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Diffstat (limited to 'doc/translations/lv.po')
-rw-r--r-- | doc/translations/lv.po | 1492 |
1 files changed, 1215 insertions, 277 deletions
diff --git a/doc/translations/lv.po b/doc/translations/lv.po index 989803077d..7fd77a6adc 100644 --- a/doc/translations/lv.po +++ b/doc/translations/lv.po @@ -63,6 +63,71 @@ msgstr "Iestatījumu apraksti" msgid "Method Descriptions" msgstr "Metožu Apraksts" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Theme Property Descriptions" +msgstr "Iestatījumu apraksti" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "" + +#: 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 "" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "Iebūvētās GDScript funkcijas." @@ -484,16 +549,24 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[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" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -543,8 +616,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[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" "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 " @@ -553,7 +629,10 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/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]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -561,7 +640,8 @@ msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -1393,7 +1473,15 @@ msgid "The [Marshalls] singleton." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "The [EditorNavigationMeshGenerator] singleton." +msgid "The [Navigation2DServer] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationMeshGenerator] singleton." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2903,31 +2991,108 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml @@ -6991,7 +7156,10 @@ msgid "" "seed will be used each time if you want non-reproducible shuffling." 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 elements in the array." msgstr "" @@ -11895,7 +12063,7 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " @@ -11960,11 +12128,13 @@ msgstr "" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." +msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml @@ -11972,7 +12142,9 @@ msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." msgstr "" #: doc/classes/CameraServer.xml @@ -11980,15 +12152,15 @@ msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." +msgid "Removes the specified camera [code]feed[/code]." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml @@ -11996,7 +12168,7 @@ msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml @@ -12084,8 +12256,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12095,17 +12268,23 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12116,16 +12295,22 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" @@ -12137,27 +12322,39 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12277,7 +12474,9 @@ msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -12336,7 +12535,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" @@ -12694,8 +12894,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml @@ -12744,6 +12944,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -13243,6 +13449,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -13669,9 +13876,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -13914,7 +14121,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." msgstr "" #: doc/classes/Color.xml @@ -14582,7 +14791,7 @@ msgid "" msgstr "" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" #: doc/classes/ColorPicker.xml @@ -16600,7 +16809,9 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." msgstr "" #: doc/classes/CPUParticles.xml @@ -17917,7 +18128,7 @@ msgstr "" #: modules/mono/doc_classes/CSharpScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/" "index.html" @@ -19436,6 +19647,13 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -19453,11 +19671,13 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19537,8 +19757,19 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -19981,10 +20212,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -20033,7 +20263,9 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml @@ -20203,8 +20435,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -20213,7 +20445,9 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -21288,6 +21522,14 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" @@ -21764,10 +22006,12 @@ msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -22247,7 +22491,7 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " @@ -23817,14 +24061,14 @@ msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-" "example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-" "cpp-example.html" @@ -23900,7 +24144,7 @@ msgstr "" #: modules/gdscript/doc_classes/GDScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/" "index.html" @@ -26016,6 +26260,12 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" @@ -26244,7 +26494,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -26267,7 +26517,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -28553,7 +28803,11 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28574,7 +28828,11 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28593,8 +28851,17 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28607,7 +28874,16 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -28925,7 +29201,11 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -28953,7 +29233,11 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml @@ -29148,6 +29432,103 @@ msgid "" "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the MidiMessageList enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" + #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" @@ -29164,15 +29545,17 @@ msgstr "" #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -29776,9 +30159,9 @@ msgstr "" msgid "Returns an array with the indexes of the selected items." msgstr "" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." @@ -30709,6 +31092,29 @@ msgid "" "axis_lock_motion_z]." msgstr "" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" @@ -33925,16 +34331,13 @@ msgstr "" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/124" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -33955,10 +34358,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml @@ -33974,25 +34374,16 @@ msgid "" "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, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." -msgstr "" - -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." msgstr "" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml @@ -34009,14 +34400,11 @@ msgstr "" msgid "" "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, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml #, fuzzy msgid "https://godotengine.org/asset-library/asset/117" msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" @@ -34025,35 +34413,389 @@ msgstr "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "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.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "" + +#: doc/classes/Navigation2DServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"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" +"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" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates the agent." msgstr "" -#: doc/classes/Navigation2D.xml +#: 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." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Puts the agent in the map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the position of the agent in world space." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the radius of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the new target velocity." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the current velocity of the agent." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Destroys the given RID." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the map cell size." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map is active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map active." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the navigation mesh for the region." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the global transformation for the region." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent.xml +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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "" + +#: doc/classes/NavigationAgent.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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sends the given velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +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 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." +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." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Notifies when the final location is reached." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +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]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +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." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +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 "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationMesh.xml @@ -34152,10 +34894,6 @@ msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -34314,22 +35052,112 @@ msgstr "" 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." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "Clears the navigation mesh." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "An instance of a [NavigationMesh]." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." +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." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." +msgid "The [NavigationMesh] resource to use." msgstr "" #: doc/classes/NavigationMeshInstance.xml -msgid "The [NavigationMesh] resource for the instance." +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +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." +msgstr "" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "" + +#: 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." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +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]. " +"[NavigationObstacle] is physics safe." +msgstr "" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "" + +#: 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." msgstr "" #: doc/classes/NavigationPolygon.xml @@ -34428,6 +35256,72 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "" + +#: doc/classes/NavigationServer.xml +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" +"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" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Returns the map's up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Sets the map up direction." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -37759,7 +38653,9 @@ msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." msgstr "" #: doc/classes/OS.xml @@ -42353,16 +43249,16 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml @@ -42424,12 +43320,6 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" -#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml -#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -42510,10 +43400,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "" @@ -45961,7 +46847,7 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46004,8 +46890,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -46017,6 +46904,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -46876,12 +47776,12 @@ msgstr "" msgid "Removes all collision exceptions for this ray." msgstr "" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" @@ -47010,15 +47910,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" @@ -48281,14 +49172,6 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" @@ -49335,7 +50218,7 @@ msgstr "" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -49518,7 +50401,7 @@ msgstr "" msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" @@ -49625,7 +50508,7 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml @@ -51691,7 +52574,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " @@ -51715,19 +52598,38 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[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]." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53425,7 +54327,7 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" @@ -54110,6 +55012,16 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" @@ -57322,7 +58234,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -57344,9 +58256,11 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " @@ -58448,17 +59362,17 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml @@ -58478,10 +59392,10 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." +"axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml @@ -58605,25 +59519,6 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" @@ -60777,9 +61672,9 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" @@ -60834,9 +61729,9 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" @@ -60877,10 +61772,10 @@ msgid "" "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -60901,12 +61796,14 @@ msgid "" "components and [code]modv[/code]'s components." msgstr "" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +msgid "Returns this vector projected onto the vector [code]b[/code]." msgstr "" #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml @@ -60915,17 +61812,17 @@ msgid "" "@GDScript.deg2rad]." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -61025,21 +61922,15 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml @@ -61063,12 +61954,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -61095,20 +61980,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" @@ -61120,19 +61995,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" - -#: doc/classes/Vector3.xml -msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" @@ -61826,10 +62688,12 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml @@ -61945,6 +62809,18 @@ msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.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 when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" @@ -62463,7 +63339,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml #, fuzzy -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/" "visual_script/index.html" @@ -67436,6 +68312,22 @@ msgstr "" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" @@ -68270,6 +69162,52 @@ msgid "" "code] or [code]false[/code]." msgstr "" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "Represents the size of the [enum Hint] enum." +msgstr "" + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" |