"a = cos(PI) # a is -1.0\n"
"[/codeblock]"
msgstr ""
-"[code]s[/code] 매개변수의 절대값을 리턴한다(즉, 양수 값)\n"
+"라디안 각도 [code]s[/code] 의 코사인을 반환.\n"
"[codeblock]\n"
-"# a 는 1\n"
-"a = abs(-1)\n"
+"a = cos(TAU) # a 는 1.0\n"
+"a = cos(PI) # a 는 -1.0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the hyperbolic cosine of [code]s[/code] in radians.\n"
"[codeblock]\n"
"print(cosh(1)) # Prints 1.543081\n"
"[/codeblock]"
msgstr ""
-"[code]s[/code] 매개변수의 절대값을 리턴한다(즉, 양수 값)\n"
+"라디안 각도 [code]s[/code]의 쌍곡코사인(hyperbolic cosine)을 반환.\n"
"[codeblock]\n"
-"# a 는 1\n"
-"a = abs(-1)\n"
+"print(cosh(1)) # 1.543081이 출력됨\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid "Converts from decibels to linear energy (audio)."
msgstr "데시벨에서 선형 에너지(오디오)로 변환합니다."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Deprecated alias for [method step_decimals]."
-msgstr ""
+msgstr "[method step_decimals]의 더 이상 사용되지 않는 별칭."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -440,11 +479,18 @@ msgid ""
"a = dectime(60, 10, 0.1)) # a is 59.0\n"
"[/codeblock]"
msgstr ""
+"[b]주의:[/b] [code]dectime[/code] 는 더 이상 사용되지 않으며 Godot 4.0에서 삭"
+"제될 것 입니다. 대신, [method move_toward]를 사용하세요.\n"
+"[code]value[/code]에서 [code]step[/code] * [code]amount[/code]를 뺀 값을 반"
+"환.\n"
+"[codeblock]\n"
+"a = dectime(60, 10, 0.1)) # a는 59.0\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -475,6 +521,8 @@ msgid ""
"Converts a dictionary (previously created with [method inst2dict]) back to "
"an instance. Useful for deserializing."
msgstr ""
+"([메서드 inst2dict]으로 생성된) 딕셔너리를 인스턴스로 변경합니다. 역직렬화에 "
+"유용하게 사용됩니다."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -491,7 +539,7 @@ 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]."
@@ -525,7 +573,6 @@ msgid ""
msgstr ""
#: 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"
@@ -537,8 +584,7 @@ msgstr ""
"[code]a[/code] 의 부호를 유지한 채로 [code]a/b[/code] 의 부동 소수점 나머지"
"를 반환한다.\n"
"[codeblock]\n"
-"# 나머지는 1.5\n"
-"var remainder = fmod(7, 5.5)\n"
+"r = fmod(7, 5.5) # r은 1.5\n"
"[/codeblock]\n"
"정수 나머지 연산은, % 연산자를 사용한다."
@@ -645,8 +691,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -656,7 +703,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -680,11 +728,15 @@ msgid ""
"Returns whether [code]instance[/code] is a valid object (e.g. has not been "
"deleted from memory)."
msgstr ""
+"[code]인스턴스[/code]가 유효한 객체인지 여부를 반환합니다 (예시. 메모리에서 "
+"삭제되지 않았는지)."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns whether [code]s[/code] is a NaN (\"Not a Number\" or invalid) value."
msgstr ""
+"[code]s[/code]가 NaN (\"Not a Number\" 혹은 유효하지 않은) 값인지 여부를 반환"
+"합니다."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -692,6 +744,9 @@ msgid ""
"This method is faster than using [method is_equal_approx] with one value as "
"zero."
msgstr ""
+"[code]s[/code]가 0이거나 0에 인접한 값이면 [code]true[/code]를 반환합니다. \n"
+"이 메서드는 [메서드 is_equal_approx]에 0을 인자값으로 사용하는 경우보다 빠릅"
+"니다."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -710,7 +765,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -722,7 +778,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -959,7 +1016,14 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1046,11 +1110,12 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1103,37 +1168,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1146,10 +1210,15 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1222,7 +1291,7 @@ 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 ""
@@ -3506,6 +3575,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
@@ -3518,6 +3593,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
@@ -4234,17 +4315,24 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -4272,9 +4360,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -4298,8 +4386,11 @@ msgstr ""
msgid "The displayed animation frame's index."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
@@ -4351,6 +4442,16 @@ msgid ""
"provided, the current animation is played."
msgstr ""
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr ""
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -4867,11 +4968,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr ""
@@ -4935,19 +5036,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4968,21 +5071,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4992,9 +5099,10 @@ msgstr "매개변수의 탄젠트 값을 반환합니다."
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -5646,9 +5754,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -5822,8 +5930,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -5907,7 +6015,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6531,7 +6642,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -6768,7 +6884,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -7098,7 +7219,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -7143,10 +7267,14 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -7284,11 +7412,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -7406,7 +7538,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -7498,7 +7638,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -7768,8 +7908,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -8423,7 +8563,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8462,7 +8602,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -8645,7 +8785,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8661,7 +8801,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -8678,10 +8821,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -8813,8 +8952,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -8865,8 +9005,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9109,12 +9261,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -9660,7 +9806,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9821,12 +9972,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9974,6 +10129,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -10049,7 +10219,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10108,7 +10284,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -10214,7 +10393,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -11759,17 +11944,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -11782,7 +11967,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11827,7 +12012,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -11870,7 +12060,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11898,9 +12090,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -12225,10 +12417,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -12399,13 +12593,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -12430,10 +12625,19 @@ msgid "Custom drawing in 2D"
msgstr ""
#: doc/classes/CanvasItem.xml
+#, fuzzy
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
+"노드가 [SceneTree]에 들어갈 때 호출됩니다 (예를 들어 인스턴싱되거나, 씬이 바"
+"뀌거나 스크립트에서 [method add_child]를 호출한 경우). 노드가 자손을 가지고 "
+"있다면 자신의 [method _enter_tree]가 먼저 불리고 자손이 그 다음에 불릴 것입니"
+"다.\n"
+"[method Object._notification]의 [constant NOTIFICATION_ENTER_TREE] 노티에 대"
+"응합니다."
#: doc/classes/CanvasItem.xml
msgid ""
@@ -12459,7 +12663,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -12745,12 +12949,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12795,8 +12999,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12844,8 +13050,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12907,7 +13116,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13032,7 +13241,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -13716,8 +13928,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -13738,17 +13949,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -14022,7 +14233,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -14053,12 +14266,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -14095,12 +14309,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -14118,7 +14333,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -14182,7 +14399,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
"기존 색상에서 사용자 지정 알파 값으로 색상을 생성한다.\n"
@@ -14236,9 +14453,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14259,14 +14476,19 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Color.xml
+#, fuzzy
msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
+"기존 색상에서 사용자 지정 알파 값으로 색상을 생성한다.\n"
+"[codeblock]\n"
+"var red = Color(Color.red, 0.5) # 50% 투명한 빨간색.\n"
+"[/codeblock]"
#: doc/classes/Color.xml
msgid ""
@@ -14280,8 +14502,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14378,9 +14600,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -15287,7 +15509,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -15313,7 +15543,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -16054,7 +16288,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -16819,14 +17055,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -17980,8 +18216,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -18786,7 +19021,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -18935,16 +19172,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -19090,18 +19328,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "매개변수의 아크사인 값을 반환합니다."
@@ -19227,11 +19453,15 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
-msgstr ""
+#, fuzzy
+msgid "The [Curve] that is rendered onto the texture."
+msgstr "매개변수의 사인 값을 반환합니다."
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -19375,7 +19605,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -19517,6 +19747,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
#, fuzzy
msgid "Returns the number of keys in the dictionary."
msgstr "두 벡터의 나머지를 반환합니다."
@@ -19541,13 +19778,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19557,7 +19798,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19574,23 +19819,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -20320,7 +20565,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -20566,8 +20811,9 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
-msgstr ""
+#, fuzzy
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
+msgstr "매개변수의 코사인 값을 반환합니다."
#: doc/classes/EditorFileSystem.xml
msgid "Scan the filesystem for changes."
@@ -21509,7 +21755,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -21517,9 +21763,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21530,9 +21790,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21645,11 +21914,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -22624,6 +22912,11 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+#, fuzzy
+msgid "If [code]true[/code], the slider is hidden."
+msgstr "매개변수의 코사인 값을 반환합니다."
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -23664,7 +23957,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -23818,11 +24111,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -24010,8 +24303,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -24633,7 +24930,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -24642,12 +24941,49 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns resource id of the cache texture containing the char."
+msgstr "두 벡터의 나머지를 반환합니다."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the cache texture containing the char."
+msgstr "매개변수의 사인 값을 반환합니다."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns char offset from the baseline."
+msgstr "매개변수의 코사인 값을 반환합니다."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the char."
+msgstr "매개변수의 사인 값을 반환합니다."
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -24678,6 +25014,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -25442,14 +25794,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -25553,8 +25905,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -26168,10 +26520,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -26212,9 +26567,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -26225,7 +26593,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -26247,7 +26616,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -26522,7 +26892,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -27052,6 +27425,12 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -27102,6 +27481,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -27176,8 +27559,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -27264,7 +27646,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -27552,8 +27935,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -28325,7 +28708,7 @@ 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"
@@ -28429,7 +28812,11 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -28441,11 +28828,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29475,7 +29884,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -29624,10 +30033,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -29821,24 +30226,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -29857,11 +30244,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -29874,6 +30264,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -29922,15 +30333,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -30181,8 +30592,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -30444,10 +30855,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30459,6 +30874,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -30676,7 +31097,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -30688,6 +31113,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -30771,6 +31206,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -30935,7 +31375,18 @@ 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
@@ -32299,11 +32750,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -32317,35 +32768,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -32387,6 +32838,194 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr "매개변수의 코사인 값을 반환합니다."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr "매개변수의 코사인 값을 반환합니다."
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -32845,14 +33484,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32860,22 +33499,26 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
-msgstr ""
+#, fuzzy
+msgid "Returns the amount of points in the line."
+msgstr "매개변수의 사인 값을 반환합니다."
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
-msgstr ""
+#, fuzzy
+msgid "Returns the position of the point at index [code]index[/code]."
+msgstr "매개변수의 사인 값을 반환합니다."
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
-msgstr ""
+#, fuzzy
+msgid "Removes the point at index [code]index[/code] from the line."
+msgstr "매개변수의 사인 값을 반환합니다."
#: doc/classes/Line2D.xml
+#, fuzzy
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
-msgstr ""
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
+msgstr "매개변수의 사인 값을 반환합니다."
#: doc/classes/Line2D.xml
msgid ""
@@ -34151,8 +34794,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -34197,7 +34844,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -34452,9 +35102,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -34499,12 +35149,18 @@ 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 ""
@@ -34540,7 +35196,10 @@ 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
@@ -34571,9 +35230,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -34751,13 +35411,13 @@ msgid ""
"interpolating. By default there's no delay."
msgstr ""
-#: doc/classes/MethodTweener.xml
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
msgid ""
"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
"default easing is used from the [SceneTreeTween] that contains this Tweener."
msgstr ""
-#: doc/classes/MethodTweener.xml
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
msgid ""
"Sets the type of used transition from [enum Tween.TransitionType]. If not "
"set, the default transition is used from the [SceneTreeTween] that contains "
@@ -34905,7 +35565,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -35338,6 +36000,9 @@ 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 "
@@ -35378,7 +36043,15 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+#, fuzzy
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+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, "
@@ -35400,16 +36073,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35429,6 +36117,9 @@ 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."
@@ -35438,6 +36129,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -35447,11 +36144,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35469,11 +36174,27 @@ msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -35534,10 +36255,56 @@ msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns the map cell size."
msgstr "매개변수의 아크사인 값을 반환합니다."
@@ -35561,7 +36328,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -35574,6 +36350,12 @@ msgstr "매개변수의 코사인 값을 반환합니다."
msgid "Sets the map active."
msgstr "매개변수의 아크사인 값을 반환합니다."
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -35588,10 +36370,79 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr "두 벡터의 나머지를 반환합니다."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the region's navigation layers."
+msgstr "매개변수의 사인 값을 반환합니다."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+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."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the map for the region."
msgstr "매개변수의 사인 값을 반환합니다."
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the navigation mesh for the region."
@@ -35601,6 +36452,11 @@ msgstr "매개변수의 반대 값을 반환합니다."
msgid "Sets the global transformation for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr "매개변수의 사인 값을 반환합니다."
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -35610,9 +36466,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -35630,7 +36493,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -35646,13 +36517,31 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
+msgstr "매개변수의 사인 값을 반환합니다."
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Returns the user-defined target location (set with [method "
@@ -35687,6 +36576,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -35699,7 +36594,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -35716,26 +36627,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -35766,7 +36704,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35778,9 +36716,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35797,11 +36742,9 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
-msgstr ""
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
+msgstr "매개변수의 사인 값을 반환합니다."
#: doc/classes/NavigationAgent2D.xml
msgid ""
@@ -35809,6 +36752,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -35839,8 +36807,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35863,9 +36831,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35879,14 +36847,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35898,7 +36866,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35926,13 +36894,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35942,13 +36914,19 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -35967,7 +36945,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -36030,7 +37008,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -36052,13 +37030,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -36066,19 +37044,68 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
msgstr ""
+#: doc/classes/NavigationMeshGenerator.xml
+#, fuzzy
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
+msgstr "매개변수의 사인 값을 반환합니다."
+
#: doc/classes/NavigationMeshInstance.xml
msgid "An instance of a [NavigationMesh]."
msgstr ""
@@ -36086,8 +37113,21 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -36097,7 +37137,10 @@ msgid ""
"thread is useful because navigation baking is not a cheap operation. When it "
"is completed, it automatically sets the new [NavigationMesh]. Please note "
"that baking on separate thread may be very slow if geometry is parsed from "
-"meshes as async access to each mesh involves heavy synchronization."
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -36113,10 +37156,34 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "The [NavigationMesh] resource to use."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
@@ -36133,7 +37200,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -36143,6 +37212,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr "매개변수의 사인 값을 반환합니다."
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -36169,7 +37243,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -36179,6 +37255,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr "매개변수의 사인 값을 반환합니다."
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -36245,6 +37326,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -36281,6 +37370,30 @@ msgid ""
msgstr ""
#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
msgid ""
"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
@@ -36288,6 +37401,22 @@ msgid ""
"navigation map."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "The [NavigationPolygon] resource to use."
+msgstr ""
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -36297,11 +37426,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36363,9 +37496,73 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -36541,7 +37738,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -36971,7 +38168,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
-msgstr ""
+msgstr "노드와 씬"
#: doc/classes/Node.xml
msgid "All Demos"
@@ -37492,16 +38689,16 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
-"Node (see [method set_physics_interpolated]).\n"
-"[b]Note:[/b] Interpolation will only be active is both the flag is set "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Returns [code]true[/code] if physics interpolation is enabled (see [method "
-"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
@@ -37701,8 +38898,8 @@ msgid ""
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -37724,21 +38921,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -37795,14 +38991,6 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Enables or disables physics interpolation per node, offering a finer grain "
-"of control than turning physics interpolation on and off globally.\n"
-"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
-"interpolation can sometimes give superior results."
-msgstr ""
-
-#: doc/classes/Node.xml
-msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
"is being processed, it will receive a [constant "
"NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine."
@@ -37935,6 +39123,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -37954,13 +39151,19 @@ 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
@@ -37972,7 +39175,10 @@ 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
@@ -37982,15 +39188,21 @@ 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
@@ -38096,6 +39308,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -38233,7 +39463,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -38357,7 +39593,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -39150,7 +40386,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -39162,7 +40404,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -39338,7 +40581,7 @@ msgstr "매개변수의 사인 값을 반환합니다."
#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -39360,7 +40603,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -39678,6 +40922,10 @@ 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 ""
@@ -40096,7 +41344,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -40334,8 +41584,15 @@ msgstr ""
msgid ""
"Moves the file or directory to the system's recycle bin. See also [method "
"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
-"file will be permanently deleted instead."
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/OS.xml
@@ -40518,9 +41775,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -44641,7 +45898,24 @@ msgstr ""
msgid ""
"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -44712,6 +45986,15 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -44754,6 +46037,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -44762,14 +46052,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled array of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
"An array specifically designed to hold [Color]. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -44806,7 +46114,24 @@ msgstr ""
msgid ""
"An array specifically designed to hold integer values ([int]). Optimized for "
"memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -44835,14 +46160,31 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled array of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
"An array specifically designed to hold floating-point values. Optimized for "
"memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -44867,14 +46209,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled array of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -44902,14 +46261,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled array of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -44943,7 +46320,25 @@ msgstr ""
msgid ""
"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -45061,7 +46456,18 @@ 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
@@ -45266,10 +46672,10 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
+#, fuzzy
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
-msgstr ""
+"Returns the tooltip associated with the specified index [code]idx[/code]."
+msgstr "매개변수의 사인 값을 반환합니다."
#: doc/classes/PopupMenu.xml
msgid ""
@@ -45326,7 +46732,9 @@ msgstr ""
#: doc/classes/PopupMenu.xml
#, fuzzy
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr "매개변수의 사인 값을 반환합니다."
#: doc/classes/PopupMenu.xml
@@ -45506,6 +46914,10 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -45561,7 +46973,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -46291,7 +47705,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46567,7 +47985,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46812,6 +48239,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -47037,6 +48476,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -47245,6 +48876,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -47512,6 +49335,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -48185,20 +50051,28 @@ 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
@@ -48206,19 +50080,28 @@ 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
@@ -48250,14 +50133,22 @@ 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 ""
@@ -48499,8 +50390,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48711,8 +50613,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48952,19 +50854,6 @@ msgid ""
"interpolating. By default there's no delay."
msgstr ""
-#: doc/classes/PropertyTweener.xml
-msgid ""
-"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
-"default easing is used from the [Tween] that contains this Tweener."
-msgstr ""
-
-#: doc/classes/PropertyTweener.xml
-msgid ""
-"Sets the type of used transition from [enum Tween.TransitionType]. If not "
-"set, the default transition is used from the [Tween] that contains this "
-"Tweener."
-msgstr ""
-
#: doc/classes/ProximityGroup.xml
msgid "General-purpose 3D proximity detection node."
msgstr ""
@@ -49027,7 +50916,6 @@ msgid ""
"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
"small grid radius values may lead to unwanted groupings.\n"
-"[/codeblock]\n"
"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
"effective and faster [VisibilityNotifier] functionality. For most use cases, "
"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
@@ -49379,8 +51267,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -51175,6 +53064,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -51251,7 +53156,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -51384,7 +53289,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -51483,8 +53389,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51698,7 +53604,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -51780,7 +53687,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -52072,11 +53980,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -52513,7 +54425,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -52624,13 +54538,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -52647,16 +54554,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -52666,13 +54571,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -52724,6 +54635,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -52910,7 +54829,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -52942,24 +54862,23 @@ 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($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -52968,8 +54887,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($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"
@@ -52977,16 +54897,28 @@ 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."
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
"examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -52998,7 +54930,10 @@ 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.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -53028,21 +54963,24 @@ 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."
@@ -53078,11 +55016,11 @@ 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. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -53123,13 +55061,13 @@ msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 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 "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
@@ -53193,10 +55131,10 @@ 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"
@@ -53250,8 +55188,8 @@ 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"
@@ -53282,16 +55220,15 @@ 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 ""
@@ -53299,7 +55236,7 @@ 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
@@ -53796,8 +55733,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -53818,8 +55762,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -53836,7 +55788,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -54455,6 +56410,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"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 "
@@ -54593,11 +56556,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -54616,7 +56598,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -54765,7 +56752,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -55015,6 +57004,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -55039,12 +57032,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -55158,10 +57145,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -55616,12 +57599,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -56210,7 +58187,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -56272,6 +58249,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -56299,7 +58288,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -57058,7 +59048,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -57248,11 +59262,11 @@ 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 ""
@@ -57440,6 +59454,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -57501,6 +59518,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -57523,7 +59543,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -57655,9 +59678,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -58658,6 +60683,11 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "매개변수의 사인 값을 반환합니다."
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -58688,6 +60718,11 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "매개변수의 사인 값을 반환합니다."
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -58729,7 +60764,9 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
@@ -59136,8 +61173,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -59202,6 +61239,11 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr "매개변수의 코사인 값을 반환합니다."
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -59432,6 +61474,50 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -60037,38 +62123,44 @@ msgid "Clears all values on the theme."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "두 벡터의 나머지를 반환합니다."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "매개변수의 사인 값을 반환합니다."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "두 벡터의 나머지를 반환합니다."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
-msgstr ""
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
+msgstr "두 벡터의 나머지를 반환합니다."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "두 벡터의 나머지를 반환합니다."
#: doc/classes/Theme.xml
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -60086,15 +62178,17 @@ msgid "Sets the theme's values to a copy of a given theme."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "두 벡터의 나머지를 반환합니다."
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -60104,15 +62198,16 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "두 벡터의 나머지를 반환합니다."
#: doc/classes/Theme.xml
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
@@ -60125,7 +62220,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
@@ -60133,7 +62228,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -60143,15 +62238,16 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code]."
+msgstr "두 벡터의 나머지를 반환합니다."
#: doc/classes/Theme.xml
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -60163,17 +62259,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -60186,9 +62284,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -60196,8 +62294,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -60212,7 +62310,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -60231,15 +62329,17 @@ msgstr "두 벡터의 나머지를 반환합니다."
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -60251,29 +62351,33 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -60301,87 +62405,87 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
@@ -60683,6 +62787,11 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+#, fuzzy
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr "매개변수의 코사인 값을 반환합니다."
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -60789,6 +62898,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -61920,7 +64033,12 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
"Returns a copy of the transform scaled by the given [code]scale[/code] "
-"factor, using matrix multiplication."
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -62076,7 +64194,18 @@ 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
@@ -62695,13 +64824,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -62713,13 +64843,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -63084,7 +65215,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -63534,21 +65665,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -63561,7 +65696,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -63590,7 +65725,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -63600,22 +65767,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -63628,8 +65808,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -63827,16 +66009,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -64529,11 +66711,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -64613,8 +66795,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -64812,12 +66994,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -65177,8 +67359,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -65233,9 +67415,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -65264,7 +67447,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -65615,11 +67802,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -65659,6 +67847,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -68727,8 +70925,8 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -69553,7 +71751,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -69624,7 +71822,11 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "If [code]true[/code], the viewport renders to hdr."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -69709,6 +71911,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -69936,6 +72147,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -70421,6 +72636,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -72465,7 +74690,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
@@ -73531,7 +75758,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -73621,8 +75848,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -73637,11 +75864,17 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
msgstr ""
#: doc/classes/World.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
+msgstr "매개변수의 사인 값을 반환합니다."
+
+#: doc/classes/World.xml
msgid "The World's visual scenario."
msgstr ""
@@ -73656,8 +75889,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -73674,6 +75907,12 @@ msgid ""
msgstr ""
#: doc/classes/World2D.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr "매개변수의 사인 값을 반환합니다."
+
+#: doc/classes/World2D.xml
msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
@@ -73724,8 +75963,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
@@ -73887,4 +76125,4 @@ msgstr ""
#: doc/classes/YSort.xml
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
-msgstr ""
+msgstr "[code]"