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-rw-r--r--doc/translations/ru.po2568
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diff --git a/doc/translations/ru.po b/doc/translations/ru.po
index dfde3ad01b..2f27837f28 100644
--- a/doc/translations/ru.po
+++ b/doc/translations/ru.po
@@ -26,7 +26,7 @@
# Сергей Волков <zerosar4@gmail.com>, 2021.
# Alexander Sinitsyn <almoig747@gmail.com>, 2021.
# Толя Богомолов <tolya.bogomolov2004@gmail.com>, 2021.
-# Rustam Alieskerov <rustam.aleskerov7@gmail.com>, 2021.
+# Rustam Alieskerov <rustam.aleskerov7@gmail.com>, 2021, 2022.
# Vladimir Svity <development.openworld@gmail.com>, 2021.
# SuperProCoolName <minzatov.2004@mail.ru>, 2021.
# GameOverCode <thefguyplayeriwbt@gmail.com>, 2021.
@@ -38,12 +38,19 @@
# Алексей Зотов <ancrad@yandex.ru>, 2022.
# Russkikh Michail <summersay415@gmail.com>, 2022.
# Kirill Slesarenok <s.k.s.10.09.2001@gmail.com>, 2022.
+# Иван Гай <yfrde615@gmail.com>, 2022.
+# Bebihindra <denisk.chebotarev@mail.ru>, 2022.
+# Alex_Faction <creeponedead@gmail.com>, 2022.
+# Turok Chukchin <chukchinturok@gmail.com>, 2022.
+# Rish Alternative <ii4526668@gmail.com>, 2022.
+# Andrey <stre10k@mail.ru>, 2022.
+# Smadjavul <o1985af@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: 2022-02-14 22:08+0000\n"
-"Last-Translator: Kirill Slesarenok <s.k.s.10.09.2001@gmail.com>\n"
+"PO-Revision-Date: 2022-04-29 02:53+0000\n"
+"Last-Translator: Smadjavul <o1985af@gmail.com>\n"
"Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/ru/>\n"
"Language: ru\n"
@@ -52,7 +59,7 @@ 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 4.11-dev\n"
+"X-Generator: Weblate 4.12.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -163,6 +170,8 @@ msgid ""
"This method describes a valid operator to use with this type as left-hand "
"operand."
msgstr ""
+"Этот метод описывает допустимый оператор для использования с этим типом в "
+"качестве левого операнда."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Built-in GDScript functions."
@@ -263,13 +272,12 @@ msgid ""
"s = asin(0.5)\n"
"[/codeblock]"
msgstr ""
-"Возвращает арккосинус числа [code]s[/code] в радианах. Используется для "
-"получения угла, косинус которого равен [code]s[/code]. Число [code]s[/code] "
-"должно быть между [code]-1.0[/code] и [code]1.0[/code] (включительно), в "
-"противном случае [method asin] вернет [constant NAN].\n"
+"Возвращает арксинус числа [code]s[/code] в радианах. Используется для "
+"получения угла, синус которого равен [code]s[/code]. Число [code]s[/code] "
+"должно быть в промежутке между [code]-1.0[/code] и [code]1.0[/code] "
+"(включительно), иначе [method asin] вернет [constant NAN].\n"
"[codeblock]\n"
-"# s равно 0.523599, или 30 градусов, если конвертировать с помощью "
-"rad2deg(s)\n"
+"# s равно 0.523599, или 30 градусов, если конвертировать с помощью rad2deg\n"
"s = asin(0.5)\n"
"[/codeblock]"
@@ -439,13 +447,9 @@ msgstr ""
"Ограничивает [code]value[/code], возвращая значение не меньше [code]min[/"
"code] и не больше [code]max[/code].\n"
"[codeblock]\n"
-"speed = 1000\n"
-"# a будет 20\n"
-"a = clamp(speed, 1, 20)\n"
-"\n"
-"speed = -10\n"
-"# a будет 1\n"
-"a = clamp(speed, 1, 20)\n"
+"a = clamp(1000, 1, 20) # a будет 20\n"
+"a = clamp(-10, 1, 20) # a будет 1\n"
+"a = clamp(15, 1, 20) # a будет 15\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -487,18 +491,15 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the hyperbolic cosine of [code]s[/code] in radians.\n"
"[codeblock]\n"
"print(cosh(1)) # Prints 1.543081\n"
"[/codeblock]"
msgstr ""
-"Возвращает гиперболический косинус угла [code]s[/code], заданного в "
-"радианах.\n"
+"Возвращает гиперболический косинус угла [code]s[/code] в радианах.\n"
"[codeblock]\n"
-"# Печатает 1.543081\n"
-"print(cosh(1))\n"
+"print(cosh(1)) # Выведет 1.543081\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -510,7 +511,6 @@ msgid "Deprecated alias for [method step_decimals]."
msgstr "Устаревший псевдоним для [method step_decimals]."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"[b]Note:[/b] [code]dectime[/code] has been deprecated and will be removed in "
"Godot 4.0, please use [method move_toward] instead.\n"
@@ -520,11 +520,12 @@ msgid ""
"a = dectime(60, 10, 0.1)) # a is 59.0\n"
"[/codeblock]"
msgstr ""
-"Возвращает [code]value[/code], уменьшенное на [code]step[/code] * "
+"[b]Примечание:[/b] [code]dectime[/code] был устаревшим и будет удален в "
+"Godot 4.0, пожалуйста, используйте [метод move_toward] вместо него.\n"
+"Возвращает результат [code]value[/code], уменьшенный на [code]step[/code] * "
"[code]amount[/code].\n"
"[codeblock]\n"
-"# a = 59\n"
-"a = dectime(60, 10, 0.1))\n"
+"a = dectime(60, 10, 0.1)) # a равно 59.0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -566,7 +567,6 @@ msgstr ""
"использовать [code]deep_equal[/code]."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Converts an angle expressed in degrees to radians.\n"
"[codeblock]\n"
@@ -575,8 +575,7 @@ msgid ""
msgstr ""
"Преобразует угол, выраженный в градусах, в радианы.\n"
"[codeblock]\n"
-"# r равно 3.141593\n"
-"r = deg2rad(180)\n"
+"r = deg2rad(180) # r = 3.141593\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -648,7 +647,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Rounds [code]s[/code] downward (towards negative infinity), returning the "
"largest whole number that is not more than [code]s[/code].\n"
@@ -663,19 +661,18 @@ msgid ""
"directly."
msgstr ""
"Округляет [code]s[/code] вниз (в сторону отрицательной бесконечности), "
-"возвращая наибольшее целое число, которое меньше или равно [code]s[/code].\n"
+"возвращая наибольшее целое число, которое не больше [code]s[/code].\n"
"[codeblock]\n"
-"# a равно 2.0\n"
-"a = floor(2.99)\n"
-"# a равно -3.0\n"
-"a = floor(-2.99)\n"
-"[/codeblock]\n"
-"[b]Примечание:[/b] Этот метод возвращает число с плавающей точкой (float). "
-"Если вам нужно целое число (int), вы можете использовать [code]int(s)[/code] "
-"напрямую."
+"a = floor(2.45) # a равно 2.0\n"
+"a = floor(2.99) # a равно 2.0\n"
+"a = floor(-2.99) # a равно -3.0\n"
+"[/codeblock].\n"
+"См. также [method ceil], [method round], [method stepify] и [int].\n"
+"[b]Примечание:[/b] Этот метод возвращает float. Если вам нужно целое число и "
+"[code]s[/code] является неотрицательным числом, вы можете использовать "
+"[code]int(s)[/code] напрямую."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the floating-point remainder of [code]a/b[/code], keeping the sign "
"of [code]a[/code].\n"
@@ -687,13 +684,11 @@ msgstr ""
"Возвращает значение с плавающей точкой остатка от деления [code]a/b[/code], "
"сохраняя знак [code]a[/code].\n"
"[codeblock]\n"
-"# remainder равно 1.5\n"
-"var remainder = fmod(7, 5.5)\n"
+"var remainder = fmod(7, 5.5) # remainder равно 1.5\n"
"[/codeblock]\n"
"Для получения целочисленного остатка используйте оператор %."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the floating-point modulus of [code]a/b[/code] that wraps equally in "
"positive and negative.\n"
@@ -713,27 +708,22 @@ msgid ""
" 1.5 0.0 0.0\n"
"[/codeblock]"
msgstr ""
-"Возвращает вещественный остаток от деления [code]a/b[/code], который "
-"зациклен одинаково для положительных и отрицательных чисел.\n"
+"Возвращает модуль с плавающей точкой числа [code]a/b[/code], которое "
+"одинаково обертывается в положительную и отрицательную части.\n"
"[codeblock]\n"
-"var i = -6\n"
-"while i < 5:\n"
-" prints(i, fposmod(i, 3))\n"
-" i += 1\n"
-"[/codeblock]\n"
-"Выводит:\n"
+"for i in 7:\n"
+" var x = 0.5 * i - 1.5\n"
+" print(\"%4.1f %4.1f %4.1f %4.1f\" % [x, fmod(x, 1.5), fposmod(x, 1.5)])\n"
+"[/codeblock].\n"
+"Производит:\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"
+"-1.5 -0.0 0.0\n"
+"-1.0 -1.0 0.5\n"
+"-0.5 -0.5 1.0\n"
+" 0.0 0.0 0.0\n"
+" 0.5 0.5 0.5\n"
+" 1.0 1.0 1.0\n"
+" 1.5 0.0 0.0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -885,6 +875,25 @@ msgid ""
"[/codeblock]\n"
"See also [method lerp] which performs the reverse of this operation."
msgstr ""
+"Возвращает коэффициент интерполяции или экстраполяции с учетом диапазона, "
+"указанного в [code]от[/code] и [code]до[/code], и интерполированное "
+"значение, указанное в [code]весе[/code]. Возвращаемое значение будет "
+"находиться в диапазоне [code]0.0[/code] and [code]1.0[/code] если [code]вес[/"
+"code] находится между [code]от[/code] и [code]до[/code] (включительно). Если "
+"[code]вес[/code] находится за пределами этого диапазона, то будет возвращён "
+"коэффициент экстраполяции (возвращаемое значение меньше [code]0.0[/code] или "
+"больше [code]1.0[/code]).\n"
+"[codeblock]\n"
+"# Коэффициент интерполяции в приведённом ниже вызове `lerp()` составляет "
+"0,75.\n"
+"var middle = lerp(20, 30, 0.75)\n"
+"# `middle ` теперь составляет 27,5.\n"
+"# Теперь мы делаем вид, что забыли первоначальное значение и хотим его "
+"узнать.\n"
+"var ratio = inverse_lerp(20, 30, 27.5)\n"
+"# `ratio` теперь 0.75.\n"
+"[/codeblock]\n"
+"Смотрите также [метод lerp], который выполняет обратную этой операцию."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -956,7 +965,6 @@ 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 "
@@ -976,13 +984,16 @@ msgid ""
"To perform eased interpolation with [method lerp], combine it with [method "
"ease] or [method smoothstep]."
msgstr ""
-"Линейная интерполяция между двумя значениями по нормализованному значению. "
-"Это противоположно [method inverse_lerp].\n"
+"Линейно интерполирует между двумя значениями с помощью коэффициента, "
+"определенного в [code]weight[/code]. Для выполнения интерполяции [code]вес[/"
+"code] должен составлять от [code]0.0[/code] до [code]1.0[/code] "
+"(включительно). Однако значения за пределами этого диапазона разрешены и "
+"могут быть использованы для выполнения [i]экстраполяции[/i].\n"
"Если аргументы [code]от[/code] и [code]до[/code] имеют тип [int] или "
"[float], возвращаемое значение будет [float].\n"
"Если оба значения имеют одинаковый векторный тип ([Vector2], [Vector3] или "
"[Color]), возвращаемое значение будет одного типа ([code]lerp[/code], затем "
-"вызывается векторный тип [code]lerp[/code]).\n"
+"вызывается векторный тип [code]linear_interpolate[/code]).\n"
"[codeblock]\n"
"lerp(0, 4, 0.75) # Возвращает 3.0, формула: (0-75%) + (4-75%)\n"
"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Возвращает Vector2(2, 3.5), "
@@ -1005,12 +1016,20 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
"Линейная интерполяция между двумя углами (в радианах) по нормализованному "
"значению.\n"
-"Аналогично [method lerp], но корректно интерполируется, когда углы "
-"оборачивают [constant @GDScript.TAU].\n"
+"Аналогично [методу lerp], но корректно интерполируется, когда углы "
+"оборачивают вокруг [constant @GDScript.TAU]. Чтобы выполнить упрощенную "
+"интерполяцию с помощью [метода lerp_angle], объедините его с [методом ease] "
+"или [методом smoothstep].\n"
"[codeblock]\n"
"extends Sprite\n"
"var elapsed = 0.0\n"
@@ -1050,7 +1069,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Loads a resource from the filesystem located at [code]path[/code]. The "
"resource is loaded on the method call (unless it's referenced already "
@@ -1072,23 +1090,25 @@ msgid ""
"This method is a simplified version of [method ResourceLoader.load], which "
"can be used for more advanced scenarios."
msgstr ""
-"Загружает ресурс, расположенный по адресу [code]path[/code] в файловой "
-"системе. Ресурс загружается при вызове метода (если на этот ресурс нет "
-"ссылок, например, в другом скрипте или в сцене), что может вызвать небольшую "
-"задержку, особенно при загрузке сцен. Чтобы избежать лишних задержек при "
-"многократной загрузке, храните ресурс в переменной или используйте [method "
-"preload].\n"
-"[b]Примечание:[/b] Пути ресурсов можно получить, щёлкнув правой кнопкой мыши "
-"на ресурсе в панели \"Файловая система\" и выбрав «Копировать путь», или "
-"перетащив файл из панели «Файловая система» в скрипт.\n"
+"Загружает ресурс из файловой системы, расположенной по адресу [code]путь[/"
+"code]. Ресурс загружается при вызове метода (если только на него уже не "
+"ссылаются в другом месте, например, в другом скрипте или в сцене), что может "
+"вызвать небольшую задержку, особенно при загрузке сцен. Чтобы избежать "
+"ненужных задержек при многократной загрузке чего-либо, либо сохраните ресурс "
+"в переменной, либо используйте [метод preload].\n"
+"[b]Примечание: [/b] Пути к ресурсам можно получить, щёлкнув правой кнопкой "
+"мыши на ресурсе в панели «Файловая система» и выбрав \"Копировать путь\" или "
+"перетащив файл из панели «Файловая система» в сценарий.\n"
"[codeblock]\n"
-"# Загружает сцену main, расположенную в корневой директории проекта, и "
-"кэширует её в переменной.\n"
-"var main = load(\"res://main.tscn\") # main будет содержать ресурс "
-"PackedScene.\n"
+"# Load a scene called main located in the root of the project directory and "
+"cache it in a variable.\n"
+"var main = load(\"res://main.tscn\") # main will contain a PackedScene "
+"resource.\n"
"[/codeblock]\n"
-"[b]Важно:[/b] Путь должен быть абсолютным, относительный путь просто вернёт "
-"[code]null[/code]."
+"[b]Важно:[/b] Путь должен быть абсолютным, локальный путь просто вернет "
+"[code]null[/code].\n"
+"Этот метод представляет собой упрощенную версию [метода ResourceLoader."
+"load], который можно использовать для более сложных сценариев."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -3755,6 +3775,11 @@ msgid ""
"- Linux: Up to 80 buttons.\n"
"- Windows and macOS: Up to 128 buttons."
msgstr ""
+"Максимальное количество кнопок поддерживаемое движком для игрового "
+"контроллера. Фактический лимит может быть ниже на определенных платформах:\n"
+"- Android: до 36 кнопок.\n"
+"- Linux: до 80 кнопок.\n"
+"- Windows и macOS: до 128 кнопок."
#: doc/classes/@GlobalScope.xml
msgid "DualShock circle button."
@@ -4177,7 +4202,6 @@ msgid "Unconfigured error."
msgstr "Ошибка \"Не настроено\"."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Unauthorized error."
msgstr "Ошибка \"Не авторизовано\"."
@@ -4408,12 +4432,22 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
-"Указывает, что целое, вещественное или строковое свойство является "
-"перечислимым значением для выбора из списка, заданного строкой подсказки, "
-"такой как [code]\"Hello,Something,Else\"[/code]."
#: doc/classes/@GlobalScope.xml
#, fuzzy
@@ -4584,7 +4618,8 @@ msgid "The property is a translatable string."
msgstr "Свойство является переводимой строкой."
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+#, fuzzy
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr "Используется для группировки свойств в редакторе."
#: doc/classes/@GlobalScope.xml
@@ -6270,8 +6305,9 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
-msgstr ""
+#, fuzzy
+msgid "Returns whether the given path is filtered."
+msgstr "Возвращает [Texture2D] заданного кадра."
#: doc/classes/AnimationNode.xml
msgid ""
@@ -6295,7 +6331,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -6304,7 +6340,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -6658,8 +6694,11 @@ msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
@@ -8527,8 +8566,9 @@ msgstr "Возвращает [code]true[/code] если массив пусто
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -8537,6 +8577,18 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.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."
msgstr ""
@@ -9753,6 +9805,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -11121,26 +11183,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -11298,6 +11344,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -11993,8 +12049,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -12460,7 +12523,7 @@ msgstr ""
#, fuzzy
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
"Создает чистую матрицу базиса вращения, повёрнутую вокруг заданной оси "
@@ -12536,10 +12599,13 @@ msgid ""
msgstr ""
#: doc/classes/Basis.xml
+#, fuzzy
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
+"Вращает вектор вокруг заданной оси на [code]phi[/code] радиан. Ось должна "
+"быть нормализованным вектором."
#: doc/classes/Basis.xml
msgid ""
@@ -13130,6 +13196,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr "Излучается при принятии диалога, т.е. когда нажата кнопка OK."
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -13349,8 +13438,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -13895,7 +13984,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13907,21 +14005,41 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"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-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13937,7 +14055,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13949,7 +14072,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13963,7 +14091,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13972,7 +14106,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13982,7 +14122,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14000,10 +14146,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14161,20 +14313,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14288,9 +14444,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14400,6 +14561,24 @@ msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
+#, fuzzy
+msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+"Очищает массив. Это эквивалентно использованию [method resize] с размером "
+"[code]0[/code]."
+
+#: doc/classes/CanvasLayer.xml
+#, fuzzy
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+"Очищает массив. Это эквивалентно использованию [method resize] с размером "
+"[code]0[/code]."
+
+#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
@@ -15242,7 +15421,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -17324,8 +17506,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -17610,6 +17793,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -18035,8 +18225,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -18106,6 +18297,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -20365,10 +20575,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -20520,6 +20730,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "Возвращает арксинус параметра."
@@ -21216,9 +21438,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -21333,9 +21557,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -22202,18 +22425,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -23395,6 +23634,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -24142,12 +24389,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -24404,7 +24652,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -24813,7 +25061,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -25016,10 +25279,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -25083,33 +25349,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -26920,8 +27196,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -27191,7 +27468,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -27288,6 +27570,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -27337,6 +27663,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -28484,14 +28853,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -29776,34 +30145,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -30740,9 +31117,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -30752,9 +31129,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -30887,9 +31264,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -30901,9 +31278,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -30912,9 +31289,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -31098,8 +31475,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -31264,18 +31643,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -31284,9 +31663,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -31298,9 +31677,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -31331,9 +31710,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -31864,13 +32243,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -32013,6 +32397,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -33778,7 +34175,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -34076,7 +34478,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -34120,8 +34523,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -34158,8 +34570,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -34290,7 +34706,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -34309,6 +34725,19 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Возвращает [code]true[/code] если массив пустой."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -34358,6 +34787,14 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr "Если [code]true[/code], текстура будет центрирована."
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -34393,6 +34830,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -35711,6 +36155,39 @@ msgid "Returns the number of surface materials."
msgstr ""
#: doc/classes/MeshInstance.xml
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgstr ""
@@ -35900,6 +36377,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.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
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -36003,6 +36515,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -36016,6 +36537,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -36058,6 +36591,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -36109,6 +36652,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -37199,9 +37754,20 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"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."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -37377,6 +37943,14 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
#: doc/classes/NavigationServer.xml
#, fuzzy
msgid "Server interface for low-level 3D navigation access."
@@ -37410,21 +37984,26 @@ msgid "Returns the map cell height."
msgstr "Возвращает значение задержки данного кадра."
#: doc/classes/NavigationServer.xml
-#, fuzzy
msgid ""
"Returns the normal for the point returned by [method map_get_closest_point]."
-msgstr "Возвращает обратный квадратный корень из аргумента."
+msgstr ""
+"Возвращает нормаль для точки, возвращенной [методом map_get_closest_point]."
#: doc/classes/NavigationServer.xml
msgid ""
"Returns the closest point between the navigation surface and the segment."
msgstr ""
+"Возвращает ближайшую точку между навигационной поверхностью и сегментом."
#: doc/classes/NavigationServer.xml
+#, fuzzy
msgid ""
"Returns the edge connection margin of the map. This distance is the minimum "
"vertex distance needed to connect two edges from different regions."
msgstr ""
+"Возвращает расстояние соединения граней карты. Это расстояние - минимальное "
+"расстояние между вершинами, необходимое для соединения двух ребер из разных "
+"регионов."
#: doc/classes/NavigationServer.xml
#, fuzzy
@@ -37438,31 +38017,42 @@ msgstr ""
#: doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the map up direction."
-msgstr "Возвращает синус параметра."
+msgstr "Устанавливает направление движения карты вверх."
#: doc/classes/NavigationServer.xml
+#, fuzzy
msgid ""
"Process the collision avoidance agents.\n"
"The result of this process is needed by the physics server, so this must be "
"called in the main thread.\n"
"[b]Note:[/b] This function is not thread safe."
msgstr ""
+"Обработка агентов предотвращения столкновений.\n"
+"Результат этого процесса необходим физическому серверу, поэтому эта функция "
+"должна вызываться в главном потоке.\n"
+"[b]Примечание:[/b] Эта функция не является потокобезопасной."
#: doc/classes/NavigationServer.xml
+#, fuzzy
msgid "Bakes the navigation mesh."
-msgstr ""
+msgstr "Выпекает навигационную сетку."
#: doc/classes/NavigationServer.xml
+#, fuzzy
msgid "Control activation of this server."
-msgstr ""
+msgstr "Управление активацией данного сервера."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#, fuzzy
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
"html]ENet[/url] library."
msgstr ""
+"Реализация PacketPeer с использованием библиотеки [url=http://enet.bespin."
+"org/index.html]ENet[/url]."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#, fuzzy
msgid ""
"A PacketPeer implementation that should be passed to [member SceneTree."
"network_peer] after being initialized as either a client or server. Events "
@@ -37474,16 +38064,32 @@ msgid ""
"the server port in UDP. You can use the [UPNP] class to try to forward the "
"server port automatically when starting the server."
msgstr ""
+"Реализация PacketPeer, которая должна быть передана в [member SceneTree."
+"network_peer] после инициализации в качестве клиента или сервера. Затем "
+"события могут обрабатываться путем подключения к сигналам [SceneTree].\n"
+"Цель ENet - обеспечить относительно тонкий, простой и надежный сетевой "
+"коммуникационный уровень поверх UDP (User Datagram Protocol).\n"
+"[b]Примечание:[/b] ENet использует только UDP, а не TCP. При переадресации "
+"порта сервера, чтобы сделать ваш сервер доступным в публичном Интернете, вам "
+"нужно переадресовать только порт сервера в UDP. Вы можете использовать класс "
+"[UPNP], чтобы попытаться перенаправить порт сервера автоматически при "
+"запуске сервера."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#, fuzzy
msgid ""
"Closes the connection. Ignored if no connection is currently established. If "
"this is a server it tries to notify all clients before forcibly "
"disconnecting them. If this is a client it simply closes the connection to "
"the server."
msgstr ""
+"Закрывает соединение. Игнорируется, если в данный момент соединение не "
+"установлено. Если это сервер, он пытается уведомить всех клиентов, прежде "
+"чем принудительно отключить их. Если это клиент, он просто закрывает "
+"соединение с сервером."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#, fuzzy
msgid ""
"Create client that connects to a server at [code]address[/code] using "
"specified [code]port[/code]. The given address needs to be either a fully "
@@ -37504,8 +38110,29 @@ msgid ""
"code] is specified, the client will also listen to the given port; this is "
"useful for some NAT traversal techniques."
msgstr ""
+"Создайте клиент, который подключается к серверу по адресу [code]address[/"
+"code], используя указанный [code]port[/code]. Указанный адрес должен быть "
+"либо полным доменным именем (например, [code]\"www.example.com\"[/code]), "
+"либо IP-адресом в формате IPv4 или IPv6 (например, [code]\"192.168.1.1\"[/"
+"code]). [code]port[/code] - это порт, который прослушивает сервер. Параметры "
+"[code]in_bandwidth[/code] и [code]out_bandwidth[/code] могут быть "
+"использованы для ограничения входящей и исходящей полосы пропускания до "
+"заданного количества байт в секунду. Значение по умолчанию 0 означает "
+"неограниченную пропускную способность. Обратите внимание, что ENet будет "
+"стратегически отбрасывать пакеты на определенных сторонах соединения между "
+"пирами, чтобы гарантировать, что пропускная способность пиров не будет "
+"превышена. Параметры пропускной способности также определяют размер окна "
+"соединения, которое ограничивает количество надежных пакетов, которые могут "
+"находиться в пути в любой момент времени. Возвращает [константу OK], если "
+"клиент был создан, [константу ERR_ALREADY_IN_USE], если данный экземпляр "
+"NetworkedMultiplayerENet уже имеет открытое соединение (в этом случае "
+"необходимо сначала вызвать [метод close_connection]) или [константу "
+"ERR_CANT_CREATE], если клиент не может быть создан. Если указано "
+"[code]client_port[/code], клиент также будет слушать указанный порт; это "
+"полезно для некоторых методов обхода NAT."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#, fuzzy
msgid ""
"Create server that listens to connections via [code]port[/code]. The port "
"needs to be an available, unused port between 0 and 65535. Note that ports "
@@ -37522,29 +38149,55 @@ msgid ""
"case you need to call [method close_connection] first) or [constant "
"ERR_CANT_CREATE] if the server could not be created."
msgstr ""
+"Создайте сервер, который прослушивает соединения через [code]порт[/code]. "
+"Порт должен быть доступным, неиспользуемым портом в диапазоне от 0 до 65535. "
+"Обратите внимание, что порты ниже 1024 являются привилегированными и могут "
+"требовать повышенных прав в зависимости от платформы. Чтобы изменить "
+"интерфейс, на котором прослушивается сервер, используйте [method "
+"set_bind_ip]. IP по умолчанию - это подстановочный знак [code]\"*\"[/code], "
+"который прослушивает все доступные интерфейсы. [code]max_clients[/code] - "
+"максимальное количество клиентов, разрешенных одновременно, можно "
+"использовать любое число до 4095, хотя достижимое количество одновременных "
+"клиентов может быть гораздо меньше и зависит от приложения. Дополнительные "
+"сведения о параметрах пропускной способности см. в [метод create_client]. "
+"Возвращает [константу OK], если сервер был создан, [константу "
+"ERR_ALREADY_IN_USE], если данный экземпляр NetworkedMultiplayerENet уже "
+"имеет открытое соединение (в этом случае необходимо сначала вызвать [метод "
+"close_connection]) или [константу ERR_CANT_CREATE], если сервер не удалось "
+"создать."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#, fuzzy
msgid ""
"Disconnect the given peer. If \"now\" is set to [code]true[/code], the "
"connection will be closed immediately without flushing queued messages."
msgstr ""
+"Отключить указанный пир. Если \"now\" имеет значение [code]true[/code], "
+"соединение будет закрыто немедленно без сброса очередей сообщений."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#, fuzzy
msgid ""
"Returns the channel of the last packet fetched via [method PacketPeer."
"get_packet]."
msgstr ""
+"Возвращает канал последнего пакета, полученного через [метод PacketPeer."
+"get_packet]."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#, fuzzy
msgid ""
"Returns the channel of the next packet that will be retrieved via [method "
"PacketPeer.get_packet]."
msgstr ""
+"Возвращает канал следующего пакета, который будет получен через [метод "
+"PacketPeer.get_packet]."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
#: modules/websocket/doc_classes/WebSocketServer.xml
+#, fuzzy
msgid "Returns the IP address of the given peer."
-msgstr ""
+msgstr "Возвращает IP-адрес заданного аналога."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
#: modules/websocket/doc_classes/WebSocketServer.xml
@@ -38010,7 +38663,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
-msgstr ""
+msgstr "Узлы и Сцены"
#: doc/classes/Node.xml
msgid "All Demos"
@@ -38162,12 +38815,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -38203,6 +38856,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -38450,6 +39112,25 @@ 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"
+"[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]."
+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"
+"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."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -38620,6 +39301,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
@@ -38720,6 +39416,14 @@ 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."
@@ -38835,7 +39539,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -38853,6 +39565,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
msgstr ""
@@ -38938,11 +39659,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -38970,6 +39698,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -39427,7 +40161,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -39515,7 +40255,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -39546,7 +40286,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -39623,7 +40363,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -39962,8 +40705,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -40214,6 +40957,11 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr "Возвращает скалярное произведение с вектором [code]b[/code]."
+
+#: doc/classes/OptionButton.xml
msgid ""
"Returns the ID of the selected item, or [code]0[/code] if no item is "
"selected."
@@ -40267,6 +41015,11 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr "Возвращает скалярное произведение с вектором [code]b[/code]."
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -40624,6 +41377,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -40761,7 +41524,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -40820,6 +41595,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -41082,6 +41874,15 @@ msgid ""
msgstr "Возвращает [code]true[/code] если вектор нормализован."
#: doc/classes/OS.xml
+msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
@@ -41167,6 +41968,14 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -41822,6 +42631,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -44683,7 +45500,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -45385,7 +46205,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -45460,12 +46288,12 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"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."
msgstr ""
@@ -45512,6 +46340,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
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 ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -45579,13 +46417,14 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
-msgstr ""
+#, fuzzy
+msgid "A pooled array of [Color]."
+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"
+"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."
msgstr ""
@@ -45617,13 +46456,13 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
+"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 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. "
@@ -45657,13 +46496,13 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of reals ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
+"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] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
@@ -45690,12 +46529,12 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"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."
msgstr ""
@@ -45727,12 +46566,12 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"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."
msgstr ""
@@ -45762,12 +46601,12 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"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."
msgstr ""
@@ -47246,6 +48085,15 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+"Если [code]true[/code], анимация [member animation] воспроизводится в данный "
+"момент."
+
+#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
@@ -47428,6 +48276,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -47575,7 +48433,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47674,6 +48532,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -48209,7 +49080,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48643,6 +49514,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -48679,6 +49560,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -48689,8 +49581,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49043,6 +49937,14 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
+"code], so asynchronous compilation can be disabled for mobile.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -49203,14 +50105,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49339,8 +50246,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49443,16 +50350,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49669,8 +50584,195 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"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 ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -50017,13 +51119,13 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -50090,7 +51192,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -51513,14 +52622,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -51538,6 +52648,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Возвращает длину вектора."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -51560,8 +52675,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -53161,6 +54277,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -53185,6 +54305,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -53336,6 +54462,13 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -53533,6 +54666,404 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
+"by default are executed one after another. You can create a sequence by "
+"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
+"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
+"and finally the [method Node.queue_free] is called to remove the sprite. See "
+"methods [method tween_property], [method tween_interval], [method "
+"tween_callback] and [method tween_method] for more usage information.\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set different transition type in the above "
+"example, you can do:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In this "
+"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it was created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
+"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
+"it manually. Can also be used to end the [SceneTreeTween] animation "
+"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
+"you can call [method stop] after the step, to keep it and reset."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. time since it started, not counting pauses etc.). The time is affected by "
+"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
+"[SceneTreeTween] might become invalid when it has finished tweening or was "
+"killed, also when created with [code]Tween.new()[/code]. Invalid "
+"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
+"them. You can however still use [method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until it is either killed by [method kill] or by freeing bound "
+"node, or all the animated objects have been freed (which makes further "
+"animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
+"with no delay or [PropertyTweener] with invalid node) are equivalent to "
+"infinite [code]while[/code] loops and will freeze your game. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative for using the delay in "
+"other [Tweener]s or when there's no animation (in which case the "
+"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
+"interval, in seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is a value at the time the tweening of "
+"the [PropertyTweener] start. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
+"is emitted, but it doesn't happen immediately, but on the next processing "
+"frame. Calling [method stop] inside the signal callback will preserve the "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running parallelly."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -53823,14 +55354,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -54596,6 +56136,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -55274,7 +56826,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -56079,7 +57645,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -56436,7 +58005,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -56450,7 +58019,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -57147,7 +58716,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -57414,7 +58988,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -57437,11 +59019,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_int()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
+"print(\"L\".is_valid_int()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -57490,14 +59085,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -57634,8 +59231,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -57667,8 +59264,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -58022,7 +59627,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -58106,28 +59711,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -58146,6 +59770,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -59142,10 +60781,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -59154,10 +60789,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -59167,6 +60798,16 @@ msgid "Returns the total width of all gutters and internal padding."
msgstr "Возвращает минимальный угол указанного вектора."
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the total amount of lines that could be drawn."
+msgstr "Возвращает количество ключей в данной дорожке."
+
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the number of visible lines, including wrapped text."
+msgstr "Возвращает количество раз когда элемент встречается в массиве."
+
+#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
msgstr ""
@@ -59227,6 +60868,12 @@ msgid "Returns if the given line is wrapped."
msgstr "Возвращает [Texture2D] заданного кадра."
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -60175,6 +61822,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -60227,6 +61882,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -60369,6 +62030,18 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+#, fuzzy
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr "Возвращает [code]true[/code] если массив содержит [code]value[/code]."
+
+#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@@ -60424,6 +62097,15 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+"Возвращает [code]true[/code], если в [AnimationPlayer] хранится [Animation] "
+"с ключом [code]name[/code]."
+
+#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
@@ -60434,6 +62116,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -60520,6 +62209,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -61376,7 +63079,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -61431,6 +63136,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -61502,14 +63214,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -61905,21 +63621,26 @@ msgid ""
msgstr ""
#: doc/classes/Transform.xml
+#, fuzzy
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
+"Создает чистую матрицу базиса вращения, повёрнутую вокруг заданной оси "
+"[code]axis[/code] на угол [code]phi[/code], в радианах. Ось должна быть "
+"нормализованным вектором."
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -62025,13 +63746,14 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -62262,7 +63984,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -62702,7 +64424,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -62746,10 +64468,9 @@ msgstr ""
"приблизительно равны друг другу."
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
-msgstr ""
+#, fuzzy
+msgid "Returns the number of buttons in column [code]column[/code]."
+msgstr "Возвращает скалярное произведение с вектором [code]b[/code]."
#: doc/classes/TreeItem.xml
#, fuzzy
@@ -63112,7 +64833,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -63389,6 +65112,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -64195,7 +65934,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -64404,9 +66143,10 @@ msgstr ""
"Возвращает вектор отраженный от плоскости определенной заданной нормалью."
#: doc/classes/Vector2.xml
+#, fuzzy
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
"Возвращает вектор вращения на [code]phi[/code] радиан. См. также [method "
"@GDScript.deg2rad]."
@@ -64530,7 +66270,7 @@ msgstr ""
#, fuzzy
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -64643,8 +66383,8 @@ msgstr ""
#: doc/classes/Vector3.xml
#, fuzzy
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
"Вращает вектор вокруг заданной оси на [code]phi[/code] радиан. Ось должна "
"быть нормализованным вектором."
@@ -65239,9 +66979,16 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr "Возвращает [code]true[/code] если массив пустой."
#: doc/classes/Viewport.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr "Возвращает [code]true[/code] если массив пустой."
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -69733,6 +71480,32 @@ msgstr "Смещение текстуры."
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -70786,23 +72559,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -73316,6 +75109,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -73411,6 +75209,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -73636,6 +75437,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "