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Diffstat (limited to 'doc/translations/pl.po')
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1 files changed, 251 insertions, 86 deletions
diff --git a/doc/translations/pl.po b/doc/translations/pl.po index 0bc778f703..cd2bedd302 100644 --- a/doc/translations/pl.po +++ b/doc/translations/pl.po @@ -23,13 +23,14 @@ # Katarzyna Twardowska <katarina.twardowska@gmail.com>, 2022. # Mateusz Zdrzałek <matjozohd@gmail.com>, 2022. # Pixel Zone - Godot Engine Tutorials <karoltomaszewskimusic@gmail.com>, 2022. +# Filip Gliszczyński <filipgliszczynski@gmail.com>, 2022. +# Piotr Ślusarz <piotrekslusarz@outlook.com>, 2022. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-05-15 20:00+0000\n" -"Last-Translator: Pixel Zone - Godot Engine Tutorials " -"<karoltomaszewskimusic@gmail.com>\n" +"PO-Revision-Date: 2022-10-30 01:15+0000\n" +"Last-Translator: Piotr Ślusarz <piotrekslusarz@outlook.com>\n" "Language-Team: Polish <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/pl/>\n" "Language: pl\n" @@ -38,7 +39,7 @@ msgstr "" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=3; plural=n==1 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 " "|| n%100>=20) ? 1 : 2;\n" -"X-Generator: Weblate 4.13-dev\n" +"X-Generator: Weblate 4.14.2-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -500,7 +501,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Compares two values by checking their actual contents, recursing into any " "[Array] or [Dictionary] up to its deepest level.\n" @@ -523,17 +523,17 @@ msgstr "" "Porównuje dwie wartości, sprawdzając ich rzeczywistą zawartość, przechodząc " "do dowolnej „tablicy” lub „słownika” aż do najgłębszego poziomu.\n" "Można to porównać do [code]==[/code] na kilka sposobów:\n" -"— Dla [kod]null[/code], [kod]int[/code], [code]float[/code], [code]String[/" +"— Dla [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/" "code], [code]Object[/code] i [code] RID[/code] zarówno [code]deep_equal[/" "code], jak i [code]==[/code] działają tak samo.\n" "— W przypadku [code]Słownik[/code] [code]==[/code] uwzględnia równość wtedy " "i tylko wtedy, gdy obie zmienne wskazują ten sam [code]Słownik[/code], bez " "rekurencji lub świadomości zawartość w ogóle.\n" -"— W przypadku [kod]Tablica[/kod] [kod]==[/kod] uwzględnia równość wtedy i " -"tylko wtedy, gdy każdy element w pierwszej [kod]Tablica[/kod] jest równy " -"swojemu odpowiednikowi w drugiej [ kod]Tablica[/kod], jak mówi sam [kod]==[/" -"kod]. Oznacza to, że [code]==[/code] jest rekursywny w [code]Tablicy[/code], " -"ale nie w [code]Słowniku[/code].\n" +"— W przypadku [code]Tablica[/code] [code]==[/code] uwzględnia równość wtedy " +"i tylko wtedy, gdy każdy element w pierwszej [code]Tablica[/code] jest równy " +"swojemu odpowiednikowi w drugiej [code]Tablica[/code], jak mówi sam " +"[code]==[/code]. Oznacza to, że [code]==[/code] jest rekursywny w " +"[code]Tablicy[/code], ale nie w [code]Słowniku[/code].\n" "Krótko mówiąc, za każdym razem, gdy potencjalnie zaangażowany jest " "[code]Słownik[/code], jeśli chcesz prawdziwego porównania uwzględniającego " "zawartość, musisz użyć [code]deep_equal[/code]." @@ -619,7 +619,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Rounds [code]s[/code] downward (towards negative infinity), returning the " "largest whole number that is not more than [code]s[/code].\n" @@ -633,13 +632,12 @@ msgid "" "[code]s[/code] is a non-negative number, you can use [code]int(s)[/code] " "directly." msgstr "" -"Zaokrągla [code]s[/code] w dół (do nieskończoności ujemnej), zwraca " +"Zaokrągla [code]s[/code] w dół (do ujemnej nieskończoności), zwraca " "najwyższą liczbę całkowitą która jest nie większa niż [code]s[/code].\n" "[codeblock]\n" -"# a to 2.0\n" -"a = floor(2.99)\n" -"# a to-3.0\n" -"a = floor(-2.99)\n" +"a = floor(2.45) # a to 2.0\n" +"a = floor(2.99) # a to 2.0\n" +"a = floor(-2.99) # a to-3.0\n" "[/codeblock]\n" "[b]Informacja:[/b] Ta metoda zwraca liczbę zmiennoprzecinkową, jeżeli chcesz " "liczby całkowitej użyj bezpośrednio metody [code]int(s)[/code]." @@ -725,8 +723,10 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" -"Returns an array of dictionaries representing the current call stack.\n" +"Returns an array of dictionaries representing the current call stack. See " +"also [method print_stack].\n" "[codeblock]\n" "func _ready():\n" " foo()\n" @@ -741,7 +741,11 @@ msgid "" "[codeblock]\n" "[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " "source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] [method get_stack] only works if the running instance is " +"connected to a debugging server (i.e. an editor instance). [method " +"get_stack] will not work in projects exported in release mode, or in " +"projects exported in debug mode if not connected to a debugging server." msgstr "" "Zwraca tablicę słowników reprezentującą obecny stos wykonywanych funkcji.\n" "[codeblock]\n" @@ -849,6 +853,26 @@ msgid "" "See also [method lerp] which performs the reverse of this operation, and " "[method range_lerp] to map a continuous series of values to another." msgstr "" +"Zwraca współczynnik interpolacji lub ekstrapolacji w zależności od zakresu " +"zdefiniowanego w [code]from[/code] i [code]to[/code] oraz wartość " +"interopolowaną zdefiniowaną w [code]weight[/code]. Zwrócona wartość znajduje " +"się pomiędzy [code]0.0[/code] i [code]1.0[/code] jeśli [code]weight[/code] " +"jest pomiędzy [code]from[/code] i [code]to[/code] (włącznie). Jeśli " +"[code]weight[/code] znajduje się poza zakresem, współczynnik ekstrapolacji " +"zostanie zwrócony (zwraca wartość mniejszą od [code]0.0[/code] lub większą " +"od [code]1.0[/code]). Użyj [method clamp] na wyniku [method inverse_lerp] " +"jeśli chcesz tego uniknąć. \n" +"[codeblock] \n" +"# Stosunek interpolacji w zawołaniu `lerp()` poniżej to 0.75. \n" +"var middle = lerp(20, 30, 0.75) \n" +"# `middle` ma teraz wartość 27.5. \n" +"# Teraz udajemy że zapomnieliśmy oryginalnego stosunku i chcemy go " +"spowrotem. \n" +"var ratio = inverse_lerp(20,30,27.5) \n" +"# `ratio` ma teraz wartość 0.75.\n" +"[/codeblock]\n" +"Zobacz również [method lerp] która powoduje odwrócenie tej operacji i " +"[method range_lerp] aby zmapować ciągłą serie wartości do następnej." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1150,6 +1174,22 @@ msgid "" "[code]0[/code] rather than [code]1[/code] for non-positive values of " "[code]value[/code] (in reality, 1 is the smallest integer power of 2)." msgstr "" +"Zwraca najbliższą wartość całkowitą [code]value[/code] równą lub wyższą " +"potędze dwójki.\n" +"Innymi słowy, zwraca najmniejszą wartość [code]a[/code] gdzie [code]a = " +"pow(2, n)[/code] wtedy i tylko wtedy gdy [code]value <= a[/code] dla jakiejś " +"dodatniej liczby całkowitej [code]n[/code].\n" +"[codeblock]\n" +"nearest_po2(3) # zwraca 4\n" +"nearest_po2(4) # zwraca 4\n" +"nearest_po2(5) # zwraca 8\n" +"\n" +"nearest_po2(0) # zwraca 0 (niekoniecznie czego byś się spodziewał)\n" +"nearest_po2(-1) # zwraca 0 (niekoniecznie czego byś się spodziewał)\n" +"[/codeblock]\n" +"[b]UWAGA:[/b] Z powodu sposobu implementacji, ta funkcja zwraca [code]0[/" +"code] w przeciwieństwie do [code]1[/code] dla ujemnych wartości [code]value[/" +"code] (w rzeczywistości, 1 jest najmniejszą liczbą całkowitą dla potęgi z 2)." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1162,6 +1202,13 @@ msgid "" "[/codeblock]\n" "This is the inverse of [method char]." msgstr "" +"Zwraca liczbę całkowitą reprezentującą punkt kodu Unicode danego znaku " +"Unicode [code]char[/code]. [codeblock]\n" +"a = ord(\"A\") # a wynosi 65\n" +"a = ord(\"a\") # a wynosi 97\n" +"a = ord(\"€\") # a wynosi 8364\n" +"[/codeblock]\n" +"To jest odwrotność [metody char]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1302,19 +1349,17 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Prints a stack track at code location, only works when running with debugger " -"turned on.\n" +"Prints a stack trace at the current code location. See also [method " +"get_stack].\n" "Output in the console would look something like this:\n" "[codeblock]\n" "Frame 0 - res://test.gd:16 in function '_process'\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] [method print_stack] only works if the running instance is " +"connected to a debugging server (i.e. an editor instance). [method " +"print_stack] will not work in projects exported in release mode, or in " +"projects exported in debug mode if not connected to a debugging server." msgstr "" -"Wypisuje zrzut stosu w miejscu kodu, działa tylko przy uruchamianiu z " -"włączonym debuggerem.\n" -"Wynik w konsoli wyglądać może tak:\n" -"[codeblock]\n" -"Frame 0 - res://test.gd:16 in function '_process'\n" -"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -3981,6 +4026,26 @@ msgid "Hints that an image is compressed using lossless compression." msgstr "" #: doc/classes/@GlobalScope.xml +msgid "" +"Hint that a property represents a particular type. If a property is " +"[constant TYPE_STRING], allows to set a type from the create dialog. If you " +"need to create an [Array] to contain elements of a specific type, the " +"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] " +"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n" +"[codeblock]\n" +"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n" +"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array " +"of floats.\n" +"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of " +"resources.\n" +"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] " +"# Two-dimensional array of resources.\n" +"[/codeblock]\n" +"[b]Note:[/b] The final colon is required to specify for properly detecting " +"built-in types." +msgstr "" + +#: doc/classes/@GlobalScope.xml msgid "The property is serialized and saved in the scene file (default)." msgstr "" @@ -4665,8 +4730,7 @@ msgstr "" #: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml #: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml #: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml -#: doc/classes/InputEventAction.xml doc/classes/Label.xml -#: doc/classes/Particles2D.xml doc/classes/Timer.xml +#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml #: doc/classes/VisibilityNotifier2D.xml msgid "2D Dodge The Creeps Demo" msgstr "" @@ -7593,7 +7657,10 @@ msgid "" "var array = []\n" "array.resize(10)\n" "array.fill(0) # Initialize the 10 elements to 0.\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, " +"[Array], [Dictionary], etc.) then the array is filled with the references to " +"the same object, i.e. no duplicates are created." msgstr "" #: doc/classes/Array.xml doc/classes/PoolByteArray.xml @@ -7778,6 +7845,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" "Sorts the array.\n" +"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/" +"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values " +"considered equal may have their order changed when using [method sort].\n" "[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural " "order). This may lead to unexpected behavior when sorting an array of " "strings ending with a sequence of numbers. Consider the following example:\n" @@ -7797,9 +7867,13 @@ msgid "" "For two elements [code]a[/code] and [code]b[/code], if the given method " "returns [code]true[/code], element [code]b[/code] will be after element " "[code]a[/code] in the array.\n" +"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/" +"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values " +"considered equal may have their order changed when using [method " +"sort_custom].\n" "[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm " -"expects a deterministic result. Doing so will result in unexpected " -"behavior.\n" +"expects a deterministic result. Randomizing the return value will result in " +"unexpected behavior.\n" "[codeblock]\n" "class MyCustomSorter:\n" " static func sort_ascending(a, b):\n" @@ -10438,10 +10512,9 @@ msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" -"Returns the number of audio data frames left to play. If this returned " -"number reaches [code]0[/code], the audio will stop playing until frames are " -"added again. Therefore, make sure your script can always generate and push " -"new audio frames fast enough to avoid audio cracking." +"Returns the number of frames that can be pushed to the audio sample data " +"buffer without overflowing it. If the result is [code]0[/code], the buffer " +"is full." msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml @@ -10973,14 +11046,14 @@ msgstr "" #: doc/classes/BackBufferCopy.xml msgid "" "Node for back-buffering the currently-displayed screen. The region defined " -"in the BackBufferCopy node is buffered with the content of the screen it " +"in the [BackBufferCopy] node is buffered with the content of the screen it " "covers, or the entire screen according to the copy mode set. Use the " "[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to " "access the buffer.\n" "[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), " "anchors and margins won't apply to child [Control]-derived nodes. This can " "be problematic when resizing the window. To avoid this, add [Control]-" -"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of " +"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of " "adding them as children." msgstr "" @@ -10990,22 +11063,22 @@ msgstr "" #: doc/classes/BackBufferCopy.xml msgid "" -"The area covered by the BackBufferCopy. Only used if [member copy_mode] is " +"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is " "[constant COPY_MODE_RECT]." msgstr "" #: doc/classes/BackBufferCopy.xml msgid "" -"Disables the buffering mode. This means the BackBufferCopy node will " +"Disables the buffering mode. This means the [BackBufferCopy] node will " "directly use the portion of screen it covers." msgstr "" #: doc/classes/BackBufferCopy.xml -msgid "BackBufferCopy buffers a rectangular region." +msgid "[BackBufferCopy] buffers a rectangular region." msgstr "" #: doc/classes/BackBufferCopy.xml -msgid "BackBufferCopy buffers the entire screen." +msgid "[BackBufferCopy] buffers the entire screen." msgstr "" #: doc/classes/BakedLightmap.xml @@ -19814,6 +19887,14 @@ msgid "Cylinder shape for collisions." msgstr "" #: doc/classes/CylinderShape.xml +msgid "" +"Cylinder shape for collisions.\n" +"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics " +"engine, there are several known bugs with cylinder collision shapes. Using " +"[CapsuleShape] or [BoxShape] instead is recommended." +msgstr "" + +#: doc/classes/CylinderShape.xml msgid "The cylinder's height." msgstr "" @@ -22656,7 +22737,10 @@ msgid "" "[/codeblock]\n" "[b]Note:[/b] The script is run in the Editor context, which means the output " "is visible in the console window started with the Editor (stdout) instead of " -"the usual Godot [b]Output[/b] dock." +"the usual Godot [b]Output[/b] dock.\n" +"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when " +"nothing references it. This can cause errors during asynchronous operations " +"if there are no references to the script." msgstr "" #: doc/classes/EditorScript.xml @@ -33427,7 +33511,9 @@ msgid "" "The size of the light in Godot units. Only considered in baked lightmaps and " "only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing " "this value will make the shadows appear blurrier. This can be used to " -"simulate area lights to an extent." +"simulate area lights to an extent.\n" +"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] " +"(the light's scale or its parent's scale)." msgstr "" #: doc/classes/Light.xml @@ -36767,7 +36853,10 @@ msgid "" "use the [method get_next_location] function once every physics frame to " "update the internal path logic of the NavigationAgent. The returned vector " "position from this function should be used as the next movement position for " -"the agent's parent Node." +"the agent's parent Node.\n" +"[b]Note:[/b] By default, the expensive calculations for avoidance are done " +"in a thread. In HTML5 exports without thread support, they will be done on " +"the main thread, which can lead to performance issues." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -37023,7 +37112,10 @@ msgid "" "use the [method get_next_location] function once every physics frame to " "update the internal path logic of the NavigationAgent. The returned vector " "position from this function should be used as the next movement position for " -"the agent's parent Node." +"the agent's parent Node.\n" +"[b]Note:[/b] By default, the expensive calculations for avoidance are done " +"in a thread. In HTML5 exports without thread support, they will be done on " +"the main thread, which can lead to performance issues." msgstr "" #: doc/classes/NavigationAgent2D.xml @@ -37745,6 +37837,9 @@ msgid "" "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" +"[b]Note:[/b] By default, the expensive calculations for avoidance are done " +"in a thread. In HTML5 exports without thread support, they will be done on " +"the main thread, which can lead to performance issues.\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." @@ -40555,7 +40650,9 @@ msgid "" "The light's radius. Note that the effectively lit area may appear to be " "smaller depending on the [member omni_attenuation] in use. No matter the " "[member omni_attenuation] in use, the light will never reach anything " -"outside this radius." +"outside this radius.\n" +"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] " +"(the light's scale or its parent's scale)." msgstr "" #: doc/classes/OmniLight.xml @@ -41074,11 +41171,11 @@ msgstr "Zwraca kąt w radianach danego wektora." #: doc/classes/OS.xml msgid "" "Returns the [i]global[/i] cache data directory according to the operating " -"system's standards. On desktop platforms, this path can be overridden by " -"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting " -"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in " -"Godot projects[/url] in the documentation for more information. See also " -"[method get_config_dir] and [method get_data_dir].\n" +"system's standards. On Linux, this path can be overridden by setting the " +"[code]XDG_CACHE_HOME[/code] environment variable before starting the " +"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot " +"projects[/url] in the documentation for more information. See also [method " +"get_config_dir] and [method get_data_dir].\n" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." msgstr "" @@ -41112,11 +41209,11 @@ msgstr "" #: doc/classes/OS.xml msgid "" "Returns the [i]global[/i] user configuration directory according to the " -"operating system's standards. On desktop platforms, this path can be " -"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable " -"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths." -"html]File paths in Godot projects[/url] in the documentation for more " -"information. See also [method get_cache_dir] and [method get_data_dir].\n" +"operating system's standards. On Linux, this path can be overridden by " +"setting the [code]XDG_CONFIG_HOME[/code] environment variable before " +"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File " +"paths in Godot projects[/url] in the documentation for more information. See " +"also [method get_cache_dir] and [method get_data_dir].\n" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." msgstr "" @@ -41138,11 +41235,11 @@ msgstr "" #: doc/classes/OS.xml msgid "" "Returns the [i]global[/i] user data directory according to the operating " -"system's standards. On desktop platforms, this path can be overridden by " -"setting the [code]XDG_DATA_HOME[/code] environment variable before starting " -"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in " -"Godot projects[/url] in the documentation for more information. See also " -"[method get_cache_dir] and [method get_config_dir].\n" +"system's standards. On Linux, this path can be overridden by setting the " +"[code]XDG_DATA_HOME[/code] environment variable before starting the project. " +"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot " +"projects[/url] in the documentation for more information. See also [method " +"get_cache_dir] and [method get_config_dir].\n" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." msgstr "" @@ -43021,6 +43118,16 @@ msgid "Particle systems (2D)" msgstr "" #: doc/classes/Particles2D.xml +msgid "2D Particles Demo" +msgstr "" + +#: doc/classes/Particles2D.xml +msgid "" +"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the " +"player)" +msgstr "" + +#: doc/classes/Particles2D.xml msgid "Returns a rectangle containing the positions of all existing particles." msgstr "" @@ -50624,15 +50731,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], uses a fast post-processing filter to make banding " -"significantly less visible. In some cases, debanding may introduce a " -"slightly noticeable dithering pattern. It's recommended to enable debanding " -"only when actually needed since the dithering pattern will make lossless-" -"compressed screenshots larger.\n" +"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by " +"debanding unless the [member Environment.background_mode] is [constant " +"Environment.BG_CANVAS]. In this case, [member rendering/quality/" +"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n" +"In some cases, debanding may introduce a slightly noticeable dithering " +"pattern. It's recommended to enable debanding only when actually needed " +"since the dithering pattern will make lossless-compressed screenshots " +"larger.\n" "[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/" "depth/hdr] must also be [code]true[/code] for debanding to be effective.\n" "[b]Note:[/b] There are known issues with debanding breaking rendering on " "mobile platforms. Due to this, it is recommended to leave this option " -"disabled when targeting mobile platforms." +"disabled when targeting mobile platforms.\n" +"[b]Note:[/b] This property is only read when the project starts. To set " +"debanding at run-time, set [member Viewport.debanding] on the root " +"[Viewport] instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -52237,17 +52351,28 @@ msgstr "" #: modules/regex/doc_classes/RegEx.xml msgid "" "Searches the text for the compiled pattern. Returns a [RegExMatch] container " -"of the first matching result if found, otherwise [code]null[/code]. The " -"region to search within can be specified without modifying where the start " -"and end anchor would be." +"of the first matching result if found, otherwise [code]null[/code].\n" +"The region to search within can be specified with [code]offset[/code] and " +"[code]end[/code]. This is useful when searching for another match in the " +"same [code]subject[/code] by calling this method again after a previous " +"success. Setting these parameters differs from passing over a shortened " +"string. For example, the start anchor [code]^[/code] is not affected by " +"[code]offset[/code], and the character before [code]offset[/code] will be " +"checked for the word boundary [code]\\b[/code]." msgstr "" #: modules/regex/doc_classes/RegEx.xml msgid "" "Searches the text for the compiled pattern. Returns an array of [RegExMatch] " "containers for each non-overlapping result. If no results were found, an " -"empty array is returned instead. The region to search within can be " -"specified without modifying where the start and end anchor would be." +"empty array is returned instead.\n" +"The region to search within can be specified with [code]offset[/code] and " +"[code]end[/code]. This is useful when searching for another match in the " +"same [code]subject[/code] by calling this method again after a previous " +"success. Setting these parameters differs from passing over a shortened " +"string. For example, the start anchor [code]^[/code] is not affected by " +"[code]offset[/code], and the character before [code]offset[/code] will be " +"checked for the word boundary [code]\\b[/code]." msgstr "" #: modules/regex/doc_classes/RegEx.xml @@ -52256,8 +52381,14 @@ msgid "" "specified string. Escapes and backreferences such as [code]$1[/code] and " "[code]$name[/code] are expanded and resolved. By default, only the first " "instance is replaced, but it can be changed for all instances (global " -"replacement). The region to search within can be specified without modifying " -"where the start and end anchor would be." +"replacement).\n" +"The region to search within can be specified with [code]offset[/code] and " +"[code]end[/code]. This is useful when searching for another match in the " +"same [code]subject[/code] by calling this method again after a previous " +"success. Setting these parameters differs from passing over a shortened " +"string. For example, the start anchor [code]^[/code] is not affected by " +"[code]offset[/code], and the character before [code]offset[/code] will be " +"checked for the word boundary [code]\\b[/code]." msgstr "" #: modules/regex/doc_classes/RegExMatch.xml @@ -54976,7 +55107,11 @@ msgid "Call a group immediately (calls are normally made on idle)." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group only once even if the call is executed many times." +msgid "" +"Call a group only once even if the call is executed many times.\n" +"[b]Note:[/b] Arguments are not taken into account when deciding whether the " +"call is unique or not. Therefore when the same method is called with " +"different arguments, only the first call will be performed." msgstr "" #: doc/classes/SceneTree.xml @@ -56814,7 +56949,9 @@ msgid "" "[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the " "transformation matrix. Due to the way scale is represented with " "transformation matrices in Godot, the scale values will either be all " -"positive or all negative." +"positive or all negative.\n" +"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] " +"property. For example, [Light]s are not visually affected by [member scale]." msgstr "" #: doc/classes/Spatial.xml @@ -58195,7 +58332,10 @@ msgid "" msgstr "" #: doc/classes/SpotLight.xml -msgid "The spotlight's angle in degrees." +msgid "" +"The spotlight's angle in degrees.\n" +"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] " +"(the light's scale or its parent's scale)." msgstr "" #: doc/classes/SpotLight.xml @@ -58211,7 +58351,9 @@ msgid "" "The maximal range that can be reached by the spotlight. Note that the " "effectively lit area may appear to be smaller depending on the [member " "spot_attenuation] in use. No matter the [member spot_attenuation] in use, " -"the light will never reach anything outside this range." +"the light will never reach anything outside this range.\n" +"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] " +"(the light's scale or its parent's scale)." msgstr "" #: doc/classes/SpringArm.xml @@ -67513,10 +67655,15 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], uses a fast post-processing filter to make banding " -"significantly less visible. In some cases, debanding may introduce a " -"slightly noticeable dithering pattern. It's recommended to enable debanding " -"only when actually needed since the dithering pattern will make lossless-" -"compressed screenshots larger.\n" +"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by " +"debanding unless the [member Environment.background_mode] is [constant " +"Environment.BG_CANVAS]. In this case, [member usage] must also be set to " +"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/" +"filters/use_debanding].\n" +"In some cases, debanding may introduce a slightly noticeable dithering " +"pattern. It's recommended to enable debanding only when actually needed " +"since the dithering pattern will make lossless-compressed screenshots " +"larger.\n" "[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be " "[code]true[/code] for debanding to be effective." msgstr "" @@ -67527,8 +67674,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code], the viewport will disable 3D rendering. For actual " -"disabling use [code]usage[/code]." +"If [code]true[/code], the viewport will disable 3D rendering. To actually " +"disable allocation of 3D buffers, set [member usage] instead." msgstr "" #: doc/classes/Viewport.xml @@ -67686,7 +67833,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"The rendering mode of viewport.\n" +"The viewport's rendering mode. This controls which buffers are allocated for " +"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage " +"and improve performance slightly, especially on low-end devices.\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." @@ -68218,6 +68367,22 @@ msgid "" "render object this [VisualInstance] is set to." msgstr "" +#: doc/classes/VisualInstance.xml +msgid "" +"The sorting offset used by this [VisualInstance]. Adjusting it to a higher " +"value will make the [VisualInstance] reliably draw on top of other " +"[VisualInstance]s that are otherwise positioned at the same spot." +msgstr "" + +#: doc/classes/VisualInstance.xml +msgid "" +"If [code]true[/code], the object is sorted based on the [AABB] center. " +"Sorted based on the global position otherwise.\n" +"The [AABB] center based sorting is generally more accurate for 3D models. " +"The position based sorting instead allows to better control the drawing " +"order when working with [Particles] and [CPUParticles]." +msgstr "" + #: modules/visual_script/doc_classes/VisualScript.xml msgid "A script implemented in the Visual Script programming environment." msgstr "" |