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-rw-r--r--doc/translations/ru.po390
1 files changed, 282 insertions, 108 deletions
diff --git a/doc/translations/ru.po b/doc/translations/ru.po
index caaaf6666c..afb3693b6a 100644
--- a/doc/translations/ru.po
+++ b/doc/translations/ru.po
@@ -46,12 +46,14 @@
# Andrey <stre10k@mail.ru>, 2022.
# Smadjavul <o1985af@gmail.com>, 2022.
# Bozhko Artyom Dmitrievich <jek_sun@mail.ru>, 2022.
+# FuzzMix <fmwolfiechad@gmail.com>, 2022.
+# МАН69К <weblate@mah69k.net>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-05-21 21:38+0000\n"
-"Last-Translator: Smadjavul <o1985af@gmail.com>\n"
+"PO-Revision-Date: 2022-06-08 06:47+0000\n"
+"Last-Translator: FuzzMix <fmwolfiechad@gmail.com>\n"
"Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/ru/>\n"
"Language: ru\n"
@@ -309,24 +311,25 @@ msgid ""
"[/codeblock]"
msgstr ""
"Проверяет, что [code]condition[/code] равно [code]true[/code]. Если "
-"[code]condition[/code] равно [code]false[/code], будет сгенерирована ошибка "
-"и программа приостановится, пока вы не продолжите её. Эта функция "
-"выполняется только в отладочных сборках, или когда игра запускается в "
-"редакторе. Используйте её для целей отладки, чтобы убедиться, что выражение "
-"остаётся [code]true[/code] в течение разработки.\n"
+"[code]condition[/code] равно [code]false[/code], будет сгенерирована ошибка. "
+"Если запущено из редактора, запущенный проект приостановится, пока вы не "
+"продолжите его. Это может быть использовано как более сильная форма [method "
+"push_error] для сообщения об ошибках разработчикам проекта или пользователям "
+"дополнений.\n"
"[b]Примечание:[/b] В целях оптимизации код внутри [method assert] "
-"исполняется только в debug-сборках или при запуске из редактора. Не "
+"исполняется только в отладочных сборках или при запуске из редактора. Не "
"добавляйте дополнительную логику в вызов [method assert]. В противном случае "
"релизная сборка будет иметь иное поведение.\n"
"Если задан необязательный аргумент [code]message[/code], то он будет показан "
-"в дополнении к сообщению \"Assertion failed\". В нём вы можете предоставить "
-"дополнительные сведения о том, почему проверка была неудачной.\n"
+"в дополнении к сообщению \"Assertion failed\". Вы можете использовать его "
+"для предоставления дополнительных сведений о том, почему проверка была "
+"неудачной.\n"
"[codeblock]\n"
-"# Предположим, что вы хотите, чтобы скорость (speed) была между 0 и 20\n"
+"# Предположим, что вы хотите, чтобы скорость (speed) была между 0 и 20.\n"
"speed = -10\n"
"assert(speed < 20) # True, программа продолжит выполнение\n"
"assert(speed >= 0) # False, программа будет остановлена\n"
-"assert(speed >= 0 && speed < 20) # Вы можете комбинировать два условных "
+"assert(speed >= 0 and speed < 20) # Вы можете комбинировать два условных "
"выражения в одной проверке\n"
"assert(speed < 20, \"speed = %f, но лимит скорости равен 20\" % speed) # "
"Показывает сообщение с уточняющими деталями\n"
@@ -1482,7 +1485,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Pushes an error message to Godot's built-in debugger and to the OS "
"terminal.\n"
@@ -1498,7 +1500,11 @@ msgstr ""
"[codeblock].\n"
"push_error(\"test error\") # Выводит \"test error\" в отладчик и терминал "
"как вызов ошибки\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Примечание:[/b] Ошибки выведенные таким способом не приостанавливают "
+"выполнение проекта. Что бы вывести сообщение об ошибке и приостановить "
+"выполнение проекта в отладочных сборках - используйте [code]assert(false, "
+"\"test error\")[/code]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1530,7 +1536,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns a random floating point value between [code]from[/code] and "
"[code]to[/code] (both endpoints inclusive).\n"
@@ -1539,12 +1544,14 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
-"Случайное значение с плавающей запятой между [code]from[/code] и [code]to[/"
-"code].\n"
+"Возвращает случайное значение с плавающей запятой между [code]from[/code] и "
+"[code]to[/code] (включительно).\n"
"[codeblock]\n"
-"prints(rand_range(0, 1), rand_range(0, 1)) # Выведет, напр., 0.135591 "
+"prints(rand_range(0, 1), rand_range(0, 1)) # Выведет, например, 0.135591 "
"0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Примечание:[/b] Это эквивалентно [code]randf() * (to - from) + from[/"
+"code]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -10642,17 +10649,19 @@ msgstr ""
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
-msgstr ""
+msgstr "Сила искажения. Значение может варьироваться от 0 до 1."
#: doc/classes/AudioEffectDistortion.xml
msgid ""
"High-pass filter, in Hz. Frequencies higher than this value will not be "
"affected by the distortion. Value can range from 1 to 20000."
msgstr ""
+"Фильтр высоких частот, в Гц. Частоты выше этого значения не будут подвержены "
+"искажением. Значение может варьироваться от 1 до 20000."
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion type."
-msgstr ""
+msgstr "Тип искажения."
#: doc/classes/AudioEffectDistortion.xml
msgid ""
@@ -14006,7 +14015,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -15749,7 +15758,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -15787,9 +15796,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -15808,8 +15817,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -15825,8 +15834,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -15917,9 +15926,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -19623,8 +19632,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -21020,7 +21028,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -23105,7 +23113,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -25432,11 +25440,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -27111,7 +27119,7 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
@@ -27222,8 +27230,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -28874,8 +28882,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -34142,6 +34149,8 @@ msgid ""
"Label3D displays plain text in a 3D world. It gives you control over the "
"horizontal and vertical alignment."
msgstr ""
+"Label3D отображает простой текст в трёхмерном мире. Это дает вам контроль "
+"над горизонтальным и вертикальным выравниванием."
#: doc/classes/Label3D.xml
msgid ""
@@ -34204,6 +34213,7 @@ msgstr ""
#: doc/classes/Label3D.xml
msgid "Vertical space between lines in multiline [Label3D]."
msgstr ""
+"Вертикальное расстояние между строками в многострочном режиме [Label3D]."
#: doc/classes/Label3D.xml
msgid "Text [Color] of the [Label3D]."
@@ -34269,6 +34279,8 @@ msgstr ""
#: doc/classes/Label3D.xml
msgid "Text width (in pixels), used for autowrap and fill alignment."
msgstr ""
+"Ширина текста (в пикселях), используемая для автоматического переноса и "
+"выравнивания заливки."
#: doc/classes/Label3D.xml
msgid "If set, lights in the environment affect the label."
@@ -37394,11 +37406,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -38366,11 +38382,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -39727,8 +39747,8 @@ msgid ""
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -39750,21 +39770,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -40404,7 +40423,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -42582,9 +42601,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -46723,7 +46742,24 @@ msgstr ""
msgid ""
"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -46858,14 +46894,32 @@ msgstr ""
#: doc/classes/PoolColorArray.xml
#, fuzzy
-msgid "A pooled array of [Color]."
+msgid "A pooled array of [Color]s."
msgstr "Массив цветов."
#: doc/classes/PoolColorArray.xml
msgid ""
"An array specifically designed to hold [Color]. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -46903,7 +46957,24 @@ msgstr ""
msgid ""
"An array specifically designed to hold integer values ([int]). Optimized for "
"memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -46936,14 +47007,32 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled array of reals ([float])."
-msgstr ""
+#, fuzzy
+msgid "A pooled array of real numbers ([float])."
+msgstr "Массив цветов."
#: doc/classes/PoolRealArray.xml
msgid ""
"An array specifically designed to hold floating-point values. Optimized for "
"memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -46969,14 +47058,32 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled array of [String]."
-msgstr ""
+#, fuzzy
+msgid "A pooled array of [String]s."
+msgstr "Массив цветов."
#: doc/classes/PoolStringArray.xml
msgid ""
"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -47006,14 +47113,33 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled array of [Vector2]."
-msgstr ""
+#, fuzzy
+msgid "A pooled array of [Vector2]s."
+msgstr "Массив цветов."
#: doc/classes/PoolVector2Array.xml
msgid ""
"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -47048,7 +47174,25 @@ msgstr ""
msgid ""
"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -51545,8 +51689,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
@@ -53560,7 +53705,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53659,8 +53805,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -53874,7 +54020,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53956,7 +54103,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -55086,7 +55234,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -58505,6 +58654,8 @@ msgstr ""
msgid ""
"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
+"Спрайт масштабируется по глубине, чтобы он всегда отображался на экране "
+"одинакового размера."
#: doc/classes/SpriteFrames.xml
msgid "Sprite frame library for AnimatedSprite and AnimatedSprite3D."
@@ -61692,7 +61843,7 @@ msgstr ""
#: doc/classes/TextMesh.xml
msgid "Step (in pixels) used to approximate Bézier curves."
-msgstr ""
+msgstr "Шаг (в пикселях), используемый для аппроксимации кривых Безье."
#: doc/classes/TextMesh.xml
msgid ""
@@ -61714,11 +61865,11 @@ msgstr ""
#: doc/classes/TextMesh.xml
msgid "The size of one pixel's width on the text to scale it in 3D."
-msgstr ""
+msgstr "Размер ширины одного пикселя текста для его масштабирования в 3D."
#: doc/classes/TextMesh.xml
msgid "The text to generate mesh from."
-msgstr ""
+msgstr "Текст, из которого создается сетка."
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
@@ -65421,7 +65572,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -67255,7 +67406,7 @@ msgstr ""
#: doc/classes/VideoPlayer.xml
msgid "Audio volume in dB."
-msgstr ""
+msgstr "Громкость звука в дБ."
#: doc/classes/VideoPlayer.xml
msgid "Emitted when playback is finished."
@@ -67630,10 +67781,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
+#, fuzzy
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
-msgstr ""
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
+msgstr "Если [code]true[/code], текстура будет центрирована."
#: doc/classes/Viewport.xml
msgid ""
@@ -71205,10 +71357,13 @@ msgid "Returns the value of a certain material's parameter."
msgstr ""
#: doc/classes/VisualServer.xml
+#, fuzzy
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr ""
+"Возвращает [code]true[/code] если [code]a[/code] и [code]b[/code] "
+"приблизительно равны друг другу."
#: doc/classes/VisualServer.xml
msgid ""
@@ -72034,7 +72189,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -76178,6 +76333,8 @@ msgid ""
"Default environment properties for the entire scene (post-processing "
"effects, lighting and background settings)."
msgstr ""
+"Свойства среды по умолчанию для всей сцены (эффекты постобработки, настройки "
+"освещения и фона)."
#: doc/classes/WorldEnvironment.xml
msgid ""
@@ -76198,10 +76355,12 @@ msgid ""
"The [Environment] resource used by this [WorldEnvironment], defining the "
"default properties."
msgstr ""
+"Ресурс [Environment], используемый этим [WorldEnvironment], определяющий "
+"свойства по умолчанию."
#: doc/classes/X509Certificate.xml
msgid "An X509 certificate (e.g. for SSL)."
-msgstr ""
+msgstr "Сертификат X509 (например, для SSL)."
#: doc/classes/X509Certificate.xml
msgid ""
@@ -76210,25 +76369,28 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
msgid "Loads a certificate from [code]path[/code] (\"*.crt\" file)."
-msgstr ""
+msgstr "Загружает сертификат из [code]пути[/code] (файл \"*.crt\")."
#: doc/classes/X509Certificate.xml
msgid ""
"Saves a certificate to the given [code]path[/code] (should be a \"*.crt\" "
"file)."
msgstr ""
+"Сохраняет сертификат по заданному [code]пути[/code] (должно быть \"*.crt\" "
+"файлом)."
#: doc/classes/XMLParser.xml
msgid ""
"Low-level class for creating parsers for [url=https://en.wikipedia.org/wiki/"
"XML]XML[/url] files."
msgstr ""
+"Низкоуровневый класс для создания парсеров для [url=https://ru.wikipedia.org/"
+"wiki/XML]XML[/url] файлов."
#: doc/classes/XMLParser.xml
msgid ""
@@ -76256,24 +76418,32 @@ msgstr ""
#: doc/classes/XMLParser.xml
msgid "Gets the current line in the parsed file (currently not implemented)."
msgstr ""
+"Получает текущую строку в проанализированном файле (в настоящее время не "
+"реализовано)."
#: doc/classes/XMLParser.xml
msgid ""
"Gets the value of a certain attribute of the current element by name. This "
"will raise an error if the element has no such attribute."
msgstr ""
+"Получает значение определенного атрибута текущего элемента по имени. Это "
+"приведет к ошибке, если элемент не имеет такого атрибута."
#: doc/classes/XMLParser.xml
msgid ""
"Gets the value of a certain attribute of the current element by name. This "
"will return an empty [String] if the attribute is not found."
msgstr ""
+"Получает значение определенного атрибута текущего элемента по имени. Это "
+"вернет пустой [String], если атрибут не найден."
#: doc/classes/XMLParser.xml
msgid ""
"Gets the contents of a text node. This will raise an error in any other type "
"of node."
msgstr ""
+"Получает содержимое из текстового узла. Это вызовет ошибку в любом другом "
+"типе узла."
#: doc/classes/XMLParser.xml
msgid ""
@@ -76295,13 +76465,15 @@ msgstr ""
#: doc/classes/XMLParser.xml
msgid "Check whether the current element has a certain attribute."
-msgstr ""
+msgstr "Проверяет, имеет ли текущий элемент определенный атрибут."
#: doc/classes/XMLParser.xml
msgid ""
"Check whether the current element is empty (this only works for completely "
"empty tags, e.g. [code]<element \\>[/code])."
msgstr ""
+"Проверяет, является ли текущий элемент пустым (это работает только для "
+"полностью пустых тегов, например, [code]<element \\>[/code])."
#: doc/classes/XMLParser.xml
msgid "Opens an XML file for parsing. This returns an error code."
@@ -76326,18 +76498,20 @@ msgid ""
"Skips the current section. If the node contains other elements, they will be "
"ignored and the cursor will go to the closing of the current element."
msgstr ""
+"Пропускает текущий раздел. Если узел содержит другие элементы, они будут "
+"проигнорированы и курсор перейдёт на закрытие текущего элемента."
#: doc/classes/XMLParser.xml
msgid "There's no node (no file or buffer opened)."
-msgstr ""
+msgstr "Нет узла (файл или буфер не открыты)."
#: doc/classes/XMLParser.xml
msgid "Element (tag)."
-msgstr ""
+msgstr "Элемент (ярлык)."
#: doc/classes/XMLParser.xml
msgid "End of element."
-msgstr ""
+msgstr "Конец элемента."
#: doc/classes/XMLParser.xml
msgid "Text node."
@@ -76345,11 +76519,11 @@ msgstr "Текстовый узел."
#: doc/classes/XMLParser.xml
msgid "Comment node."
-msgstr ""
+msgstr "Узел комментирования."
#: doc/classes/XMLParser.xml
msgid "CDATA content."
-msgstr ""
+msgstr "Содержимое CDATA."
#: doc/classes/XMLParser.xml
msgid "Unknown node."