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-rw-r--r--doc/translations/uk.po1249
1 files changed, 864 insertions, 385 deletions
diff --git a/doc/translations/uk.po b/doc/translations/uk.po
index b1272c6b3e..6c071cee85 100644
--- a/doc/translations/uk.po
+++ b/doc/translations/uk.po
@@ -13,12 +13,15 @@
# Vladyslav Anisimov <uniss@ua.fm>, 2022.
# Мирослав <hlopukmyroslav@gmail.com>, 2022.
# Гліб Соколов <ramithes@i.ua>, 2022.
+# Yan Chen <cyan97087@gmail.com>, 2022.
+# Богдан Матвіїв <bomtvv@gmail.com>, 2022.
+# Лев Дворский <ne3r0n@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-06-14 15:48+0000\n"
-"Last-Translator: Мирослав <hlopukmyroslav@gmail.com>\n"
+"PO-Revision-Date: 2022-12-28 14:08+0000\n"
+"Last-Translator: KazanskiyMaks <kazanskiy.maks@gmail.com>\n"
"Language-Team: Ukrainian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/uk/>\n"
"Language: uk\n"
@@ -27,7 +30,7 @@ msgstr ""
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && "
"n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n"
-"X-Generator: Weblate 4.13-dev\n"
+"X-Generator: Weblate 4.15.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -70,9 +73,8 @@ msgid "Method Descriptions"
msgstr "Описи методів"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "Theme Property Descriptions"
-msgstr "Описи Властивостей Теми"
+msgstr "Описи тематичної нерухомості"
#: doc/tools/make_rst.py
msgid "Inherits:"
@@ -84,7 +86,6 @@ msgid "Inherited By:"
msgstr "Успадковано:"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "(overrides %s)"
msgstr "(перевизначає %s)"
@@ -93,28 +94,23 @@ msgid "Default"
msgstr "Типовий"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "Setter"
msgstr "Встановлювач"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "value"
msgstr "значення"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "Getter"
msgstr "Отримувач"
#: doc/tools/make_rst.py
-#, fuzzy
msgid ""
"This method should typically be overridden by the user to have any effect."
msgstr "Зазвичай, цей метод перевизначається користувачем, щоб він мав вплив."
#: doc/tools/make_rst.py
-#, fuzzy
msgid ""
"This method has no side effects. It doesn't modify any of the instance's "
"member variables."
@@ -122,13 +118,11 @@ msgstr ""
"Цей метод не має побічних ефектів. Не змінює ніяку змінну екземпляра об'єкта."
#: doc/tools/make_rst.py
-#, fuzzy
msgid ""
"This method accepts any number of arguments after the ones described here."
msgstr "Цей метод приймає будь-яке число аргументів після описаних тут."
#: doc/tools/make_rst.py
-#, fuzzy
msgid "This method is used to construct a type."
msgstr "Цей метод використовується для побудови типів."
@@ -138,8 +132,8 @@ msgid ""
"This method doesn't need an instance to be called, so it can be called "
"directly using the class name."
msgstr ""
-"Для використання, цей метод не потребує створення об'єкта, тому він може "
-"бути викликаним напряму вказавши назву класу."
+"Для виклику, метод не потребує створення об'єкта, тому він може бути "
+"використаним просто вказавши назву класу."
#: doc/tools/make_rst.py
msgid ""
@@ -287,22 +281,22 @@ msgid ""
"[/codeblock]"
msgstr ""
"Перевіряє, чи [code]condition[/code] дорівнює [code]true[/code]. Якщо "
-"[code]condition[/code] дорівнює [code]false[/code], буде згенеровано "
-"помилку. Якщо виконується у редакторі, проєкт буде також призупинено, поки "
-"ви не продовжите його. Може бути використано, як більш дієва форма [method "
-"push_error] для звітування помилок розробникам проєкту, або допоміжним "
-"користувачам.\n"
+"[code]condition[/code] дорівнює [code]false[/code], буде створено помилку. "
+"Якщо виконується в редакторі, проєкт також буде призупинено, поки ви не "
+"відновите його роботу. Можна використати, як більш дієву форму [method "
+"push_error] для звітування помилок розробникам проєкту, або користувачам "
+"доповнення (add-on).\n"
"[b]Нотатка:[/b] З міркувань продуктивності, код всередині [method assert] "
-"виконується тільки у діагностичних збірках, або коли проєкт виконується у "
-"редакторі. Не використовуйте код, який негативно впливає на виконання "
-"[method assert]. Інакше, проєкт буде поводити себе інакше, якщо він буде "
-"експортованим у режимі публікації.\n"
+"виконується тільки у діагностичних збірках, або коли проєкт виконується в "
+"редакторі. Не включайте в код, де використання [method assert] призведе до "
+"побічних ефектів. У противному разі, проєкт буде поводити себе інакше, якщо "
+"він буде експортованим у режимі публікації.\n"
"Якщо задано необов'язковий аргумент [code]message[/code], то він буде "
"показаний у додаток до повідомлення \"Assertion failed\". Ви можете "
-"скористатися цим для надання додаткових відомостей щодо того, чому перевірку "
-"не було пройдено.\n"
+"скористатися цим для надання додаткових відомостей щодо причини провалу "
+"перевірки.\n"
"[codeblock]\n"
-"# Припустимо, що ви хочете, щоб швидкість (speed) була у межах від 0 до 20.\n"
+"# Припустимо, ви хочете, щоб швидкість (speed) була у межах від 0 до 20.\n"
"var speed = -10\n"
"assert(speed < 20) # Істина, програма продовжить виконання\n"
"assert(speed >= 0) # Хиба, програму буде зупинено\n"
@@ -377,6 +371,7 @@ msgstr ""
"полярну систему (відстань до початку координат та кут)."
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Rounds [code]s[/code] upward (towards positive infinity), returning the "
"smallest whole number that is not less than [code]s[/code].\n"
@@ -386,6 +381,13 @@ msgid ""
"[/codeblock]\n"
"See also [method floor], [method round], [method stepify], and [int]."
msgstr ""
+"Заокруглює [code]s[/code] вгору (до додатної нескінченності), повертаючи "
+"найменше число, ще не менше за [code]s[/code].\n"
+"[codeblock]\n"
+"a = ceil(1.45) # a дорівнює 2.0\n"
+"a = ceil(1.001) # a дорівнює 2.0\n"
+"[/codeblock]\n"
+"Також перегляньте [method floor], [method round], [method stepify] та [int]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -398,6 +400,13 @@ msgid ""
"[/codeblock]\n"
"This is the inverse of [method ord]."
msgstr ""
+"Повертає символ, як Рядок з даного Юнікод коду(що сумісний з ASCII кодом).\n"
+"[codeblock]\n"
+"a = char(65) # a дорівнює \"A\"\n"
+"a = char(65 + 32) # a дорівнює \"a\"\n"
+"a = char(8364) # a дорівнює \"€\"\n"
+"[/codeblock]\n"
+"Це протилежність до [method ord]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -409,6 +418,13 @@ msgid ""
"a = clamp(15, 1, 20) # a is 15\n"
"[/codeblock]"
msgstr ""
+"Затискує [code]value[/code] та повертає значення, що не менше за [code]min[/"
+"code] і не більше за [code]max[/code].\n"
+"[codeblock]\n"
+"a = clamp(1000, 1, 20) # a дорівнює 20\n"
+"a = clamp(-10, 1, 20) # a дорівнює 1\n"
+"a = clamp(15, 1, 20) # a дорівнює 15\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -423,6 +439,16 @@ msgid ""
"print(a.length())\n"
"[/codeblock]"
msgstr ""
+"Конвертує один тип в інший у найкращий спосіб. Параметр [code]type[/code] "
+"використовує значення з [enum Variant.Type].\n"
+"[codeblock]\n"
+"a = Vector2(1, 0)\n"
+"# Виводить 1\n"
+"print(a.length())\n"
+"a = convert(a, TYPE_STRING)\n"
+"# Виводить 6, бо рядок \"(1, 0)\" складається з 6 символів\n"
+"print(a.length())\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
@@ -433,35 +459,31 @@ msgid ""
"a = cos(PI) # a is -1.0\n"
"[/codeblock]"
msgstr ""
-"Повертає абсолютне значення параметру [code]s[/code] (тобто значення без "
-"знака, працює для цілих чисел і чисел із рухомою крапкою).\n"
+"Повертає косинус кута [code]s[/code] в радіанах.\n"
"[codeblock]\n"
-"# a дорівнює 1\n"
-"a = abs(-1)\n"
+"a = cos(TAU) # a дорівнює 1.0\n"
+"a = cos(PI) # a дорівнює -1.0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the hyperbolic cosine of [code]s[/code] in radians.\n"
"[codeblock]\n"
"print(cosh(1)) # Prints 1.543081\n"
"[/codeblock]"
msgstr ""
-"Повертає абсолютне значення параметру [code]s[/code] (тобто значення без "
-"знака, працює для цілих чисел і чисел із рухомою крапкою).\n"
+"Повертає гіперболічний косинус [code]s[/code] у радіанах.\n"
"[codeblock]\n"
-"# a дорівнює 1\n"
-"a = abs(-1)\n"
+"print(cosh(1)) # Виведе 1.543081\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Converts from decibels to linear energy (audio)."
-msgstr ""
+msgstr "Перетворює з децибел в лінійну енергію (аудіо)."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Deprecated alias for [method step_decimals]."
-msgstr ""
+msgstr "Застарілий псевдонім для [method step_decimals]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -473,6 +495,13 @@ msgid ""
"a = dectime(60, 10, 0.1)) # a is 59.0\n"
"[/codeblock]"
msgstr ""
+"[b]Нотатка:[/b] [code]dectime[/code] застарілий і буде вилучений в Godot "
+"4.0, натомість краще використовуйте [method move_toward].\n"
+"Повертає результат [code]value[/code] зменшений на [code]step[/code] * "
+"[code]amount[/code].\n"
+"[codeblock]\n"
+"a = dectime(60, 10, 0.1)) # a дорівнює 59.0\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -494,6 +523,23 @@ msgid ""
"want a true content-aware comparison, you have to use [code]deep_equal[/"
"code]."
msgstr ""
+"Порівнює два значення, шляхом порівняння їх реального вмісту, рекурсивно для "
+"будь-якого [Array] чи [Dictionary] аж до найглибшого рівня.\n"
+"Порівнюючи з [code]==[/code], відмітимо:\n"
+"- Для [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
+"code], [code]Object[/code] та [code]RID[/code] що [code]deep_equal[/code], "
+"що [code]==[/code] працюють однаково.\n"
+"- Для [code]Dictionary[/code], [code]==[/code] виявляє рівність тоді й "
+"тільки тоді, коли йде порівняння з цим самим [code]Dictionary[/code], без "
+"рекурсії чи будь-якого врахування вмісту.\n"
+"- Для [code]Array[/code], [code]==[/code] виявляє рівність тоді й тільки "
+"тоді, коли кожний елемент у першому [code]Array[/code] дорівнює відповідному "
+"елементу в другому [code]Array[/code], де порівняння проходить через "
+"[code]==[/code]. Це означає, що [code]==[/code] рекурсивно порівнює "
+"[code]Array[/code], але не [code]Dictionary[/code].\n"
+"Загалом, якщо у вас потенційно використовується [code]Dictionary[/code], і "
+"вам потрібно порівняння з урахуванням вмісту, використовуйте "
+"[code]deep_equal[/code]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -611,7 +657,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -626,7 +673,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -676,8 +727,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -687,7 +739,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -741,7 +794,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -753,7 +807,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -944,7 +999,6 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the result of [code]base[/code] raised to the power of [code]exp[/"
"code].\n"
@@ -952,12 +1006,9 @@ msgid ""
"pow(2, 5) # Returns 32.0\n"
"[/codeblock]"
msgstr ""
-"Повертає арксинус [code]s[/code] у радіанах. Використовується для отримання "
-"кута синуса [code]s[/code].\n"
+"Повертає результат [code]base[/code], піднятий до степеню [code]exp[/code].\n"
"[codeblock]\n"
-"# s дорівнює 0.523599 або 30 градусів, якщо конвертувати за допомогою "
-"rad2deg(s)\n"
-"s = asin(0.5)\n"
+"pow(2, 5) # Повертає 32.0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1003,12 +1054,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1176,10 +1231,15 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3621,6 +3681,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4305,8 +4385,7 @@ msgstr "Анімація 2D спрайтів"
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -4998,19 +5077,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5031,21 +5112,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5055,9 +5140,10 @@ msgstr "Повертає тангенс параметра."
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -5709,9 +5795,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -5885,8 +5971,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6603,7 +6689,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -6840,7 +6931,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -7214,7 +7310,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7399,6 +7498,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7418,9 +7520,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -7488,7 +7594,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8894,8 +9008,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -8946,12 +9061,22 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"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. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to 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."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
+msgstr "Звукові шини"
+
#: doc/classes/AudioEffectCapture.xml
msgid ""
"Returns [code]true[/code] if at least [code]frames[/code] audio frames are "
@@ -9192,12 +9317,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr "Звукові шини"
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -9743,7 +9862,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9904,12 +10028,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -10037,10 +10165,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10057,6 +10184,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -10197,7 +10339,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -10554,14 +10699,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10571,22 +10716,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11878,7 +12023,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11971,7 +12116,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11999,9 +12146,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -12503,13 +12650,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -12535,8 +12683,10 @@ msgstr "Власне малювання в 2D"
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12849,12 +12999,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12899,8 +13049,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12948,8 +13100,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13011,7 +13166,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13136,7 +13291,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -13841,17 +13999,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -14159,12 +14317,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -14201,12 +14360,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -15366,7 +15526,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -15392,7 +15560,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -16133,7 +16305,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -18864,7 +19038,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -19013,16 +19189,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -19168,18 +19345,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "Повертає арксинус параметра."
@@ -19365,6 +19530,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22199,7 +22372,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -24091,8 +24267,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -24713,7 +24893,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -26301,10 +26483,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -27720,8 +27905,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -29964,7 +30149,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors."
+"compression mode can't be used for custom cursors.\n"
+"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
+"128×128. Cursor images larger than 32×32 will also only be displayed if the "
+"mouse cursor image is entirely located within the page for [url=https://"
+"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
@@ -30023,11 +30212,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -30873,7 +31065,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -30885,6 +31081,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -32909,7 +33115,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -33246,14 +33454,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33261,22 +33469,26 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
-msgstr ""
+#, fuzzy
+msgid "Returns the amount of points in the line."
+msgstr "Повертає мінімальний кут до заданого вектора у радіанах."
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
-msgstr ""
+#, fuzzy
+msgid "Returns the position of the point at index [code]index[/code]."
+msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]."
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
-msgstr ""
+#, fuzzy
+msgid "Removes the point at index [code]index[/code] from the line."
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Line2D.xml
+#, fuzzy
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
-msgstr ""
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
+msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]."
#: doc/classes/Line2D.xml
msgid ""
@@ -34552,8 +34764,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -34598,7 +34814,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -34853,9 +35072,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -35316,7 +35535,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -36226,7 +36447,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36455,7 +36679,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36476,7 +36700,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37193,6 +37420,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -37281,13 +37511,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -39991,7 +40233,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40507,11 +40751,11 @@ msgstr "Повертає кут до заданого вектора у раді
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40545,11 +40789,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40571,11 +40815,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40957,7 +41201,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -41918,7 +42164,6 @@ msgid ""
msgstr ""
#: doc/classes/PacketPeer.xml
-#, fuzzy
msgid ""
"[i]Deprecated.[/i] Use [code]get_var[/code] and [code]put_var[/code] "
"parameters instead.\n"
@@ -41928,12 +42173,14 @@ msgid ""
"Do not use this option if the serialized object comes from untrusted sources "
"to avoid potential security threats such as remote code execution."
msgstr ""
-"Декодує масив байтів назад у значення. Якщо [code]allow_objects[/code] "
-"дорівнює [code]true[/code], декодування об'єктів дозволено.\n"
-"[b]ПОПЕРЕДЖЕННЯ:[/b] десеріалізований об'єкт може містити виконуваний код. "
-"Не використовуйте цю опцію, якщо серіалізований об'єкт отримано із "
-"неперевірених джерел задля уникнення потенційних порушень безпеки "
-"(віддаленого виконування коду)."
+"[i]Застаріло.[/i] Натомість використовуйте параметри [code]get_var[/code] і "
+"[code]put_var[/code].\n"
+"Якщо [code]true[/code], PacketPeer дозволить кодувати та декодувати об’єкт "
+"за допомогою [method get_var] і [method put_var].\n"
+"[b]Попередження: [/b] Десеріалізовані об’єкти можуть містити код, який "
+"виконується. Не використовуйте цей параметр, якщо серіалізований об’єкт "
+"походить із ненадійних джерел, щоб уникнути потенційних загроз безпеці, "
+"наприклад віддаленого виконання коду."
#: doc/classes/PacketPeer.xml
msgid ""
@@ -42437,6 +42684,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -46345,7 +46602,9 @@ msgstr ""
#: doc/classes/PopupMenu.xml
#, fuzzy
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/PopupMenu.xml
@@ -46584,7 +46843,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -47314,7 +47575,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49995,8 +50260,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50019,15 +50295,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51624,17 +51907,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51643,8 +51937,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -53574,11 +53874,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -54015,7 +54319,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54159,13 +54465,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54348,7 +54660,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54488,6 +54804,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"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 "
@@ -54500,7 +54828,10 @@ 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 is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55355,7 +55686,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -55975,6 +56309,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -56160,7 +56502,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56309,7 +56653,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -57536,7 +57882,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57552,7 +57901,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -57743,7 +58094,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -59010,6 +59361,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -59071,6 +59425,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -59093,7 +59450,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -60230,6 +60590,11 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]."
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -60260,6 +60625,11 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]."
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -60301,7 +60671,9 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
@@ -61659,39 +62031,46 @@ msgid "Clears all values on the theme."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
-msgstr ""
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
-msgstr ""
+"theme has [code]theme_type[/code]."
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -61708,15 +62087,17 @@ msgid "Sets the theme's values to a copy of a given theme."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61728,16 +62109,17 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -61748,16 +62130,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
-msgstr ""
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -61766,16 +62149,18 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code]."
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
-msgstr ""
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -61786,17 +62171,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61809,9 +62196,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61819,8 +62206,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61835,7 +62222,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -61852,18 +62239,22 @@ msgid ""
msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -61872,31 +62263,38 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61925,87 +62323,88 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
-msgstr ""
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
@@ -65185,21 +65584,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -65212,7 +65615,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -65241,7 +65644,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65251,22 +65686,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -65279,8 +65727,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65478,16 +65928,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -66739,10 +67189,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66753,8 +67208,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66906,7 +67361,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67438,6 +67895,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -71607,6 +72080,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -74150,7 +74627,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml