summaryrefslogtreecommitdiff
path: root/doc/translations/tl.po
diff options
context:
space:
mode:
Diffstat (limited to 'doc/translations/tl.po')
-rw-r--r--doc/translations/tl.po1761
1 files changed, 1498 insertions, 263 deletions
diff --git a/doc/translations/tl.po b/doc/translations/tl.po
index 7a862413b9..6fe51a2de6 100644
--- a/doc/translations/tl.po
+++ b/doc/translations/tl.po
@@ -387,7 +387,7 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -441,7 +441,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -924,7 +924,14 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1178,7 +1185,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -3456,6 +3463,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
@@ -3468,6 +3481,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
@@ -7749,8 +7768,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -8443,7 +8462,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -8642,7 +8661,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -8659,10 +8681,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -8847,7 +8865,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -10033,7 +10053,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10198,7 +10224,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -11809,7 +11841,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -12210,10 +12247,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -13697,7 +13736,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -19172,11 +19211,14 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
+msgid "The [Curve] that is rendered onto the texture."
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -19462,6 +19504,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
msgid "Returns the number of keys in the dictionary."
msgstr ""
@@ -19485,13 +19534,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19501,7 +19554,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19518,23 +19575,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -20203,7 +20260,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -21403,9 +21460,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21416,9 +21487,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21531,11 +21611,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -23553,7 +23652,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -25384,7 +25483,7 @@ msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -26173,7 +26272,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -26195,7 +26295,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -27001,6 +27102,12 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -27051,6 +27158,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -28274,7 +28385,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -28413,13 +28524,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29441,7 +29553,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -29590,10 +29702,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -29787,24 +29895,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -29840,6 +29930,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -30147,8 +30258,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -30410,10 +30521,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30425,6 +30540,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -30736,6 +30857,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -30900,7 +31026,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -32448,7 +32585,7 @@ msgstr ""
msgid ""
"Sets the render priority for the text outline. Higher priority objects will "
"be sorted in front of lower priority objects.\n"
-"[b]Node:[/b] This only applies if [member alpha_cut] is set to [constant "
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
"ALPHA_CUT_DISABLED] (default value).\n"
"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
"not impact how transparent objects are sorted relative to opaque objects. "
@@ -32464,7 +32601,7 @@ msgstr ""
msgid ""
"Sets the render priority for the text. Higher priority objects will be "
"sorted in front of lower priority objects.\n"
-"[b]Node:[/b] This only applies if [member alpha_cut] is set to [constant "
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
"ALPHA_CUT_DISABLED] (default value).\n"
"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
"not impact how transparent objects are sorted relative to opaque objects. "
@@ -32497,7 +32634,7 @@ msgstr ""
#: doc/classes/Label3D.xml
msgid ""
-"If set, text can be seen from the back as well. If not, the texture is "
+"If set, text can be seen from the back as well. If not, the text is "
"invisible when looking at it from behind."
msgstr ""
@@ -34659,11 +34796,16 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -34700,7 +34842,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -34731,9 +34876,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -35491,6 +35637,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35531,7 +35680,14 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35553,16 +35709,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35582,6 +35753,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -35591,6 +35765,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -35607,8 +35787,12 @@ msgid ""
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
-"are at a distance less than [member Navigation.edge_connection_margin] to "
-"the respective other edge's vertex.\n"
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35639,7 +35823,17 @@ msgstr ""
"so-sort ay hindi pinapagana."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -35694,15 +35888,55 @@ msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
"requested navigation [code]map[/code]."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns the map cell size."
msgstr ""
@@ -35726,7 +35960,10 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -35746,6 +35983,12 @@ msgstr ""
msgid "Sets the map active."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -35761,14 +36004,79 @@ msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr ""
+"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-"
+"so-sort ay hindi pinapagana."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
"Returns the navigation map [RID] the requested [code]region[/code] is "
"currently assigned to."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the region's navigation layers."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr ""
+"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-"
+"so-sort ay hindi pinapagana."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the map for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the navigation mesh for the region."
msgstr ""
@@ -35777,6 +36085,10 @@ msgstr ""
msgid "Sets the global transformation for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -35786,9 +36098,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -35806,7 +36125,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -35821,11 +36148,24 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -35866,6 +36206,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -35878,7 +36224,13 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -35905,26 +36257,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -35967,9 +36346,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35985,13 +36371,6 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
-msgstr ""
-
-#: doc/classes/NavigationAgent2D.xml
msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
msgstr ""
@@ -36011,6 +36390,21 @@ msgid ""
"only be enabled on agents that currently require it."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -36041,8 +36435,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -36064,9 +36458,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -36080,14 +36474,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -36099,7 +36493,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -36127,13 +36521,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -36143,13 +36541,19 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -36168,7 +36572,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -36231,7 +36635,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -36252,13 +36656,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -36300,7 +36704,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@@ -36308,8 +36720,8 @@ msgid ""
"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
"nodes under the provided [code]root_node[/code] or a specific group of nodes "
"for potential source geometry. The parse behavior can be controlled with the "
-"[member NavigationMesh.geometry/parsed_geometry_type] and [member "
-"NavigationMesh.geometry/source_geometry_mode] properties on the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
"[NavigationMesh] resource."
msgstr ""
@@ -36326,8 +36738,21 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -36356,10 +36781,34 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "The [NavigationMesh] resource to use."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
@@ -36376,7 +36825,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -36416,7 +36867,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -36496,6 +36949,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -36532,6 +36993,30 @@ msgid ""
msgstr ""
#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+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 "
@@ -36539,6 +37024,22 @@ msgid ""
"navigation map."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "The [NavigationPolygon] resource to use."
+msgstr ""
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -36614,9 +37115,61 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -38080,13 +38633,19 @@ 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."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -38098,7 +38657,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -38108,15 +38670,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -38377,7 +38945,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -39293,7 +39867,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -39305,7 +39885,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -39817,6 +40398,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -40473,8 +41058,15 @@ msgstr ""
msgid ""
"Moves the file or directory to the system's recycle bin. See also [method "
"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
-"file will be permanently deleted instead."
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/OS.xml
@@ -44901,6 +45493,13 @@ msgstr ""
msgid "Changes the byte at the given index."
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 "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -45313,7 +45912,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -46820,7 +47430,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47065,6 +47684,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -47290,6 +47921,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -47498,6 +48321,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -47765,6 +48780,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -48438,20 +49496,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48459,19 +49525,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48503,14 +49578,22 @@ 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"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\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 ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) 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 ""
@@ -48964,8 +50047,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49267,7 +50350,6 @@ msgid ""
"- 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 "
@@ -51414,6 +52496,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -53151,8 +54249,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses, so be aware "
-"that any reference you might have kept to it will become invalid."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -53184,24 +54282,23 @@ msgid ""
"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"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\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]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\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"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -53210,8 +54307,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($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"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@@ -53219,16 +54317,16 @@ msgid ""
"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 "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
-" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 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."
+"Some [Tweener]s use transitions and eases. The first accepts a [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 "
@@ -53240,7 +54338,7 @@ msgid ""
"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."
+"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -53270,21 +54368,24 @@ 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"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\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."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
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"
+"e. the 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."
@@ -53320,11 +54421,11 @@ msgstr ""
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]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -53365,13 +54466,13 @@ 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"
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, 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 "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
@@ -53435,10 +54536,10 @@ 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"
+"delays in the tween animation, as an alternative to 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"
@@ -53492,8 +54593,8 @@ 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"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -53524,16 +54625,15 @@ 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]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
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 "
+"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@@ -53541,7 +54641,7 @@ msgstr ""
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."
+"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54850,11 +55950,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -54873,7 +55992,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56519,7 +57643,7 @@ msgstr ""
msgid ""
"Sets the render priority for the sprite. Higher priority objects will be "
"sorted in front of lower priority objects.\n"
-"[b]Node:[/b] This only applies if [member alpha_cut] is set to [constant "
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
"ALPHA_CUT_DISABLED] (default value).\n"
"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
"not impact how transparent objects are sorted relative to opaque objects. "
@@ -57314,7 +58438,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -57504,11 +58652,11 @@ msgstr ""
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"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@@ -57911,9 +59059,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -59384,8 +60534,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -59453,6 +60603,13 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-"
+"so-sort ay hindi pinapagana."
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -60977,6 +62134,13 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+#, fuzzy
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr ""
+"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-"
+"so-sort ay hindi pinapagana."
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -61083,6 +62247,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -62214,7 +63382,12 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
"Returns a copy of the transform scaled by the given [code]scale[/code] "
-"factor, using matrix multiplication."
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -62369,7 +63542,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -62983,13 +64167,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -63001,13 +64186,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -64815,11 +66001,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -64899,8 +66085,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -65506,9 +66692,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -65537,7 +66724,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -65888,11 +67079,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -65932,6 +67124,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -69880,7 +71082,11 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "If [code]true[/code], the viewport renders to hdr."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -69965,6 +71171,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -70677,6 +71892,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -73873,8 +75098,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -73889,8 +75114,13 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
msgstr ""
#: doc/classes/World.xml
@@ -73908,8 +75138,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -73927,6 +75157,11 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/World2D.xml
+msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
msgstr ""