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Diffstat (limited to 'doc/translations/ru.po')
-rw-r--r-- | doc/translations/ru.po | 222 |
1 files changed, 161 insertions, 61 deletions
diff --git a/doc/translations/ru.po b/doc/translations/ru.po index 36dbb7d50d..6455a611e5 100644 --- a/doc/translations/ru.po +++ b/doc/translations/ru.po @@ -48,12 +48,13 @@ # Bozhko Artyom Dmitrievich <jek_sun@mail.ru>, 2022. # FuzzMix <fmwolfiechad@gmail.com>, 2022. # МАН69К <weblate@mah69k.net>, 2022. +# Vadim Mitroshkin <Vadim7540@yandex.ru>, 2022. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-06-08 06:47+0000\n" -"Last-Translator: FuzzMix <fmwolfiechad@gmail.com>\n" +"PO-Revision-Date: 2022-07-03 00:44+0000\n" +"Last-Translator: Bozhko Artyom Dmitrievich <jek_sun@mail.ru>\n" "Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/ru/>\n" "Language: ru\n" @@ -62,7 +63,7 @@ msgstr "" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && " "n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n" -"X-Generator: Weblate 4.13-dev\n" +"X-Generator: Weblate 4.13.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -154,7 +155,8 @@ msgstr "" #: doc/tools/make_rst.py msgid "" "This method accepts any number of arguments after the ones described here." -msgstr "Этот метод принимает любое количество аргументов после описанных." +msgstr "" +"Этот метод принимает любое количество аргументов после описанных здесь." #: doc/tools/make_rst.py msgid "This method is used to construct a type." @@ -533,7 +535,6 @@ 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" @@ -559,9 +560,9 @@ msgstr "" "- Для [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/" "code], [code]Object[/code] и [code]RID[/code], [code]deep_equal[/code] и " "[code]==[/code] работают одинаково.\n" -"- Для [code]Dictionary[/code], [code]==[/code] рассматривает равенство и " -"только если обе переменные указывают на один и тот же [code]Dictionary[/" -"code], без рекурсии или просмотра содержимого вообще.\n" +"- Для [code]Dictionary[/code], [code]==[/code] рассматривает равенство " +"тогда, и только тогда, когда обе переменные указывают на один и тот же " +"[code]Dictionary[/code], без рекурсии или просмотра содержимого вообще.\n" "- Для [code]Array[/code], [code]==[/code] считается равенством тогда, и " "только тогда, когда каждый элемент в первом [code]Array[/code] равен " "элементу во втором [code]Array[/code], как сообщает [code]==[/code]. Это " @@ -1006,7 +1007,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" @@ -1032,7 +1032,7 @@ msgstr "" "Линейная интерполяция между двумя углами (в радианах) по нормализованному " "значению.\n" "Аналогично [методу lerp], но корректно интерполируется, когда углы " -"оборачивают вокруг [constant @GDScript.TAU]. Чтобы выполнить упрощенную " +"оборачивают вокруг [константы @GDScript.TAU]. Чтобы выполнить упрощенную " "интерполяцию с помощью [метода lerp_angle], объедините его с [методом ease] " "или [методом smoothstep].\n" "[codeblock]\n" @@ -1043,7 +1043,14 @@ msgstr "" " var max_angle = deg2rad(90.0)\n" " rotation = lerp_angle(min_angle, max_angle, elapsed)\n" " elapsed += delta\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Примечание:[/b] Этот метод проходит через кратчайший путь между " +"[code]from[/code] и [code]to[/code]. Тем не менее, если разница между этими " +"двумя углами и любым целым числом [code]k[/code] приблизительно [code]PI + " +"k * TAU[/code], неочевидно в какую сторону [/code]из-за ошибок в точности " +"чисел с плавающей точкой. Например, [code]lerp_angle(0, PI, weight)[/code] " +"оборачивается против часовой стрелки, а [code]lerp_angle(0, PI + 5 * TAU, " +"weight)[/code] оборачивается по часовой." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1292,7 +1299,6 @@ msgstr "" "координат (оси X и Y)." #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns the integer modulus of [code]a/b[/code] that wraps equally in " "positive and negative.\n" @@ -1314,28 +1320,21 @@ msgstr "" "Возвращает целочисленный модуль [code]a/b[/code], который одинаково " "переносится как в положительный, так и в отрицательный.\n" "[codeblock]\n" -"var i = -6\n" -"while i < 5:\n" -" prints(i, posmod(i, 3))\n" -" i += 1\n" +"for i in range(-3, 4):\n" +" print(\"%2d %2d %2d\" % [i, i % 3, posmod(i, 3)])\n" "[/codeblock]\n" "Produces:\n" "[codeblock]\n" -"-6 0\n" -"-5 1\n" -"-4 2\n" -"-3 0\n" -"-2 1\n" -"-1 2\n" -"0 0\n" -"1 1\n" -"2 2\n" -"3 0\n" -"4 1\n" +"-3 0 0\n" +"-2 -2 1\n" +"-1 -1 2\n" +" 0 0 0\n" +" 1 1 1\n" +" 2 2 2\n" +" 3 0 0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns the result of [code]base[/code] raised to the power of [code]exp[/" "code].\n" @@ -1346,7 +1345,7 @@ msgstr "" "Возвращает результат возведения числа [code]x[/code] в степени [code]y[/" "code].\n" "[codeblock]\n" -"pow(2, 5) # Возвращает 32\n" +"pow(2, 5) # Возвращает 32.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml @@ -1525,7 +1524,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Converts an angle expressed in radians to degrees.\n" "[codeblock]\n" @@ -1534,7 +1532,7 @@ msgid "" msgstr "" "Преобразует угол, выраженный в радианах, в градусы.\n" "[codeblock]\n" -"rad2deg(0.523599) # Возвращает 30\n" +"rad2deg(0.523599) # Возвращает 30.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml @@ -1581,7 +1579,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns a random unsigned 32-bit integer. Use remainder to obtain a random " "value in the interval [code][0, N - 1][/code] (where N is smaller than " @@ -1660,6 +1657,44 @@ msgid "" "3\n" "[/codeblock]" msgstr "" +"Возвращает массив с заданным диапазоном. [метод range] может быть вызван " +"тремя способами:\n" +"[code]range(n: int)[/code]: Начинается с 0, увеличивается с шагом в 1 и " +"останавливается [i]перед[/i] [code]n[/code]. Аргумент [code]n[/code] это " +"[b]эксклюзив[/b].\n" +"[code]range(b: int, n: int)[/code]: Начинается с [code]b[/code], " +"увеличивается с шагом в 1 и останавливается [i]перед[/i] [code]n[/code]. " +"Аргументы [code]b[/code] и [code]n[/code] это [b]инклюзив[/b] и " +"[b]эксклюзив[/b], соответственно.\n" +"[code]range(b: int, n: int, s: int)[/code]: Начинается с [code]b[/code], " +"увеличивается/уменьшается с шагом [code]s[/code], и останавливается " +"[i]перед[/i] [code]n[/code]. Аргументы [code]b[/code] и [code]n[/code] это " +"[b]инклюзив[/b] и [b]эксклюзив[/b], соответственно. Аргумент [code]s[/code] " +"[b]может[/b] быть негативным, но не [code]0[/code]. Если [code]s[/code] это " +"[code]0[/code], будет выведено сообщение об ошибке.\n" +"[метод range] преобразует все аргументы в [int] перед обработкой.\n" +"[b]Примечание:[/b] Возвращает пустой массив, если ни одно значение не " +"удовлетворяет ограничению на значение (e.g. [code]range(2, 5, -1)[/code] или " +"[code]range(5, 5, 1)[/code]).\n" +"Примеры:\n" +"[codeblock]\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" +"Чтобы выполнить итерацию по [Array] в обратном порядке, используйте:\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" +"Вывод:\n" +"[codeblock]\n" +"9\n" +"6\n" +"3\n" +"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1676,7 +1711,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Rounds [code]s[/code] to the nearest whole number, with halfway cases " "rounded away from zero.\n" @@ -1687,11 +1721,14 @@ msgid "" "[/codeblock]\n" "See also [method floor], [method ceil], [method stepify], and [int]." msgstr "" -"Округляет [code]s[/code] к ближайшему целому числу, при этом середины " -"округляются от нуля.\n" +"Округляет [code]s[/code] к ближайшему целому числу, при этом 0.5 округляется " +"в большую сторону.\n" "[codeblock]\n" -"round(2.6) # Возвращает 3\n" -"[/codeblock]" +"a = round(2.49) # Возвращает 2.0\n" +"a = round(2.5) # Возвращает 3.0\n" +"a = round(2.51) # Возвращает 3.0\n" +"[/codeblock]\n" +"См. также[метод floor], [метод ceil], [метод stepify], и [int]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -13799,10 +13836,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -21231,13 +21270,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "Amount of extra bias for shadow splits that are far away. If self-shadowing " -"occurs only on the splits far away, increasing this value can fix them." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -21247,7 +21290,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -21264,23 +21311,23 @@ msgstr "" msgid "" "The distance from camera to shadow split 1. Relative to [member " "directional_shadow_max_distance]. Only used when [member " -"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or " -"[code]SHADOW_PARALLEL_4_SPLITS[/code]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "The distance from shadow split 1 to split 2. Relative to [member " "directional_shadow_max_distance]. Only used when [member " -"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or " -"[code]SHADOW_PARALLEL_4_SPLITS[/code]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "The distance from shadow split 2 to split 3. Relative to [member " "directional_shadow_max_distance]. Only used when [member " -"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -31684,7 +31731,10 @@ msgid "" "input at the cost of increased CPU usage. In applications where drawing " "freehand lines is required, input accumulation should generally be disabled " "while the user is drawing the line to get results that closely follow the " -"actual input." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -32258,10 +32308,11 @@ msgstr "" msgid "" "Contains mouse and pen motion information. Supports relative, absolute " "positions and speed. See [method Node._input].\n" -"[b]Note:[/b] By default, this event is only emitted once per frame rendered " -"at most. If you need more precise input reporting, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider " "implementing [url=https://en.wikipedia.org/wiki/" "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to " "avoid visible gaps in lines if the user is moving the mouse quickly." @@ -32586,6 +32637,11 @@ msgstr "Если [code]true[/code], текстура отражена по ве #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -38070,7 +38126,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -38183,6 +38239,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -51969,8 +52033,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -60441,7 +60505,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -61038,9 +61126,11 @@ msgstr "" #: doc/classes/StyleBox.xml msgid "" -"Draws this stylebox using a [CanvasItem] with given [RID].\n" -"You can get a [RID] value using [method Object.get_instance_id] on a " -"[CanvasItem]-derived node." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -62598,6 +62688,11 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +#, fuzzy +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "Если [code]true[/code], текстура будет центрирована." + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -68866,9 +68961,10 @@ msgstr "" msgid "" "The shadow atlas' resolution (used for omni and spot lights). The value will " "be rounded up to the nearest power of 2.\n" -"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-" -"created viewports default to a value of 0, this value must be set above 0 " -"manually." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -68898,7 +68994,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml |