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-rw-r--r--doc/translations/ne.po334
1 files changed, 263 insertions, 71 deletions
diff --git a/doc/translations/ne.po b/doc/translations/ne.po
index f129446976..0ba02ba939 100644
--- a/doc/translations/ne.po
+++ b/doc/translations/ne.po
@@ -845,7 +845,14 @@ 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
@@ -7682,8 +7689,8 @@ 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 ""
@@ -9963,7 +9970,13 @@ 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
@@ -10128,7 +10141,13 @@ 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
@@ -11739,7 +11758,12 @@ 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
@@ -12137,10 +12161,12 @@ 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 ""
@@ -19422,13 +19448,17 @@ 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
@@ -19438,7 +19468,11 @@ 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
@@ -19455,23 +19489,23 @@ 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
@@ -20140,7 +20174,7 @@ 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
@@ -23526,7 +23560,7 @@ 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 ""
@@ -25357,7 +25391,7 @@ 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 ""
@@ -28398,13 +28432,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"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
@@ -29817,7 +29852,10 @@ msgid ""
"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."
+"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
@@ -30391,10 +30429,14 @@ 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, set [member Input."
-"use_accumulated_input] to [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."
@@ -30406,6 +30448,12 @@ 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 ""
@@ -30717,6 +30765,11 @@ 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 ""
@@ -32434,7 +32487,7 @@ msgstr ""
msgid ""
"Sets the render priority for the text outline. Higher priority objects will "
"be sorted in front of lower priority objects.\n"
-"[b]Node:[/b] This only applies if [member alpha_cut] is set to [constant "
+"[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. "
@@ -32450,7 +32503,7 @@ msgstr ""
msgid ""
"Sets the render priority for the text. Higher priority objects will be "
"sorted in front of lower priority objects.\n"
-"[b]Node:[/b] This only applies if [member alpha_cut] is set to [constant "
+"[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. "
@@ -32480,7 +32533,7 @@ msgstr ""
#: doc/classes/Label3D.xml
msgid ""
-"If set, text can be seen from the back as well. If not, the texture is "
+"If set, text can be seen from the back as well. If not, the text is "
"invisible when looking at it from behind."
msgstr ""
@@ -36117,7 +36170,7 @@ msgid ""
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: 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 "
@@ -36228,6 +36281,14 @@ msgid ""
"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 ""
@@ -36572,7 +36633,7 @@ msgid ""
"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 "
+"[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."
@@ -36833,7 +36894,7 @@ msgid ""
"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 "
+"[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."
@@ -36947,6 +37008,52 @@ msgstr ""
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)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+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."
@@ -39644,7 +39751,13 @@ 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
@@ -39656,7 +39769,8 @@ 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
@@ -45260,6 +45374,13 @@ 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 "
@@ -49807,8 +49928,8 @@ 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
@@ -54184,7 +54305,8 @@ msgid ""
"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."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54224,15 +54346,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"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. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55708,11 +55831,30 @@ 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 "
@@ -57382,7 +57524,7 @@ msgstr ""
msgid ""
"Sets the render priority for the sprite. Higher priority objects will be "
"sorted in front of lower priority objects.\n"
-"[b]Node:[/b] This only applies if [member alpha_cut] is set to [constant "
+"[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. "
@@ -58177,7 +58319,31 @@ 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
@@ -58774,9 +58940,11 @@ 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
@@ -60247,8 +60415,8 @@ 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 ""
@@ -60313,6 +60481,10 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -63867,13 +64039,14 @@ 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]."
@@ -63885,13 +64058,14 @@ 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]."
@@ -65699,11 +65873,11 @@ 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."
@@ -65783,8 +65957,8 @@ 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, "
@@ -66387,9 +66561,10 @@ 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
@@ -66418,7 +66593,11 @@ 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
@@ -70772,7 +70951,11 @@ 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
@@ -70857,6 +71040,15 @@ 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 ""