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-rw-r--r--doc/translations/pt_BR.po391
1 files changed, 295 insertions, 96 deletions
diff --git a/doc/translations/pt_BR.po b/doc/translations/pt_BR.po
index f6705f5e4c..463bc9c957 100644
--- a/doc/translations/pt_BR.po
+++ b/doc/translations/pt_BR.po
@@ -43,12 +43,14 @@
# lucas rossy brasil coelho <lucasrossy270@gmail.com>, 2022.
# Felipe Kinoshita <kinofhek@gmail.com>, 2022.
# Mr.Albino <ricmorsoleto@gmail.com>, 2022.
+# Zer0-Zer0 <dankmemerson@tutanota.com>, 2022.
+# Julio Yagami <juliohenrique31501234@hotmail.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: 2022-08-21 06:02+0000\n"
-"Last-Translator: Jaide Alonso Ambrosio <jaide.sp@gmail.com>\n"
+"PO-Revision-Date: 2022-12-09 19:48+0000\n"
+"Last-Translator: Julio Yagami <juliohenrique31501234@hotmail.com>\n"
"Language-Team: Portuguese (Brazil) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/pt_BR/>\n"
"Language: pt_BR\n"
@@ -56,7 +58,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
-"X-Generator: Weblate 4.14-dev\n"
+"X-Generator: Weblate 4.15-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -527,7 +529,6 @@ 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"
@@ -548,13 +549,13 @@ msgid ""
"code]."
msgstr ""
"Compara dois valores, verificando seu conteúdo real, recorrendo a qualquer "
-"`Array` ou `Dicionário` até o seu nível mais profundo.\n"
+"[Array] ou [Dictionary] até o seu nível mais profundo.\n"
"Isso se compara a [code]==[/code] de várias maneiras:\n"
"- Para [code]null[/code], [code]int[/code], [code]float[/code], "
"[code]String[/code], [code]Object[/code] e [code]RID[/code] tanto "
"[code]deep_equal[/code] quanto [code]==[/code] funcionam da mesma maneira.\n"
"- Para [code]Dictionary[/code], [code]==[code] considera igualdade se, e "
-"somente se, ambas as variáveis apontarem para o mesmo [code]Dictionary[/"
+"somente se, ambas as variáveis apontaram para o mesmo [code]Dictionary[/"
"code], sem nenhuma recorrência ou consciência do conteúdo.\n"
"- Para [code]Array[/code], [code]==[/code] considera igualdade se, e somente "
"se, cada item no primeiro [code]Array[/code] for igual a sua contraparte no "
@@ -586,7 +587,6 @@ msgstr ""
"inst2dict]), de volta em uma instância. Útil para desserialização."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns an \"eased\" value of [code]x[/code] based on an easing function "
"defined with [code]curve[/code]. This easing function is based on an "
@@ -615,7 +615,7 @@ msgstr ""
"- Menor que -1.0 (exclusivo): Ease in-out\n"
"- 1.0: Linear\n"
"- Entre -1.0 e 0.0 (exclusivo): Ease out-in\n"
-"- 0.0: Constant\n"
+"- 0.0: Constante\n"
"- Entre 0.0 e 1.0 (exclusivo): Ease in\n"
"- 1.0: Linear\n"
"- Maior que 1.0 (exclusivo): Ease out\n"
@@ -752,8 +752,10 @@ 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"
@@ -768,7 +770,11 @@ 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 ""
"Retorna uma list de dicionários representando a pilha de chamada atual.\n"
"[codeblock]\n"
@@ -949,7 +955,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Linearly interpolates between two values by the factor defined in "
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
@@ -973,24 +978,25 @@ msgid ""
msgstr ""
"Interpola linearmente entre dois valores pelo fator definido em "
"[code]weight[/code]. Para realizar a interpolação, [code]weight[/code] deve "
-"estar entre [code]0.0[/code] e [code]1.0[/code] (inclusive). No entanto, "
+"estar entre [code]0.0[/code] e [code]1.0[/code] (inclusivo). No entanto, "
"valores fora desse intervalo são permitidos e podem ser usados para realizar "
-"[i]extrapolação[/i].\n"
+"[i]extrapolação[/i]. Use [method clamp] no resultado de [method lerp] se "
+"isso não é desejado.\n"
"Se os argumentos [code]from[/code] e [code]to[/code] forem do tipo [int] ou "
"[float], o valor de retorno será um [float].\n"
"Se ambos forem do mesmo tipo de vetor ([Vector2], [Vector3] ou [Color]), o "
"valor de retorno será do mesmo tipo([code]lerp[/code] então chama o método "
"[code]linear_interpolate[/code] do tipo de vetor).\n"
"[codeblock]\n"
-"lerp(0, 4, 0,75) # Retorna 3,0\n"
+"lerp(0, 4, 0,75) # Retorna 3.0\n"
"lerp(Vetor2(1, 5), Vetor2(3, 2), 0.5) # Retorna Vetor2(2, 3.5)\n"
"[/codeblock]\n"
"Veja também [method inverse_lerp] que realiza o inverso desta operação. Para "
"realizar a interpolação facilitada com [method lerp], combine-o com [method "
-"ease] ou [method smoothstep]."
+"ease] ou [method smoothstep]. Seja também [method range_lerp] para mapear "
+"uma serie contínua de valores um para o outro."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Linearly interpolates between two angles (in radians) by a normalized "
"value.\n"
@@ -1013,19 +1019,30 @@ msgid ""
"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
-"Faz a interpolação linear entre dois ângulos (em radianos) por um valor "
+"Interpola linearmente entre dois ângulos (em radianos) por um valor "
"normalizado.\n"
"Semelhante à [method lerp], mas faz a interpolação corretamente quando os "
-"ângulos passam através de [constant @GDScript.TAU].\n"
+"ângulos passam através de [constant @GDScript.TAU]. Para realizar "
+"interpolação facilitada com [method lerp_angle], combine com [method ease] "
+"ou [method smoothstep].\n"
"[codeblock]\n"
"extends Sprite\n"
-"var elapsed = 0.0\n"
+"var tempo_decorrido = 0.0\n"
"func _process(delta):\n"
-" var min_angle = deg2rad(0.0)\n"
-" var max_angle = deg2rad(90.0)\n"
-" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
-" elapsed += delta\n"
-"[/codeblock]"
+" var ângulo_mínimo = deg2rad(0.0)\n"
+" var ângulo_máximo = deg2rad(90.0)\n"
+" rotação = ângulo_interpolação(ângulo_mínimo, ângulo_máximo, "
+"tempo_decorrido)\n"
+" tempo_decorrido += delta\n"
+"[/codeblock]\n"
+"[b]Nota:[/b] Esse método interpola linearmente através do caminho mais curto "
+"entre [code]from[/code] e [code]to[/code]. Entretanto, quando esses dois "
+"ângulos estão aproximadamente [code]PI + k * TAU[/code] aparte para qualquer "
+"inteiro [code]k[/code], não é óbvio para qual lado eles interpolam devido à "
+"erros de precisão de pontos flutuantes. Por exemplo, "
+"[code]ângulo_interpolação(0, PI, weight)[/code] interpola no sentido anti-"
+"horário, enquanto [code]ângulo_interpolação(0, PI + 5 * TAU, weight)[/code] "
+"interpola no sentido horário."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1395,19 +1412,17 @@ 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 ""
-"Imprime a pilha de chamadas no local do código, só funciona com o depurador "
-"habilitado.\n"
-"Saída no console vai parecer assim:\n"
-"[codeblock]\n"
-"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1645,8 +1660,46 @@ msgid ""
"3\n"
"[/codeblock]"
msgstr ""
+"Retorna um [i]array[/i] com o alcance dado. [method range] pode ser chamado "
+"de três maneiras:\n"
+"[code]range(n: int)[/code]: Começa do 0, aumenta em passos de 1, e para "
+"[i]antes[/i] do [code]n[/code]. O argumento [code]n[/code] é [b]exclusivo[/"
+"b].\n"
+"[code]range(b: int, n: int)[/code]: Começa do [code]b[/code], aumenta em "
+"passos de 1, e para [i]antes[/i] do [code]n[/code]. Os argumentos [code]b[/"
+"code] e [code]n[/code] são [b]inclusivo[/b] e [b]exclusivo[/b], "
+"respectivamente.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Começa do [code]b[/code], "
+"aumenta/diminui em passos de [code]s[/code], e para [i]antes[/i] do [code]n[/"
+"code]. Os argumentos [code]b[/code] e [code]n[/code] são [b]inclusivo[/b] e "
+"[b]exclusivo[/b], respectivamente. O argumento [code]s[/code] [b]pode[/b] "
+"ser negativo, mas não [code]0[/code]. Se [code]s[/code] é [code]0[/code], "
+"uma mensagem de erro é mostrada.\n"
+"[method range] converte todos os argumentos para [int] antes de processar.\n"
+"[b]Nota:[/b] Retorna um [i]array[/i] vazio se nenhum valor satisfaz o valor "
+"exigido (e.g. [code]range(2, 5, -1)[/code] ou [code]range(5, 5, 1)[/code]).\n"
+"Exemplos:\n"
+"[codeblock]\n"
+"print(range(4)) # Imprime [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Imprime [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Imprime [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Imprime [4, 3, 2]\n"
+"[/codeblock]\n"
+"Para repetir sobre um [Array] ao contrário, use:\n"
+"[codeblock]\n"
+"var array = [3, 6, 9]\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
+"[/codeblock]\n"
+"Saída:\n"
+"[codeblock]\n"
+"9\n"
+"6\n"
+"3\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
@@ -1659,6 +1712,17 @@ msgid ""
"For complex use cases where you need multiple ranges, consider using [Curve] "
"or [Gradient] instead."
msgstr ""
+"Mapeia um [code]value[/code] do intervalo [code][istart, istop][/code] para "
+"[code][ostart, ostop][/code]. Veja também [method lerp] e [method "
+"inverse_lerp]. Se [code]value[/code] estiver fora de [code][istart, istop][/"
+"code], então o valor resultante também será fora de [code][ostart, ostop][/"
+"code]. Use [method clamp] no resultado de [method range-lerp] se não for "
+"desejado.\n"
+"[codeblock]\n"
+"range_lerp(75, 0, 100, -1, 1) # Retorna 0.5\n"
+"[/codeblock]\n"
+"Para casos de uso complexos em que você precise de múltiplos intervalos, "
+"considere usar [Curve] ou [Gradient]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -3956,34 +4020,49 @@ msgstr ""
"Windows MR)."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid ""
"MIDI note OFF message. See the documentation of [InputEventMIDI] for "
"information of how to use MIDI inputs."
msgstr ""
+"Mensagem de nota MIDI OFF. Veja a documentação sobre [InputEventMIDI] para "
+"mais informações sobre como usar entradas MIDI."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid ""
"MIDI note ON message. See the documentation of [InputEventMIDI] for "
"information of how to use MIDI inputs."
msgstr ""
+"Mensagem ON da nota MIDI. Veja a documentação do [InputEventMIDI] para mais "
+"informações sobre como usar entradas MIDI."
#: 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 ""
+"Mensagem MIDI de toque posterior. Esta mensagem é geralmente enviada ao "
+"pressionar a tecla após ela \"ir de fundo pra fora\"."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid ""
"MIDI control change message. This message is sent when a controller value "
"changes. Controllers include devices such as pedals and levers."
msgstr ""
+"Mensagem de alteração do controlador MIDI. Esta mensagem é enviada quando o "
+"valor de um controlador muda. Controladores incluem dispositivos como pedais "
+"e alavancas."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid ""
"MIDI program change message. This message sent when the program patch number "
"changes."
msgstr ""
+"Mensagem de alteração do programa MIDI. Esta mensagem é enviada quando o "
+"número de patch do programa muda."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4498,6 +4577,26 @@ 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 "A propriedade é serializada e salva no arquivo de cena (padrão)."
@@ -5195,8 +5294,7 @@ 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 ""
@@ -8144,7 +8242,10 @@ 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
@@ -8329,6 +8430,9 @@ 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"
@@ -8348,9 +8452,13 @@ 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"
@@ -10990,10 +11098,9 @@ 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
@@ -11525,14 +11632,14 @@ 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 ""
@@ -11542,22 +11649,22 @@ 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
@@ -15656,7 +15763,7 @@ msgstr ""
#: doc/classes/Color.xml
msgid "Chocolate color."
-msgstr "Cor chocolate"
+msgstr "Cor chocolate."
#: doc/classes/Color.xml
msgid "Coral color."
@@ -20442,6 +20549,14 @@ 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 "A altura do cilindro."
@@ -23280,7 +23395,10 @@ 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
@@ -34072,7 +34190,9 @@ 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
@@ -37411,7 +37531,10 @@ 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
@@ -37664,7 +37787,10 @@ 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
@@ -38389,6 +38515,9 @@ 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."
@@ -41199,7 +41328,9 @@ 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
@@ -41716,11 +41847,11 @@ msgstr "Retorna o ângulo para o vetor dado, em radianos."
#: 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 ""
@@ -41754,11 +41885,11 @@ 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 ""
@@ -41780,11 +41911,11 @@ 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 ""
@@ -43666,6 +43797,16 @@ 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 ""
@@ -51274,15 +51415,22 @@ 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
@@ -52886,17 +53034,28 @@ 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
@@ -52905,8 +53064,14 @@ 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
@@ -55625,7 +55790,11 @@ 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
@@ -57467,7 +57636,9 @@ 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
@@ -58866,7 +59037,10 @@ 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
@@ -58882,7 +59056,9 @@ 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
@@ -68220,10 +68396,15 @@ 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 ""
@@ -68234,8 +68415,8 @@ 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
@@ -68393,7 +68574,9 @@ 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."
@@ -68926,6 +69109,22 @@ 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 ""
@@ -77080,10 +77279,10 @@ msgstr ""
"Classifique todos os nós filhos com base em suas posições Y. O nó filho deve "
"herdar de [CanvasItem] para ser classificado. Os nós que têm uma posição Y "
"mais alta serão desenhados mais tarde, então eles aparecerão no topo dos nós "
-"que têm uma posição Y mais baixa. O aninhamento de nós YSort é possível. Os "
-"nós YSort filhos serão classificados no mesmo espaço que o YSort pai, "
-"permitindo organizar melhor uma cena ou dividi-la em várias outras, mas "
-"manter a classificação única."
+"que têm uma posição Y mais baixa.\n"
+"O aninhamento de nós YSort é possível.Os nós YSort filhos serão "
+"classificados no mesmo espaço que o YSort pai, permitindo organizar melhor "
+"uma cena ou dividi-la em várias outras, mas manter a classificação única."
#: doc/classes/YSort.xml
msgid ""