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-rw-r--r--doc/translations/zh_CN.po2261
1 files changed, 1373 insertions, 888 deletions
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po
index e65d84756e..94f4b4d5da 100644
--- a/doc/translations/zh_CN.po
+++ b/doc/translations/zh_CN.po
@@ -61,7 +61,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-01-07 07:07+0000\n"
+"PO-Revision-Date: 2022-01-12 16:56+0000\n"
"Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n"
"Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/zh_Hans/>\n"
@@ -113,69 +113,68 @@ msgid "Method Descriptions"
msgstr "方法说明"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "Theme Property Descriptions"
-msgstr "属性说明"
+msgstr "主题属性说明"
#: doc/tools/make_rst.py
msgid "Inherits:"
-msgstr ""
+msgstr "继承:"
#: doc/tools/make_rst.py
msgid "Inherited By:"
-msgstr ""
+msgstr "派生:"
#: doc/tools/make_rst.py
msgid "(overrides %s)"
-msgstr ""
+msgstr "(覆盖 %s)"
#: doc/tools/make_rst.py
msgid "Default"
-msgstr ""
+msgstr "默认"
#: doc/tools/make_rst.py
msgid "Setter"
-msgstr ""
+msgstr "Setter"
#: doc/tools/make_rst.py
msgid "value"
-msgstr ""
+msgstr "值"
#: doc/tools/make_rst.py
msgid "Getter"
-msgstr ""
+msgstr "Getter"
#: doc/tools/make_rst.py
msgid ""
"This method should typically be overridden by the user to have any effect."
-msgstr ""
+msgstr "本方法通常需要用户覆盖才能生效。"
#: doc/tools/make_rst.py
msgid ""
"This method has no side effects. It doesn't modify any of the instance's "
"member variables."
-msgstr ""
+msgstr "本方法没有副作用。不会修改该实例的任何成员变量。"
#: doc/tools/make_rst.py
msgid ""
"This method accepts any number of arguments after the ones described here."
-msgstr ""
+msgstr "本方法除了在此处描述的参数外,还能够继续接受任意数量的参数。"
#: doc/tools/make_rst.py
msgid "This method is used to construct a type."
-msgstr ""
+msgstr "本方法用于构造某个类型。"
#: doc/tools/make_rst.py
msgid ""
"This method doesn't need an instance to be called, so it can be called "
"directly using the class name."
-msgstr ""
+msgstr "调用本方法无需实例,所以可以直接使用类名调用。"
#: doc/tools/make_rst.py
msgid ""
"This method describes a valid operator to use with this type as left-hand "
"operand."
-msgstr ""
+msgstr "本方法描述的是使用本类型作为左操作数的有效操作符。"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Built-in GDScript functions."
@@ -847,6 +846,20 @@ msgid ""
"[/codeblock]\n"
"See also [method lerp] which performs the reverse of this operation."
msgstr ""
+"返回插值或外推的因子。范围用 [code]from[/code] 和 [code]to[/code] 指定,插值"
+"后的值用 [code]weight[/code] 指定。如果 [code]weight[/code] 在 [code]from[/"
+"code] 和 [code]to[/code] 之间(包含),那么返回的值在 [code]0.0[/code] 和 "
+"[code]1.0[/code] 之间。如果 [code]weight[/code] 在该范围之外,则返回的是外推"
+"因子(返回值小于 [code]0.0[/code] 或大于 [code]1.0[/code])。\n"
+"[codeblock]\n"
+"# 下面的 `lerp()` 调用时的插值比例是 0.75。\n"
+"var middle = lerp(20, 30, 0.75)\n"
+"# `middle` 现在是 27.5。\n"
+"# 现在,我们假装忘记了原来的比例,想要找到是多少。\n"
+"var ratio = inverse_lerp(20, 30, 27.5)\n"
+"# `ratio`现在是 0.75。\n"
+"[/codeblock]\n"
+"本操作的逆操作请参阅 [method lerp]。"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -908,7 +921,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Linearly interpolates between two values by the factor defined in "
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
@@ -928,8 +940,9 @@ msgid ""
"To perform eased interpolation with [method lerp], combine it with [method "
"ease] or [method smoothstep]."
msgstr ""
-"用一个归一化的值在两个值之间进行线性插值。这是 [method inverse_lerp] 的逆运"
-"算。\n"
+"在两个值之间按照 [code]weight[/code] 定义的因数进行线性插值。进行插值时,"
+"[code]weight[/code] 应该在 [code]0.0[/code] 和 [code]1.0[/code] 之间(包"
+"含)。然而,在此区间外的值也是允许的,可用于执行[i]外推[/i]。\n"
"如果 [code]from[/code] 和 [code]to[/code] 参数类型是 [int] 或 [float],返回值"
"都是 [float]。\n"
"如果两者都是相同的向量类型([Vector2]、[Vector3]或[Color]),返回值将是相同的"
@@ -938,10 +951,11 @@ msgstr ""
"[codeblock]\n"
"lerp(0, 4, 0.75) # 返回 3.0\n"
"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # 返回 Vector2(2, 3.5)\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"另请参阅本操作的逆运算 [method inverse_lerp]。要执行缓动的 [method lerp] 插"
+"值,请将其与 [method ease] 或 [method smoothstep] 组合。"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Linearly interpolates between two angles (in radians) by a normalized "
"value.\n"
@@ -959,8 +973,9 @@ msgid ""
"[/codeblock]"
msgstr ""
"通过归一化值在两个角度之间(以弧度为单位)进行线性插值。\n"
-"与 [method lerp] 相似,但是当角度环绕 [constant @GDScript.TAU] 时会准确插"
-"值。\n"
+"与 [method lerp] 相似,但是当角度环绕 [constant @GDScript.TAU] 时会准确插值。"
+"要使用 [method lerp_angle] 执行缓动插值,请将其与 [method ease] 或 [method "
+"smoothstep] 组合。\n"
"[codeblock]\n"
"extends Sprite\n"
"var elapsed = 0.0\n"
@@ -2235,7 +2250,7 @@ msgid ""
"[b]Note:[/b] Only implemented on Android."
msgstr ""
"[JavaClassWrapper] 单例。\n"
-"[b]注意:[/b] 仅在 Android 上实现。"
+"[b]注意:[/b]仅在 Android 上实现。"
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -2243,26 +2258,23 @@ msgid ""
"[b]Note:[/b] Only implemented on HTML5."
msgstr ""
"[JavaScript] 单例。\n"
-"[b]注意:[/b] 仅在HTML5上实现。"
+"[b]注意:[/b]仅在 HTML5 上实现。"
#: doc/classes/@GlobalScope.xml
msgid "The [Marshalls] singleton."
msgstr "[Marshalls] 单例。"
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "The [Navigation2DServer] singleton."
-msgstr "[TranslationServer]单例。"
+msgstr "[Navigation2DServer] 单例。"
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "The [NavigationMeshGenerator] singleton."
-msgstr "[EditorNavigationMeshGenerator] 单例。"
+msgstr "[NavigationMeshGenerator] 单例。"
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "The [NavigationServer] singleton."
-msgstr "[TranslationServer]单例。"
+msgstr "[NavigationServer] 单例。"
#: doc/classes/@GlobalScope.xml
msgid "The [OS] singleton."
@@ -2286,7 +2298,7 @@ msgstr "[ProjectSettings] 单例。"
#: doc/classes/@GlobalScope.xml
msgid "The [ResourceLoader] singleton."
-msgstr "[ResourceLoader]单例。"
+msgstr "[ResourceLoader] 单例。"
#: doc/classes/@GlobalScope.xml
msgid "The [ResourceSaver] singleton."
@@ -2298,7 +2310,7 @@ msgstr "[Time] 单例。"
#: doc/classes/@GlobalScope.xml
msgid "The [TranslationServer] singleton."
-msgstr "[TranslationServer]单例。"
+msgstr "[TranslationServer] 单例。"
#: doc/classes/@GlobalScope.xml
msgid "The [VisualScriptEditor] singleton."
@@ -3543,8 +3555,13 @@ msgid "Gamepad button 22."
msgstr "游戏手柄按钮22。"
#: doc/classes/@GlobalScope.xml
-msgid "Represents the maximum number of joystick buttons supported."
-msgstr "代表支持的操纵杆按钮的最大数量。"
+msgid ""
+"The maximum number of game controller buttons supported by the engine. The "
+"actual limit may be lower on specific platforms:\n"
+"- Android: Up to 36 buttons.\n"
+"- Linux: Up to 80 buttons.\n"
+"- Windows and macOS: Up to 128 buttons."
+msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "DualShock circle button."
@@ -3779,30 +3796,34 @@ msgid ""
"MIDI note OFF message. See the documentation of [InputEventMIDI] for "
"information of how to use MIDI inputs."
msgstr ""
+"MIDI 音符 OFF 消息。如何使用 MIDI 输入的信息请参阅 [InputEventMIDI] 的文档。"
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI note ON message. See the documentation of [InputEventMIDI] for "
"information of how to use MIDI inputs."
msgstr ""
+"MIDI 音符 ON 消息。如何使用 MIDI 输入的信息请参阅 [InputEventMIDI] 的文档。"
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI aftertouch message. This message is most often sent by pressing down on "
"the key after it \"bottoms out\"."
-msgstr ""
+msgstr "MIDI 触后消息。这个消息经常都是在按键“结束”后继续施压时发送。"
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI control change message. This message is sent when a controller value "
"changes. Controllers include devices such as pedals and levers."
msgstr ""
+"MIDI 控制变化消息。这个消息会在控制器值发生变化时发送。控制器包括踏板、推杆等"
+"设备。"
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI program change message. This message sent when the program patch number "
"changes."
-msgstr ""
+msgstr "MIDI 音色变化消息。这个消息会在音色 Patch 号变化时发送。"
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -3810,74 +3831,83 @@ msgid ""
"down on the key after it \"bottoms out\". This message is different from "
"polyphonic after-touch as it indicates the highest pressure across all keys."
msgstr ""
+"MIDI 通道压力消息。这个消息经常都是在按键“结束”后继续施压时发送。这个消息与复"
+"音触后不同,因为它表示的是所有键中的最大压力。"
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI pitch bend message. This message is sent to indicate a change in the "
"pitch bender (wheel or lever, typically)."
msgstr ""
+"MIDI 弯音消息。发送这个消息表示弯音器(一般是弯音轮或推杆)产生了变化。"
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI system exclusive message. This has behavior exclusive to the device "
"you're receiving input from. Getting this data is not implemented in Godot."
msgstr ""
+"MIDI 系统专有消息。行为由你所用来获取输入的设备专有。Godot 未实现该数据的获"
+"取。"
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI quarter frame message. Contains timing information that is used to "
"synchronize MIDI devices. Getting this data is not implemented in Godot."
msgstr ""
+"MIDI 四分帧消息。包含用于同步 MIDI 设备的时间信息。Godot 未实现该数据的获取。"
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI song position pointer message. Gives the number of 16th notes since the "
"start of the song. Getting this data is not implemented in Godot."
msgstr ""
+"MIDI 歌曲位置指针消息。提供自歌曲开始以来所经过的十六分音符数。Godot 未实现该"
+"数据的获取。"
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI song select message. Specifies which sequence or song is to be played. "
"Getting this data is not implemented in Godot."
-msgstr ""
+msgstr "MIDI 歌曲选择消息。指定要播放的序列或歌曲。Godot 未实现该数据的获取。"
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI tune request message. Upon receiving a tune request, all analog "
"synthesizers should tune their oscillators."
-msgstr ""
+msgstr "MIDI 调整请求消息。收到调整请求后,所有模拟合成器都应该调整其晶振。"
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI timing clock message. Sent 24 times per quarter note when "
"synchronization is required."
-msgstr ""
+msgstr "MIDI 时钟消息。需要同步时,每四分音符会发送 24 次。"
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI start message. Start the current sequence playing. This message will be "
"followed with Timing Clocks."
-msgstr ""
+msgstr "MIDI 开始消息。开始当前序列的播放。这个消息后会跟随时钟消息。"
#: doc/classes/@GlobalScope.xml
msgid "MIDI continue message. Continue at the point the sequence was stopped."
-msgstr ""
+msgstr "MIDI 继续消息。从序列停止的位置继续。"
#: doc/classes/@GlobalScope.xml
msgid "MIDI stop message. Stop the current sequence."
-msgstr ""
+msgstr "MIDI 停止消息。停止当前序列。"
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI active sensing message. This message is intended to be sent repeatedly "
"to tell the receiver that a connection is alive."
-msgstr ""
+msgstr "MIDI 活跃感知消息。这个消息的目的是要重复发送,告知接收方连接仍存在。"
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI system reset message. Reset all receivers in the system to power-up "
"status. It should not be sent on power-up itself."
msgstr ""
+"MIDI 系统重置消息。将系统中的所有接收方重置为上电状态。本身不应在上电时发送。"
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4579,13 +4609,12 @@ msgid "Axis-Aligned Bounding Box."
msgstr "轴对齐包围盒。"
#: doc/classes/AABB.xml
+#, fuzzy
msgid ""
"[AABB] consists of a position, a size, and several utility functions. It is "
"typically used for fast overlap tests.\n"
"It uses floating-point coordinates. The 2D counterpart to [AABB] is "
"[Rect2].\n"
-"Negative values for [member size] are not supported and will not work for "
-"most methods. Use [method abs] to get an AABB with a positive size.\n"
"[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses "
"integer coordinates."
msgstr ""
@@ -4977,10 +5006,10 @@ msgid ""
"[b]Note:[/b] This function only makes sense when the context is started with "
"[constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]."
msgstr ""
-"获取此上下文的当前IV状态(调用[method update]时会更新IV)。通常不需要此函"
-"数。\n"
-"[b]注意:[/b]仅当上下文以[constant MODE_CBC_ENCRYPT]或[constant "
-"MODE_CBC_DECRYPT]开头时,此函数才有意义。"
+"获取此上下文的当前 IV 状态(调用 [method update] 时会更新 IV)。通常不需要此"
+"函数。\n"
+"[b]注意:[/b]仅当上下文以 [constant MODE_CBC_ENCRYPT] 或 [constant "
+"MODE_CBC_DECRYPT] 开头时,此函数才有意义。"
#: doc/classes/AESContext.xml
msgid ""
@@ -7111,8 +7140,8 @@ msgid ""
"animation plays at normal speed. If it's 0.5, then it plays at half speed. "
"If it's 2, then it plays at double speed."
msgstr ""
-"速度缩放比。例如,如果这个值是1,那么动画以正常速度播放。如果是0.5,则以半速"
-"播放。如果是2,则以双倍速度播放。"
+"速度缩放比。例如,如果这个值是 1,那么动画以正常速度播放。如果是 0.5,则以半"
+"速播放。如果是 2,则以双倍速度播放。"
#: doc/classes/AnimationPlayer.xml
msgid ""
@@ -10991,7 +11020,7 @@ msgid ""
"Two tap delay and feedback options."
msgstr ""
"为音频总线添加延迟音频效果。在一段时间后回放输入信号。\n"
-"两个阀值延迟和反馈选项。"
+"两个节拍延迟和反馈选项。"
#: doc/classes/AudioEffectDelay.xml
msgid ""
@@ -11088,7 +11117,7 @@ msgstr "$DOCS_URL/tutorials/audio/audio_buses.html"
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
-msgstr "失真度。值的范围可在0到1之间。"
+msgstr "失真度。值的范围可在 0 到 1 之间。"
#: doc/classes/AudioEffectDistortion.xml
msgid ""
@@ -11550,15 +11579,19 @@ msgid "Represents the size of the [enum FFT_Size] enum."
msgstr "表示[enum FFT_Size]枚举的大小。"
#: doc/classes/AudioEffectRecord.xml
-msgid "Audio effect used for recording sound from a microphone."
+#, fuzzy
+msgid "Audio effect used for recording the sound from an audio bus."
msgstr "用于录制来自麦克风的声音的音频效果。"
#: doc/classes/AudioEffectRecord.xml
+#, fuzzy
msgid ""
-"Allows the user to record sound from a microphone. It sets and gets the "
-"format in which the audio file will be recorded (8-bit, 16-bit, or "
-"compressed). It checks whether or not the recording is active, and if it is, "
-"records the sound. It then returns the recorded sample."
+"Allows the user to record the sound from an audio bus. This can include all "
+"audio output by Godot when used on the \"Master\" audio bus.\n"
+"Can be used (with an [AudioStreamMicrophone]) to record from a microphone.\n"
+"It sets and gets the format in which the audio file will be recorded (8-bit, "
+"16-bit, or compressed). It checks whether or not the recording is active, "
+"and if it is, records the sound. It then returns the recorded sample."
msgstr ""
"允许用户录制来自麦克风的声音。它设置和获取记录音频文件的格式(8位,16位或压"
"缩)。它检查录音是否处于活动状态,如果是,则记录声音。然后返回记录的样本。"
@@ -14766,7 +14799,6 @@ msgid ""
msgstr "通过相机源,您可以访问连接到设备的单个物理相机。"
#: doc/classes/CameraFeed.xml
-#, fuzzy
msgid ""
"A camera feed gives you access to a single physical camera attached to your "
"device. When enabled, Godot will start capturing frames from the camera "
@@ -14777,9 +14809,9 @@ msgid ""
"background."
msgstr ""
"通过相机源,你可以访问连接到设备的单个物理相机。启用后,Godot 将开始从相机捕"
-"获帧,然后使用。\n"
-"[b]注意:[/b]很多相机会返回YCbCr图像,这些图像被分成两个纹理,需要在着色器中"
-"组合。如果你将环境设置为在背景中显示相机图像,Godot 会自动为将执行此操作。"
+"获帧,然后使用。另请参阅 [CameraServer]。\n"
+"[b]注意:[/b]很多相机会返回 YCbCr 图像,这些图像被分成两个纹理,需要在着色器"
+"中组合。如果你将环境设置为在背景中显示相机图像,Godot 会自动为将执行此操作。"
#: doc/classes/CameraFeed.xml
msgid "Returns the unique ID for this feed."
@@ -14836,7 +14868,6 @@ msgid "Server keeping track of different cameras accessible in Godot."
msgstr "服务器跟踪 Godot 中可访问的不同摄像头。"
#: doc/classes/CameraServer.xml
-#, fuzzy
msgid ""
"The [CameraServer] keeps track of different cameras accessible in Godot. "
"These are external cameras such as webcams or the cameras on your phone.\n"
@@ -14844,42 +14875,39 @@ msgid ""
"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On "
"other platforms, no [CameraFeed]s will be available."
msgstr ""
-"[CameraServer]记录了Godot中可访问的不同摄像机。这些是外部摄像机,如网络摄像机"
-"或手机上的摄像机。\n"
-"它主要用于为AR模块提供来自摄像机的视频资料。"
+"[CameraServer] 记录了 Godot 中可访问的不同摄像机。这些是外部摄像机,如网络摄"
+"像头或手机上的摄像机。\n"
+"它主要用于为 AR 模块提供来自摄像机的视频源。\n"
+"[b]注意:[/b]这个类目前只在 macOS 和 iOS 上实现。在其他平台上没有可用的 "
+"[CameraFeed]。"
#: doc/classes/CameraServer.xml
-#, fuzzy
msgid "Adds the camera [code]feed[/code] to the camera server."
-msgstr "将相机源添加到相机服务。"
+msgstr "将相机源 [code]feed[/code] 添加到摄像机服务器中。"
#: doc/classes/CameraServer.xml
msgid "Returns an array of [CameraFeed]s."
msgstr "返回一个 [CameraFeed] 数组。"
#: doc/classes/CameraServer.xml
-#, fuzzy
msgid ""
"Returns the [CameraFeed] corresponding to the camera with the given "
"[code]index[/code]."
-msgstr "返回带有给定[code]id[/code]的项的索引。"
+msgstr "返回与给定索引 [code]index[/code] 的摄像机对应的 [CameraFeed]。"
#: doc/classes/CameraServer.xml
msgid "Returns the number of [CameraFeed]s registered."
msgstr "返回注册的 [CameraFeed] 的数量。"
#: doc/classes/CameraServer.xml
-#, fuzzy
msgid "Removes the specified camera [code]feed[/code]."
-msgstr "移除索引[code]idx[/code]处的项目。"
+msgstr "移除指定的相机源 [code]feed[/code]。"
#: doc/classes/CameraServer.xml
-#, fuzzy
msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)."
msgstr "当添加 [CameraFeed] 时触发(例如,插入网络摄像头)。"
#: doc/classes/CameraServer.xml
-#, fuzzy
msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)."
msgstr "当移除 [CameraFeed] 时触发(例如,拔掉网络摄像头)。"
@@ -14888,10 +14916,8 @@ msgid "The RGBA camera image."
msgstr "RGBA 相机图像。"
#: doc/classes/CameraServer.xml
-#, fuzzy
msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image."
-msgstr ""
-"使用 [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] 压缩方法。"
+msgstr "[url=https://zh.wikipedia.org/zh-cn/YCbCr]YCbCr[/url] 摄像机图像。"
#: doc/classes/CameraServer.xml
msgid "The Y component camera image."
@@ -14996,13 +15022,13 @@ msgid ""
msgstr "引擎调用的可覆盖函数(如果定义了)来绘制画布项目。"
#: doc/classes/CanvasItem.xml
-#, fuzzy
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
"draw_circle]."
msgstr ""
-"在给定的角度之间画一条弧线。[code]point_count[/code] 的值越大,曲线越平滑。"
+"在给定的角度之间绘制未填充的弧线。[code]point_count[/code] 的值越大,曲线越平"
+"滑。另请参阅 [method draw_circle]。"
#: doc/classes/CanvasItem.xml
msgid ""
@@ -15017,33 +15043,35 @@ msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon]."
msgstr ""
+"绘制一个彩色、未填充的圆。另请参阅 [method draw_arc]、[method "
+"draw_polyline]、[method draw_polygon]。"
#: doc/classes/CanvasItem.xml
-#, fuzzy
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
"polygon."
-msgstr "绘制任意数量点的彩色多边形,凸或凹。"
+msgstr ""
+"绘制由任意数量的点构成的彩色多边形,可以是凸多边形也可以是凹多边形。与 "
+"[method draw_polygon] 不同,只能为整个多边形必须指定单一颜色。"
#: doc/classes/CanvasItem.xml
-#, fuzzy
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
"draw_polyline]."
msgstr ""
-"绘制一条从 2D 点到另一个点的线,具有给定的颜色和宽度。它可以选择抗锯齿。"
+"使用给定的颜色和宽度,绘制一条从一个 2D 点到另一个点的直线。还可以选择抗锯"
+"齿。另请参阅 [method draw_multiline] 和 [method draw_polyline]。"
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for "
"related documentation."
msgstr ""
-"使用所提供的纹理以2D方式绘制一个[Mesh]。相关文档请参阅[MeshInstance2D]。"
+"使用所提供的纹理以 2D 方式绘制一个 [Mesh]。相关文档请参阅 [MeshInstance2D]。"
#: doc/classes/CanvasItem.xml
-#, fuzzy
msgid ""
"Draws multiple disconnected lines with a uniform [code]color[/code]. When "
"drawing large amounts of lines, this is faster than using individual [method "
@@ -15052,13 +15080,13 @@ msgid ""
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
"not implemented and have no effect."
msgstr ""
-"以 uniform 的 [code]width[/code] 和逐段着色绘制多条平行线。分配给线段的颜色"
-"按 [code]points[/code] 和 [code]colors[/code] 之间的索引匹配。\n"
-"[b]注意:[/b][code]width[/code] 和 [code]antialiased[/code] 目前没有实现,没"
-"有效果。"
+"使用单一颜色 [code]color[/code] 绘制多条不相连的直线。绘制大量直线时,比单独"
+"调用 [method draw_line] 要快。要绘制相连的直线,请换用 [method "
+"draw_polyline]。\n"
+"[b]注意:[/b]目前未实现 [code]width[/code] 和 [code]antialiased[/code],没有"
+"效果。"
#: doc/classes/CanvasItem.xml
-#, fuzzy
msgid ""
"Draws multiple disconnected lines with a uniform [code]width[/code] and "
"segment-by-segment coloring. Colors assigned to line segments match by index "
@@ -15069,10 +15097,12 @@ msgid ""
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
"not implemented and have no effect."
msgstr ""
-"以 uniform 的 [code]width[/code] 和逐段着色绘制多条平行线。分配给线段的颜色"
-"按 [code]points[/code] 和 [code]colors[/code] 之间的索引匹配。\n"
-"[b]注意:[/b][code]width[/code] 和 [code]antialiased[/code] 目前没有实现,没"
-"有效果。"
+"使用单一宽度 [code]width[/code] 绘制多条不相连的直线,不同线段颜色可以不同。"
+"线段的颜色使用 [code]points[/code] 和 [code]colors[/code] 的索引进行匹配。绘"
+"制大量直线时,比单独调用 [method draw_line] 要快。要绘制相连的直线,请换用 "
+"[method draw_polyline_colors]。\n"
+"[b]注意:[/b]目前未实现 [code]width[/code] 和 [code]antialiased[/code],没有"
+"效果。"
#: doc/classes/CanvasItem.xml
msgid ""
@@ -15089,6 +15119,9 @@ msgid ""
"individually. See also [method draw_polyline] and [method "
"draw_polyline_colors]."
msgstr ""
+"绘制由任意数量的点构成的实心多边形,可以是凸多边形也可以是凹多边形。与 "
+"[method draw_colored_polygon] 不同,每个点的颜色都可以单独修改。另请参阅 "
+"[method draw_polyline] 和 [method draw_polyline_colors]。"
#: doc/classes/CanvasItem.xml
msgid ""
@@ -15098,9 +15131,12 @@ msgid ""
"draw disconnected lines, use [method draw_multiline] instead. See also "
"[method draw_polygon]."
msgstr ""
+"使用单一颜色 [code]color[/code] 和宽度 [code]width[/code] 绘制多条相连的线"
+"段,还可以选择抗锯齿。绘制大量直线时,比单独调用 [method draw_line] 要快。要"
+"绘制不相连的直线,请换用 [method draw_multiline]。另请参阅 [method "
+"draw_polygon]。"
#: doc/classes/CanvasItem.xml
-#, fuzzy
msgid ""
"Draws interconnected line segments with a uniform [code]width[/code] and "
"segment-by-segment coloring, and optional antialiasing. Colors assigned to "
@@ -15109,8 +15145,10 @@ msgid ""
"individual [method draw_line] calls. To draw disconnected lines, use [method "
"draw_multiline_colors] instead. See also [method draw_polygon]."
msgstr ""
-"以uniform的[code]width[/code]绘制相互连接的线段,逐段着色,可选抗锯齿。分配给"
-"线段的颜色通过[code]points[/code]和[code]colors[/code]之间的索引进行匹配。"
+"使用单一宽度 [code]width[/code] 绘制多条相连的直线,不同线段颜色可以不同。线"
+"段的颜色使用 [code]points[/code] 和 [code]colors[/code] 的索引进行匹配。绘制"
+"大量直线时,比单独调用 [method draw_line] 要快。要绘制不相连的直线,请换用 "
+"[method draw_multiline_colors]。另请参阅 [method draw_polygon]。"
#: doc/classes/CanvasItem.xml
msgid ""
@@ -15120,6 +15158,10 @@ msgid ""
"See also [method draw_line], [method draw_polyline], [method draw_polygon], "
"and [method draw_rect]."
msgstr ""
+"绘制自定义图元。1 个点的是个点,2 个点的是线段,3 个点的是三角形,4 个点的是"
+"四边形。如果没有指定点或者指定了超过 4 个点,则不会绘制任何东西,只会输出错误"
+"消息。另请参阅 [method draw_line]、[method draw_polyline]、[method "
+"draw_polygon]、[method draw_rect]。"
#: doc/classes/CanvasItem.xml
msgid ""
@@ -15262,11 +15304,12 @@ msgid "Returns the [World2D] where this item is in."
msgstr "返回此物品所在的[World2D]。"
#: doc/classes/CanvasItem.xml
-#, fuzzy
msgid ""
"Hide the [CanvasItem] if it's currently visible. This is equivalent to "
"setting [member visible] to [code]false[/code]."
-msgstr "清空数组。与调用 [method resize] 时指定大小为 [code]0[/code] 等价。"
+msgstr ""
+"如果该 [CanvasItem] 目前是可见的,则将其隐藏。等价于将 [member visible] 设为 "
+"[code]false[/code]。"
#: doc/classes/CanvasItem.xml
msgid ""
@@ -15331,15 +15374,15 @@ msgstr ""
"如果[code]enable[/code]为[code]true[/code],则将使用全局变换数据更新子项。"
#: doc/classes/CanvasItem.xml
-#, fuzzy
msgid ""
"Show the [CanvasItem] if it's currently hidden. This is equivalent to "
"setting [member visible] to [code]true[/code]. For controls that inherit "
"[Popup], the correct way to make them visible is to call one of the multiple "
"[code]popup*()[/code] functions instead."
msgstr ""
-"如果[CanvasItem]当前是隐藏的,则显示它。对于继承[Popup]的控件,使其可见的正确"
-"方法是调用多个[code]popup*()[/code]函数中的一个来代替。"
+"如果该 [CanvasItem] 目前是隐藏的,则将其显示。等价于将 [member visible] 设为 "
+"[code]true[/code]。对于继承自 [Popup] 的控件,让它们可见的正确做法是换成调用"
+"各种 [code]popup*()[/code] 函数的其中之一。"
#: doc/classes/CanvasItem.xml
msgid ""
@@ -15581,8 +15624,8 @@ msgid ""
"above), or backgrounds (in layer -1 or below)."
msgstr ""
"画布绘图层。[CanvasLayer] 的直接或间接子级的 [CanvasItem] 节点将在该层中绘"
-"制。该层是一个数字索引,用于定义绘制顺序。默认 2D 场景的渲染索引为 0,因此索"
-"引为 -1 的 [CanvasLayer] 会在其下方绘制,索引为 1 的则会在其上方绘制。这对于 "
+"制。层是一个决定绘制顺序的数字索引。默认 2D 场景的渲染索引为 0,因此索引为 "
+"-1 的 [CanvasLayer] 会在其下方绘制,索引为 1 的则会在其上方绘制。这对于 "
"HUD(在 1+ 层或更高层中)或背景(在 -1 层或更低层中)非常有用。"
#: doc/classes/CanvasLayer.xml
@@ -15703,13 +15746,15 @@ msgstr "使子级控件居中。"
msgid ""
"CenterContainer keeps children controls centered. This container keeps all "
"children to their minimum size, in the center."
-msgstr "CenterContainer使子节点居中。该容器将所有子节点保持在最小尺寸的中间。"
+msgstr ""
+"CenterContainer 会使子节点居中。该容器会将所有子节点保持在最小尺寸并居中。"
#: doc/classes/CenterContainer.xml
msgid ""
"If [code]true[/code], centers children relative to the [CenterContainer]'s "
"top left corner."
-msgstr "如果[code]true[/code],将子节点相对于[CenterContainer]的左上角居中。"
+msgstr ""
+"如果为 [code]true[/code],会将子节点相对于 [CenterContainer] 的左上角居中。"
#: doc/classes/CharFXTransform.xml
msgid ""
@@ -15735,11 +15780,12 @@ msgstr ""
"https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project"
#: doc/classes/CharFXTransform.xml
-#, fuzzy
msgid ""
"The index of the current character (starting from 0) for the "
"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing."
-msgstr "当前字符的索引(从0开始)。设置此属性不会影响图形。"
+msgstr ""
+"该 [RichTextLabel] 的 BBCode 文本中当前字符的索引号(从 0 开始)。设置该属性"
+"不会影响绘制。"
#: doc/classes/CharFXTransform.xml
msgid ""
@@ -15807,11 +15853,12 @@ msgid "The position offset the character will be drawn with (in pixels)."
msgstr "绘制字符的位置偏移量(以像素为单位)。"
#: doc/classes/CharFXTransform.xml
-#, fuzzy
msgid ""
"The index of the current character (starting from 0) for this "
"[RichTextEffect] custom block. Setting this property won't affect drawing."
-msgstr "当前字符的索引(从0开始)。设置此属性不会影响图形。"
+msgstr ""
+"该 [RichTextEffect] 自定义块中当前字符的索引号(从 0 开始)。设置该属性不会影"
+"响绘制。"
#: doc/classes/CharFXTransform.xml
msgid ""
@@ -16527,7 +16574,7 @@ msgid ""
msgstr ""
"当对象收到未处理的 [InputEvent] 时发出。 [code]position[/code] 是鼠标指针在具"
"有索引 [code]shape_idx[/code] 的形状表面在世界空间中的位置,[code]normal[/"
-"code] 是该点表面的法向量."
+"code] 是该点表面的法向量。"
#: doc/classes/CollisionObject.xml
msgid "Emitted when the mouse pointer enters any of this object's shapes."
@@ -16890,7 +16937,6 @@ msgid "Color in RGBA format using floats on the range of 0 to 1."
msgstr "RGBA 格式的颜色,使用 0 到 1 范围内的浮点数。"
#: doc/classes/Color.xml
-#, fuzzy
msgid ""
"A color represented by red, green, blue, and alpha (RGBA) components. The "
"alpha component is often used for opacity. Values are in floating-point and "
@@ -16908,9 +16954,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"color_constants.png]Color constants cheatsheet[/url]"
msgstr ""
-"由红、绿、蓝、Alpha(RGBA)分量表示的颜色。Alpha 分量通常用于透明度。这些值都"
-"是浮点数,范围一般在 0 到 1 之间。有些属性(如 CanvasItem.modulate)可以接受"
-"大于 1 的值(过亮或 HDR 颜色)。\n"
+"由红、绿、蓝、Alpha(RGBA)分量表示的颜色。Alpha 分量通常用于不透明度。这些值"
+"都是浮点数,范围一般在 0 到 1 之间。有些属性(如 CanvasItem.modulate)可以接"
+"受大于 1 的值(过亮或 HDR 颜色)。\n"
"您也可以通过使用 [method @GDScript.ColorN] 从标准化颜色名称中创建颜色,或者直"
"接使用这里定义的颜色常量。标准化颜色集取自 [url=https://en.wikipedia.org/"
"wiki/X11_color_names]X11 颜色名称[/url]。\n"
@@ -17268,6 +17314,8 @@ msgid ""
"means that the color is fully transparent. A value of 1 means that the color "
"is fully opaque."
msgstr ""
+"颜色的 Alpha 分量,一般在 0 到 1 的范围内。0 表示该颜色完全透明。1 表示该颜色"
+"完全不透明。"
#: doc/classes/Color.xml
msgid "Wrapper for [member a] that uses the range 0 to 255 instead of 0 to 1."
@@ -17275,7 +17323,7 @@ msgstr "[member a]的包装程序,使用的范围是0到255,而不是0到1
#: doc/classes/Color.xml
msgid "The color's blue component, typically on the range of 0 to 1."
-msgstr "颜色的蓝色分量,一般在0到1的范围内。"
+msgstr "颜色的蓝色分量,一般在 0 到 1 的范围内。"
#: doc/classes/Color.xml
msgid "Wrapper for [member b] that uses the range 0 to 255 instead of 0 to 1."
@@ -17283,7 +17331,7 @@ msgstr "[member b]的封装器,使用0到255的范围,而不是0到1。"
#: doc/classes/Color.xml
msgid "The color's green component, typically on the range of 0 to 1."
-msgstr "颜色的绿色分量,一般在0到1的范围内。"
+msgstr "颜色的绿色分量,一般在 0 到 1 的范围内。"
#: doc/classes/Color.xml
msgid "Wrapper for [member g] that uses the range 0 to 255 instead of 0 to 1."
@@ -17941,9 +17989,8 @@ msgstr ""
"动事件中也会立即应用(会造成性能问题)。"
#: doc/classes/ColorPicker.xml
-#, fuzzy
msgid "If [code]true[/code], shows an alpha channel slider (opacity)."
-msgstr "如果 [code]true[/code],显示 Alpha 通道滑块(透明度)。"
+msgstr "如果为 [code]true[/code],则显示 Alpha 通道滑动条(不透明度)。"
#: doc/classes/ColorPicker.xml
msgid ""
@@ -18843,12 +18890,12 @@ msgstr ""
"[method Node._unhandled_input]或[method Node._unhandled_key_input]的节点。"
#: doc/classes/Control.xml
+#, fuzzy
msgid ""
"Creates a local override for a theme [Color] with the specified [code]name[/"
"code]. Local overrides always take precedence when fetching theme items for "
-"the control. An override cannot be removed, but it can be overridden with "
-"the corresponding default value.\n"
-"See also [method get_color].\n"
+"the control.\n"
+"See also [method get_color], [method remove_color_override].\n"
"[b]Example of overriding a label's color and resetting it later:[/b]\n"
"[codeblock]\n"
"# Given the child Label node \"MyLabel\", override its font color with a "
@@ -18872,23 +18919,25 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Control.xml
+#, fuzzy
msgid ""
"Creates a local override for a theme constant with the specified [code]name[/"
"code]. Local overrides always take precedence when fetching theme items for "
-"the control. An override cannot be removed, but it can be overridden with "
-"the corresponding default value.\n"
-"See also [method get_constant]."
+"the control.\n"
+"See also [method get_constant], [method remove_constant_override]."
msgstr ""
-"为指定 [code]name[/code] 的主题常量创建本地覆盖项。获取控件的主题项时,本地覆"
-"盖项始终优先。无法删除覆盖项,但可以使用相应的默认值覆盖它。\n"
-"参阅[method get_constant]。"
+"为指定 [code]name[/code] 的主题着色器创建本地覆盖项。获取控件的主题项时,本地"
+"覆盖项始终优先。可以通过为其分配 [code]null[/code] 值来删除覆盖。"
#: doc/classes/Control.xml
+#, fuzzy
msgid ""
"Creates a local override for a theme [Font] with the specified [code]name[/"
"code]. Local overrides always take precedence when fetching theme items for "
-"the control. An override can be removed by assigning it a [code]null[/code] "
-"value.\n"
+"the control.\n"
+"[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] "
+"value. This behavior is deprecated and will be removed in 4.0, use [method "
+"remove_font_override] instead.\n"
"See also [method get_font]."
msgstr ""
"使用指定的 [code]name[/code] 为主题 [Font] 创建本地覆盖项。获取控件的主题项"
@@ -18896,11 +18945,14 @@ msgstr ""
"参阅[method get_font]。"
#: doc/classes/Control.xml
+#, fuzzy
msgid ""
"Creates a local override for a theme icon with the specified [code]name[/"
"code]. Local overrides always take precedence when fetching theme items for "
-"the control. An override can be removed by assigning it a [code]null[/code] "
-"value.\n"
+"the control.\n"
+"[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] "
+"value. This behavior is deprecated and will be removed in 4.0, use [method "
+"remove_icon_override] instead.\n"
"See also [method get_icon]."
msgstr ""
"为指定 [code]name[/code] 的主题图标创建本地覆盖项。获取控件的主题项时,本地覆"
@@ -18908,21 +18960,28 @@ msgstr ""
"参阅[method get_icon]。"
#: doc/classes/Control.xml
+#, fuzzy
msgid ""
"Creates a local override for a theme shader with the specified [code]name[/"
"code]. Local overrides always take precedence when fetching theme items for "
-"the control. An override can be removed by assigning it a [code]null[/code] "
-"value."
+"the control.\n"
+"[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] "
+"value. This behavior is deprecated and will be removed in 4.0, use [method "
+"remove_shader_override] instead."
msgstr ""
-"为指定 [code]name[/code] 的主题着色器创建本地覆盖项。获取控件的主题项时,本地"
-"覆盖项始终优先。可以通过为其分配 [code]null[/code] 值来删除覆盖。"
+"使用指定的 [code]name[/code] 为主题 [Font] 创建本地覆盖项。获取控件的主题项"
+"时,本地覆盖项始终优先。可以通过为其分配 [code]null[/code] 值来删除覆盖。\n"
+"参阅[method get_font]。"
#: doc/classes/Control.xml
+#, fuzzy
msgid ""
"Creates a local override for a theme [StyleBox] with the specified "
"[code]name[/code]. Local overrides always take precedence when fetching "
-"theme items for the control. An override can be removed by assigning it a "
-"[code]null[/code] value.\n"
+"theme items for the control.\n"
+"[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] "
+"value. This behavior is deprecated and will be removed in 4.0, use [method "
+"remove_stylebox_override] instead.\n"
"See also [method get_stylebox].\n"
"[b]Example of modifying a property in a StyleBox by duplicating it:[/b]\n"
"[codeblock]\n"
@@ -19430,6 +19489,39 @@ msgid ""
msgstr "放弃焦点。其他控件将无法接收键盘输入。"
#: doc/classes/Control.xml
+#, fuzzy
+msgid ""
+"Removes a theme override for a [Color] with the given [code]name[/code]."
+msgstr "移除按键[code]name[/code]的动画。"
+
+#: doc/classes/Control.xml
+#, fuzzy
+msgid ""
+"Removes a theme override for a constant with the given [code]name[/code]."
+msgstr "移除按键[code]name[/code]的动画。"
+
+#: doc/classes/Control.xml
+#, fuzzy
+msgid "Removes a theme override for a [Font] with the given [code]name[/code]."
+msgstr "移除按键[code]name[/code]的动画。"
+
+#: doc/classes/Control.xml
+#, fuzzy
+msgid "Removes a theme override for an icon with the given [code]name[/code]."
+msgstr "移除按键[code]name[/code]的动画。"
+
+#: doc/classes/Control.xml
+#, fuzzy
+msgid "Removes a theme override for a shader with the given [code]name[/code]."
+msgstr "返回带有给定[code]id[/code]的项的索引。"
+
+#: doc/classes/Control.xml
+#, fuzzy
+msgid ""
+"Removes a theme override for a [StyleBox] with the given [code]name[/code]."
+msgstr "返回带有给定[code]id[/code]的项的索引。"
+
+#: doc/classes/Control.xml
msgid ""
"Sets the anchor identified by [code]margin[/code] constant from [enum "
"Margin] enum to value [code]anchor[/code]. A setter method for [member "
@@ -19980,9 +20072,9 @@ msgid ""
"[member rect_scale], it will scale around this pivot. Set this property to "
"[member rect_size] / 2 to center the pivot in the node's rectangle."
msgstr ""
-"默认情况下,节点的轴是其左上角。当您更改其[member rect_scale]时,它将围绕此枢"
-"轴进行缩放。将此属性设置为[member rect_size] / 2,以将枢轴在节点的矩形中居"
-"中。"
+"默认情况下,该节点的轴心位于其左上角。当您更改其 [member rect_scale] 时,它将"
+"围绕此轴心进行缩放。将此属性设置为 [member rect_size] / 2,以将轴心在节点的矩"
+"形中居中。"
#: doc/classes/Control.xml
msgid ""
@@ -19990,16 +20082,16 @@ msgid ""
"rectangle's top-left corner. The property is not affected by [member "
"rect_pivot_offset]."
msgstr ""
-"节点相对于其父节点的位置。它对应于矩形的左上角。该属性不受[member "
-"rect_pivot_offset]的影响。"
+"节点相对于其父节点的位置。它对应于矩形的左上角。该属性不受 [member "
+"rect_pivot_offset] 的影响。"
#: doc/classes/Control.xml
msgid ""
"The node's rotation around its pivot, in degrees. See [member "
"rect_pivot_offset] to change the pivot's position."
msgstr ""
-"节点围绕其枢轴的旋转(以度为单位)。请参阅[member rect_pivot_offset]更改枢轴"
-"的位置。"
+"节点围绕其轴心的旋转(以度为单位)。更改轴心的位置请参阅 [member "
+"rect_pivot_offset]。"
#: doc/classes/Control.xml
msgid ""
@@ -20108,12 +20200,21 @@ msgstr ""
"mouse_entered]。"
#: doc/classes/Control.xml
+#, fuzzy
msgid ""
"Emitted when the mouse leaves the control's [code]Rect[/code] area, provided "
"its [member mouse_filter] lets the event reach it.\n"
"[b]Note:[/b] [signal mouse_exited] will be emitted if the mouse enters a "
"child [Control] node, even if the mouse cursor is still inside the parent's "
-"[code]Rect[/code] area."
+"[code]Rect[/code] area.\n"
+"If you want to check whether the mouse truly left the area, ignoring any top "
+"nodes, you can use code like this:\n"
+"[codeblock]\n"
+"func _on_mouse_exited():\n"
+" if not Rect2(Vector2(), rect_size)."
+"has_point(get_local_mouse_position()):\n"
+" # Not hovering over area.\n"
+"[/codeblock]"
msgstr ""
"当鼠标离开控件的[code]Rect[/code]区域时触发,只要其[member mouse_filter]允许"
"事件到达。\n"
@@ -20672,6 +20773,8 @@ msgid ""
"[method set_point_cloud] to generate a convex hull shape from concave shape "
"points."
msgstr ""
+"该多边形的顶点列表。顺时针顺序或逆时针顺序都有可能。请用凸包点设置该属性,可"
+"以用 [method set_point_cloud] 从凹形状点设成凸包形状。"
#: doc/classes/CPUParticles.xml
msgid "CPU-based 3D particle emitter."
@@ -22226,9 +22329,8 @@ msgstr ""
"另请参阅[GodotSharp]。"
#: modules/mono/doc_classes/CSharpScript.xml
-#, fuzzy
msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html"
-msgstr "$DOCS_URL/tutorials/scripting/index.html"
+msgstr "$DOCS_URL/tutorials/scripting/c_sharp/index.html"
#: modules/mono/doc_classes/CSharpScript.xml
#: modules/gdnative/doc_classes/PluginScript.xml
@@ -24245,6 +24347,8 @@ msgid ""
"font oversampling, ignoring [member SceneTree.use_font_oversampling] value "
"and viewport stretch mode."
msgstr ""
+"如果设为比 [code]0.0[/code] 大的值,则会覆盖默认的字体过采样,忽略 [member "
+"SceneTree.use_font_oversampling] 的值和视口拉伸模式。"
#: doc/classes/DynamicFontData.xml
msgid "Disables font hinting (smoother but less crisp)."
@@ -24263,7 +24367,6 @@ msgid "A script that is executed when exporting the project."
msgstr "在导出项目时执行的脚本。"
#: doc/classes/EditorExportPlugin.xml
-#, fuzzy
msgid ""
"[EditorExportPlugin]s are automatically invoked whenever the user exports "
"the project. Their most common use is to determine what files are being "
@@ -24273,9 +24376,11 @@ msgid ""
"To use [EditorExportPlugin], register it using the [method EditorPlugin."
"add_export_plugin] method first."
msgstr ""
-"每当用户导出项目时,会自动激活编辑器的导出插件。其最常用在确定哪些文件被包含"
-"到导出的项目中。对于每个插件,在导出过程开始时调用[method _export_begin],然"
-"后调用每个导出文件的[method _export_file]。"
+"[EditorExportPlugin] 会在用户导出项目时自动调用。它们最常见的用途是确定哪些文"
+"件应该包含在导出的项目中。对于每个插件,导出过程开始时都会调用 [method "
+"_export_begin],然后会为每一个导出的文件调用 [method _export_file]。\n"
+"要使用 [EditorExportPlugin],请先用 [method EditorPlugin.add_export_plugin] "
+"注册。"
#: doc/classes/EditorExportPlugin.xml
msgid ""
@@ -24369,7 +24474,7 @@ msgstr "为iOS属性列表文件添加内容。"
#: doc/classes/EditorExportPlugin.xml
msgid "Adds a static lib from the given [code]path[/code] to the iOS project."
-msgstr "从给定的[code]path[/code]添加静态库到iOS项目。"
+msgstr "将位于给定路径 [code]path[/code] 的静态库添加到 iOS 项目中。"
#: doc/classes/EditorExportPlugin.xml
msgid ""
@@ -24377,6 +24482,9 @@ msgid ""
"directory of macOS app bundle.\n"
"[b]Note:[/b] This is useful only for macOS exports."
msgstr ""
+"将与路径 [code]path[/code] 相匹配的文件或目录添加到 macOS App 捆绑包的 "
+"[code]PlugIns[/code] 目录中。\n"
+"[b]注意:[/b]仅适用于 macOS 导出。"
#: doc/classes/EditorExportPlugin.xml
msgid ""
@@ -24387,6 +24495,11 @@ msgid ""
"In case of a directory code-sign will error if you place non code object in "
"directory."
msgstr ""
+"添加共享对象或仅包含共享对象的目录,共享对象位于 [code]path[/code],需要与给"
+"定的 [code]tags[/code] 标签匹配。\n"
+"[b]注意:[/b]使用 macOS 导出时,这些共享对象会被加入到 App 捆绑包的 "
+"[code]Frameworkds[/code] 目录。\n"
+"如果使用的是目录,并且你在该目录中加入了非代码对象,则代码签名时会报错。"
#: doc/classes/EditorExportPlugin.xml
msgid ""
@@ -24897,7 +25010,6 @@ msgstr ""
"源类型导入。"
#: doc/classes/EditorImportPlugin.xml
-#, fuzzy
msgid ""
"[EditorImportPlugin]s provide a way to extend the editor's resource import "
"functionality. Use them to import resources from custom files or to provide "
@@ -24954,16 +25066,15 @@ msgid ""
"To use [EditorImportPlugin], register it using the [method EditorPlugin."
"add_import_plugin] method first."
msgstr ""
-"EditorImportPlugins提供了一种扩展编辑器资源导入功能的方法。使用它们来导入自定"
-"义文件中的资源,或成为编辑器现有导入器的替代品。用[method EditorPlugin."
-"add_import_plugin]注册你的[EditorPlugin]。\n"
-"EditorImportPlugins通过与特定的文件扩展名和资源类型相关联来工作。参阅 "
+"[EditorImportPlugin] 提供了一种扩展编辑器资源导入功能的方法。使用它们来导入自"
+"定义文件中的资源,或成为编辑器现有导入器的替代品。\n"
+"EditorImportPlugin 通过与特定的文件扩展名和资源类型相关联来工作。参阅 "
"[method get_recognized_extensions] 和 [method get_resource_type]。其可以选择"
-"性地指定一些影响导入过程的导入预置。EditorImportPlugins负责创建资源并将其保存"
-"在[code].import[/code]目录中,参阅[member ProjectSettings.application/config/"
-"use_hidden_project_data_directory]。\n"
-"下面是一个EditorImportPlugin的例子,它从扩展名为 \".special\" 或 \".spec\" 的"
-"文件中导入一个[Mesh]:\n"
+"性地指定一些影响导入过程的导入预置。EditorImportPlugin 负责创建资源并将其保存"
+"在 [code].import[/code] 目录中,参阅 [member ProjectSettings.application/"
+"config/use_hidden_project_data_directory]。\n"
+"下面是一个 EditorImportPlugin 的例子,它会从扩展名为“.special”或“.spec”的文件"
+"中导入一个 [Mesh]:\n"
"[codeblock]\n"
"tool\n"
"extends EditorImportPlugin\n"
@@ -24998,12 +25109,13 @@ msgstr ""
" return FAILED\n"
"\n"
" var mesh = Mesh.new()\n"
-" # Fill the Mesh with data read in \"file\", left as an exercise to the "
-"reader\n"
+" # 使用从“file”中读取的数据填充 Mesh,留作读者的练习\n"
"\n"
" var filename = save_path + \".\" + get_save_extension()\n"
" return ResourceSaver.save(filename, mesh)\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"要使用你的 [EditorImportPlugin],请先通过 [method EditorPlugin."
+"add_import_plugin] 注册。"
#: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml
msgid "$DOCS_URL/tutorials/plugins/editor/import_plugins.html"
@@ -25221,7 +25333,6 @@ msgid "Plugin for adding custom property editors on inspector."
msgstr "用于在检查器上添加自定义属性编辑器的插件。"
#: doc/classes/EditorInspectorPlugin.xml
-#, fuzzy
msgid ""
"[EditorInspectorPlugin] allows adding custom property editors to "
"[EditorInspector].\n"
@@ -25237,15 +25348,17 @@ msgid ""
"To use [EditorInspectorPlugin], register it using the [method EditorPlugin."
"add_inspector_plugin] method first."
msgstr ""
-"该插件允许向[EditorInspector]添加自定义属性编辑器。\n"
-"插件通过[method EditorPlugin.add_inspector_plugin]注册。\n"
-"当一个对象被编辑时,[method can_handle]函数被调用,如果支持对象类型,必须返回"
-"[code]true[/code]。\n"
-"如果支持,函数[method parse_begin]将被调用,允许在类的开头放置自定义控件。\n"
-"随后,调用每个类型和属性[method parse_category]和[method parse_property]。其"
-"也提供了向检查器添加自定义控件的能力。\n"
-"最后,调用[method parse_end]。\n"
-"在这些调用中,每一个都可以调用 \"add\"函数。"
+"[EditorInspectorPlugin] 可用于向 [EditorInspector] 添加自定义属性编辑器。\n"
+"当一个对象被编辑时,[method can_handle] 函数被调用,如果支持对象类型,必须返"
+"回 [code]true[/code]。\n"
+"如果支持,函数 [method parse_begin] 将被调用,允许在类的开头放置自定义控"
+"件。\n"
+"随后,调用每个类型和属性 [method parse_category] 和 [method parse_property]。"
+"其也提供了向检查器添加自定义控件的能力。\n"
+"最后,调用 [method parse_end]。\n"
+"在这些调用中,每一个都可以调用“add”函数。\n"
+"要使用 [EditorInspectorPlugin],请先通过 [method EditorPlugin."
+"add_inspector_plugin] 方法注册。"
#: doc/classes/EditorInspectorPlugin.xml
msgid "$DOCS_URL/tutorials/plugins/editor/inspector_plugins.html"
@@ -25520,7 +25633,7 @@ msgstr "将场景保存为[code]path[/code]处的文件。"
msgid ""
"Selects the file, with the path provided by [code]file[/code], in the "
"FileSystem dock."
-msgstr "选择文件,路径由[code]file[/code]提供,在文件系统面板处。"
+msgstr "在文件系统面板中选中文件,路径由 [code]file[/code] 提供。"
#: doc/classes/EditorInterface.xml
msgid ""
@@ -25553,7 +25666,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid "Used by the editor to extend its functionality."
-msgstr "由编辑器用于扩展其功能。"
+msgstr "由编辑器使用,用于扩展其功能。"
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -25599,12 +25712,11 @@ msgid ""
"with [method remove_control_from_container] and free it with [method Node."
"queue_free]."
msgstr ""
-"将自定义控件添加到容器中(参阅[enum CustomControlContainer])。在编辑器用户界"
-"面中,有许多位置可以添加自定义控件,请记住,您必须自己管理您的自定义控件的可"
-"见性(并且很可能在添加后隐藏它)。\n"
+"将自定义控件添加到容器中(参阅 [enum CustomControlContainer])。在编辑器用户"
+"界面中,有许多位置可以添加自定义控件。\n"
"请记住,您必须自己管理您的自定义控件的可见性(并且很可能在添加后隐藏它)。\n"
-"当你的插件停用时,请确保使用[method remove_control_from_container]删除你的自"
-"定义控件,并使用[method Node.queue_free]释放它。"
+"当你的插件停用时,请确保使用 [method remove_control_from_container] 删除你的"
+"自定义控件,并使用 [method Node.queue_free] 释放它。"
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -26644,10 +26756,13 @@ msgid ""
"To use [EditorSceneImporter], register it using the [method EditorPlugin."
"add_scene_import_plugin] method first."
msgstr ""
+"[EditorSceneImporter] 可用于定义第三方 3D 格式的导入脚本。\n"
+"要使用 [EditorSceneImporter],请先使用 [method EditorPlugin."
+"add_scene_import_plugin] 注册。"
#: modules/fbx/doc_classes/EditorSceneImporterFBX.xml
msgid "FBX 3D asset importer."
-msgstr "FBX 3D资产导入器。"
+msgstr "FBX 3D 素材导入器。"
#: modules/fbx/doc_classes/EditorSceneImporterFBX.xml
msgid ""
@@ -26676,8 +26791,8 @@ msgid ""
"- Binary format in FBX 2017\n"
"[/codeblock]"
msgstr ""
-"这是一个FBX 3D资产导入器,完全支持大多数FBX功能。\n"
-"如果从Autodesk Maya导出一个FBX场景,请使用这些FBX导出设置:\n"
+"这是一个 FBX 3D 素材导入器,完全支持大多数 FBX 功能。\n"
+"如果从 Autodesk Maya 导出一个 FBX 场景,请使用这些 FBX 导出设置:\n"
"[codeblock]\n"
"- Smoothing Groups 平滑化组\n"
"- Smooth Mesh 平滑网格\n"
@@ -27291,7 +27406,6 @@ msgid "Used by the editor to define Spatial gizmo types."
msgstr "由编辑部用于定义空间小工具的类型。"
#: doc/classes/EditorSpatialGizmoPlugin.xml
-#, fuzzy
msgid ""
"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There "
"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the "
@@ -27300,9 +27414,11 @@ msgid ""
"To use [EditorSpatialGizmoPlugin], register it using the [method "
"EditorPlugin.add_spatial_gizmo_plugin] method first."
msgstr ""
-"EditorSpatialGizmoPlugin 允许您定义一种新的辅助工具类型。这样做的主要方法有两"
-"种:扩展 [EditorSpatialGizmoPlugin] 以获得更简单的Gizmos,或创建新的 "
-"[EditorSpatialGizmoPlugin] 类型。有关更多信息,请参阅文档中的教程。"
+"[EditorSpatialGizmoPlugin] 可用于定义新的控制器类型。这样做的主要方法有两种:"
+"比较简单的控制器可以扩展 [EditorSpatialGizmoPlugin],或者可以创建新的 "
+"[EditorSpatialGizmo] 类型。有关更多信息,请参阅文档中的教程。\n"
+"要使用 [EditorSpatialGizmoPlugin],请先用 [method EditorPlugin."
+"add_spatial_gizmo_plugin] 注册。"
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid "$DOCS_URL/tutorials/plugins/editor/spatial_gizmos.html"
@@ -27465,20 +27581,23 @@ msgstr ""
"[EditorInspectorPlugin] 一起使用,以重新创建相同的行为。"
#: doc/classes/EditorVCSInterface.xml
+#, fuzzy
msgid ""
-"Version Control System (VCS) interface which reads and writes to the local "
+"Version Control System (VCS) interface, which reads and writes to the local "
"VCS in use."
msgstr "版本控制系统(VCS)接口,可对正在使用的本地VCS进行读写。"
#: doc/classes/EditorVCSInterface.xml
+#, fuzzy
msgid ""
-"Used by the editor to display VCS extracted information in the editor. The "
-"implementation of this API is included in VCS addons, which are essentially "
-"GDNative plugins that need to be put into the project folder. These VCS "
-"addons are scripts which are attached (on demand) to the object instance of "
-"[code]EditorVCSInterface[/code]. All the functions listed below, instead of "
-"performing the task themselves, they call the internally defined functions "
-"in the VCS addons to provide a plug-n-play experience."
+"Defines the API that the editor uses to extract information from the "
+"underlying VCS. The implementation of this API is included in VCS plugins, "
+"which are scripts that inherit [EditorVCSInterface] and are attached (on "
+"demand) to the singleton instance of [EditorVCSInterface]. Instead of "
+"performing the task themselves, all the virtual functions listed below are "
+"calling the internally overridden functions in the VCS plugins to provide a "
+"plug-n-play experience. A custom VCS plugin is supposed to inherit from "
+"[EditorVCSInterface] and override these virtual functions."
msgstr ""
"由编辑器用来在编辑器中显示VCS提取的信息。这个API的实现包含在VCS附加组件中,这"
"些附加组件本质上是GDNative插件,需要放到项目文件夹中。这些VCS附加组件是脚本,"
@@ -27487,129 +27606,242 @@ msgstr ""
"用的体验。"
#: doc/classes/EditorVCSInterface.xml
+#, fuzzy
+msgid "Checks out a [code]branch_name[/code] in the VCS."
+msgstr "从列表中删除自动加载[code]name[/code]。"
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Commits the currently staged changes and applies the commit [code]msg[/code] "
+"to the resulting commit."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+#, fuzzy
+msgid "Creates a new branch named [code]branch_name[/code] in the VCS."
+msgstr "创建[code]class[/code]的实例。"
+
+#: doc/classes/EditorVCSInterface.xml
msgid ""
-"Creates a version commit if the addon is initialized, else returns without "
-"doing anything. Uses the files which have been staged previously, with the "
-"commit message set to a value as provided as in the argument."
+"Creates a new remote destination with name [code]remote_name[/code] and "
+"points it to [code]remote_url[/code]. This can be both an HTTPS remote or an "
+"SSH remote."
msgstr ""
-"如果add-on已经初始化,则创建一个版本提交,否则不做任何事情就返回。使用之前暂"
-"存的文件,提交信息设置为参数中提供的值。"
+
+#: doc/classes/EditorVCSInterface.xml
+#, fuzzy
+msgid "Discards the changes made in file present at [code]file_path[/code]."
+msgstr "将场景保存为[code]path[/code]处的文件。"
#: doc/classes/EditorVCSInterface.xml
msgid ""
-"Returns an [Array] of [Dictionary] objects containing the diff output from "
-"the VCS in use, if a VCS addon is initialized, else returns an empty [Array] "
-"object. The diff contents also consist of some contextual lines which "
-"provide context to the observed line change in the file.\n"
-"Each [Dictionary] object has the line diff contents under the keys:\n"
-"- [code]\"content\"[/code] to store a [String] containing the line contents\n"
-"- [code]\"status\"[/code] to store a [String] which contains [code]\"+\"[/"
-"code] in case the content is a line addition but it stores a [code]\"-\"[/"
-"code] in case of deletion and an empty string in the case the line content "
-"is neither an addition nor a deletion.\n"
-"- [code]\"new_line_number\"[/code] to store an integer containing the new "
-"line number of the line content.\n"
-"- [code]\"line_count\"[/code] to store an integer containing the number of "
-"lines in the line content.\n"
-"- [code]\"old_line_number\"[/code] to store an integer containing the old "
-"line number of the line content.\n"
-"- [code]\"offset\"[/code] to store the offset of the line change since the "
-"first contextual line content."
-msgstr ""
-"如果VCS addon被初始化,返回一个[Array]的[Dictionary]对象,包含正在使用的VCS的"
-"diff输出,否则返回一个空[Array]对象。diff内容还包括一些上下文,这些上下文行为"
-"文件中观察到的行变化提供上下文。\n"
-"每个[Dictionary]对象的键下都有行差内容。\n"
-"- [code]\"content\"[/code]存储一个包含行内容的[String]。\n"
-"- [code]\"status\"[/code]存储一个[String],如果内容是添加行,则包含[code]\"+"
-"\"[/code],但如果是删除,则存储[code]\"-\"[/code],如果行内容既不是添加也不是"
-"删除,则存储一个空字符串。\n"
-"- [code]\"new_line_number\"[/code]存储一个包含行内容新行号的整数。\n"
-"- [code]\"line_count\"[/code]存储一个整数,包含行内容的行数。\n"
-"- [code]\"old_line_number\"[/code]存储包含行内容的旧行号的整数。\n"
-"- [code]\"offset\"[/code]存储自第一个上下文行内容以来行变化的偏移量。"
+"Fetches new changes from the remote, but doesn't write changes to the "
+"current working directory. Equivalent to [code]git fetch[/code]."
+msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
-"Returns a [Dictionary] containing the path of the detected file change "
-"mapped to an integer signifying what kind of change the corresponding file "
-"has experienced.\n"
-"The following integer values are being used to signify that the detected "
-"file is:\n"
-"- [code]0[/code]: New to the VCS working directory\n"
-"- [code]1[/code]: Modified\n"
-"- [code]2[/code]: Renamed\n"
-"- [code]3[/code]: Deleted\n"
-"- [code]4[/code]: Typechanged"
-msgstr ""
-"返回一个 [Dictionary],包含检测到的更改文件的路径,映射到一个整数,该整数表示"
-"相应文件更改的状态。\n"
-"以下整数值用于表示检测到的文件是:\n"
-"- [code]0[/code]:新的 VCS 工作目录\n"
-"- [code]1[/code]:修改\n"
-"- [code]2[/code]:重命名\n"
-"- [code]3[/code]:删除\n"
-"- [code]4[/code]:类型改变"
+"Gets an instance of an [Array] of [String]s containing available branch "
+"names in the VCS."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+#, fuzzy
+msgid "Gets the current branch name defined in the VCS."
+msgstr "返回在[FileSystemDock]中查看的当前路径。"
#: doc/classes/EditorVCSInterface.xml
-msgid "Returns the project name of the VCS working directory."
-msgstr "返回VCS工作目录的项目名称。"
+msgid ""
+"Returns an [Array] of [Dictionary] items (see [method create_diff_file], "
+"[method create_diff_hunk], [method create_diff_line], [method "
+"add_line_diffs_into_diff_hunk] and [method add_diff_hunks_into_diff_file]), "
+"each containing information about a diff. If [code]identifier[/code] is a "
+"file path, returns a file diff, and if it is a commit identifier, then "
+"returns a commit diff."
+msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
-"Returns the name of the VCS if the VCS has been initialized, else return an "
-"empty string."
-msgstr "如果VCS已经初始化,返回VCS的名称,否则返回一个空字符串。"
+"Returns an [Array] of [Dictionary] items (see [method create_diff_hunk]), "
+"each containing a line diff between a file at [code]file_path[/code] and the "
+"[code]text[/code] which is passed in."
+msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
-"Initializes the VCS addon if not already. Uses the argument value as the "
-"path to the working directory of the project. Creates the initial commit if "
-"required. Returns [code]true[/code] if no failure occurs, else returns "
-"[code]false[/code]."
+"Returns an [Array] of [Dictionary] items (see [method create_status_file]), "
+"each containing the status data of every modified file in the project folder."
msgstr ""
-"初始化VCS addon(如果还未初始化)。使用参数值作为项目工作目录的路径。如果需"
-"要,创建初始提交。如果成功,返回[code]true[/code],否则返回[code]false[/"
-"code]。"
#: doc/classes/EditorVCSInterface.xml
msgid ""
-"Returns [code]true[/code] if the addon is ready to respond to function "
-"calls, else returns [code]false[/code]."
+"Returns an [Array] of [Dictionary] items (see [method create_commit]), each "
+"containing the data for a past commit."
msgstr ""
-"如果addon准备好响应函数调用,返回[code]true[/code],否则返回[code]false[/"
-"code]。"
#: doc/classes/EditorVCSInterface.xml
+#, fuzzy
msgid ""
-"Returns [code]true[/code] if the VCS addon has been initialized, else "
-"returns [code]false[/code]."
+"Returns an [Array] of [String]s, each containing the name of a remote "
+"configured in the VCS."
+msgstr "返回包含所有节点名称的[PoolStringArray]。"
+
+#: doc/classes/EditorVCSInterface.xml
+#, fuzzy
+msgid "Returns the name of the underlying VCS provider."
+msgstr "返回[code]idx[/code]处的节点名称。"
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Initializes the VCS plugin when called from the editor. Returns whether or "
+"not the plugin was successfully initialized. A VCS project is initialized at "
+"[code]project_path[/code]."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "Pulls changes from the remote. This can give rise to merge conflicts."
msgstr ""
-"如果VCS插件已经初始化,返回[code]true[/code],否则返回[code]false[/code]。"
#: doc/classes/EditorVCSInterface.xml
msgid ""
-"Shuts down the VCS addon to allow cleanup code to run on call. Returns "
-"[code]true[/code] is no failure occurs, else returns [code]false[/code]."
+"Pushes changes to the [code]remote[/code]. Optionally, if [code]force[/code] "
+"is set to true, a force push will override the change history already "
+"present on the remote."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+#, fuzzy
+msgid "Remove a branch from the local VCS."
+msgstr "从选择中删除一个节点。"
+
+#: doc/classes/EditorVCSInterface.xml
+#, fuzzy
+msgid "Remove a remote from the local VCS."
+msgstr "从选择中删除一个节点。"
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Set user credentials in the underlying VCS. [code]username[/code] and "
+"[code]password[/code] are used only during HTTPS authentication unless not "
+"already mentioned in the remote URL. [code]ssh_public_key_path[/code], "
+"[code]ssh_private_key_path[/code], and [code]ssh_passphrase[/code] are only "
+"used during SSH authentication."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Shuts down VCS plugin instance. Called when the user either closes the "
+"editor or shuts down the VCS plugin through the editor UI."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+#, fuzzy
+msgid "Stages the file present at [code]file_path[/code] to the staged area."
+msgstr "将相机源 [code]feed[/code] 添加到摄像机服务器中。"
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Unstages the file present at [code]file_path[/code] from the staged area to "
+"the unstaged area."
msgstr ""
-"关闭VCS插件,允许清理代码去调用运行。如果没有失败,返回[code]true[/code],否"
-"则返回[code]false[/code]。"
#: doc/classes/EditorVCSInterface.xml
msgid ""
-"Stages the file which should be committed when [method EditorVCSInterface."
-"commit] is called. Argument should contain the absolute path."
+"Helper function to add an array of [code]diff_hunks[/code] into a "
+"[code]diff_file[/code]."
msgstr ""
-"调用[method EditorVCSInterface.commit]时应提交的文件。参数应包含绝对路径。"
#: doc/classes/EditorVCSInterface.xml
msgid ""
-"Unstages the file which was staged previously to be committed, so that it is "
-"no longer committed when [method EditorVCSInterface.commit] is called. "
-"Argument should contain the absolute path."
+"Helper function to add an array of [code]line_diffs[/code] into a "
+"[code]diff_hunk[/code]."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
+"the commit message of the commit. [code]author[/code] is a human-readable "
+"string containing the author's details, e.g. the email and name configured "
+"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
+"format your VCS may provide an identifier to commits. [code]date[/code] is "
+"directly added to the commit item and displayed in the editor, and hence, it "
+"shall be a well-formatted, human-readable date string."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Helper function to create a [code]Dictionary[/code] for storing old and new "
+"diff file paths."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Helper function to create a [code]Dictionary[/code] for storing diff hunk "
+"data. [code]old_start[/code] is the starting line number in old file. "
+"[code]new_start[/code] is the starting line number in new file. "
+"[code]old_lines[/code] is the number of lines in the old file. "
+"[code]new_lines[/code] is the number of lines in the new file."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Helper function to create a [code]Dictionary[/code] for storing a line diff. "
+"[code]new_line_no[/code] is the line number in the new file (can be "
+"[code]-1[/code] if the line is deleted). [code]old_line_no[/code] is the "
+"line number in the old file (can be [code]-1[/code] if the line is added). "
+"[code]content[/code] is the diff text. [code]content[/code] is the diff "
+"text. [code]status[/code] is a single character string which stores the line "
+"origin."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Helper function to create a [code]Dictionary[/code] used by editor to read "
+"the status of a file."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+#, fuzzy
+msgid "Pops up an error message in the edior."
+msgstr "在编辑器中用于为属性分组。"
+
+#: doc/classes/EditorVCSInterface.xml
+#, fuzzy
+msgid "A new file has been added."
+msgstr "添加新接口时触发。"
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "An earlier added file has been modified."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "An earlier added file has been renamed."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "An earlier added file has been deleted."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "An earlier added file has been typechanged."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "A file is left unmerged."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "A commit is encountered from the commit area."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+#, fuzzy
+msgid "A file is encountered from the staged area."
+msgstr "状态:与服务器断开连接。"
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "A file is encountered from the unstaged area."
msgstr ""
-"解除之前暂存的要提交的文件,以便在调用[method EditorVCSInterface.commit]时不"
-"再提交。参数应包含绝对路径。"
#: doc/classes/EncodedObjectAsID.xml
msgid "Holds a reference to an [Object]'s instance ID."
@@ -27940,7 +28172,6 @@ msgstr ""
"[member physics_jitter_fix]设置为[code]0[/code]来禁用物理抖动修复。"
#: doc/classes/Engine.xml
-#, fuzzy
msgid ""
"If [code]false[/code], stops printing error and warning messages to the "
"console and editor Output log. This can be used to hide error and warning "
@@ -27954,13 +28185,13 @@ msgid ""
"[b]Note:[/b] This property does not impact the editor's Errors tab when "
"running a project from the editor."
msgstr ""
-"如果 [code]false[/code],停止打印错误和警告信息到控制台和编辑器输出日志。这可"
-"以用来在单元测试套件运行期间隐藏错误和警告信息。这个属性等同于 [member "
+"如果为 [code]false[/code],则停止打印错误和警告信息到控制台和编辑器输出日志。"
+"这可以用来在单元测试套件运行期间隐藏错误和警告信息。这个属性等同于 [member "
"ProjectSettings.application/run/disable_stderr] 项目设置。\n"
"[b]警告:[/b]如果你在项目的任意位置将其设置为 [code]false[/code],重要的错误"
-"信息可能会被隐藏,即使它们是由其他脚本触发。如果在 [code]@tool[/code] 脚本中"
-"把这个设置为 [code]false[/code],这也会影响到编辑器本身。在确保错误信息被启用"
-"之前,[i]不[/i]报告错误(默认情况下)。\n"
+"信息可能会被隐藏,即使它们是由其他脚本触发。如果在 [code]tool[/code] 脚本中把"
+"这个设置为 [code]false[/code],这也会影响到编辑器本身。在确保错误信息被启用之"
+"前,[i]不[/i]报告错误(默认情况下)。\n"
"[b]注意:[/b]当从编辑器运行一个项目时,这个属性不影响编辑器的错误选项卡。"
#: doc/classes/Engine.xml
@@ -29466,13 +29697,15 @@ msgstr ""
#: doc/classes/FileDialog.xml
msgid ""
-"Adds [code]filter[/code] as a custom filter; [code]filter[/code] should be "
-"of the form [code]\"filename.extension ; Description\"[/code]. For example, "
-"[code]\"*.png ; PNG Images\"[/code]."
+"Adds [code]filter[/code] to the list of filters, which restricts what files "
+"can be picked.\n"
+"A [code]filter[/code] should be of the form [code]\"filename.extension ; "
+"Description\"[/code], where filename and extension can be [code]*[/code] to "
+"match any string. Filters starting with [code].[/code] (i.e. empty "
+"filenames) are not allowed.\n"
+"Example filters: [code]\"*.png ; PNG Images\"[/code], [code]\"project."
+"godot ; Godot Project\"[/code]."
msgstr ""
-"添加[code]filter[/code]作为自定义过滤器; [code]filter[/code]的格式应为"
-"[code]“ filename.extension; Description”[/code]。例如,[code]\"*.png ; PNG "
-"Images\"[/code]。"
#: doc/classes/FileDialog.xml
msgid "Clear all the added filters in the dialog."
@@ -29535,10 +29768,13 @@ msgid "The currently selected file path of the file dialog."
msgstr "当前选择的文件对话框的文件路径。"
#: doc/classes/FileDialog.xml
+#, fuzzy
msgid ""
"The available file type filters. For example, this shows only [code].png[/"
"code] and [code].gd[/code] files: [code]set_filters(PoolStringArray([\"*."
-"png ; PNG Images\",\"*.gd ; GDScript Files\"]))[/code]."
+"png ; PNG Images\",\"*.gd ; GDScript Files\"]))[/code]. Multiple file types "
+"can also be specified in a single filter. [code]\"*.png, *.jpg, *.jpeg ; "
+"Supported Images\"[/code] will show both PNG and JPEG files when selected."
msgstr ""
"可用的文件类型过滤器。例如,这仅显示 [code].png[/code] 和 [code].gd[/code] 文"
"件: [code]set_filters(PoolStringArray([\"*.png ; PNG Images\", \"*.gd ; "
@@ -29906,14 +30142,12 @@ msgstr ""
"个平台和架构进行编译。"
#: modules/gdnative/doc_classes/GDNativeLibrary.xml
-#, fuzzy
msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html"
-msgstr "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html"
+msgstr "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html"
#: modules/gdnative/doc_classes/GDNativeLibrary.xml
-#, fuzzy
msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html"
-msgstr "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html"
+msgstr "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html"
#: modules/gdnative/doc_classes/GDNativeLibrary.xml
msgid ""
@@ -30006,9 +30240,8 @@ msgstr ""
"[method Object.set_script] 会扩展该对象。"
#: modules/gdscript/doc_classes/GDScript.xml
-#, fuzzy
msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html"
-msgstr "$DOCS_URL/tutorials/scripting/index.html"
+msgstr "$DOCS_URL/tutorials/scripting/gdscript/index.html"
#: modules/gdscript/doc_classes/GDScript.xml
msgid "Returns byte code for the script source code."
@@ -30277,7 +30510,7 @@ msgstr "如果[code]true[/code],整个X轴的线性运动受到限制。"
#: doc/classes/Generic6DOFJoint.xml
msgid "The minimum difference between the pivot points' X axis."
-msgstr "枢轴点的X轴之间的最小差异。"
+msgstr "轴心点的 X 轴之间的最小差异。"
#: doc/classes/Generic6DOFJoint.xml
msgid ""
@@ -30293,7 +30526,7 @@ msgstr "应用于X轴上移动的一个系数。值越低,移动的就越慢
#: doc/classes/Generic6DOFJoint.xml
msgid "The maximum difference between the pivot points' X axis."
-msgstr "枢轴点的X轴之间的最小差异。"
+msgstr "轴心点的 X 轴之间的最大差异。"
#: doc/classes/Generic6DOFJoint.xml
msgid "The amount of damping that happens at the Y motion."
@@ -30305,7 +30538,7 @@ msgstr "如果[code]true[/code],限制跨越Y轴的线性运动。"
#: doc/classes/Generic6DOFJoint.xml
msgid "The minimum difference between the pivot points' Y axis."
-msgstr "枢轴点的Y轴之间的最小差异。"
+msgstr "轴心点的 Y 轴之间的最小差异。"
#: doc/classes/Generic6DOFJoint.xml
msgid ""
@@ -30321,7 +30554,7 @@ msgstr "应用于Y轴上移动的一个系数。值越低,移动的就越慢
#: doc/classes/Generic6DOFJoint.xml
msgid "The maximum difference between the pivot points' Y axis."
-msgstr "枢轴点的Y轴之间的最大差异。"
+msgstr "轴心点的 Y 轴之间的最大差异。"
#: doc/classes/Generic6DOFJoint.xml
msgid "The amount of damping that happens at the Z motion."
@@ -30333,7 +30566,7 @@ msgstr "如果[code]true[/code],跨Z轴的线性运动受到限制。"
#: doc/classes/Generic6DOFJoint.xml
msgid "The minimum difference between the pivot points' Z axis."
-msgstr "枢轴点的Z轴之间的最小差异。"
+msgstr "轴心点的 Z 轴之间的最小差异。"
#: doc/classes/Generic6DOFJoint.xml
msgid ""
@@ -30349,7 +30582,7 @@ msgstr "适用于跨Z轴移动的一个系数。值越低,移动的就越慢
#: doc/classes/Generic6DOFJoint.xml
msgid "The maximum difference between the pivot points' Z axis."
-msgstr "枢轴点的Z轴之间的最大差异。"
+msgstr "轴心点的 Z 轴之间的最大差异。"
#: doc/classes/Generic6DOFJoint.xml
msgid ""
@@ -30407,11 +30640,11 @@ msgstr "线性马达在Z轴上试图达到的速度。"
#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
msgid "The minimum difference between the pivot points' axes."
-msgstr "枢轴点之间的最小差异。"
+msgstr "轴心点的轴之间的最小差异。"
#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
msgid "The maximum difference between the pivot points' axes."
-msgstr "枢轴点的轴之间的最大差异。"
+msgstr "轴心点的轴之间的最大差异。"
#: doc/classes/Generic6DOFJoint.xml
msgid ""
@@ -31634,6 +31867,102 @@ msgstr "将用于填充纹理的[Gradient]。"
msgid "The number of color samples that will be obtained from the [Gradient]."
msgstr "将从[Gradient]中获得的颜色样本的数量。"
+#: doc/classes/GradientTexture2D.xml
+#, fuzzy
+msgid "Gradient-filled 2D texture."
+msgstr "渐变填充纹理。"
+
+#: doc/classes/GradientTexture2D.xml
+#, fuzzy
+msgid ""
+"The texture uses a [Gradient] to fill the texture data in 2D space. The "
+"gradient is filled according to the specified [member fill] and [member "
+"repeat] types using colors obtained from the gradient. The texture does not "
+"necessarily represent an exact copy of the gradient, but instead an "
+"interpolation of samples obtained from the gradient at fixed steps (see "
+"[member width] and [member height])."
+msgstr ""
+"GradientTexture使用[Gradient]来填充纹理数据。渐变将使用从中获得的颜色从左到右"
+"填充。这意味着纹理不一定代表渐变的精确副本,而是以固定的步长从渐变中获得的样"
+"本的插值,见[member width]。"
+
+#: doc/classes/GradientTexture2D.xml
+msgid ""
+"The gradient fill type, one of the [enum Fill] values. The texture is filled "
+"by interpolating colors starting from [member fill_from] to [member fill_to] "
+"offsets."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid ""
+"The initial offset used to fill the texture specified in UV coordinates."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid "The final offset used to fill the texture specified in UV coordinates."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+#, fuzzy
+msgid "The [Gradient] used to fill the texture."
+msgstr "将用于填充纹理的[Gradient]。"
+
+#: doc/classes/GradientTexture2D.xml
+#, fuzzy
+msgid ""
+"The number of vertical color samples that will be obtained from the "
+"[Gradient], which also represents the texture's height."
+msgstr "将从[Gradient]中获得的颜色样本的数量。"
+
+#: doc/classes/GradientTexture2D.xml
+msgid ""
+"The gradient repeat type, one of the [enum Repeat] values. The texture is "
+"filled starting from [member fill_from] to [member fill_to] offsets by "
+"default, but the gradient fill can be repeated to cover the entire texture."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid ""
+"If [code]true[/code], the generated texture will support high dynamic range "
+"([constant Image.FORMAT_RGBAF] format). This allows for glow effects to work "
+"if [member Environment.glow_enabled] is [code]true[/code]. If [code]false[/"
+"code], the generated texture will use low dynamic range; overbright colors "
+"will be clamped ([constant Image.FORMAT_RGBA8] format)."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+#, fuzzy
+msgid ""
+"The number of horizontal color samples that will be obtained from the "
+"[Gradient], which also represents the texture's width."
+msgstr "将从[Gradient]中获得的颜色样本的数量。"
+
+#: doc/classes/GradientTexture2D.xml
+msgid "The colors are linearly interpolated in a straight line."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid "The colors are linearly interpolated in a circular pattern."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid ""
+"The gradient fill is restricted to the range defined by [member fill_from] "
+"to [member fill_to] offsets."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid ""
+"The texture is filled starting from [member fill_from] to [member fill_to] "
+"offsets, repeating the same pattern in both directions."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid ""
+"The texture is filled starting from [member fill_from] to [member fill_to] "
+"offsets, mirroring the pattern in both directions."
+msgstr ""
+
#: doc/classes/GraphEdit.xml
msgid ""
"GraphEdit is an area capable of showing various GraphNodes. It manages "
@@ -32531,7 +32860,7 @@ msgstr "指定的 [MeshLibrary]。"
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
-msgstr ""
+msgstr "覆盖整个 [GridMap] 的默认摩擦力和反弹物理属性。"
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
@@ -32792,7 +33121,6 @@ msgid "Used to create an HMAC for a message using a key."
msgstr "用来为一个使用密钥的信息创建 HMAC。"
#: doc/classes/HMACContext.xml
-#, fuzzy
msgid ""
"The HMACContext class is useful for advanced HMAC use cases, such as "
"streaming the message as it supports creating the message over time rather "
@@ -32852,7 +33180,7 @@ msgstr ""
" var err = ctx.start(HashingContext.HASH_SHA256, key)\n"
" assert(err == OK)\n"
" var msg1 = \"this is \".to_utf8()\n"
-" var msg2 = \"vewy vewy secret\".to_utf8()\n"
+" var msg2 = \"super duper secret\".to_utf8()\n"
" err = ctx.update(msg1)\n"
" assert(err == OK)\n"
" err = ctx.update(msg2)\n"
@@ -32875,7 +33203,7 @@ msgstr ""
" Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n"
" GD.Assert(err == OK);\n"
" PoolByteArray msg1 = String(\"this is \").to_utf8();\n"
-" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n"
+" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n"
" err = ctx.Update(msg1);\n"
" GD.Assert(err == OK);\n"
" err = ctx.Update(msg2);\n"
@@ -35811,7 +36139,6 @@ msgstr ""
"想要的值(在 0 到 1 的范围内)。"
#: doc/classes/Input.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] when the user starts pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user pressed down "
@@ -35826,13 +36153,16 @@ msgid ""
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
-"当用户开始按下动作事件时,返回[code]true[/code],也就是说,只有在用户按下按钮"
-"的那一帧才是[code]true[/code]。\n"
+"当用户开始按下动作事件时,返回 [code]true[/code],也就是说,只有在用户按下按"
+"钮的那一帧才是 [code]true[/code]。\n"
"这对那些只需要在动作被按下时运行一次的代码中很有用,而不是在按下时每一帧都要"
"运行。\n"
-"如果[code]exact[/code]是[code]false[/code],它将忽略[InputEventKey]和"
-"[InputEventMouseButton]事件的输入修饰符,以及[InputEventJoypadMotion]事件的方"
-"向。"
+"如果 [code]exact[/code] 是 [code]false[/code],它将忽略 [InputEventKey] 和 "
+"[InputEventMouseButton] 事件的输入修饰符,以及 [InputEventJoypadMotion] 事件"
+"的方向。\n"
+"[b]注意:[/b]由于键盘冲突,[method is_action_just_pressed] 可能会在动作的某个"
+"键按下时也返回 [code]false[/code]。详情请参阅文档[url=$DOCS_URL/tutorials/"
+"inputs/input_examples.html#keyboard-events]《输入示例》[/url]。"
#: doc/classes/Input.xml
msgid ""
@@ -35850,7 +36180,6 @@ msgstr ""
"向。"
#: doc/classes/Input.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if you are pressing the action event. Note that if "
"an action has multiple buttons assigned and more than one of them is "
@@ -35864,12 +36193,15 @@ msgid ""
"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
-"如果你正在按下动作事件,返回[code]true[/code]。请注意,如果一个动作有多个分配"
-"的按钮,并且不止一个被按下,释放一个按钮将释放这个动作,即使其他分配给这个动"
-"作的按钮仍然被按下。\n"
-"如果[code]exact[/code]是[code]false[/code],它将忽略[InputEventKey]和"
-"[InputEventMouseButton]事件的输入修饰符,以及[InputEventJoypadMotion]事件的方"
-"向。"
+"如果你正在按下动作事件,返回 [code]true[/code]。请注意,如果一个动作有多个分"
+"配的按钮,并且不止一个被按下,释放一个按钮将释放这个动作,即使其他分配给这个"
+"动作的按钮仍然被按下。\n"
+"如果 [code]exact[/code] 是 [code]false[/code],它将忽略 [InputEventKey] 和 "
+"[InputEventMouseButton] 事件的输入修饰符,以及 [InputEventJoypadMotion] 事件"
+"的方向。\n"
+"[b]注意:[/b]由于键盘冲突,[method is_action_pressed] 可能会在动作的某个键按"
+"下时也返回 [code]false[/code]。详情请参阅文档[url=$DOCS_URL/tutorials/inputs/"
+"input_examples.html#keyboard-events]《输入示例》[/url]。"
#: doc/classes/Input.xml
msgid ""
@@ -35903,6 +36235,15 @@ msgid ""
"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
+"如果你正在按当前键盘布局中的这个键,则返回 [code]true[/code]。可以传 [enum "
+"KeyList] 常量。\n"
+"只有非游戏应用程序中才推荐 [method is_key_pressed] 而不是 [method "
+"is_physical_key_pressed]。可以确保快捷键的行为与用户的键盘布局有关,因为非游"
+"戏应用程序的键盘快捷键通常与键盘布局有关。如果有疑问,就请使用 [method "
+"is_physical_key_pressed]。\n"
+"[b]注意:[/b]由于键盘冲突,[method is_key_pressed] 可能会在动作的某个键按下时"
+"也返回 [code]false[/code]。详情请参阅文档[url=$DOCS_URL/tutorials/inputs/"
+"input_examples.html#keyboard-events]《输入示例》[/url]。"
#: doc/classes/Input.xml
msgid ""
@@ -35926,6 +36267,15 @@ msgid ""
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
+"如果你正在按 101/102 键美式 QWERTY 键盘中这个键的物理位置,则返回 "
+"[code]true[/code]。可以传 [enum KeyList] 常量。\n"
+"游戏内的动作推荐 [method is_physical_key_pressed] 而不是 [method "
+"is_key_pressed],因为可以让 W/A/S/D 布局无论用户使用什么键盘布局都可用。"
+"[method is_physical_key_pressed] 还可以保证顶部的数字键在任何键盘布局中都可"
+"用。如果有疑问,就请使用 [method is_physical_key_pressed]。\n"
+"[b]注意:[/b]由于键盘冲突,[method is_physical_key_pressed] 可能会在动作的某"
+"个键按下时也返回 [code]false[/code]。详情请参阅文档[url=$DOCS_URL/tutorials/"
+"inputs/input_examples.html#keyboard-events]《输入示例》[/url]。"
#: doc/classes/Input.xml
msgid ""
@@ -36317,7 +36667,6 @@ msgstr ""
"向。"
#: doc/classes/InputEvent.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the given action is being pressed (and is not "
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
@@ -36331,12 +36680,15 @@ msgid ""
"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
-"如果给定的动作被按下,则返回[code]true[/code],并且不是 [InputEventKey] 事件"
-"的回显事件,除非 [code]allow_echo[/code] 是 [code]true[/code]。与"
-"[InputEventMouseMotion]或[InputEventScreenDrag]类型的事件无关。\n"
-"如果[code]exact_match[/code]是[code]false[/code],它将忽略[InputEventKey]和"
-"[InputEventMouseButton]事件的输入修饰符,以及[InputEventJoypadMotion]事件的方"
-"向。"
+"如果给定的动作被按下,则返回 [code]true[/code],并且不是 [InputEventKey] 事件"
+"的回显事件,除非 [code]allow_echo[/code] 是 [code]true[/code]。与 "
+"[InputEventMouseMotion] 或 [InputEventScreenDrag] 类型的事件无关。\n"
+"如果 [code]exact_match[/code] 是 [code]false[/code],它将忽略 "
+"[InputEventKey] 和 [InputEventMouseButton] 事件的输入修饰符,以及 "
+"[InputEventJoypadMotion] 事件的方向。\n"
+"[b]注意:[/b]由于键盘冲突,[method is_action_pressed] 可能会在动作的某个键按"
+"下时也返回 [code]false[/code]。详情请参阅文档[url=$DOCS_URL/tutorials/inputs/"
+"input_examples.html#keyboard-events]《输入示例》[/url]。"
#: doc/classes/InputEvent.xml
msgid ""
@@ -36358,18 +36710,17 @@ msgid ""
"Returns [code]true[/code] if this input event's type is one that can be "
"assigned to an input action."
msgstr ""
-"如果此输入事件的类型是可以分配给输入动作的类型,则返回 [code]true[/code]。"
+"如果这个输入事件的类型是可以分配给输入动作的类型,则返回 [code]true[/code]。"
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event is an echo event (only for "
"events of type [InputEventKey])."
msgstr ""
-"如果此输入事件是回显事件(仅适用于 [InputEventKey] 类型的事件),则返回 "
+"如果这个输入事件是回显事件(仅适用于 [InputEventKey] 类型的事件),则返回 "
"[code]true[/code]。"
#: doc/classes/InputEvent.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if this input event is pressed. Not relevant for "
"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n"
@@ -36378,11 +36729,11 @@ msgid ""
"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
-"如果给定的动作被释放,即未被按下,则返回[code]true[/code]。与"
-"[InputEventMouseMotion]或[InputEventScreenDrag]类型的事件无关。\n"
-"如果[code]exact_match[/code]是[code]false[/code],它将忽略[InputEventKey]和"
-"[InputEventMouseButton]事件的输入修饰符,以及[InputEventJoypadMotion]事件的方"
-"向。"
+"如果这个输入事件被按下,则返回 [code]true[/code]。与 [InputEventMouseMotion] "
+"或 [InputEventScreenDrag] 类型的事件无关。\n"
+"[b]注意:[/b]由于键盘冲突,[method is_action_pressed] 可能会在动作的某个键按"
+"下时也返回 [code]false[/code]。详情请参阅文档[url=$DOCS_URL/tutorials/inputs/"
+"input_examples.html#keyboard-events]《输入示例》[/url]。"
#: doc/classes/InputEvent.xml
msgid ""
@@ -36633,9 +36984,8 @@ msgstr ""
"set_ime_active]。"
#: doc/classes/InputEventMIDI.xml
-#, fuzzy
msgid "Input event for MIDI inputs."
-msgstr "动作的输入事件类型。"
+msgstr "MIDI 输入的输入事件。"
#: doc/classes/InputEventMIDI.xml
msgid ""
@@ -36650,26 +37000,34 @@ msgid ""
"Note that Godot does not currently support MIDI output, so there is no way "
"to emit MIDI signals from Godot. Only MIDI input works."
msgstr ""
+"InputEventMIDI 可以实现从钢琴等 MIDI 设备接收输入事件。MIDI 是 Musical "
+"Instrument Digital Interface 的缩写,即音乐数字接口。\n"
+"MIDI 信号可以通过 5 针 MIDI 接头或 UDB 传输,如果你的设备两者都支持,请确认该"
+"设备的设置中正在使用的是哪一种输出。\n"
+"要从 MIDI 设备接收输入事件,你需要调用 [method OS.open_midi_inputs]。你可以使"
+"用 [method OS.get_connected_midi_inputs] 查看检测到的设备。\n"
+"请注意 Godot 目前不支持 MIDI 输出,因此无法从 Godot 中发出 MIDI 信号。只能进"
+"行 MIDI 输入。"
#: doc/classes/InputEventMIDI.xml
msgid ""
"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-"
"status-bytes"
msgstr ""
+"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-"
+"status-bytes"
#: doc/classes/InputEventMIDI.xml
-#, fuzzy
msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events"
msgstr ""
-"https://zh.wikipedia.org/zh-cn/%E5%96%AE%E7%B2%BE%E5%BA%A6%E6%B5%AE%E9%BB%9E"
-"%E6%95%B8"
+"https://zh.wikipedia.org/zh-cn/General_MIDI#%E9%9F%B3%E8%89%B2%E8%BD%89%E6%8F"
+"%9B%E4%BA%8B%E4%BB%B6%EF%BC%88Program_change_events%EF%BC%89"
#: doc/classes/InputEventMIDI.xml
-#, fuzzy
msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List"
msgstr ""
-"https://zh.wikipedia.org/zh-cn/%E5%96%AE%E7%B2%BE%E5%BA%A6%E6%B5%AE%E9%BB%9E"
-"%E6%95%B8"
+"https://zh.wikipedia.org/zh-cn/%E9%8B%BC%E7%90%B4%E9%8D%B5%E9%A0%BB%E7%8E%87#"
+"%E5%88%97%E8%A1%A8"
#: doc/classes/InputEventMIDI.xml
msgid ""
@@ -36677,6 +37035,8 @@ msgid ""
"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion "
"instruments, the rest of the channels are for non-percussion instruments."
msgstr ""
+"这个输入事件的 MIDI 通道。总共有 16 个通道,所以这个值的范围是 0 到 15。MIDI "
+"通道 9 是为打击乐器保留的,其余通道供非打击乐器使用。"
#: doc/classes/InputEventMIDI.xml
msgid ""
@@ -36684,6 +37044,8 @@ msgid ""
"the controller number, otherwise this is zero. Controllers include devices "
"such as pedals and levers."
msgstr ""
+"如果消息是 [code]MIDI_MESSAGE_CONTROL_CHANGE[/code],则表示控制器号,否则为"
+"零。控制器包含踏板、推杆等设备。"
#: doc/classes/InputEventMIDI.xml
msgid ""
@@ -36691,6 +37053,8 @@ msgid ""
"the controller value, otherwise this is zero. Controllers include devices "
"such as pedals and levers."
msgstr ""
+"如果消息是 [code]MIDI_MESSAGE_CONTROL_CHANGE[/code],则表示控制器值,否则为"
+"零。控制器包含踏板、推杆等设备。"
#: doc/classes/InputEventMIDI.xml
msgid ""
@@ -36700,11 +37064,15 @@ msgid ""
"every number on that chart. A standard piano will have an instrument number "
"of 0."
msgstr ""
+"这个输入事件的乐器。这个值的范围是 0 到 127。乐器列表请参考维基百科的 "
+"General MIDI 文中的乐器列表,不过这个值是从 0 开始的,所以请把那张表中的数字"
+"都减一。标准钢琴的乐器号为 0。"
#: doc/classes/InputEventMIDI.xml
+#, fuzzy
msgid ""
"Returns a value indicating the type of message for this MIDI signal. This is "
-"a member of the MidiMessageList enum.\n"
+"a member of the [enum @GlobalScope.MidiMessageList] enum.\n"
"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are "
"returned as this value, as the other part is the channel (ex: 0x94 becomes "
"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n"
@@ -36715,6 +37083,14 @@ msgid ""
"For more information, see the MIDI message status byte list chart linked "
"above."
msgstr ""
+"返回表示这个 MIDI 信号类型的值,是 MidiMessageList 枚举的成员。\n"
+"对于在 0x80 和 0xEF 之间的 MIDI 消息,这个值返回的是左半部分的比特位,另一半"
+"是通道(例:0x94 会变成 0x9)。对于在 0xF0 到 0xFF 之间的 MIDI 消息,这个值是"
+"原样返回的。\n"
+"激活音符时会返回 [code]MIDI_MESSAGE_NOTE_ON[/code],但失活时并不一定会返回 "
+"[code]MIDI_MESSAGE_NOTE_OFF[/code],因此你的代码应该在经过一段时间后将输入处"
+"理为停止。\n"
+"更多消息请参阅上面链接的 MIDI 消息状态字节列表。"
#: doc/classes/InputEventMIDI.xml
msgid ""
@@ -36722,12 +37098,14 @@ msgid ""
"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of "
"the piano key frequency chart on Wikipedia for more information."
msgstr ""
+"这个 MIDI 信号的音调索引号。这个值的范围为 0 到 127。在钢琴上,中央 C 是 60,"
+"而 A440 是 69,更多信息请参阅维基百科钢琴琴键频率表的“MIDI 音符”列。"
#: doc/classes/InputEventMIDI.xml
msgid ""
"The pressure of the MIDI signal. This value ranges from 0 to 127. For many "
"devices, this value is always zero."
-msgstr ""
+msgstr "MIDI 信号的压力。这个值在 0 到 127 之间。对于很多设备,这个值总是 0。"
#: doc/classes/InputEventMIDI.xml
msgid ""
@@ -36735,6 +37113,8 @@ msgid ""
"piano, this corresponds to how quickly the key was pressed, and is rarely "
"above about 110 in practice."
msgstr ""
+"MIDI 信号的速度。这个值在 0 到 127 之间。对于钢琴,这对应的是按键有多块,实际"
+"很少超过 110。"
#: doc/classes/InputEventMouse.xml
msgid "Base input event type for mouse events."
@@ -36751,25 +37131,24 @@ msgid ""
msgstr "鼠标按钮掩码标识符,是[enum ButtonList] 按钮掩码之一或按位组合。"
#: doc/classes/InputEventMouse.xml
-#, fuzzy
msgid ""
"The global mouse position relative to the current [Viewport]. If used in "
"[method Control._gui_input] and if the current [Control] is not under the "
"mouse, moving it will not update this value."
msgstr ""
-"相对于[Viewport]的本地局部鼠标位置。如果在[method Control._gui_input]中使用,"
-"位置是相对于当前处于鼠标下的控件[Control]。"
+"相对于当前 [Viewport] 的全局鼠标位置。如果在 [method Control._gui_input] 中使"
+"用,并且当前 [Control] 不在鼠标之下,移动不会更新这个值。"
#: doc/classes/InputEventMouse.xml
-#, fuzzy
msgid ""
"The local mouse position relative to the [Viewport]. If used in [method "
"Control._gui_input], the position is relative to the current [Control] which "
"is under the mouse. If the current [Control] is not under the mouse, moving "
"it will not update this value."
msgstr ""
-"相对于[Viewport]的本地局部鼠标位置。如果在[method Control._gui_input]中使用,"
-"位置是相对于当前处于鼠标下的控件[Control]。"
+"相对于当前 [Viewport] 的局部鼠标位置。如果在 [method Control._gui_input] 中使"
+"用,该位置是相对于鼠标之下的当前 [Control] 的。如果当前 [Control] 不在鼠标之"
+"下,移动不会更新这个值。"
#: doc/classes/InputEventMouseButton.xml
msgid "Input event type for mouse button events."
@@ -37062,7 +37441,7 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid "Placeholder for the root [Node] of a [PackedScene]."
-msgstr "[PackedScene] 根 [Node] 的占位。"
+msgstr "[PackedScene] 根 [Node] 的占位符。"
#: doc/classes/InstancePlaceholder.xml
msgid ""
@@ -37077,18 +37456,18 @@ msgid ""
"a scene with a transform will transform children relatively to their parent "
"again."
msgstr ""
-"在编辑器中为实例化场景打开选项 [b]加载为占位符[/b] 会导致在运行游戏时将其替换"
-"为实例占位符[InstancePlaceholder]。这使得实际加载场景的时间可以推迟到调用"
-"[method replace_by_instance]。这对于通过选择性加载部分场景来避免一次性加载大"
-"场景很有用。\n"
-"实例占位符没有变换(transform)属性。这导致任何子节点从点(0,0)开始相对于视窗"
-"进行定位,而不是在编辑器中显示的父节点。用一个具有变换属性的场景来替换占位"
-"符,将使子节点再次相对于它们的父节点进行变换。"
+"在编辑器中为实例化的场景打开[b]加载为占位符[/b]选项会导致在运行游戏时将其替换"
+"为 InstancePlaceholder。这样就可以将场景的实际加载推迟到调用 [method "
+"replace_by_instance] 时。这对于通过选择性加载部分场景来避免一次性加载大场景很"
+"有用。\n"
+"InstancePlaceholder 不具备变换属性。因此任何子节点都会相对于 Viewport 从 (0, "
+"0) 点开始定位,而不是在编辑器中显示的父节点。用一个具有变换属性的场景来替换占"
+"位符,将使子节点再次相对于它们的父节点进行变换。"
#: doc/classes/InstancePlaceholder.xml
msgid ""
"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
-msgstr "不是线程安全的。如果从线程调用,请使用[method Object.call_deferred]。"
+msgstr "不是线程安全的。如果从线程调用,请使用 [method Object.call_deferred]。"
#: doc/classes/InstancePlaceholder.xml
msgid ""
@@ -37106,9 +37485,9 @@ msgid ""
"loaded only if it's not loaded already. By manually loading the scene "
"beforehand, delays caused by this function can be avoided."
msgstr ""
-"用作为参数的场景替换这个占位符,如果没有给出参数,则替换原始场景。对于所有的"
-"资源来说,只有当场景还没有被加载时才会被加载。通过事先手动加载场景,可以避免"
-"由这个函数引起的延迟。"
+"用作为参数的场景替换这个占位符,如果没有给出参数,则用原始场景替换。与所有资"
+"源相同,只有当场景还没有被加载时才会被加载。通过事先手动加载场景,可以避免由"
+"这个函数引起的延迟。"
#: doc/classes/int.xml
msgid "Integer built-in type."
@@ -37161,8 +37540,8 @@ msgid ""
"Cast a [bool] value to an integer value, [code]int(true)[/code] will be "
"equals to 1 and [code]int(false)[/code] will be equals to 0."
msgstr ""
-"将一个[bool]值转换成一个整数值,[code]int(true)[/code]将等于1,"
-"[code]int(false)[/code] 将等于0。"
+"将 [bool] 值转换成整数值,[code]int(true)[/code] 将等于 1,[code]int(false)[/"
+"code] 将等于 0。"
#: doc/classes/int.xml
msgid ""
@@ -38686,10 +39065,12 @@ msgid ""
"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for "
"available behavior."
msgstr ""
+"设置离开移动平台时要应用的行为。为了达到物理准确,默认会应用你离开的最后一个"
+"平台的速度。可用的行为请参阅 [enum MovingPlatformApplyVelocityOnLeave] 常量。"
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid "Add the last platform velocity when you leave a moving platform."
-msgstr ""
+msgstr "离开移动平台时,追加最后一个平台的速度。"
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid ""
@@ -38697,15 +39078,16 @@ msgid ""
"downward motion is ignored. It's useful to keep full jump height even when "
"the platform is moving down."
msgstr ""
+"离开移动平台时,追加最后一个平台的速度,但忽略向下的运动。可以用来在平台向下"
+"移动时也保持完整的跳跃高度。"
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
-#, fuzzy
msgid "Do nothing when leaving a platform."
-msgstr "使用 2D 变换时使用此选项。"
+msgstr "离开平台时什么也不做。"
#: doc/classes/KinematicBody2D.xml
msgid "Kinematic body 2D node."
-msgstr "2D运动体节点。"
+msgstr "2D 运动体节点。"
#: doc/classes/KinematicBody2D.xml
msgid ""
@@ -41420,9 +41802,10 @@ msgid "Returns the number of faces in this [Mesh]."
msgstr "返回这个[Mesh]中的面数。"
#: doc/classes/MeshDataTool.xml
+#, fuzzy
msgid ""
"Returns specified edge associated with given face.\n"
-"Edge argument must 2 or less because a face only has three edges."
+"Edge argument must be either 0, 1, or 2 because a face only has three edges."
msgstr ""
"返回与给定面关联的指定边。\n"
"Edge参数必须小于等于2,因为面只有3条边。"
@@ -41436,9 +41819,11 @@ msgid "Calculates and returns the face normal of the given face."
msgstr "计算并返回给定面的面法线。"
#: doc/classes/MeshDataTool.xml
+#, fuzzy
msgid ""
"Returns the specified vertex of the given face.\n"
-"Vertex argument must be 2 or less because faces contain three vertices."
+"Vertex argument must be either 0, 1, or 2 because faces contain three "
+"vertices."
msgstr ""
"返回给定面的指定顶点。\n"
"顶点参数必须小于等于2,因为面包含3个顶点。"
@@ -41695,9 +42080,10 @@ msgid "The [Mesh] that will be drawn by the [MeshInstance2D]."
msgstr "[Mesh]将由[MeshInstance2D]绘制。"
#: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml
+#, fuzzy
msgid ""
"The normal map that will be used if using the default [CanvasItemMaterial].\n"
-"[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. "
+"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. "
"See [url=http://wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
"a comparison of normal map coordinates expected by popular engines."
@@ -42553,7 +42939,6 @@ msgid "Mesh-based navigation and pathfinding node."
msgstr "基于网格的导航和寻路节点。"
#: doc/classes/Navigation.xml
-#, fuzzy
msgid ""
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
@@ -42561,11 +42946,9 @@ msgid ""
"class also assists with aligning navigation agents with the meshes they are "
"navigating on."
msgstr ""
-"在[NavigationMesh]的集合中提供导航和寻路功能。默认情况下,这些将自动从子"
-"[NavigationMeshInstance]节点中收集,也可以通过[method navmesh_add]即时添加。"
-"除了基本的寻路之外,这个类还能帮助导航代理与其所导航的网格对齐。\n"
-"[b]注意:[/b] 目前的导航系统有许多已知的问题,并不总是能像预期的那样返回最佳"
-"路径。这些问题将在Godot 4.0中得到解决。"
+"在 [NavigationMesh] 的集合中提供导航和寻路功能。默认情况下,这些将自动从子 "
+"[NavigationMeshInstance] 节点中收集,也可以通过 [method navmesh_add] 即时添"
+"加。除了基本的寻路之外,这个类还能帮助导航代理与其所导航的网格对齐。"
#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml
#: doc/classes/NavigationServer.xml
@@ -42588,14 +42971,12 @@ msgstr ""
"代理。"
#: doc/classes/Navigation.xml
-#, fuzzy
msgid ""
"Returns the owner of the [NavigationMesh] which contains the navigation "
"point closest to the point given. This is usually a [NavigationMeshInstance]."
msgstr ""
"返回包含最接近给定点的导航点的 [NavigationMesh] 的所有者。这通常是一个 "
-"[NavigationMeshInstance]。对于通过 [method navmesh_add] 添加的网格,返回给定"
-"的所有者(如果省略 [code]owner[/code] 参数,则返回 [code]null[/code])。"
+"[NavigationMeshInstance]。"
#: doc/classes/Navigation.xml
msgid ""
@@ -42608,18 +42989,15 @@ msgstr ""
"导航网格之间的交点。如果找到多个交点,则返回最接近线段起点的交点。"
#: doc/classes/Navigation.xml
-#, fuzzy
msgid ""
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
"etc.) are considered in the path calculation, otherwise they are ignored."
msgstr ""
-"返回两个给定点之间的路径。点是在局部坐标空间中。如果[code]optimize[/code]是"
-"[code]true[/code](默认),与每个[NavigationMesh]相关的代理属性(半径、高度"
-"等)在路径计算中被考虑,否则其被忽略。\n"
-"[b]注意:[/b] 这个方法有已知的问题,经常会返回非最佳的路径。这些问题将在"
-"Godot 4.0中得到修正。"
+"返回两个给定点之间的路径。点是在局部坐标空间中。如果 [code]optimize[/code] "
+"是 [code]true[/code](默认),与每个 [NavigationMesh] 相关的代理属性(半径、"
+"高度等)在路径计算中被考虑,否则其被忽略。"
#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml
msgid "The XZ plane cell size to use for fields."
@@ -42628,7 +43006,7 @@ msgstr "用于字段的XZ平面单元尺寸。"
#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
msgid ""
"This value is used to detect the near edges to connect compatible regions."
-msgstr ""
+msgstr "该值用于检测相近的边界,连接兼容的地区。"
#: doc/classes/Navigation.xml
msgid ""
@@ -42640,20 +43018,17 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
-msgstr "2D导航和寻路节点。"
+msgstr "2D 导航和寻路节点。"
#: doc/classes/Navigation2D.xml
-#, fuzzy
msgid ""
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
msgstr ""
-"Navigation2D在2D区域内提供导航和寻路,指定为[NavigationPolygon]资源的集合。默"
-"认情况下,这些资源自动从子[NavigationPolygonInstance]节点中收集,但其也可以通"
-"过[method navpoly_add]即时添加。\n"
-"[b]注意:[/b] 当前的导航系统有许多已知的问题,并不总是能像预期的那样返回最佳"
-"的路径。这些问题将在Godot 4.0中得到解决。"
+"Navigation2D 在 2D 区域内提供导航和寻路,该区域以 [NavigationPolygon] 资源合"
+"集的形式指定。默认情况下,这些资源是自动从子项 [NavigationPolygonInstance] 节"
+"点中收集的。"
#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml
#: doc/classes/NavigationPolygon.xml
@@ -42661,37 +43036,30 @@ msgid "https://godotengine.org/asset-library/asset/117"
msgstr "https://godotengine.org/asset-library/asset/117"
#: doc/classes/Navigation2D.xml
-#, fuzzy
msgid ""
"Returns the owner of the [NavigationPolygon] which contains the navigation "
"point closest to the point given. This is usually a "
"[NavigationPolygonInstance]."
msgstr ""
"返回包含最接近给定点的导航点的 [NavigationPolygon] 的所有者。这通常是一个 "
-"[NavigationPolygonInstance]。对于通过 [method navpoly_add] 添加的多边形,返回"
-"给定的所有者(如果省略 [code]owner[/code] 参数,则返回 [code]null[/code])。"
+"[NavigationPolygonInstance]。"
#: doc/classes/Navigation2D.xml
-#, fuzzy
msgid ""
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
msgstr ""
-"返回两个给定点之间的路径。点是在局部坐标空间中。如果[code]optimize[/code]为"
-"[code]true[/code](默认值),路径将尽可能地合并路径段,从而平滑。\n"
-"[b]注意:[/b] 这个方法有已知的问题,经常会返回非最佳的路径。这些问题将在"
-"Godot 4.0中得到解决。"
+"返回两个给定点之间的路径。点是在局部坐标空间中。如果 [code]optimize[/code] "
+"为 [code]true[/code](默认值),路径将尽可能地合并路径段,从而平滑。"
#: doc/classes/Navigation2D.xml
-#, fuzzy
msgid "The XY plane cell size to use for fields."
-msgstr "用于字段的XZ平面单元尺寸。"
+msgstr "用于字段的 XZ 平面单元尺寸。"
#: doc/classes/Navigation2DServer.xml
-#, fuzzy
msgid "Server interface for low-level 2D navigation access."
-msgstr "低级音频访问的服务器接口。"
+msgstr "访问底层 2D 导航的服务器接口。"
#: doc/classes/Navigation2DServer.xml
msgid ""
@@ -42714,25 +43082,34 @@ msgid ""
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
msgstr ""
+"Navigation2DServer 是负责所有 2D 导航的服务器,处理的对象有地图(map)、地区"
+"(region)、代理(agent)。\n"
+"地图是由地区组成的,地区又由导航多边形组成。它们一同构成了 2D 世界中的可导航"
+"区域。两个地区必须共有一条相似的边界(edge)才能相连。如果一条边界的两个顶点"
+"(vertex)与另一条边界的对应顶点的距离小于 [member Navigation."
+"edge_connection_margin],则认为这两条边界相连。\n"
+"要使用防撞系统,可以使用代理。你可以设置代理的目标速度,服务器就会使用修正后"
+"的速度触发回调。\n"
+"[b]注意:[/b]防撞系统会忽略地区。直接使用修正后的速度可能会将代理推到可导航区"
+"域之外。这是防撞系统的缺陷,更复杂的情况可能需要用到物理引擎。\n"
+"服务器会记录所有的调用,在同步阶段统一执行。这意味着你可以放心大胆地从任何线"
+"程中请求对地图进行任何修改。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Creates the agent."
-msgstr "创建一个 [HingeJoint]关节。"
+msgstr "创建代理。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Returns [code]true[/code] if the map got changed the previous frame."
-msgstr "如果脚本可以实例化,则返回 [code]true[/code]。"
+msgstr "如果地图在上一帧发生了改变,则返回 [code]true[/code]。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Callback called at the end of the RVO process."
-msgstr ""
+msgstr "在 RVO 处理末尾调用的回调。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Puts the agent in the map."
-msgstr "返回输入的正切值。"
+msgstr "将代理放入地图中。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
@@ -42740,11 +43117,12 @@ msgid ""
"navigation. The larger this number, the longer the running time of the "
"simulation. If the number is too low, the simulation will not be safe."
msgstr ""
+"设置在导航中,该代理所考虑的其他代理的最大数量。这个数越大,模拟的运行时间越"
+"长。如果这个数太小,则模拟会不安全。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Sets the maximum speed of the agent. Must be positive."
-msgstr "设置自动图块的[enum BitmaskMode]位掩码模式。"
+msgstr "设置该代理的最大速度。必须为正数。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
@@ -42752,21 +43130,20 @@ msgid ""
"the navigation. The larger this number, the longer the running time of the "
"simulation. If the number is too low, the simulation will not be safe."
msgstr ""
+"设置在导航中,该代理所考虑的其他代理的最大距离。这个数越大,模拟的运行时间越"
+"长。如果这个数太小,则模拟会不安全。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Sets the position of the agent in world space."
-msgstr "设置给定顶点的位置。"
+msgstr "设置该代理在世界空间中的位置。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Sets the radius of the agent."
-msgstr "设置给定顶点的法线。"
+msgstr "设置该代理的半径。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Sets the new target velocity."
-msgstr "设置给定顶点的骨架。"
+msgstr "设置新的目标速度。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
@@ -42776,96 +43153,84 @@ msgid ""
"agents, but the less freedom this agent has in choosing its velocities. Must "
"be positive."
msgstr ""
+"考虑其他代理的前提下,该代理的速度的最短安全时间,这个速度是通过模拟得到的。"
+"这个数越大,该代理响应其他代理的速度越快,但该代理选择速度的自由度也越小。必"
+"须为正数。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Sets the current velocity of the agent."
-msgstr "返回补间的当前时间。"
+msgstr "设置该代理的当前速度。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Destroys the given RID."
-msgstr "移除给定的图块 ID。"
+msgstr "销毁给定的 RID。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Create a new map."
-msgstr "创建一个[Area]区域。"
+msgstr "创建一张新地图。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Returns the map cell size."
-msgstr "返回数组大小。"
+msgstr "返回地图的单元格大小。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid ""
"Returns the point closest to the provided [code]to_point[/code] on the "
"navigation mesh surface."
-msgstr ""
-"返回索引[code]point[/code]处的点在索引[code]triangle[/code]的三角形中的位置。"
+msgstr "返回在导航网格表面上与提供的 [code]to_point[/code] 距离最近的点。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid ""
"Returns the owner region RID for the point returned by [method "
"map_get_closest_point]."
-msgstr "返回正在使用的输入端口的数量。替代[method get_free_input_port_id]。"
+msgstr "返回由 [method map_get_closest_point] 返回的点的所有者地区的 RID。"
#: doc/classes/Navigation2DServer.xml
msgid ""
"Returns the edge connection margin of the map. The edge connection margin is "
"a distance used to connect two regions."
-msgstr ""
+msgstr "返回地图的边界连接边距。边界连接边距是用于连接两个地区的距离。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Returns the navigation path to reach the destination from the origin."
-msgstr "返回图块的导航多边形。"
+msgstr "返回从原点到终点的导航路径。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Returns [code]true[/code] if the map is active."
-msgstr "如果选择处于活动状态,则返回 [code]true[/code]。"
+msgstr "如果地图处于活动状态,则返回 [code]true[/code]。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Sets the map active."
-msgstr "停止定时器。"
+msgstr "设置地图的激活态。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Set the map cell size used to weld the navigation mesh polygons."
-msgstr "返回应用于该项导航网格的转换。"
+msgstr "设置用于焊接导航网格多边形的地图单元格大小。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Set the map edge connection margin used to weld the compatible region edges."
-msgstr ""
+msgstr "设置用于焊接兼容地区边界的地图边界连接边距。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Creates a new region."
-msgstr "创建一个[Area]区域。"
+msgstr "创建一个新的地区。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Sets the map for the region."
-msgstr "设置给定边的元数据。"
+msgstr "设置该地区的地图。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Sets the navigation mesh for the region."
-msgstr "设置此项的导航网格。"
+msgstr "设置该地图的导航网格。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Sets the global transformation for the region."
-msgstr "设置视窗的全局变换矩阵。"
+msgstr "设置该地区的全局变换。"
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
-msgstr ""
+msgstr "在导航中用于防撞的 3D 代理。"
#: doc/classes/NavigationAgent.xml
msgid ""
@@ -42876,6 +43241,10 @@ msgid ""
"child of a [Navigation] node, or using [method set_navigation]. "
"[NavigationAgent] is physics safe."
msgstr ""
+"导航中使用的 3D 代理,可以在前往某个位置时躲避静态和动态障碍物。躲避动态障碍"
+"物使用的是 RVO(Reciprocal Velocity Obstacles,相对速度障碍物)防撞算法。代理"
+"需要导航数据才能正确工作。可以通过让代理成为 [Navigation] 节点的子项实现,也"
+"可以使用 [method set_navigation]。[NavigationAgent] 是物理安全的。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
@@ -42883,32 +43252,33 @@ msgid ""
"position. The user must set the target location with [method "
"set_target_location] in order for this to be accurate."
msgstr ""
+"返回与目标位置的距离,使用的是代理的全局位置。用户必须使用 [method "
+"set_target_location] 设置目标位置,才能获得精确结果。"
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Returns the reachable final location in global coordinates. This can change "
"if the navigation path is altered in any way. Because of this, it would be "
"best to check this each frame."
msgstr ""
+"返回可到达的最终位置的全局坐标。如果导航路径由于任何原因发生改变,这个位置也"
+"可能发生变化。因此,最好每一帧都检查一下。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
msgid "Returns the path from start to finish in global coordinates."
-msgstr "返回全局屏幕坐标中的可见矩形。"
+msgstr "返回从起点到终点的路径,使用全局坐标。"
#: doc/classes/NavigationAgent.xml
-#, fuzzy
msgid ""
"Returns which index the agent is currently on in the navigation path's "
"[PoolVector3Array]."
-msgstr "以 [PoolVector3Array] 的形式返回缓存的点。"
+msgstr "返回该代理当前位于导航路径 [PoolVector3Array] 中的哪个索引位置。"
#: doc/classes/NavigationAgent.xml
-#, fuzzy
msgid ""
"Returns the [Navigation] node that the agent is using for its navigation "
"system."
-msgstr "返回指定名称的动画节点。"
+msgstr "返回该代理的导航系统所使用的 [Navigation] 节点。"
#: doc/classes/NavigationAgent.xml
msgid ""
@@ -42916,28 +43286,28 @@ msgid ""
"that there are no static objects in the way. If the agent does not have a "
"navigation path, it will return the origin of the agent's parent."
msgstr ""
+"返回可以移动至的 [Vector3] 全局坐标,确保中途没有静态物体阻挡。如果代理没有导"
+"航路径,则会返回代理父节点的原点。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
msgid ""
"Returns the user-defined target location (set with [method "
"set_target_location])."
-msgstr "返回用[method set_size_override]设置的尺寸重写。"
+msgstr "返回用户定义的目标位置(使用 [method set_target_location] 设置)。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the navigation path's final location has been "
"reached."
-msgstr "返回[code]true[/code]是否对指定路径进行过滤。"
+msgstr "如果到达了导航路径的终点位置,则返回 [code]true[/code]。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the target location is reachable. The target "
"location is set using [method set_target_location]."
msgstr ""
-"如果启用了尺寸重写,返回[code]true[/code]。参阅[method set_size_override]。"
+"如果目标位置可达,则返回 [code]true[/code]。目标位置使用 [method "
+"set_target_location] 设置。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
@@ -42946,51 +43316,54 @@ msgid ""
"possible to reach the target location. It should always be possible to reach "
"the final location though. See [method get_final_location]."
msgstr ""
+"如果已到达目标位置,则返回 [code]true[/code]。目标位置使用 [method "
+"set_target_location] 设置。目标位置并不总是可达。但终点位置应该总是可达的。请"
+"参阅 [method get_final_location]。"
#: doc/classes/NavigationAgent.xml
msgid ""
"Sets the [Navigation] node used by the agent. Useful when you don't want to "
"make the agent a child of a [Navigation] node."
msgstr ""
+"设置代理所使用的 [Navigation] 节点。可以在你不想让代理作为 [Navigation] 节点"
+"的子节点时使用。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
-msgstr ""
+msgstr "设置用户期望的终点位置。会将当前导航路径清空。"
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Sends the given velocity to the collision avoidance algorithm. It will "
+"Sends the passed in velocity to the collision avoidance algorithm. It will "
"adjust the velocity to avoid collisions. Once the adjustment to the velocity "
"is complete, it will emit the [signal velocity_computed] signal."
msgstr ""
+"将传入的速度发送给防撞算法。算法会为了防止撞击而调整速度。速度的调整完成后,"
+"会触发 [signal velocity_computed] 信号。"
#: doc/classes/NavigationAgent.xml
-#, fuzzy
msgid "The agent height offset to match the navigation mesh height."
-msgstr "返回图块的导航多边形的偏移量。"
+msgstr "代理的高度偏移量,用于匹配导航网格的高度。"
#: doc/classes/NavigationAgent.xml
msgid ""
"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a "
"horizontal plane."
-msgstr ""
+msgstr "忽略 Y 轴上的碰撞。在水平面上移动时必须为 [code]true[/code]。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
msgid "The maximum number of neighbors for the agent to consider."
-msgstr "自动曝光的最大亮度值。"
+msgstr "代理所需考虑的最大邻居数。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
msgid "The maximum speed that an agent can move."
-msgstr "曲线能达到的最大值。"
+msgstr "代理所能达到的最大移动速度。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
msgid "The distance to search for other agents."
-msgstr "实例没有类型。"
+msgstr "搜索其他代理的距离。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
@@ -42998,11 +43371,12 @@ msgid ""
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
+"允许代理偏离理想路径的最大距离。可能为了防撞而产生偏离。超出最大距离时,会重"
+"新计算理想路径。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
msgid "The radius of the agent."
-msgstr "圆柱体的半径。"
+msgstr "代理的半径。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
@@ -43010,6 +43384,8 @@ msgid ""
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
msgstr ""
+"认为到达目标的距离阈值。可以让代理无需精准到达路径上的某个点,到达某个区域即"
+"可。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
@@ -43019,33 +43395,36 @@ msgid ""
"other agents, but the less freedom in choosing its velocities. Must be "
"positive."
msgstr ""
+"考虑其他代理的前提下,该代理的速度的最短安全时间,这个速度是由防撞算法计算而"
+"来的。这个数越大,该代理响应其他代理的速度越快,但选择速度的自由度也越小。必"
+"须为正数。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
msgid "Notifies when the final location is reached."
-msgstr "当动画播放结束时通知。"
+msgstr "抵达终点位置时发出通知。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the navigation path changes. This can be triggered by the "
"navigation system or by the user changing the path."
msgstr ""
+"导航路径改变时发出通知。可以由导航系统触发,也可以由用户对路径的修改触发。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the player-defined target, set with [method "
"set_target_location], is reached."
-msgstr ""
+msgstr "抵达由 [method set_target_location] 设置的玩家定义目标时发出通知。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
"[method set_velocity]."
-msgstr ""
+msgstr "调用 [method set_velocity] 后,计算出防撞速度时发出通知。"
#: doc/classes/NavigationAgent2D.xml
msgid "2D agent used in navigation for collision avoidance."
-msgstr ""
+msgstr "在导航中用于防撞的 2D 代理。"
#: doc/classes/NavigationAgent2D.xml
msgid ""
@@ -43056,26 +43435,22 @@ msgid ""
"child of a [Navigation2D] node, or using [method set_navigation]. "
"[NavigationAgent2D] is physics safe."
msgstr ""
+"导航中使用的 2D 代理,可以在前往某个位置时躲避静态和动态障碍物。躲避动态障碍"
+"物使用的是 RVO(Reciprocal Velocity Obstacles,相对速度障碍物)防撞算法。代理"
+"需要导航数据才能正确工作。可以通过让代理成为 [Navigation2D] 节点的子项实现,"
+"也可以使用 [method set_navigation]。[NavigationAgent2D] 是物理安全的。"
#: doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns the reachable final location in global coordinates. This can change "
-"if the navigation path is altered in any way."
-msgstr ""
-
-#: doc/classes/NavigationAgent2D.xml
-#, fuzzy
-msgid ""
"Returns which index the agent is currently on in the navigation path's "
"[PoolVector2Array]."
-msgstr "以[PoolVector2Array]的形式返回缓存的点。"
+msgstr "返回该代理当前位于导航路径 [PoolVector2Array] 中的哪个索引位置。"
#: doc/classes/NavigationAgent2D.xml
-#, fuzzy
msgid ""
"Returns the [Navigation2D] node that the agent is using for its navigation "
"system."
-msgstr "返回指定名称的动画节点。"
+msgstr "返回该代理的导航系统所使用的 [Navigation2D] 节点。"
#: doc/classes/NavigationAgent2D.xml
msgid ""
@@ -43083,19 +43458,16 @@ msgid ""
"that there are no static objects in the way. If the agent does not have a "
"navigation path, it will return the position of the agent's parent."
msgstr ""
+"返回可以移动至的 [Vector2] 全局坐标,确保中途没有静态物体阻挡。如果代理没有导"
+"航路径,则会返回代理父节点的原点。"
#: doc/classes/NavigationAgent2D.xml
msgid ""
"Sets the [Navigation2D] node used by the agent. Useful when you don't want "
"to make the agent a child of a [Navigation2D] node."
msgstr ""
-
-#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Sends the passed in velocity to the collision avoidance algorithm. It will "
-"adjust the velocity to avoid collisions. Once the adjustment to the velocity "
-"is complete, it will emit the [signal velocity_computed] signal."
-msgstr ""
+"设置代理所使用的 [Navigation2D] 节点。可以在你不想让代理作为 [Navigation2D] "
+"节点的子节点时使用。"
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
@@ -43395,23 +43767,21 @@ msgstr "表示[enum SourceGeometryMode]枚举的大小。"
#: doc/classes/NavigationMeshGenerator.xml
msgid "This class is responsible for creating and clearing navigation meshes."
-msgstr ""
+msgstr "这个类负责导航网格的创建和清理。"
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
"Bakes the navigation mesh. This will allow you to use pathfinding with the "
"navigation system."
-msgstr ""
+msgstr "烘焙导航网格。可以用于导航系统中的寻路。"
#: doc/classes/NavigationMeshGenerator.xml
-#, fuzzy
msgid "Clears the navigation mesh."
-msgstr "设置此项的导航网格。"
+msgstr "清除导航网格。"
#: doc/classes/NavigationMeshInstance.xml
-#, fuzzy
msgid "An instance of a [NavigationMesh]."
-msgstr "实例化 [MultiMesh] 的节点。"
+msgstr "[NavigationMesh] 的一个实例。"
#: doc/classes/NavigationMeshInstance.xml
msgid ""
@@ -43419,6 +43789,8 @@ msgid ""
"be navigated and what cannot, based on the [NavigationMesh] resource. This "
"should be a child of a [Navigation] node."
msgstr ""
+"[NavigationMesh] 的一个实例。它会根据 [NavigationMesh] 资源,告知 "
+"[Navigation] 节点什么可以导航、什么不可以。应该是 [Navigation] 节点的子节点。"
#: doc/classes/NavigationMeshInstance.xml
msgid ""
@@ -43426,30 +43798,28 @@ msgid ""
"navigation baking is not a cheap operation. This can be done at runtime. "
"When it is completed, it automatically sets the new [NavigationMesh]."
msgstr ""
+"烘焙 [NavigationMesh]。烘焙是在单独的线程中进行的,因为导航的烘焙并不是廉价操"
+"作。可以在运行时进行。完成后,会自动设置新的 [NavigationMesh]。"
#: doc/classes/NavigationMeshInstance.xml
-#, fuzzy
msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
-msgstr "递归扫描 [NavigationMeshInstance] 的子节点以获取几何体。"
+msgstr "决定该 [NavigationMeshInstance] 已启用还是已禁用。"
#: doc/classes/NavigationMeshInstance.xml
-#, fuzzy
msgid "The [NavigationMesh] resource to use."
-msgstr "实例的 [NavigationMesh] 资源。"
+msgstr "使用的 [NavigationMesh] 资源。"
#: doc/classes/NavigationMeshInstance.xml
-#, fuzzy
msgid "Notifies when the navigation mesh bake operation is completed."
-msgstr "当动画开始播放时通知。"
+msgstr "导航网格烘焙操作完成时发出通知。"
#: doc/classes/NavigationMeshInstance.xml
-#, fuzzy
msgid "Notifies when the [NavigationMesh] has changed."
-msgstr "当动画开始播放时通知。"
+msgstr "[NavigationMesh] 发生变化时发出通知。"
#: doc/classes/NavigationObstacle.xml
msgid "3D obstacle used in navigation for collision avoidance."
-msgstr ""
+msgstr "在导航中用于防撞的 3D 障碍物。"
#: doc/classes/NavigationObstacle.xml
msgid ""
@@ -43458,58 +43828,66 @@ msgid ""
"as a child of a [Navigation] node, or using [method set_navigation]. "
"[NavigationObstacle] is physics safe."
msgstr ""
+"导航中用于防撞的 3D 障碍物。障碍物需要导航数据才能正确工作。可以通过让障碍物"
+"成为 [Navigation] 节点的子项实现,也可以使用 [method set_navigation]。"
+"[NavigationObstacle] 是物理安全的。"
#: doc/classes/NavigationObstacle.xml
-#, fuzzy
msgid ""
"Returns the [Navigation] node that the obstacle is using for its navigation "
"system."
-msgstr "返回指定名称的动画节点。"
+msgstr "返回该障碍物的导航系统所使用的 [Navigation] 节点。"
#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
msgstr ""
+"设置障碍物所使用的 [Navigation] 节点。可以在你不想让障碍物作为 [Navigation] "
+"节点的子节点时使用。"
#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml
msgid ""
"Enables radius estimation algorithm which uses parent's collision shapes to "
"determine the obstacle radius."
-msgstr ""
+msgstr "启用半径估算算法,使用父项的碰撞形状确定障碍物的半径。"
#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml
-#, fuzzy
msgid ""
"The radius of the agent. Used only if [member estimate_radius] is set to "
"[code]false[/code]."
msgstr ""
-"设置主按钮的切换模式状态。只有当 [member toggle_mode] 被设置为 [code]true[/"
-"code] 时才起作用。"
+"代理的半径。仅在 [member estimate_radius] 为 [code]false[/code] 时使用。"
#: doc/classes/NavigationObstacle2D.xml
msgid "2D obstacle used in navigation for collision avoidance."
-msgstr ""
+msgstr "在导航中用于防撞的 2D 障碍物。"
#: doc/classes/NavigationObstacle2D.xml
+#, fuzzy
msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle2D] is physics safe."
msgstr ""
+"导航中用于防撞的 2D 障碍物。障碍物需要导航数据才能正确工作。可以通过让障碍物"
+"成为 [Navigation2D] 节点的子项实现,也可以使用 [method set_navigation]。"
+"[NavigationObstacle] 是物理安全的。"
#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Returns the [Navigation2D] node that the obstacle is using for its "
"navigation system."
-msgstr ""
+msgstr "返回该障碍物的导航系统所使用的 [Navigation2D] 节点。"
#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
msgstr ""
+"设置障碍物所使用的 [Navigation2D] 节点。可以在你不想让障碍物作为 "
+"[Navigation2D] 节点的子节点时使用。"
#: doc/classes/NavigationPolygon.xml
msgid ""
@@ -43638,9 +44016,8 @@ msgstr ""
"make_polygons_from_outlines] 来更新多边形。"
#: doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Server interface for low-level 3D navigation access."
-msgstr "低级音频访问的服务器接口。"
+msgstr "访问底层 3D 导航的服务器接口。"
#: doc/classes/NavigationServer.xml
msgid ""
@@ -43663,34 +44040,43 @@ msgid ""
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
msgstr ""
+"NavigationServer 是负责所有 3D 导航的服务器,处理的对象有地图(map)、地区"
+"(region)、代理(agent)。\n"
+"地图是由地区组成的,地区又由导航网格组成。它们一同构成了 3D 世界中的可导航区"
+"域。两个地区必须共有一条相似的边界(edge)才能相连。如果一条边界的两个顶点"
+"(vertex)与另一条边界的对应顶点的距离小于 [member Navigation."
+"edge_connection_margin],则认为这两条边界相连。\n"
+"要使用防撞系统,可以使用代理。你可以设置代理的目标速度,服务器就会使用修正后"
+"的速度触发回调。\n"
+"[b]注意:[/b]防撞系统会忽略地区。直接使用修正后的速度可能会将代理推到可导航区"
+"域之外。这是防撞系统的缺陷,更复杂的情况可能需要用到物理引擎。\n"
+"服务器会记录所有的调用,在同步阶段统一执行。这意味着你可以放心大胆地从任何线"
+"程中请求对地图进行任何修改。"
#: doc/classes/NavigationServer.xml
-#, fuzzy
msgid ""
"Returns the normal for the point returned by [method map_get_closest_point]."
-msgstr "返回碰撞点相交物体形状的法线。"
+msgstr "返回 [method map_get_closest_point] 所返回的点的法线。"
#: doc/classes/NavigationServer.xml
-#, fuzzy
msgid ""
"Returns the closest point between the navigation surface and the segment."
-msgstr "起点和终点之间点的样式。"
+msgstr "返回导航表面与该线段之间最接近的点。"
#: doc/classes/NavigationServer.xml
msgid ""
"Returns the edge connection margin of the map. This distance is the minimum "
"vertex distance needed to connect two edges from different regions."
msgstr ""
+"返回地图的边界连接边距。这是让两个不同地区的边界相连所需的最小顶点距离。"
#: doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Returns the map's up direction."
-msgstr "返回位图的尺寸。"
+msgstr "返回地图的上方向。"
#: doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Sets the map up direction."
-msgstr "停止音频。"
+msgstr "设置地图的上方向。"
#: doc/classes/NavigationServer.xml
msgid ""
@@ -43699,16 +44085,17 @@ msgid ""
"called in the main thread.\n"
"[b]Note:[/b] This function is not thread safe."
msgstr ""
+"处理防撞代理。\n"
+"物理服务器需要这个处理的结果,所以必须在主线程中调用。\n"
+"[b]注意:[/b]这个函数不是线程安全的。"
#: doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Bakes the navigation mesh."
-msgstr "设置此项的导航网格。"
+msgstr "烘焙导航网格。"
#: doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Control activation of this server."
-msgstr "此节点的局部变换。"
+msgstr "控制这个服务器是否激活。"
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -47648,6 +48035,7 @@ msgstr ""
"在文件的末尾是所有已使用资源类型的统计数据。"
#: doc/classes/OS.xml
+#, fuzzy
msgid ""
"Execute the file at the given path with the arguments passed as an array of "
"strings. Platform path resolution will take place. The resolved file must "
@@ -47666,6 +48054,9 @@ msgid ""
"If [code]blocking[/code] is [code]false[/code], the Godot thread will "
"continue while the new process runs. It is not possible to retrieve the "
"shell output in non-blocking mode, so [code]output[/code] will be empty.\n"
+"On Windows, if [code]open_console[/code] is [code]true[/code] and process is "
+"console app, new terminal window will be opened, it's ignored on other "
+"platforms.\n"
"The return value also depends on the blocking mode. When blocking, the "
"method will return an exit code of the process. When non-blocking, the "
"method returns a process ID, which you can use to monitor the process (and "
@@ -48185,18 +48576,17 @@ msgstr ""
msgid ""
"Returns the amount of time in milliseconds it took for the boot logo to "
"appear."
-msgstr "返回启动标志出现所花费的时间(以毫秒为单位)。"
+msgstr "返回启动徽标出现所花费的时间,单位为毫秒。"
#: doc/classes/OS.xml
msgid "Returns the maximum amount of static memory used (only works in debug)."
-msgstr "返回使用的静态内存的最大数量(仅在调试中有效)。"
+msgstr "返回使用的静态内存的最大数量(仅在调试时有效)。"
#: doc/classes/OS.xml
-#, fuzzy
msgid ""
"Returns the amount of static memory being used by the program in bytes (only "
"works in debug)."
-msgstr "返回程序所使用的静态内存量,以字节为单位。"
+msgstr "返回程序所使用的静态内存量,以字节为单位(仅在调试时有效)。"
#: doc/classes/OS.xml
msgid ""
@@ -49970,6 +50360,7 @@ msgid "GPU-based 3D particle emitter."
msgstr "基于GPU的3D粒子发射器。"
#: doc/classes/Particles.xml
+#, fuzzy
msgid ""
"3D particle node used to create a variety of particle systems and effects. "
"[Particles] features an emitter that generates some number of particles at a "
@@ -49982,6 +50373,10 @@ msgid ""
"to [CPUParticles] by selecting the node, clicking the [b]Particles[/b] menu "
"at the top of the 3D editor viewport then choosing [b]Convert to "
"CPUParticles[/b].\n"
+"[b]Note:[/b] On macOS, [Particles] rendering is much slower than "
+"[CPUParticles] due to transform feedback being implemented on the CPU "
+"instead of the GPU. Consider using [CPUParticles] instead when targeting "
+"macOS.\n"
"[b]Note:[/b] After working on a Particles node, remember to update its "
"[member visibility_aabb] by selecting it, clicking the [b]Particles[/b] menu "
"at the top of the 3D editor viewport then choose [b]Generate Visibility "
@@ -50110,6 +50505,7 @@ msgid "GPU-based 2D particle emitter."
msgstr "基于GPU的2D粒子发射器。"
#: doc/classes/Particles2D.xml
+#, fuzzy
msgid ""
"2D particle node used to create a variety of particle systems and effects. "
"[Particles2D] features an emitter that generates some number of particles at "
@@ -50122,6 +50518,10 @@ msgid ""
"[Particles2D] to [CPUParticles2D] by selecting the node, clicking the "
"[b]Particles[/b] menu at the top of the 2D editor viewport then choosing "
"[b]Convert to CPUParticles2D[/b].\n"
+"[b]Note:[/b] On macOS, [Particles2D] rendering is much slower than "
+"[CPUParticles2D] due to transform feedback being implemented on the CPU "
+"instead of the GPU. Consider using [CPUParticles2D] instead when targeting "
+"macOS.\n"
"[b]Note:[/b] After working on a Particles node, remember to update its "
"[member visibility_rect] by selecting it, clicking the [b]Particles[/b] menu "
"at the top of the 2D editor viewport then choose [b]Generate Visibility "
@@ -50728,13 +51128,13 @@ msgid ""
"points and increase memory consumption, or make a cubic interpolation "
"between two points at the cost of (slightly) slower calculations."
msgstr ""
-"如果[code]为true[/code],则两个缓存点之间的位置将进行三次插值,否则将线性插"
+"如果为 [code]true[/code],则两个缓存点之间的位置将进行三次插值,否则将线性插"
"值。\n"
-"沿着[Path2D]的[Curve2D]的点在使用前被预先计算,以更快的计算速度。然后在两个相"
-"邻的缓存点之间计算请求偏移量的点。这可能会出现一个问题,如果曲线做急转弯,因"
-"为缓存点可能不跟随曲线足够近。\n"
-"有两种方法可以解决这个问题:要么增加缓存点的数量,增加内存消耗,要么在两个点之"
-"间进行三次插值,但代价是(稍微)降低计算速度。"
+"沿着 [Path2D] 的 [Curve2D] 的点在使用前被预先计算,以更快的计算速度。然后在两"
+"个相邻的缓存点之间计算请求偏移量的点。这可能会出现一个问题,如果曲线做急转"
+"弯,因为缓存点可能不跟随曲线足够近。\n"
+"有两种方法可以解决这个问题:要么增加缓存点的数量,增加内存消耗,要么在两个点"
+"之间进行三次插值,但代价是(稍微)降低计算速度。"
#: doc/classes/PathFollow2D.xml
msgid ""
@@ -50752,7 +51152,7 @@ msgstr "沿着路径的距离,单位为像素。"
msgid ""
"If [code]true[/code], this node rotates to follow the path, making its "
"descendants rotate."
-msgstr "如果[code]为true[/code],则该节点将沿着路径旋转,使其后代节点旋转。"
+msgstr "如果为 [code]true[/code],则该节点将沿着路径旋转,使其后代节点旋转。"
#: doc/classes/PathFollow2D.xml
msgid ""
@@ -52284,11 +52684,11 @@ msgstr "当对象退出其形状之一时,第一个参数和区域回调函数
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to get the number of objects that are not sleeping."
-msgstr "常量,用来获取未处于睡眠状态的对象的数量。"
+msgstr "常量,用以获取未处于睡眠状态的对象的数量。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to get the number of possible collisions."
-msgstr "常数,用以获取可能的碰撞数。"
+msgstr "常量,用以获取可能的碰撞数。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
@@ -52297,7 +52697,7 @@ msgstr "常量,用以获取可能发生碰撞的空间区域数。"
#: doc/classes/Physics2DShapeQueryParameters.xml
msgid "Parameters to be sent to a 2D shape physics query."
-msgstr "要发送到2D形状物理查询的参数。"
+msgstr "要发送到 2D 形状物理查询的参数。"
#: doc/classes/Physics2DShapeQueryParameters.xml
msgid ""
@@ -52403,7 +52803,7 @@ msgstr "碰撞层和碰撞掩码。访问时返回碰撞层。修改时更新碰
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Direct access object to a physics body in the [PhysicsServer]."
-msgstr "直接访问[PhysicsServer]中的物理体的对象。"
+msgstr "直接访问 [PhysicsServer] 中的物理体的对象。"
#: doc/classes/PhysicsDirectBodyState.xml
msgid ""
@@ -52454,8 +52854,8 @@ msgid ""
"This will rotate the body around the vector [code]j[/code] passed as "
"parameter."
msgstr ""
-"施加一个扭矩冲量(这将受到物体质量和形状的影响)。这将围绕作为参数传递的向量"
-"[code]j[/code]旋转主体。"
+"施加一个扭矩冲量(将受到物体质量和形状的影响)。这将围绕作为参数传递的向量 "
+"[code]j[/code] 旋转主体。"
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the collider object."
@@ -52488,15 +52888,15 @@ msgstr "物体的线速度,单位为单位每秒。"
#: doc/classes/PhysicsDirectSpaceState.xml
msgid "Direct access object to a space in the [PhysicsServer]."
-msgstr "直接访问[PhysicsServer]中空间的对象。"
+msgstr "直接访问 [PhysicsServer] 中空间的对象。"
#: doc/classes/PhysicsDirectSpaceState.xml
msgid ""
"Direct access object to a space in the [PhysicsServer]. It's used mainly to "
"do queries against objects and areas residing in a given space."
msgstr ""
-"直接访问[PhysicsServer]中空间的对象。它主要用于对驻留在特定空间的对象和区域进"
-"行查询。"
+"直接访问 [PhysicsServer] 中空间的对象。它主要用于对驻留在特定空间的对象和区域"
+"进行查询。"
#: doc/classes/PhysicsDirectSpaceState.xml
msgid ""
@@ -53028,7 +53428,7 @@ msgstr "铰链上的最大旋转。"
#: doc/classes/PhysicsServer.xml
msgid "The minimum rotation across the Hinge."
-msgstr "穿过铰链的最小旋转。"
+msgstr "铰链上的最小旋转。"
#: doc/classes/PhysicsServer.xml
msgid "If [code]true[/code], the Hinge has a maximum and a minimum rotation."
@@ -53042,13 +53442,13 @@ msgstr "如果[code]true[/code],电机将转动铰链。"
msgid ""
"The maximum difference between the pivot points on their X axis before "
"damping happens."
-msgstr "阻尼发生前X轴上枢轴点之间的最大差异。"
+msgstr "阻尼发生前轴心点之间在 X 轴上的最大差异。"
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid ""
"The minimum difference between the pivot points on their X axis before "
"damping happens."
-msgstr "阻尼发生前X轴上枢轴点之间的最小差异。"
+msgstr "阻尼发生前轴心点之间在 X 轴上的最小差异。"
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid ""
@@ -53740,7 +54140,6 @@ msgstr ""
"大小。使用 [enum File.CompressionMode] 常量之一设置压缩模式。"
#: doc/classes/PoolByteArray.xml
-#, fuzzy
msgid ""
"Returns a new [PoolByteArray] with the data decompressed. Set the "
"compression mode using one of [enum File.CompressionMode]'s constants. "
@@ -53757,15 +54156,15 @@ msgid ""
"will allow for unbounded output. If any positive value is passed, and the "
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
-"返回数据解压后的新 [PoolByteArray] 。使用 [enum File.CompressionMode] 的常数"
-"之一设置压缩模式。[b]此方法仅接受 gzip 和deflate压缩模式。[/b]\n"
-"此方法可能比 [code]decompress[/code] 慢,因为它可能需要在解压时多次重新分配其"
-"输出缓冲器,因为 [code]decompress[/code] 从一开始就知道它的输出缓冲器大小。\n"
+"返回包含解压后数据的新 [PoolByteArray]。请使用 [enum File.CompressionMode] 常"
+"量之一设置压缩模式。[b]这个方法只接受 gzip 和 deflate 压缩模式。[/b]\n"
+"这个方法可能比 [code]decompress[/code] 慢,因为在解压时可能需要多次重新分配输"
+"出缓冲区,而 [code]decompress[/code] 则在一开始就知道输出缓冲区的大小。\n"
"\n"
-"GZIP 的最大压缩比为 1032:1,这意味着小型压缩有效载荷极有可能减压到潜在的非常"
-"大输出。为了防止这种情况,您可以提供最大尺寸,允许此函数通过 "
-"[code]max_output_size[/code] 以字节进行分配。通过 -1 将允许无限制输出。如果通"
-"过任何正值,并且解压超过给定的字节值,则将返回错误。"
+"GZIP 的最大压缩率为 1032:1,这意味着较小的压缩后负载很有可能解压出非常巨大的"
+"输出。为了防止这种情况,你可以通过 [code]max_output_size[/code] 提供允许这个"
+"函数分配的最大字节数。传入 -1 则不限制输出。传入正数且解压超过该字节数时,会"
+"返回错误。"
#: doc/classes/PoolByteArray.xml
msgid ""
@@ -55431,12 +55830,15 @@ msgid ""
msgstr "设置配置值的顺序(保存到配置文件时会产生影响)。"
#: doc/classes/ProjectSettings.xml
+#, fuzzy
msgid ""
"Sets the value of a setting.\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"ProjectSettings.set_setting(\"application/config/name\", \"Example\")\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"This can also be used to erase custom project settings. To do this change "
+"the setting value to [code]null[/code]."
msgstr ""
"设置给定配置项的值。\n"
"[b]示例:[/b]\n"
@@ -55887,21 +56289,22 @@ msgid ""
"projects (Godot 2), as using member variables is the preferred style from "
"Godot 3 onwards."
msgstr ""
-"如果[code]true[/code],则在脚本编辑器的自动完成结果中显示getters和setters。这"
-"个设置是为了在移植旧项目(戈多2)时使用,因为使用成员变量是从戈多3开始的首选风"
-"格。"
+"如果为 [code]true[/code],则在脚本编辑器的自动完成结果中显示 Getter 和 "
+"Setter。这个设置是为了在移植旧项目(Godot 2)时使用,因为使用成员变量是从 "
+"Godot 3 开始的首选风格。"
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when a constant is used as a function."
-msgstr "如果[code]true[/code],则当常量用作函数时会发出警告。"
+msgstr "如果为 [code]true[/code],则当常量用作函数时会发出警告。"
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when deprecated keywords such as "
"[code]slave[/code] are used."
msgstr ""
-"如果[code]true[/code],当使用已废弃的关键字如[code]slave[/code]时,启用警告。"
+"如果为 [code]true[/code],当使用已废弃的 [code]slave[/code] 等关键字时,将启"
+"用警告。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -55909,16 +56312,17 @@ msgid ""
"gdscript/warnings/*[/code] settings). If [code]false[/code], disables all "
"GDScript warnings."
msgstr ""
-"如果[code]true[/code],则启用特定的GDScript警告(请参阅[code]debug/gdscript/"
-"warnings/*[/code]设置)。如果[code]为false[/code],则禁用所有GDScript警告。"
+"如果为 [code]true[/code],则启用特定的 GDScript 警告(请参阅 [code]debug/"
+"gdscript/warnings/*[/code] 设置)。如果为 [code]false[/code],则禁用所有 "
+"GDScript 警告。"
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], scripts in the [code]res://addons[/code] folder will "
"not generate warnings."
msgstr ""
-"如果[code]true[/code],则[code]res://addons[/code]文件夹中的脚本不会生成警"
-"告。"
+"如果为 [code]true[/code],则 [code]res://addons[/code] 文件夹中的脚本不会生成"
+"警告。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -55940,7 +56344,7 @@ msgid ""
"If [code]true[/code], enables warnings when a function assigned to a "
"variable may yield and return a function state instead of a value."
msgstr ""
-"如果[code]为true[/code],则当分配给变量的函数可能产生并返回函数状态而不是值"
+"如果为 [code]true[/code],则当分配给变量的函数可能产生并返回函数状态而不是值"
"时,启用警告。"
#: doc/classes/ProjectSettings.xml
@@ -55961,8 +56365,8 @@ msgid ""
"If [code]true[/code], enables warnings when dividing an integer by another "
"integer (the decimal part will be discarded)."
msgstr ""
-"如果[code]为true[/code],则在用一个整数除以另一个整数时启用警告(小数部分将被"
-"丢弃)。"
+"如果为 [code]true[/code],则在用一个整数除以另一个整数时启用警告(小数部分将"
+"被丢弃)。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -55970,7 +56374,7 @@ msgid ""
"to a function that expects an integer (it will be converted and lose "
"precision)."
msgstr ""
-"如果 [code]为true[/code],则在将浮点值传递给需要整数的函数时启用警告(它将被"
+"如果为 [code]true[/code],则在将浮点值传递给需要整数的函数时启用警告(它将被"
"转换并失去精度)。"
#: doc/classes/ProjectSettings.xml
@@ -56427,6 +56831,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Load the previously opened VCS plugin when the editor starts up. This is set "
+"to [code]true[/code] whenever a new VCS plugin is initialized."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Last loaded VCS plugin name. Used to autoload the plugin when the editor "
+"starts up."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Default value for [member ScrollContainer.scroll_deadzone], which will be "
"used for all [ScrollContainer]s unless overridden."
msgstr ""
@@ -57746,11 +58162,11 @@ msgid ""
"NVIDIA GPUs at the cost of performance. This option affects GLES2 and GLES3 "
"rendering, but only on desktop platforms."
msgstr ""
-"一些NVIDIA GPU驱动有bug,对[code]draw_rect[/code]方法产生闪烁问题,特别是在"
-"[TileMap]中使用时。详情参阅[url=https://github.com/godotengine/godot/"
+"一些 NVIDIA GPU 驱动有 bug,对 [code]draw_rect[/code] 方法产生闪烁问题,特别"
+"是在 [TileMap] 中使用时。详情参阅 [url=https://github.com/godotengine/godot/"
"issues/9913]GitHub issue 9913[/url]。\n"
-"如果[code]为true[/code],该选项将为此类NVIDIA GPU启用 \"安全\" 的代码路径,但"
-"会牺牲性能。这个选项会影响GLES2和GLES3的渲染,但只在桌面平台上。"
+"如果为 [code]true[/code],该选项将为此类 NVIDIA GPU 启用“安全”的代码路径,但"
+"会牺牲性能。这个选项会影响 GLES2 和 GLES3 的渲染,但只在桌面平台上。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -58272,7 +58688,6 @@ msgstr ""
"相关的每一帧,以提供最佳的整体性能。"
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"The default convention is for portal normals to point outward (face outward) "
"from the source room.\n"
@@ -58281,10 +58696,10 @@ msgid ""
"It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial "
"conversion to [Portal] nodes."
msgstr ""
-"默认的惯例是,portal的法线从源空间向外。\n"
-"如果你在建造关卡时不小心将portal朝向了错误的方向,这个设置可以解决这个问"
+"默认的惯例是,入口的法线指向源房间外部(面朝外)。\n"
+"如果你在建造关卡时不小心将入口都朝向了错误的方向,这个设置可以解决这个问"
"题。\n"
-"它将在初始转换为[Portal]节点时翻转命名的portal网格(即[code]-portal[/"
+"它将在初始转换为 [Portal] 节点时翻转命名的入口网格(即 [code]-portal[/"
"code])。"
#: doc/classes/ProjectSettings.xml
@@ -58339,16 +58754,15 @@ msgstr ""
"时,才应该使用该选项。"
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
-"如果 [code]true[/code],则分配具有高动态范围(HDR)的主帧缓冲区。高动态范围允"
-"许使用大于 1 的 [Color] 值。\n"
-"[b]注意:[/b] 仅在 GLES3 后端可用。"
+"如果为 [code]true[/code],分配根 [Viewport] 的帧缓冲时将使用高动态范围。高动"
+"态范围允许使用大于 1 的 [Color] 值。\n"
+"[b]注意:[/b]仅在 GLES3 后端中可用。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -58370,6 +58784,13 @@ msgid ""
"enable [member rendering/quality/filters/use_debanding] instead.\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
+"如果为 [code]true[/code],分配根 [Viewport] 的帧缓冲时将使用完整浮点数精度"
+"(32 位)而不是半浮点数精度(16 位)。仅在同时启用 [member rendering/quality/"
+"depth/hdr] 时有效。\n"
+"[b]注意:[/b]启用这个设置不会提升渲染质量。使用完整浮点数精度较慢,一般只有要"
+"求更高精度的高级着色器需要使用。如果是要减少条带效应,请启用 [member "
+"rendering/quality/filters/use_debanding]。\n"
+"[b]注意:[/b]仅在 GLES3 后端中可用。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59721,13 +60142,12 @@ msgid "2D axis-aligned bounding box."
msgstr "2D 轴对齐边界框。"
#: doc/classes/Rect2.xml
+#, fuzzy
msgid ""
"[Rect2] consists of a position, a size, and several utility functions. It is "
"typically used for fast overlap tests.\n"
"It uses floating-point coordinates.\n"
-"The 3D counterpart to [Rect2] is [AABB].\n"
-"Negative values for [member size] are not supported and will not work for "
-"most methods. Use [method abs] to get a Rect2 with a positive size."
+"The 3D counterpart to [Rect2] is [AABB]."
msgstr ""
"[Rect2] 由一个坐标、一个大小和几个实用函数组成。它通常用于快速重叠测试。\n"
"它使用浮点坐标。\n"
@@ -62671,7 +63091,6 @@ msgid "Groups [Room]s together to allow common functionality."
msgstr "将 [Room] 组合在一起以实现通用功能。"
#: doc/classes/RoomGroup.xml
-#, fuzzy
msgid ""
"Although [Room] behavior can be specified individually, sometimes it is "
"faster and more convenient to write functionality for a group of rooms.\n"
@@ -62686,14 +63105,14 @@ msgid ""
"[code]notification[/code]s as they enter and exit the [b]gameplay area[/b] "
"(see [RoomManager] for details)."
msgstr ""
-"尽管可以单独指定 [Room] 行为,但有时为一组空间编写功能会更快更方便。\n"
-"[RoomGroup] 应作为[b]空间列表[/b](您的 [Room] 的父 [Node])的子项而设置,而 "
-"[Room] 应作为 [RoomGroup] 的子项依次设置以便将它们分配给 RoomGroup。\n"
+"尽管可以单独指定 [Room] 行为,但有时为一组房间编写功能会更快更方便。\n"
+"[RoomGroup] 应作为[b]空间列表[/b](您的 [Room] 的父 [Node])的子项,而 "
+"[Room] 应作为 [RoomGroup] 的子项依次放置以便将它们分配给 RoomGroup。\n"
"例如,[RoomGroup] 可用于指定[b]处于外部[/b]的 [Room],并在玩家进入/退出该区域"
"时打开或关闭定向光、天空或雨效果。\n"
-"当 [code]gameplay_monitor[/code] 开启时,[RoomGroup] 收到[b]游戏回调[/b],在"
-"他们进入和退出[b]游戏区域[/b]时,以[code]信号[/code]或[code]通知[/code]的形式"
-"(详见 [RoomManager])。"
+"当 [code]gameplay_monitor[/code] 开启时,[RoomGroup] 可以收到[b]游戏回调[/"
+"b],在他们进入和退出[b]游戏区域[/b]时,以[code]信号[/code]或[code]通知[/code]"
+"的形式(详见 [RoomManager])。"
#: doc/classes/RoomGroup.xml
msgid ""
@@ -62926,9 +63345,9 @@ msgid ""
"level. Here you can alter the threshold at which the editor warning appears. "
"There are no other side effects."
msgstr ""
-"转换空间时,如果检测到空间之间有重叠,编辑器会警告您。重叠会干扰确定摄像机和"
-"物体所在的空间。根据您的level,少量是可以接受的。您可以在此处更改出现编辑器警"
-"告的阈值。没有其他副作用。"
+"转换房间时,如果检测到空间之间有重叠,编辑器会警告您。重叠会干扰确定摄像机和"
+"物体所在的空间。根据您的 level,少量是可以接受的。您可以在此处更改出现编辑器"
+"警告的阈值。没有其他副作用。"
#: doc/classes/RoomManager.xml
msgid ""
@@ -62943,16 +63362,15 @@ msgstr ""
"[b]注意:[/b]使用 [code]Full[/code] PVS 模式时不使用该值。"
#: doc/classes/RoomManager.xml
-#, fuzzy
msgid ""
"Portal culling normally operates using the current [Camera] / [Camera]s, "
"however for debugging purposes within the editor, you can use this setting "
"to override this behavior and force it to use a particular camera to get a "
"better idea of what the occlusion culling is doing."
msgstr ""
-"Portal 剔除通常使用当前的 [Camera] / 多个[Camera] 进行操作,但是为了在编辑器"
-"中进行调试,您可以使用此设置来覆盖此行为并强制它使用特定的相机以更好地了解遮"
-"挡的内容剔除正在做。"
+"入口剔除通常使用当前的 [Camera] 或多个 [Camera] 进行操作,但是为了在编辑器中"
+"进行调试,您可以使用此设置来覆盖此行为并强制它使用特定的相机,以更好地了解遮"
+"挡剔除的效果。"
#: doc/classes/RoomManager.xml
msgid ""
@@ -63055,8 +63473,8 @@ msgid ""
"Use only [Portal]s at runtime to determine visibility. PVS will not be "
"generated at [Room]s conversion, and gameplay notifications cannot be used."
msgstr ""
-"在运行时仅使用 [Portal] 来确定可见性。 [Room]的转换不会产生PVS,无法使用游戏"
-"通知。"
+"在运行时仅使用 [Portal] 来确定可见性。 [Room] 的转换不会产生 PVS,无法使用游"
+"戏通知。"
#: doc/classes/RoomManager.xml
msgid ""
@@ -63075,7 +63493,6 @@ msgid "Editor-only helper for setting up root motion in [AnimationTree]."
msgstr "在[AnimationTree]中设置根运动的仅编辑器可用的辅助工具。"
#: doc/classes/RootMotionView.xml
-#, fuzzy
msgid ""
"[i]Root motion[/i] refers to an animation technique where a mesh's skeleton "
"is used to give impulse to a character. When working with 3D animations, a "
@@ -63090,14 +63507,14 @@ msgid ""
"[code]extends RootMotionView[/code]. Additionally, it must not be a "
"[code]tool[/code] script."
msgstr ""
-"[i]Root motion[/i] 指的是一种动画技术,其中使用网格的骨架为角色提供动力。在处"
-"理 3D 动画时,一种流行的技术是动画师使用根骨架骨骼来为骨架的其余部分提供运"
-"动。这允许以步骤实际匹配下方地板的方式为角色设置动画。它还允许在过场动画期间"
-"与对象进行精确交互。另见[AnimationTree]。\n"
-"[b]注意:[/b] [RootMotionView] 仅在编辑器中可见。在运行的项目中会自动隐藏,在"
-"运行的项目中也会转换为普通的[Node]。这意味着附加到 [RootMotionView] 节点的脚"
-"本 [i] 必须 [/i] 具有 [code]继承节点[/code] 而不是 [code]继承 "
-"RootMotionView[/code]。此外,它不能是 [code]@tool[/code] 脚本。"
+"[i]根运动[/i](Root Motion)指的是一种动画技术,其中使用网格的骨架为角色提供"
+"动力。在处理 3D 动画时,一种流行的技术是动画师使用根骨架骨骼来为骨架的其余部"
+"分提供运动。这允许以步骤实际匹配下方地板的方式为角色设置动画。它还允许在过场"
+"动画期间与对象进行精确交互。另见 [AnimationTree]。\n"
+"[b]注意:[/b][RootMotionView] 仅在编辑器中可见。在运行的项目中会自动隐藏,在"
+"运行的项目中也会转换为普通的 [Node]。这意味着附加到 [RootMotionView] 节点的脚"
+"本[i]必须[/i]具写 [code]extends Node[/code] 而不是 [code]extends "
+"RootMotionView[/code]。此外,它不能是 [code]tool[/code] 脚本。"
#: doc/classes/RootMotionView.xml
msgid "$DOCS_URL/tutorials/animation/animation_tree.html#root-motion"
@@ -63168,7 +63585,8 @@ msgid ""
"Returns the connection flags for the signal at [code]idx[/code]. See [enum "
"Object.ConnectFlags] constants."
msgstr ""
-"返回[code]idx[/code]处的信号的连接标志。参阅[enum Object.ConnectFlags]常数。"
+"返回 [code]idx[/code] 处的信号的连接标志。请参阅 [enum Object.ConnectFlags] "
+"常量。"
#: doc/classes/SceneState.xml
msgid "Returns the method connected to the signal at [code]idx[/code]."
@@ -64089,6 +64507,12 @@ msgstr ""
#: doc/classes/ScriptEditor.xml
msgid ""
+"Reload all currently opened scripts from disk in case the file contents are "
+"newer."
+msgstr ""
+
+#: doc/classes/ScriptEditor.xml
+msgid ""
"Emitted when user changed active script. Argument is a freshly activated "
"[Script]."
msgstr "当用户更改活动脚本时发出。参数是新激活的 [Script]。"
@@ -65042,14 +65466,25 @@ msgid ""
"values."
msgstr "如果为 [code]true[/code],则滑动条将显示最小值和最大值的刻度。"
+#: doc/classes/Slider.xml
+msgid ""
+"Emitted when dragging stops. If [code]value_changed[/code] is true, [member "
+"Range.value] is different from the value when you started the dragging."
+msgstr ""
+
+#: doc/classes/Slider.xml
+#, fuzzy
+msgid "Emitted when dragging is started."
+msgstr "滚动开始时发出。"
+
#: doc/classes/SliderJoint.xml
msgid "Slider between two PhysicsBodies in 3D."
-msgstr "在3D中两个物理体之间的滑块。"
+msgstr "3D 中,两个 PhysicsBody 之间的滑动条。"
#: doc/classes/SliderJoint.xml
msgid ""
"Slides across the X axis of the pivot object. See also [Generic6DOFJoint]."
-msgstr "在枢轴对象的X轴上滑动。参阅[Generic6DOFJoint]。"
+msgstr "在轴心对象的 X 轴上滑动。参阅 [Generic6DOFJoint]。"
#: doc/classes/SliderJoint.xml
msgid ""
@@ -65083,7 +65518,7 @@ msgstr "应用于所有受限旋转的系数。"
#: doc/classes/SliderJoint.xml
msgid ""
"A factor applied to the all rotation across axes orthogonal to the slider."
-msgstr "应用于与滑块正交的轴的所有旋转的系数。"
+msgstr "应用于与滑动条正交的轴的所有旋转的系数。"
#: doc/classes/SliderJoint.xml
msgid ""
@@ -65245,33 +65680,34 @@ msgid ""
"Rotates the global (world) transformation around axis, a unit [Vector3], by "
"specified angle in radians. The rotation axis is in global coordinate system."
msgstr ""
-"围绕轴(一个单位[Vector3])旋转全局(世界)变换,指定角度(弧度)。旋转轴是在"
-"全局坐标系中。"
+"将全局(世界)变换围绕某个轴(单位 [Vector3])旋转指定的弧度。旋转轴使用全局"
+"坐标系。"
#: doc/classes/Spatial.xml
msgid ""
"Scales the global (world) transformation by the given [Vector3] scale "
"factors."
-msgstr "通过给定的 [Vector3] 比例因子对全局(世界)变换进行缩放。"
+msgstr "将全局(世界)变换按照给定的 [Vector3] 缩放因子进行缩放。"
#: doc/classes/Spatial.xml
msgid ""
"Moves the global (world) transformation by [Vector3] offset. The offset is "
"in global coordinate system."
-msgstr "通过 [Vector3] 偏移量移动全局(世界)变换。偏移量是在全局坐标系中。"
+msgstr ""
+"将全局(世界)变换按照 [Vector3] 偏移量进行移动。偏移量使用全局坐标系。"
#: doc/classes/Spatial.xml
msgid ""
"Disables rendering of this node. Changes [member visible] to [code]false[/"
"code]."
-msgstr "禁用该节点的渲染。它将[member visible]改为[code]false[/code]。"
+msgstr "禁用该节点的渲染。会将 [member visible] 改为 [code]false[/code]。"
#: doc/classes/Spatial.xml
msgid ""
"Returns whether node notifies about its local transformation changes. "
"[Spatial] will not propagate this by default."
msgstr ""
-"返回节点是否通知其局部变换的变化。[Spatial]默认情况下不会对此进行传播。"
+"返回节点是否通知其局部变换的变化。[Spatial] 默认情况下不会对此进行传播。"
#: doc/classes/Spatial.xml
msgid ""
@@ -65341,15 +65777,15 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid "Rotates the local transformation around the X axis by angle in radians."
-msgstr "围绕X轴旋转局部变换,旋转角度为弧度。"
+msgstr "围绕 X 轴旋转局部变换,旋转角度为弧度。"
#: doc/classes/Spatial.xml
msgid "Rotates the local transformation around the Y axis by angle in radians."
-msgstr "围绕Y轴旋转局部变换,旋转角度为弧度。"
+msgstr "围绕 Y 轴旋转局部变换,旋转角度为弧度。"
#: doc/classes/Spatial.xml
msgid "Rotates the local transformation around the Z axis by angle in radians."
-msgstr "围绕Z轴旋转局部变换,旋转角度为弧度。"
+msgstr "围绕 Z 轴旋转局部变换,旋转角度为弧度。"
#: doc/classes/Spatial.xml
msgid ""
@@ -65438,7 +65874,7 @@ msgstr "通过给定的偏移量[Vector3]改变节点在局部空间中的位置
#: doc/classes/Spatial.xml
msgid "Updates the [SpatialGizmo] of this node."
-msgstr "更新该节点的[SpatialGizmo]。"
+msgstr "更新该节点的 [SpatialGizmo]。"
#: doc/classes/Spatial.xml
msgid ""
@@ -65603,7 +66039,6 @@ msgstr ""
"可以通过将相应的成员设置为 [code]true[/code] 来启用功能。"
#: doc/classes/SpatialMaterial.xml
-#, fuzzy
msgid ""
"If [code]true[/code], enables the specified flag. Flags are optional "
"behavior that can be turned on and off. Only one flag can be enabled at a "
@@ -65612,10 +66047,10 @@ msgid ""
"setting the corresponding member to [code]true[/code]. See [enum Flags] "
"enumerator for options."
msgstr ""
-"如果 [code]true[/code],则启用指定的标志。标志是可以打开和关闭的可选行为。使"
-"用该函数一次只能启用一个标志,不能将标志枚举器进行位掩码,以一次启用或禁用多"
-"个标志。也可以通过将相应成员设置为 [code]true[/code] 来启用标志。有关选项,请"
-"参阅 [enum Flags] 枚举器。"
+"如果为 [code]true[/code],则启用指定的标志。标志是可以打开和关闭的可选行为。"
+"使用该函数一次只能启用一个标志,不能将标志枚举值像位掩码一样进行合并,一次启"
+"用或禁用多个标志。也可以通过将相应成员设置为 [code]true[/code] 来启用标志。有"
+"关选项,请参阅 [enum Flags] 枚举器。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -65641,6 +66076,8 @@ msgid ""
"anisotropy_flowmap]'s alpha channel if a texture is defined there and the "
"texture contains an alpha channel."
msgstr ""
+"各向异性效果的强度。如果 [member anisotropy_flowmap] 是一张带有 Alpha 通道的"
+"纹理,那么这个值会与其 Alpha 通道相乘。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -65654,6 +66091,13 @@ msgid ""
"a texture in the FileSystem dock, going to the Import dock, checking the "
"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
msgstr ""
+"如果为 [code]true[/code],则启用各向异性。各向异性会改变高光点的形状并将其与"
+"切线空间对其。可用于拉丝铝材和毛发反射。\n"
+"[b]注意:[/b]各向异性需要网格切线才能正常工作。如果网格中不包含切线,各向异性"
+"效果就会看上去有问题。\n"
+"[b]注意:[/b]材质的各向异性不应与纹理的各向异性过滤相混淆。纹理各向异性过滤的"
+"启用方法是,在“文件系统”面板中选中纹理,然后在“导入”面板中勾选 "
+"[b]Anisotropic[/b] 复选框,然后点击[b]重新导入[/b]。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -65669,6 +66113,13 @@ msgid ""
"will disable the anisotropy effect entirely. The flowmap texture's blue "
"channel is ignored."
msgstr ""
+"用于对切线图进行偏移的纹理,用于各向异性的计算,(如果存在 Alpha 通道)还可以"
+"控制各向异性的效果。Flowmap 方向图纹理应该是一张派生图,红色通道表示 X 轴上的"
+"变形、绿色通道表示 Y 轴上的变形。小于 0.5 的值会朝负方向进行变形,而大于 0.5 "
+"的值则朝正方向变形。\n"
+"纹理的 Alpha 通道如果存在,则会用于与 [member anisotropy] 效果的强度相乘。完"
+"全不透明的像素会保持原始强度,而完全透明的像素则会完全禁用各向异性效果。方向"
+"图纹理的蓝色通道会被忽略。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -65866,9 +66317,10 @@ msgid ""
msgstr "纹理用于指定细节纹理与基础纹理的混合方式。"
#: doc/classes/SpatialMaterial.xml
+#, fuzzy
msgid ""
"Texture that specifies the per-pixel normal of the detail overlay.\n"
-"[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. "
+"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. "
"See [url=http://wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
"a comparison of normal map coordinates expected by popular engines."
@@ -66101,6 +66553,7 @@ msgid "The strength of the normal map's effect."
msgstr "法线贴图的效果强度。"
#: doc/classes/SpatialMaterial.xml
+#, fuzzy
msgid ""
"Texture used to specify the normal at a given pixel. The "
"[code]normal_texture[/code] only uses the red and green channels; the blue "
@@ -66112,7 +66565,7 @@ msgid ""
"you can use [method SurfaceTool.generate_normals] and [method SurfaceTool."
"generate_tangents] to automatically generate normals and tangents "
"respectively.\n"
-"[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. "
+"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. "
"See [url=http://wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
"a comparison of normal map coordinates expected by popular engines."
@@ -67431,13 +67884,15 @@ msgid "Represents the size of the [enum DrawFlags] enum."
msgstr "代表[enum DrawFlags]枚举的大小。"
#: doc/classes/SpriteFrames.xml
-msgid "Sprite frame library for AnimatedSprite."
+#, fuzzy
+msgid "Sprite frame library for AnimatedSprite and AnimatedSprite3D."
msgstr "AnimatedSprite 的精灵帧库。"
#: doc/classes/SpriteFrames.xml
+#, fuzzy
msgid ""
-"Sprite frame library for [AnimatedSprite]. Contains frames and animation "
-"data for playback.\n"
+"Sprite frame library for an [AnimatedSprite] or [AnimatedSprite3D] node. "
+"Contains frames and animation data for playback.\n"
"[b]Note:[/b] You can associate a set of normal maps by creating additional "
"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
@@ -67673,14 +68128,14 @@ msgstr ""
"@GlobalScope.Error] 错误码以及一个数据数组。"
#: doc/classes/StreamPeer.xml
-#, fuzzy
msgid ""
"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If "
"[code]bytes[/code] is negative (default) the length will be read from the "
"stream using the reverse process of [method put_string]."
msgstr ""
-"从流中获取一个字节长度为 [code]bytes[/code] 的字符串。如果 [code]bytes[/"
-"code] 为负(默认),会按照 [method put_string] 的逆向操作从流中读取长度。"
+"从流中获取一个字节长度为 [code]bytes[/code] 的 ASCII 字符串。如果 "
+"[code]bytes[/code] 为负(默认),会按照 [method put_string] 的逆向操作从流中"
+"读取长度。"
#: doc/classes/StreamPeer.xml
msgid "Gets an unsigned 16-bit value from the stream."
@@ -68526,6 +68981,12 @@ msgid ""
"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n"
"[/codeblock]"
msgstr ""
+"返回将 [code]parts[/code] 相连后得到的 [String]。元素之间的分隔符是提供这个方"
+"法的字符串。\n"
+"示例:\n"
+"[codeblock]\n"
+"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n"
+"[/codeblock]"
#: doc/classes/String.xml
msgid ""
@@ -70001,8 +70462,8 @@ msgid ""
"[code]visible[/code] property is set to [code]true[/code] and all others are "
"set to [code]false[/code]."
msgstr ""
-"当前标签索引。设置后,此索引的 [Control] 节点的 [code]visible[/code] 属性设置"
-"为 [code]true[/code],其他所有设置为 [code]false[/code]。"
+"当前选项卡的索引。设置后,此索引的 [Control] 节点的 [code]visible[/code] 属性"
+"会被设为 [code]true[/code],其他所有都设置为 [code]false[/code]。"
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
msgid "If [code]true[/code], tabs can be rearranged with mouse drag."
@@ -72446,7 +72907,6 @@ msgstr ""
"可以选择忽略图块地图的半偏移。"
#: doc/classes/TileMap.xml
-#, fuzzy
msgid ""
"Sets the tile index for the given cell.\n"
"An index of [code]-1[/code] clears the cell.\n"
@@ -72467,23 +72927,22 @@ msgid ""
" .set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord)\n"
"[/codeblock]"
msgstr ""
-"设置由Vector2给出的单元格的图块索引。\n"
-"[code]-1[/code]的索引将清除该单元。\n"
-"也可以选择翻转、移位,或者指定自动图块坐标。自动图块坐标指的是子图块的列和"
-"行。\n"
-"[b]注意:[/b] 由于性能原因,导航多边形和碰撞形状等数据不会立即更新。\n"
-"如果你需要这些被立即更新,你可以调用[method update_dirty_quadrants]。\n"
+"为给定的单元格设置图块索引。\n"
+"索引 [code]-1[/code] 会清除该单元格。\n"
+"也可以对图块进行翻转、转置,或者指定自动图块坐标。自动图块坐标指的是子图块的"
+"列和行。\n"
+"[b]注意:[/b]由于性能原因,导航多边形和碰撞形状等数据不会立即更新。\n"
+"如果需要立即更新,你可以调用 [method update_dirty_quadrants]。\n"
"重写该方法会在内部重写它,允许在放置/移除图块时实现自定义逻辑。\n"
"[codeblock]\n"
"func set_cell(x, y, tile, flip_x=false, flip_y=false, transpose=false, "
"autotile_coord=Vector2()):\n"
" # 在这里写下你的自定义逻辑。 \n"
-" # 调用默认方法:\n"
+" # 调用默认方法:\n"
" .set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord)\n"
"[/codeblock]"
#: doc/classes/TileMap.xml
-#, fuzzy
msgid ""
"Sets the tile index for the cell given by a Vector2.\n"
"An index of [code]-1[/code] clears the cell.\n"
@@ -72495,11 +72954,12 @@ msgid ""
"If you need these to be immediately updated, you can call [method "
"update_dirty_quadrants]."
msgstr ""
-"设置给定单元格的瓦片索引。\n"
-"索引[code]-1[/code]会清除该单元。\n"
-"也可以选择翻转或转置图块。\n"
-"[b]注意:[/b] 由于性能原因,导航多边形和碰撞形状等数据不会立即更新。\n"
-"如果你需要立即更新这些数据,可以调用[method update_dirty_quadrants]。"
+"为通过 Vector2 给定的单元格设置图块索引。\n"
+"索引 [code]-1[/code] 会清除该单元格。\n"
+"也可以对图块进行翻转、转置,或者指定自动图块坐标。自动图块坐标指的是子图块的"
+"列和行。\n"
+"[b]注意:[/b]由于性能原因,导航多边形和碰撞形状等数据不会立即更新。\n"
+"如果你需要立即更新这些数据,可以调用 [method update_dirty_quadrants]。"
#: doc/classes/TileMap.xml
msgid "Sets the given collision layer bit."
@@ -72666,16 +73126,16 @@ msgid ""
"option, because displacing textures with the [member cell_tile_origin] "
"option or in irregular tiles is not relevant when centering those textures."
msgstr ""
-"如果[code]为true[/code],则保持与Godot 3.1或更早版本的图块地图的兼容性,即当"
-"图块原点改变时,纹理会移动,如果纹理大小不均匀,则会旋转。这种模式对非同质等"
-"距图块(例如2:1)进行[code]flip_h[/code], [code]flip_v[/code] 和 "
+"如果为 [code]true[/code],则保持与 Godot 3.1 或更早版本的图块地图的兼容性,即"
+"当图块原点改变时,纹理会移动,如果纹理大小不均匀,则会旋转。这种模式对非同质"
+"等距图块(例如 2:1)进行 [code]flip_h[/code]、[code]flip_v[/code]、"
"[code]transpose[/code] 图块操作时,将出现问题,在这种情况下,纹理不能与碰撞重"
"合,因此不推荐用于等距或非方形图块。\n"
-"如果[code]false[/code],在进行[code]flip_h[/code]、[code]flip_v[/code]操作"
-"时,如果不使用偏移量,纹理不会移动,在改变图块原点时也是如此。\n"
-"兼容性模式对[member centered_textures]选项不起作用,因为用[member "
-"cell_tile_origin]选项或不规则图块中的纹理进行替换时,与这些纹理的居中项没有关"
-"系。"
+"如果为 [code]false[/code],则在进行 [code]flip_h[/code]、[code]flip_v[/code] "
+"操作时,如果不使用偏移量,纹理不会移动,在改变图块原点时也是如此。\n"
+"兼容性模式对 [member centered_textures] 选项不起作用,因为用 [member "
+"cell_tile_origin] 选项或不规则图块中的纹理进行替换时,与这些纹理的居中项没有"
+"关系。"
#: doc/classes/TileMap.xml
msgid "The TileMap orientation mode. See [enum Mode] for possible values."
@@ -75172,6 +75632,7 @@ msgid "Smoothly animates a node's properties over time."
msgstr "使节点的属性随时间平滑地变化。"
#: doc/classes/Tween.xml
+#, fuzzy
msgid ""
"Tweens are useful for animations requiring a numerical property to be "
"interpolated over a range of values. The name [i]tween[/i] comes from [i]in-"
@@ -75205,7 +75666,9 @@ msgid ""
"TransitionType] constants with [constant EASE_IN_OUT], and use the one that "
"looks best.\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
-"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
+"operation cannot be completed."
msgstr ""
"需要让数值属性在一定范围内做插值的动画可以使用 Tween。[i]Tween[/i] 这个名字来"
"自动画技术 [i]in-betweening[/i](补间动画):你指定[i]关键帧[/i],而计算机则"
@@ -75468,9 +75931,9 @@ msgid ""
"code] for half of the normal speed. A value of [code]0[/code] pauses the "
"animation, but see also [method set_active] or [method stop_all] for this."
msgstr ""
-"补间的速度乘数。例如,设置为[code]1.0[/code]为正常速度,[code]2.0[/code]为正"
-"常速度的2倍,或者[code]0.5[/code]为正常速度的一半。值为[code]0[/code]时,动画"
-"会暂停,另请参阅[method set_active]或[method stop_all]。"
+"补间的速度乘数。例如,设置为 [code]1.0[/code] 为正常速度,[code]2.0[/code] 为"
+"正常速度的 2 倍,或者 [code]0.5[/code] 为正常速度的一半。值为 [code]0[/code] "
+"时,动画会暂停,另请参阅 [method set_active] 或 [method stop_all]。"
#: doc/classes/Tween.xml
msgid "If [code]true[/code], the tween loops."
@@ -76692,8 +77155,17 @@ msgstr ""
"通过限制其长度为 [code]length[/code],返回具有最大长度的向量。"
#: doc/classes/Vector2.xml
-msgid "Returns the cross product of this vector and [code]with[/code]."
-msgstr "返回此向量与[code]with[/code]的叉积。"
+msgid ""
+"Returns the 2D analog of the cross product for this vector and [code]with[/"
+"code].\n"
+"This is the signed area of the parallelogram formed by the two vectors. If "
+"the second vector is clockwise from the first vector, then the cross product "
+"is the positive area. If counter-clockwise, the cross product is the "
+"negative area.\n"
+"[b]Note:[/b] Cross product is not defined in 2D mathematically. This method "
+"embeds the 2D vectors in the XY plane of 3D space and uses their cross "
+"product's Z component as the analog."
+msgstr ""
#: doc/classes/Vector2.xml
msgid ""
@@ -76801,11 +77273,12 @@ msgstr ""
"code]。[code]weight[/code]的范围是0.0到1.0,表示插值的数量。"
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
-#, fuzzy
msgid ""
"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/"
"code] amount. Will not go past the final value."
-msgstr "向[code]to[/code]移动固定的[code]delta[/code]量。"
+msgstr ""
+"返回向 [code]to[/code] 移动固定的 [code]delta[/code] 量后的新向量。不会超过最"
+"终值。"
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
@@ -76830,16 +77303,16 @@ msgstr ""
"的向量。"
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
-#, fuzzy
msgid "Returns this vector projected onto the vector [code]b[/code]."
-msgstr "返回投射到向量[code]b[/code]的向量。"
+msgstr "返回投射到向量 [code]b[/code] 的向量。"
#: doc/classes/Vector2.xml
-#, fuzzy
msgid ""
"Returns the vector reflected (i.e. mirrored, or symmetric) over a line "
"defined by the given direction vector [code]n[/code]."
-msgstr "返回从给定法线定义的平面反射的向量。"
+msgstr ""
+"返回经过由给定的方向向量 [code]n[/code] 定义的线反射后的(即镜像或对称)向"
+"量。"
#: doc/classes/Vector2.xml
msgid ""
@@ -76848,7 +77321,6 @@ msgid ""
msgstr "返回旋转了[code]phi[/code]弧度的向量。参阅[method @GDScript.deg2rad]。"
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
-#, fuzzy
msgid ""
"Returns a new vector with all components rounded to the nearest integer, "
"with halfway cases rounded away from zero."
@@ -76856,13 +77328,13 @@ msgstr ""
"返回所有分量都被四舍五入为最接近的整数的向量,中间情况向远离零的方向舍入。"
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
-#, fuzzy
msgid ""
"Returns a new vector with each component set to one or negative one, "
"depending on the signs of the components. If a component is zero, it returns "
"positive one."
msgstr ""
-"根据分量的符号,返回每个分量设置为 1 或负1的向量。如果分量为零,则返回正1。"
+"根据分量的符号,返回每个分量设置为 1 或负 1 的向量。如果分量为零,则返回正 "
+"1。"
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
@@ -76974,16 +77446,15 @@ msgid "Returns the cross product of this vector and [code]b[/code]."
msgstr "返回此向量与 [code]b[/code] 的叉积。"
#: doc/classes/Vector3.xml
-#, fuzzy
msgid ""
"Performs a cubic interpolation between this vector and [code]b[/code] using "
"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the "
"result at position [code]weight[/code]. [code]weight[/code] is on the range "
"of 0.0 to 1.0, representing the amount of interpolation."
msgstr ""
-"用[code]pre_a[/code]和[code]post_b[/code]作为句柄,在这个向量和[code]b[/code]"
-"之间进行三次插值,并在[code]weight[/code]位置返回结果。[code]weight[/code]的"
-"范围是0.0到1.0,表示插值的量。"
+"用 [code]pre_a[/code] 和 [code]post_b[/code] 作为句柄,在这个向量和 [code]b[/"
+"code] 之间进行三次插值,并在 [code]weight[/code] 位置返回结果。[code]weight[/"
+"code] 的范围是 0.0 到 1.0,表示插值的量。"
#: doc/classes/Vector3.xml
msgid "Returns the distance between this vector and [code]b[/code]."
@@ -77909,7 +78380,6 @@ msgid ""
msgstr "如果[code]true[/code],视窗上的GUI控件将完美地放置像素。"
#: doc/classes/Viewport.xml
-#, fuzzy
msgid ""
"If [code]true[/code], the viewport rendering will receive benefits from High "
"Dynamic Range algorithm. High Dynamic Range allows the viewport to receive "
@@ -77920,11 +78390,12 @@ msgid ""
"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
-"如果[code]true[/code],视窗的渲染将获得高动态范围算法的收益。高动态范围允许视"
-"窗接收0-1范围以外的数值。在Godot中HDR使用16比特,这意味着它不能存储浮点数的全"
-"部范围。\n"
-"[b]注意:[/b] 需要将 [member usage]设置为[constant USAGE_3D]或[constant "
-"USAGE_3D_NO_EFFECTS],2D不支持HDR。"
+"如果为 [code]true[/code],视窗的渲染将获益于高动态范围算法。高动态范围允许视"
+"窗接收 0-1 范围以外的数值。在 Godot 中 HDR 默认使用半精度浮点数(16 位)。要"
+"使用全精度浮点数(32 位),请启用 [member use_32_bpc_depth]。\n"
+"[b]注意:[/b]需要将 [member usage] 设置为 [constant USAGE_3D] 或 [constant "
+"USAGE_3D_NO_EFFECTS],因为 HDR 不支持 2D。\n"
+"[b]注意:[/b]仅在 GLES3 后端中可用。"
#: doc/classes/Viewport.xml
msgid ""
@@ -78074,6 +78545,12 @@ msgid ""
"enable [member debanding] instead.\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
+"如果为 [code]true[/code],分配该视窗的帧缓冲时将使用完整浮点数精度(32 位)而"
+"不是半浮点数精度(16 位)。仅在同时启用 [member hdr] 时有效。\n"
+"[b]注意:[/b]启用这个设置不会提升渲染质量。使用完整浮点数精度较慢,一般只有要"
+"求更高精度的高级着色器需要使用。如果是要减少条带效应,请启用 [member "
+"debanding]。\n"
+"[b]注意:[/b]仅在 GLES3 后端中可用。"
#: doc/classes/Viewport.xml
msgid "The custom [World] which can be used as 3D environment source."
@@ -78189,7 +78666,7 @@ msgstr "表示 [enum RenderInfo] 枚举的大小。"
#: doc/classes/Viewport.xml
msgid "Objects are displayed normally."
-msgstr "对象显示正常。"
+msgstr "对象正常显示。"
#: doc/classes/Viewport.xml
msgid "Objects are displayed without light information."
@@ -78664,7 +79141,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
-msgstr "一个在可视化脚本编程环境中实现的脚本。"
+msgstr "在 Visual Script 编程环境中实现的脚本。"
#: modules/visual_script/doc_classes/VisualScript.xml
msgid ""
@@ -78682,36 +79159,35 @@ msgstr ""
"您最有可能通过 Visual Script 编辑器或在为其编写插件时使用此类。"
#: modules/visual_script/doc_classes/VisualScript.xml
-#, fuzzy
msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html"
-msgstr "$DOCS_URL/getting_started/scripting/visual_script/index.html"
+msgstr "$DOCS_URL/tutorials/scripting/visual_script/index.html"
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Add a custom signal with the specified name to the VisualScript."
-msgstr "在可视化脚本中添加指定名称的自定义信号。"
+msgstr "在 VisualScript 中添加指定名称的自定义信号。"
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Add a function with the specified name to the VisualScript."
-msgstr "在可视化脚本中添加指定名称的函数。"
+msgstr "在 VisualScript 中添加指定名称的函数。"
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Add a node to a function of the VisualScript."
-msgstr "向可视化脚本的函数添加节点。"
+msgstr "向 VisualScript 的函数添加节点。"
#: modules/visual_script/doc_classes/VisualScript.xml
msgid ""
"Add a variable to the VisualScript, optionally giving it a default value or "
"marking it as exported."
-msgstr "在可视化脚本中添加一个变量,可选择给它一个默认值或将其标记为导出。"
+msgstr "在 VisualScript 中添加一个变量,可选择给它一个默认值或将其标记为导出。"
#: modules/visual_script/doc_classes/VisualScript.xml
msgid ""
"Add an argument to a custom signal added with [method add_custom_signal]."
-msgstr "为用[method add_custom_signal]添加的自定义信号添加一个参数。"
+msgstr "为用 [method add_custom_signal] 添加的自定义信号添加一个参数。"
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Get the count of a custom signal's arguments."
-msgstr "获取自定义信号的参数计数。"
+msgstr "获取自定义信号的参数个数。"
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Get the name of a custom signal's argument."
@@ -78753,7 +79229,7 @@ msgstr "断开之前用[method data_connect]连接的两个数据端口。"
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns the id of a function's entry point node."
-msgstr "返回函数入口点节点的ID。"
+msgstr "返回函数入口点节点的 ID。"
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns the position of the center of the screen for a given function."
@@ -78850,7 +79326,7 @@ msgstr ""
msgid ""
"Disconnect two sequence ports previously connected with [method "
"sequence_connect]."
-msgstr "断开之前用[method sequence_connect]连接的两个序列端口。"
+msgstr "断开之前用 [method sequence_connect] 连接的两个序列端口。"
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Position the center of the screen for a function."
@@ -78883,13 +79359,13 @@ msgstr "当节点端口更改时触发。"
#: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml
msgid "A Visual Script node representing a constant from the base types."
-msgstr "一个可视化脚本节点,表示基本类型中的一个常量。"
+msgstr "一个 Visual Script 节点,表示基本类型中的一个常量。"
#: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml
msgid ""
"A Visual Script node representing a constant from base types, such as "
"[constant Vector3.AXIS_X]."
-msgstr "表示基本类型常量的可视化脚本节点,如[constant Vector3.AXIS_X]。"
+msgstr "表示基本类型常量的 Visual Script 节点,如 [constant Vector3.AXIS_X]。"
#: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml
msgid "The type to get the constant from."
@@ -78901,7 +79377,7 @@ msgstr "要返回的常量的名称。"
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "A Visual Script node used to call built-in functions."
-msgstr "用于调用内置函数的可视化脚本节点。"
+msgstr "用于调用内置函数的 Visual Script 节点。"
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
@@ -79123,7 +79599,7 @@ msgstr "将输入从分贝音量转换为线性音量。"
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the greater of the two numbers, also known as their maximum."
-msgstr "返回两个数字中较大的一个,也称为它们的最大值。"
+msgstr "返回两个数字中较大的一个,也被称为它们的最大值。"
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the lesser of the two numbers, also known as their minimum."
@@ -79234,7 +79710,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Represents the size of the [enum BuiltinFunc] enum."
-msgstr "表示[enum BuiltinFunc]枚举的大小。"
+msgstr "表示 [enum BuiltinFunc] 枚举的大小。"
#: modules/visual_script/doc_classes/VisualScriptClassConstant.xml
msgid "Gets a constant from a given class."
@@ -79249,12 +79725,12 @@ msgid ""
"[b]Output Ports:[/b]\n"
"- Data (variant): [code]value[/code]"
msgstr ""
-"该节点从指定类中返回常量,例如[constant TYPE_INT]。关于可用的常量,请参阅指定"
-"类的文档。\n"
-"[b]Input Ports:[/b]\n"
-"none\n"
-"[b]Output Ports:[/b]\n"
-"- Data (variant): [code]value[/code]"
+"该节点从指定类中返回常量,例如 [constant TYPE_INT]。关于可用的常量,请参阅指"
+"定类的文档。\n"
+"[b]输入端口:[/b]\n"
+"无\n"
+"[b]输出端口:[/b]\n"
+"- 数据(变体):[code]value[/code]"
#: modules/visual_script/doc_classes/VisualScriptClassConstant.xml
msgid "The constant's parent class."
@@ -79267,7 +79743,7 @@ msgstr "要返回的常量。可用的常量参阅给定的类。"
#: modules/visual_script/doc_classes/VisualScriptComment.xml
msgid "A Visual Script node used to annotate the script."
-msgstr "用于注释脚本的可视化脚本节点。"
+msgstr "用于注释脚本的 Visual Script 节点。"
#: modules/visual_script/doc_classes/VisualScriptComment.xml
msgid ""
@@ -79275,7 +79751,7 @@ msgid ""
"may be documented.\n"
"Comment nodes can be resized so they encompass a group of nodes."
msgstr ""
-"可视化脚本节点,用于显示脚本中的注释,以便记录代码。\n"
+"Visual Script 节点,用于显示脚本中的注释,以便为代码提供文档。\n"
"注释节点可以调整大小,以便包含一组节点。"
#: modules/visual_script/doc_classes/VisualScriptComment.xml
@@ -79292,19 +79768,19 @@ msgstr "注释节点的标题。"
#: modules/visual_script/doc_classes/VisualScriptComposeArray.xml
msgid "A Visual Script Node used to create array from a list of items."
-msgstr "可视化脚本节点,用于从项目列表中创建数组。"
+msgstr "Visual Script 节点,用于从项目列表中创建数组。"
#: modules/visual_script/doc_classes/VisualScriptComposeArray.xml
msgid ""
"A Visual Script Node used to compose array from the list of elements "
"provided with custom in-graph UI hard coded in the VisualScript Editor."
msgstr ""
-"可视化脚本节点,用于从可视化脚本编辑器中硬编码的自定义图像内用户界面提供的元"
-"素列表中组成数组。"
+"Visual Script 节点,用于从可视化脚本编辑器中硬编码的自定义图像内用户界面提供"
+"的元素列表中组成数组。"
#: modules/visual_script/doc_classes/VisualScriptCondition.xml
msgid "A Visual Script node which branches the flow."
-msgstr "可视化脚本节点,它是流程的分支。"
+msgstr "Visual Script 节点,它是流程的分支。"
#: modules/visual_script/doc_classes/VisualScriptCondition.xml
msgid ""
@@ -79320,16 +79796,16 @@ msgid ""
"- Sequence: [code]false[/code]\n"
"- Sequence: [code]done[/code]"
msgstr ""
-"可视化脚本节点,检查一个[bool]输入端口。如果[code]true[/code],它将通过 "
-"\"true\" 序列端口退出。如果[code]false[/code],它将通过 \"false\" 序列端口退"
-"出。在退出这两种情况后,它通过 \"done\" 端口退出。序列端口可以不连接。\n"
-"[b]Input Ports:[/b]\n"
-"- Sequence: [code]if (cond) is[/code]\n"
-"- Data (boolean): [code]cond[/code]\n"
-"[b]Output Ports:[/b]\n"
-"- Sequence: [code]true[/code]\n"
-"- Sequence: [code]false[/code]\n"
-"- Sequence: [code]done[/code]"
+"Visual Script 节点,检查 [bool] 输入端口。如果为 [code]true[/code],它将通"
+"过“true”序列端口退出。如果为 [code]false[/code],它将通过“false”序列端口退"
+"出。在退出这两种情况后,它通过“done”端口退出。序列端口可以不连接。\n"
+"[b]输入端口:[/b]\n"
+"- 序列:[code]if (cond) is[/code]\n"
+"- 数据(布尔):[code]cond[/code]\n"
+"[b]输出端口:[/b]\n"
+"- 序列:[code]true[/code]\n"
+"- 序列:[code]false[/code]\n"
+"- 序列:[code]done[/code]"
#: modules/visual_script/doc_classes/VisualScriptConstant.xml
msgid "Gets a contant's value."
@@ -79344,10 +79820,10 @@ msgid ""
"- Data (variant): [code]get[/code]"
msgstr ""
"该节点返回常量的值。\n"
-"[b]Input Ports:[/b]\n"
-"none\n"
-"[b]Output Ports:[/b]\n"
-"- Data (variant): [code]get[/code]"
+"[b]输入端口:[/b]\n"
+"无\n"
+"[b]输出端口:[/b]\n"
+"- 数据(变体):[code]get[/code]"
#: modules/visual_script/doc_classes/VisualScriptConstant.xml
msgid "The constant's type."
@@ -79359,21 +79835,21 @@ msgstr "常量的值。"
#: modules/visual_script/doc_classes/VisualScriptConstructor.xml
msgid "A Visual Script node which calls a base type constructor."
-msgstr "可视化脚本节点,调用一个基本类型的构造函数。"
+msgstr "Visual Script 节点,调用一个基本类型的构造函数。"
#: modules/visual_script/doc_classes/VisualScriptConstructor.xml
msgid ""
"A Visual Script node which calls a base type constructor. It can be used for "
"type conversion as well."
-msgstr "可视化脚本节点,调用一个基本类型的构造函数。它也可以用于类型转换。"
+msgstr "Visual Script 节点,调用一个基本类型的构造函数。它也可以用于类型转换。"
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "A scripted Visual Script node."
-msgstr "有脚本的可视化脚本节点。"
+msgstr "有脚本的 Visual Script 节点。"
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "A custom Visual Script node which can be scripted in powerful ways."
-msgstr "自定义的可视化脚本节点,可以用强大的方式进行脚本编写。"
+msgstr "自定义的 Visual Script 节点,可以用强大的方式进行脚本编写。"
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "Return the node's title."
@@ -79408,11 +79884,11 @@ msgstr "返回指定输入端口的类型。参阅[enum Variant.Type]值。"
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "Return the amount of output [b]sequence[/b] ports."
-msgstr "返回输出[b]sequence[/b]序列端口的数量。"
+msgstr "返回输出[b]序列[/b]端口的数量。"
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "Return the specified [b]sequence[/b] output's name."
-msgstr "返回指定的[b]sequence[/b]序列输出的名称。"
+msgstr "返回指定的[b]序列[/b]输出的名称。"
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "Return the amount of output value ports."
@@ -79443,8 +79919,8 @@ msgid ""
"[b]sequence[/b] port (if there is none, on the place that is usually taken "
"by it)."
msgstr ""
-"返回自定义节点的文本,就在输入[b]sequence[/b]序列端口旁边显示,如果没有,则在"
-"通常被它占用的位置。"
+"返回自定义节点的文本,就在输入[b]序列[/b]端口旁边显示,如果没有,则在通常被它"
+"占用的位置。"
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
@@ -79454,7 +79930,7 @@ msgstr "返回自定义节点的运行内存的大小。更多细节参阅 [meth
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "Return whether the custom node has an input [b]sequence[/b] port."
-msgstr "返回自定义节点是否有输入[b]sequence[/b]序列端口。"
+msgstr "返回自定义节点是否有输入[b]序列[/b]端口。"
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
@@ -79536,7 +80012,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptDeconstruct.xml
msgid ""
"A Visual Script node which deconstructs a base type instance into its parts."
-msgstr "可视化脚本节点,它将一个基本类型的实例解构为其各个部分。"
+msgstr "Visual Script 节点,它将一个基本类型的实例解构为其各个部分。"
#: modules/visual_script/doc_classes/VisualScriptDeconstruct.xml
msgid "The type to deconstruct."
@@ -79547,20 +80023,20 @@ msgid ""
"Add a custom Visual Script node to the editor. It'll be placed under "
"\"Custom Nodes\" with the [code]category[/code] as the parameter."
msgstr ""
-"在编辑器中添加自定义可视化脚本节点。它放在 \"自定义节点\" 下,以"
-"[code]category[/code]作为参数。"
+"在编辑器中添加自定义 Visual Script 节点。它放在“自定义节点”下,以 "
+"[code]category[/code] 作为参数。"
#: modules/visual_script/doc_classes/VisualScriptEditor.xml
msgid ""
"Remove a custom Visual Script node from the editor. Custom nodes already "
"placed on scripts won't be removed."
msgstr ""
-"从编辑器中删除一个自定义可视化脚本节点。已经放在脚本上的自定义节点不会被删"
-"除。"
+"从编辑器中删除一个自定义 Visual Script 节点。已经放在脚本上的自定义节点不会被"
+"删除。"
#: modules/visual_script/doc_classes/VisualScriptEditor.xml
msgid "Emitted when a custom Visual Script node is added or removed."
-msgstr "当添加或删除一个自定义可视化脚本节点时触发。"
+msgstr "当添加或删除一个自定义 Visual Script 节点时触发。"
#: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml
msgid "Emits a specified signal."
@@ -79575,10 +80051,10 @@ msgid ""
"- Sequence"
msgstr ""
"当它被执行时发出一个指定的信号。\n"
-"[b]Input Ports:[/b]\n"
-"- Sequence: [code]emit[/code]\n"
-"[b]Output Ports:[/b]\n"
-"- Sequence"
+"[b]输入端口:[/b]\n"
+"- 序列:[code]emit[/code]\n"
+"[b]输出端口:[/b]\n"
+"- 序列"
#: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml
msgid "The signal to emit."
@@ -79586,7 +80062,7 @@ msgstr "触发的信号。"
#: modules/visual_script/doc_classes/VisualScriptEngineSingleton.xml
msgid "A Visual Script node returning a singleton from [@GlobalScope]."
-msgstr "从 [@GlobalScope] 返回单例的可视化脚本节点。"
+msgstr "从 [@GlobalScope] 返回单例的 Visual Script 节点。"
#: modules/visual_script/doc_classes/VisualScriptEngineSingleton.xml
msgid "The singleton's name."
@@ -79594,7 +80070,7 @@ msgstr "单例的名称。"
#: modules/visual_script/doc_classes/VisualScriptExpression.xml
msgid "A Visual Script node that can execute a custom expression."
-msgstr "可以执行自定义表达式的可视化脚本节点。"
+msgstr "可以执行自定义表达式的 Visual Script 节点。"
#: modules/visual_script/doc_classes/VisualScriptExpression.xml
msgid ""
@@ -79602,12 +80078,12 @@ msgid ""
"provided for the input and the expression result can be retrieved from the "
"output."
msgstr ""
-"可以执行自定义表达式的可视化脚本节点。可以为输入提供值,并且可以从输出中检索"
-"表达式结果。"
+"可以执行自定义表达式的 Visual Script 节点。可以为输入提供值,并且可以从输出中"
+"检索表达式结果。"
#: modules/visual_script/doc_classes/VisualScriptFunction.xml
msgid "A Visual Script node representing a function."
-msgstr "一个Visual Script节点,表示一个函数。"
+msgstr "表示函数的 Visual Script 节点。"
#: modules/visual_script/doc_classes/VisualScriptFunction.xml
msgid ""
@@ -79620,7 +80096,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "A Visual Script node for calling a function."
-msgstr "用于调用函数的可视化脚本节点。"
+msgstr "用于调用函数的 Visual Script 节点。"
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid ""
@@ -79748,7 +80224,7 @@ msgstr "该方法将被远程调用,用于给定的对等体,使用一个不
#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
msgid "A Visual Script node representing a function state."
-msgstr "一个Visual Script节点,表示函数状态。"
+msgstr "表示函数状态的 Visual Script 节点。"
#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
msgid ""
@@ -79784,7 +80260,7 @@ msgstr "要使用的常量。"
#: modules/visual_script/doc_classes/VisualScriptIndexGet.xml
msgid "A Visual Script node for getting a value from an array or a dictionary."
-msgstr "一个Visual Script节点,用于从数组或字典中获取值。"
+msgstr "用于从数组或字典中取值的 Visual Script 节点。"
#: modules/visual_script/doc_classes/VisualScriptIndexGet.xml
msgid ""
@@ -79794,7 +80270,7 @@ msgstr "[VisualScriptIndexGet]将返回存储在指定索引下的数组或字
#: modules/visual_script/doc_classes/VisualScriptIndexSet.xml
msgid "A Visual Script node for setting a value in an array or a dictionary."
-msgstr "一个Visual Script节点,用于设置数组或字典中的值。"
+msgstr "用于向数组或字典中设值的 Visual Script 节点。"
#: modules/visual_script/doc_classes/VisualScriptIndexSet.xml
msgid ""
@@ -79805,7 +80281,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
msgid "A Visual Script node returning a state of an action."
-msgstr "返回动作状态的可视化脚本节点。"
+msgstr "返回动作状态的 Visual Script 节点。"
#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
msgid ""
@@ -79856,17 +80332,17 @@ msgid ""
msgstr ""
"这个节点在给定的输入中逐项进行。输入可以是任何序列数据类型,如[Array]或"
"[String]。当每个项被处理完后,执行传出[code]exit[/code] 序列端口。\n"
-"[b]Input Ports:[/b]\n"
-"- Sequence: [code]for (elem) in (input)[/code]\n"
-"- Data (variant): [code]input[/code]\n"
-"[b]Output Ports:[/b]\n"
-"- Sequence: [code]each[/code]\n"
-"- Sequence: [code]exit[/code]\n"
-"- Data (variant): [code]elem[/code]"
+"[b]输入端口:[/b]\n"
+"- 序列:[code]for (elem) in (input)[/code]\n"
+"- 数据(变体):[code]input[/code]\n"
+"[b]输出端口:[/b]\n"
+"- 序列:[code]each[/code]\n"
+"- 序列:[code]exit[/code]\n"
+"- 数据(变体):[code]elem[/code]"
#: modules/visual_script/doc_classes/VisualScriptLists.xml
msgid "A Visual Script virtual class for in-graph editable nodes."
-msgstr "图内可编辑节点的可视化脚本虚拟类。"
+msgstr "图内可编辑节点的 Visual Script 虚类。"
#: modules/visual_script/doc_classes/VisualScriptLists.xml
msgid ""
@@ -79920,11 +80396,11 @@ msgid ""
"[b]Output Ports:[/b]\n"
"- Data (variant): [code]get[/code]"
msgstr ""
-"返回局部变量的值。必须提供 \"Var Name\",并提供可选类型。\n"
-"[b]Input Ports:[/b]\n"
-"none\n"
-"[b]Output Ports:[/b]\n"
-"- Data (variant): [code]get[/code]"
+"返回局部变量的值。必须提供变量名称“Var Name”,并提供可选类型。\n"
+"[b]输入端口:[/b]\n"
+"无\n"
+"[b]输出端口:[/b]\n"
+"- 数据(变体):[code]get[/code]"
#: modules/visual_script/doc_classes/VisualScriptLocalVar.xml
#: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml
@@ -79952,12 +80428,12 @@ msgid ""
"- Data (variant): [code]get[/code]"
msgstr ""
"将一个局部变量的值更改为给定的输入值。新的值也会在输出端提供数据端口。\n"
-"[b]Input Ports:[/b]\n"
-"- Sequence\n"
-"- Data (variant): [code]set[/code]\n"
-"[b]Output Ports:[/b]\n"
-"- Sequence\n"
-"- Data (variant): [code]get[/code]"
+"[b]输入端口:[/b]\n"
+"- 序列\n"
+"- 数据(变体):[code]set[/code]\n"
+"[b]输出端口:[/b]\n"
+"- 序列\n"
+"- 数据(变体):[code]get[/code]"
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid "Commonly used mathematical constants."
@@ -79971,11 +80447,11 @@ msgid ""
"[b]Output Ports:[/b]\n"
"- Data (variant): [code]get[/code]"
msgstr ""
-"在输出数据端口上提供常见的数学常量,如Pi等。\n"
-"[b]Input Ports:[/b]\n"
-"none\n"
-"[b]Output Ports:[/b]\n"
-"- Data (variant): [code]get[/code]"
+"在输出数据端口上提供 Pi 等常见的数学常量。\n"
+"[b]输入端口:[/b]\n"
+"无\n"
+"[b]输出端口:[/b]\n"
+"- 数据(变体):[code]get[/code]"
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid "The math constant."
@@ -80039,7 +80515,7 @@ msgstr "返回给定端口的默认值。当没有任何东西连接到该端口
#: modules/visual_script/doc_classes/VisualScriptNode.xml
msgid "Returns the [VisualScript] instance the node is bound to."
-msgstr "返回该节点所绑定的[VisualScript]实例。"
+msgstr "返回该节点所绑定的 [VisualScript] 实例。"
#: modules/visual_script/doc_classes/VisualScriptNode.xml
msgid ""
@@ -80068,10 +80544,10 @@ msgid ""
"- Data (variant): [code]result[/code]"
msgstr ""
"[b]输入端口:[/b]\n"
-"- 数据(variant):[code]A[/code]\n"
-"- 数据(variant):[code]B[/code]\n"
+"- 数据(变体):[code]A[/code]\n"
+"- 数据(变体):[code]B[/code]\n"
"[b]输出端口:[/b]\n"
-"- 数据(variant):[code]result[/code]"
+"- 数据(变体):[code]result[/code]"
#: modules/visual_script/doc_classes/VisualScriptOperator.xml
msgid ""
@@ -80097,11 +80573,11 @@ msgid ""
"[b]Output Ports:[/b]\n"
"- Data (object): [code]res[/code]"
msgstr ""
-"创建新的[Resource]或从文件系统加载一个。\n"
-"[b]Input Ports:[/b]\n"
-"none\n"
-"[b]Output Ports:[/b]\n"
-"- Data (object): [code]res[/code]"
+"创建新的 [Resource] 或从文件系统加载。\n"
+"[b]输入端口:[/b]\n"
+"无\n"
+"[b]输出端口:[/b]\n"
+"- 数据(对象):[code]res[/code]"
#: modules/visual_script/doc_classes/VisualScriptPreload.xml
msgid "The [Resource] to load."
@@ -80191,7 +80667,7 @@ msgstr "该属性将从 GDScript 基本类型中检索,例如 [Vector2]。"
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid "A Visual Script node that sets a property of an [Object]."
-msgstr "一个Visual Script节点,用于设置[Object]的属性。"
+msgstr "用于设置对象 [Object] 的属性的 Visual Script 节点。"
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
@@ -80320,15 +80796,15 @@ msgid ""
msgstr ""
"结束一个函数的执行并将控制权返回给调用函数。可选,它可以返回一个[Variant]"
"值。\n"
-"[b]Input Ports:[/b]\n"
-"- Sequence\n"
-"- Data (variant): [code]result[/code] (optional)\n"
-"[b]Output Ports:[/b]\n"
-"none"
+"[b]输入端口:[/b]\n"
+"- 序列\n"
+"- 数据(变体):[code]result[/code](可选)\n"
+"[b]输出端口:[/b]\n"
+"无"
#: modules/visual_script/doc_classes/VisualScriptReturn.xml
msgid "If [code]true[/code], the [code]return[/code] input port is available."
-msgstr "如果[code]true[/code],则[code]return[/code]输入端口可用。"
+msgstr "如果为 [code]true[/code],则 [code]return[/code] 输入端口可用。"
#: modules/visual_script/doc_classes/VisualScriptReturn.xml
msgid "The return value's data type."
@@ -80347,10 +80823,10 @@ msgid ""
"- Data: [code]node[/code] (obj)"
msgstr ""
"对节点的直接引用。\n"
-"[b]Input Ports:[/b]\n"
-"none\n"
-"[b]Output Ports:[/b]\n"
-"- Data: [code]node[/code] (obj)"
+"[b]输入端口:[/b]\n"
+"无\n"
+"[b]输出端口:[/b]\n"
+"- 数据:[code]node[/code](obj)"
#: modules/visual_script/doc_classes/VisualScriptSceneNode.xml
msgid "The node's path in the scene tree."
@@ -80375,12 +80851,12 @@ msgid ""
"- Data (variant): [code]out[/code]"
msgstr ""
"根据一个布尔条件在两个输入值之间进行选择。\n"
-"[b]Input Ports:[/b]\n"
+"[b]输入端口:[/b]\n"
"- Data (boolean): [code]cond[/code]\n"
-"- Data (variant): [code]a[/code]\n"
-"- Data (variant): [code]b[/code]\n"
-"[b]Output Ports:[/b]\n"
-"- Data (variant): [code]out[/code]"
+"- 数据(变体):[code]a[/code]\n"
+"- 数据(变体):[code]b[/code]\n"
+"[b]输出端口:[/b]\n"
+"- 数据(变体):[code]out[/code]"
#: modules/visual_script/doc_classes/VisualScriptSelect.xml
msgid "The input variables' type."
@@ -80398,11 +80874,11 @@ msgid ""
"[b]Output Ports:[/b]\n"
"- Data (object): [code]instance[/code]"
msgstr ""
-"提供对运行可视化脚本的节点的引用。\n"
-"[b]Input Ports:[/b]\n"
-"none\n"
-"[b]Output Ports:[/b]\n"
-"- Data (object): [code]instance[/code]"
+"提供对运行 Visual Script 的节点的引用。\n"
+"[b]输入端口:[/b]\n"
+"无\n"
+"[b]输出端口:[/b]\n"
+"- 数据(对象):[code]instance[/code]"
#: modules/visual_script/doc_classes/VisualScriptSequence.xml
msgid "Executes a series of Sequence ports."
@@ -80421,11 +80897,11 @@ msgid ""
msgstr ""
"通过一系列的一个或多个输出序列端口进行步进。[code]current[/code]当前数据端口"
"输出当前执行的项。\n"
-"[b]Input Ports:[/b]\n"
-"- Sequence: [code]in order[/code]\n"
-"[b]Output Ports:[/b]\n"
-"- Sequence: [code]1[/code]\n"
-"- Sequence: [code]2 - n[/code] (optional)\n"
+"[b]输入端口:[/b]\n"
+"- 序列:[code]in order[/code]\n"
+"[b]输出端口:[/b]\n"
+"- 序列:[code]1[/code]\n"
+"- 序列:[code]2 - n[/code] (optional)\n"
"- Data (int): [code]current[/code]"
#: modules/visual_script/doc_classes/VisualScriptSequence.xml
@@ -80470,19 +80946,19 @@ msgid ""
msgstr ""
"根据输入值来分支流程。在属性检查器中使用[b]Case Count[/b]来设置分支的数量和每"
"个比较的可选类型。\n"
-"[b]Input Ports:[/b]\n"
-"- Sequence: [code]'input' is[/code]\n"
-"- Data (variant): [code]=[/code]\n"
-"- Data (variant): [code]=[/code] (optional)\n"
-"- Data (variant): [code]input[/code]\n"
-"[b]Output Ports:[/b]\n"
-"- Sequence\n"
-"- Sequence (optional)\n"
-"- Sequence: [code]done[/code]"
+"[b]输入端口:[/b]\n"
+"- 序列:[code]'input' is[/code]\n"
+"- 数据(变体):[code]=[/code]\n"
+"- 数据(变体):[code]=[/code](可选)\n"
+"- 数据(变体):[code]input[/code]\n"
+"[b]输出端口:[/b]\n"
+"- 序列\n"
+"- 序列(可选)\n"
+"- 序列:[code]done[/code]"
#: modules/visual_script/doc_classes/VisualScriptTypeCast.xml
msgid "A Visual Script node that casts the given value to another type."
-msgstr "一个Visual Script节点,将给定的值转换为另一种类型。"
+msgstr "将给定的值转换为另一种类型的 Visual Script 节点。"
#: modules/visual_script/doc_classes/VisualScriptTypeCast.xml
msgid ""
@@ -80513,11 +80989,11 @@ msgid ""
"[b]Output Ports:[/b]\n"
"- Data (variant): [code]value[/code]"
msgstr ""
-"返回变量的值。必须提供 \"Var Name\",并有一个可选的类型。\n"
-"[b]Input Ports:[/b]\n"
-"none\n"
-"[b]Output Ports:[/b]\n"
-"- Data (variant): [code]value[/code]"
+"返回变量的值。必须提供变量名称“Var Name”,并有一个可选的类型。\n"
+"[b]输入端口:[/b]\n"
+"无\n"
+"[b]输出端口:[/b]\n"
+"- 数据(变体):[code]value[/code]"
#: modules/visual_script/doc_classes/VisualScriptVariableGet.xml
#: modules/visual_script/doc_classes/VisualScriptVariableSet.xml
@@ -80538,11 +81014,11 @@ msgid ""
"- Sequence"
msgstr ""
"将变量的值更改为给定的输入。\n"
-"[b]Input Ports:[/b]\n"
-"- Sequence\n"
-"- Data (variant): [code]set[/code]\n"
-"[b]Output Ports:[/b]\n"
-"- Sequence"
+"[b]输入端口:[/b]\n"
+"- 序列\n"
+"- 数据(变体):[code]set[/code]\n"
+"[b]输出端口:[/b]\n"
+"- 序列"
#: modules/visual_script/doc_classes/VisualScriptWhile.xml
msgid "Conditional loop."
@@ -80561,12 +81037,12 @@ msgid ""
msgstr ""
"当一个条件为[code]true[/code]时进行循环。当循环结束时,执行继续从[code]exit[/"
"code]序列端口出来。\n"
-"[b]Input Ports:[/b]\n"
-"- Sequence: [code]while(cond)[/code]\n"
+"[b]输入端口:[/b]\n"
+"- 序列:[code]while(cond)[/code]\n"
"- Data (bool): [code]cond[/code]\n"
-"[b]Output Ports:[/b]\n"
-"- Sequence: [code]repeat[/code]\n"
-"- Sequence: [code]exit[/code]"
+"[b]输出端口:[/b]\n"
+"- 序列:[code]repeat[/code]\n"
+"- 序列:[code]exit[/code]"
#: modules/visual_script/doc_classes/VisualScriptYield.xml
msgid "A Visual Script node used to pause a function execution."
@@ -83189,7 +83665,7 @@ msgstr "设置应更新视窗的时间。请参阅 [enum ViewportUpdateMode] 。
msgid ""
"Sets the viewport's 2D/3D mode. See [enum ViewportUsage] constants for "
"options."
-msgstr "设置视窗的2D/3D模式。选项见[enum ViewportUsage]视窗使用常数。"
+msgstr "设置视窗的 2D/3D 模式。选项见 [enum ViewportUsage] 常量。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -83346,39 +83822,39 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Shader is a 3D shader."
-msgstr "着色器是一个 3D 着色器。"
+msgstr "着色器是 3D 着色器。"
#: doc/classes/VisualServer.xml
msgid "Shader is a 2D shader."
-msgstr "着色器是一个 2D 着色器。"
+msgstr "着色器是 2D 着色器。"
#: doc/classes/VisualServer.xml
msgid "Shader is a particle shader."
-msgstr "着色器是一个粒子着色器。"
+msgstr "着色器是粒子着色器。"
#: doc/classes/VisualServer.xml
msgid "Represents the size of the [enum ShaderMode] enum."
-msgstr "代表[enum ShaderMode]枚举的大小。"
+msgstr "代表 [enum ShaderMode] 枚举的大小。"
#: doc/classes/VisualServer.xml
msgid "Array is a vertex array."
-msgstr "数组是一个顶点数组。"
+msgstr "数组是顶点数组。"
#: doc/classes/VisualServer.xml
msgid "Array is a normal array."
-msgstr "数组是普通数组。"
+msgstr "数组是法线数组。"
#: doc/classes/VisualServer.xml
msgid "Array is a tangent array."
-msgstr "数组是一个切线数组。"
+msgstr "数组是切线数组。"
#: doc/classes/VisualServer.xml
msgid "Array is a color array."
-msgstr "数组是一个颜色数组。"
+msgstr "数组是颜色数组。"
#: doc/classes/VisualServer.xml
msgid "Array is an UV coordinates array."
-msgstr "数组是一个 UV 坐标数组。"
+msgstr "数组是 UV 坐标数组。"
#: doc/classes/VisualServer.xml
msgid "Array is an UV coordinates array for the second UV coordinates."
@@ -83402,7 +83878,7 @@ msgstr "用于标记顶点数组的标志。"
#: doc/classes/VisualServer.xml
msgid "Flag used to mark a normal array."
-msgstr "用于标记正常数组的标志。"
+msgstr "用于标记法线数组的标志。"
#: doc/classes/VisualServer.xml
msgid "Flag used to mark a tangent array."
@@ -84338,9 +84814,8 @@ msgstr "在着色器语言中被转换成[code]uniform bool[/code]。"
#: doc/classes/VisualShaderNodeScalarUniform.xml
#: doc/classes/VisualShaderNodeTransformUniform.xml
#: doc/classes/VisualShaderNodeVec3Uniform.xml
-#, fuzzy
msgid "A default value to be assigned within the shader."
-msgstr "在可视化着色器图中使用的菲涅尔效果。"
+msgstr "该着色器内部分配的默认值。"
#: doc/classes/VisualShaderNodeBooleanUniform.xml
#: doc/classes/VisualShaderNodeColorUniform.xml
@@ -84348,7 +84823,7 @@ msgstr "在可视化着色器图中使用的菲涅尔效果。"
#: doc/classes/VisualShaderNodeTransformUniform.xml
#: doc/classes/VisualShaderNodeVec3Uniform.xml
msgid "Enables usage of the [member default_value]."
-msgstr ""
+msgstr "启用 [member default_value]。"
#: doc/classes/VisualShaderNodeColorConstant.xml
msgid "A [Color] constant to be used within the visual shader graph."
@@ -84788,7 +85263,7 @@ msgid ""
"Virtual class to define custom [VisualShaderNode]s for use in the Visual "
"Shader Editor."
msgstr ""
-"用于定义自定义[VisualShaderNode]的虚拟类,以便在可视化着色器编辑器中使用。"
+"用于定义自定义 [VisualShaderNode] 的虚类,以便在可视化着色器编辑器中使用。"
#: doc/classes/VisualShaderNodeCustom.xml
msgid ""
@@ -85394,29 +85869,35 @@ msgstr ""
msgid ""
"A hint applied to the uniform, which controls the values it can take when "
"set through the inspector."
-msgstr ""
+msgstr "对 uniform 应用的提示,控制通过检查器所能设置的值。"
#: doc/classes/VisualShaderNodeScalarUniform.xml
msgid ""
"Minimum value for range hints. Used if [member hint] is set to [constant "
"HINT_RANGE] or [constant HINT_RANGE_STEP]."
msgstr ""
+"范围提示的最小值。会在 [member hint] 为 [constant HINT_RANGE] 或 [constant "
+"HINT_RANGE_STEP] 时使用。"
#: doc/classes/VisualShaderNodeScalarUniform.xml
msgid ""
"Maximum value for range hints. Used if [member hint] is set to [constant "
"HINT_RANGE] or [constant HINT_RANGE_STEP]."
msgstr ""
+"范围提示的最大值。会在 [member hint] 为 [constant HINT_RANGE] 或 [constant "
+"HINT_RANGE_STEP] 时使用。"
#: doc/classes/VisualShaderNodeScalarUniform.xml
msgid ""
"Step (increment) value for the range hint with step. Used if [member hint] "
"is set to [constant HINT_RANGE_STEP]."
msgstr ""
+"带步长(增量)的范围提示的步长值。会在 [member hint] 为 [constant "
+"HINT_RANGE_STEP] 时使用。"
#: doc/classes/VisualShaderNodeScalarUniform.xml
msgid "No hint used."
-msgstr ""
+msgstr "不使用提示。"
#: doc/classes/VisualShaderNodeScalarUniform.xml
msgid ""
@@ -85424,6 +85905,8 @@ msgid ""
"[member min] and [member max]. Translated to [code]hint_range(min, max)[/"
"code] in shader code."
msgstr ""
+"标量值的范围提示,会将可能的输入限制在 [member min] 和 [member max] 之间。会"
+"被翻译为着色器代码中的 [code]hint_range(min, max)[/code]。"
#: doc/classes/VisualShaderNodeScalarUniform.xml
msgid ""
@@ -85431,11 +85914,13 @@ msgid ""
"between [member min] and [member max], with a step (increment) of [member "
"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code."
msgstr ""
+"标量值的范围提示,带步长,会将可能的输入限制在 [member min] 和 [member max] "
+"之间,步长(增量)为 [member step]。会被翻译为着色器代码中的 "
+"[code]hint_range(min, max, step)[/code]。"
#: doc/classes/VisualShaderNodeScalarUniform.xml
-#, fuzzy
msgid "Represents the size of the [enum Hint] enum."
-msgstr "表示[enum Monitor] enum的大小。"
+msgstr "表示 [enum Hint] 枚举的大小。"
#: doc/classes/VisualShaderNodeSwitch.xml
msgid "A boolean/vector function for use within the visual shader graph."
@@ -86036,7 +86521,7 @@ msgid ""
"Returns the vector that points in the direction of reflection. [code]a[/"
"code] is incident vector and [code]b[/code] is the normal vector."
msgstr ""
-"返回指向反射方向的向量。[code]a[/code]是入射向量,[code]b[/code]是法向量。"
+"返回指向反射方向的向量。[code]a[/code] 是入射向量,[code]b[/code] 是法向量。"
#: doc/classes/VisualShaderNodeVectorOp.xml
msgid ""