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Diffstat (limited to 'doc/translations/pl.po')
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1 files changed, 288 insertions, 99 deletions
diff --git a/doc/translations/pl.po b/doc/translations/pl.po index 64e182ff82..a484bd7e22 100644 --- a/doc/translations/pl.po +++ b/doc/translations/pl.po @@ -22,12 +22,14 @@ # lewando54 <lewando54@gmail.com>, 2022. # Katarzyna Twardowska <katarina.twardowska@gmail.com>, 2022. # Mateusz Zdrzałek <matjozohd@gmail.com>, 2022. +# Pixel Zone - Godot Engine Tutorials <karoltomaszewskimusic@gmail.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: 2022-03-21 22:22+0000\n" -"Last-Translator: Mateusz Zdrzałek <matjozohd@gmail.com>\n" +"PO-Revision-Date: 2022-05-15 20:00+0000\n" +"Last-Translator: Pixel Zone - Godot Engine Tutorials " +"<karoltomaszewskimusic@gmail.com>\n" "Language-Team: Polish <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/pl/>\n" "Language: pl\n" @@ -36,7 +38,7 @@ 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 4.12-dev\n" +"X-Generator: Weblate 4.13-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -258,7 +260,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Asserts that the [code]condition[/code] is [code]true[/code]. If the " "[code]condition[/code] is [code]false[/code], an error is generated. When " @@ -518,6 +519,23 @@ msgid "" "want a true content-aware comparison, you have to use [code]deep_equal[/" "code]." 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[/" +"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" +"Krótko mówiąc, za każdym razem, gdy potencjalnie zaangażowany jest " +"[code]Słownik[/code], jeśli chcesz prawdziwego porównania uwzględniającego " +"zawartość, musisz użyć [code]deep_equal[/code]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1379,11 +1397,12 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -1427,37 +1446,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" -"[codeblock]\n" -"print(range(4))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" "[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -4583,17 +4601,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4621,9 +4646,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4647,8 +4672,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -4700,6 +4728,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -5216,11 +5254,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -6257,7 +6295,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -7454,7 +7495,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -7499,10 +7543,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7640,11 +7688,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -8779,7 +8831,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -9001,7 +9053,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -12116,17 +12168,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -14387,7 +14439,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -14483,7 +14537,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -22909,6 +22965,13 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +#, fuzzy +msgid "If [code]true[/code], the slider is hidden." +msgstr "" +"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest " +"wyłączone." + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -26500,9 +26563,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + +#: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -35058,13 +35134,13 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" -#: doc/classes/MethodTweener.xml +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " @@ -35777,6 +35853,12 @@ msgid "Creates the agent." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "" @@ -35849,6 +35931,12 @@ msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all navigation agents [RID]s that are currently assigned to the " +"requested navigation [code]map[/code]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the map cell size." msgstr "Zwraca arcus sinus parametru." @@ -35876,6 +35964,12 @@ msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all navigation regions [RID]s that are currently assigned to the " +"requested navigation [code]map[/code]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map is active." msgstr "" @@ -35901,6 +35995,12 @@ msgid "Creates a new region." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]region[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the map for the region." msgstr "Zwraca sinus parametru." @@ -36389,19 +36489,60 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] or a specific group of nodes " +"for potential source geometry. The parse behavior can be controlled with the " +"[member NavigationMesh.geometry/parsed_geometry_type] and [member " +"NavigationMesh.geometry/source_geometry_mode] properties on the " +"[NavigationMesh] resource." msgstr "" +#: doc/classes/NavigationMeshGenerator.xml +#, fuzzy +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." +msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]with[/code]." + #: doc/classes/NavigationMeshInstance.xml msgid "An instance of a [NavigationMesh]." msgstr "" @@ -36420,7 +36561,10 @@ msgid "" "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization." +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -36467,6 +36611,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "Zwraca sinus parametru." + +#: 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." @@ -36503,6 +36652,11 @@ msgid "" msgstr "" #: doc/classes/NavigationObstacle2D.xml +#, fuzzy +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "Zwraca sinus parametru." + +#: 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." @@ -37691,7 +37845,7 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" +"Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active is both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." @@ -37699,8 +37853,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -37994,14 +38148,6 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - -#: doc/classes/Node.xml -msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." @@ -38134,6 +38280,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + +#: doc/classes/Node.xml +msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " @@ -38295,6 +38450,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -39536,7 +39709,7 @@ msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]b[/code]." #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -39558,7 +39731,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -44932,6 +45106,15 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -45726,6 +45909,10 @@ msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + +#: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -49172,19 +49359,6 @@ msgid "" "interpolating. By default there's no delay." msgstr "" -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " -"default easing is used from the [Tween] that contains this Tweener." -msgstr "" - -#: doc/classes/PropertyTweener.xml -msgid "" -"Sets the type of used transition from [enum Tween.TransitionType]. If not " -"set, the default transition is used from the [Tween] that contains this " -"Tweener." -msgstr "" - #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" @@ -54027,8 +54201,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -54049,8 +54230,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " |