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-rw-r--r--doc/translations/zh_CN.po1108
1 files changed, 859 insertions, 249 deletions
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po
index cbef0b9212..af21d97dab 100644
--- a/doc/translations/zh_CN.po
+++ b/doc/translations/zh_CN.po
@@ -62,7 +62,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-05-14 20:22+0000\n"
+"PO-Revision-Date: 2022-05-24 13:02+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"
@@ -1448,7 +1448,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns a random floating point value between [code]from[/code] and "
"[code]to[/code] (both endpoints inclusive).\n"
@@ -1457,10 +1456,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
-"随机范围,[code]from[/code] 和 [code]to[/code] 之间的任何浮点值。\n"
+"返回随机浮点值,范围为 [code]from[/code] 和 [code]to[/code] 之间(两端均包含"
+"在内)。\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # 输出举例 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]注意:[/b]与 [code]randf() * (to - from) + from[/code] 等价。"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1561,6 +1562,39 @@ msgid ""
"3\n"
"[/codeblock]"
msgstr ""
+"返回给定范围的数组。[method range] 的调用方法有三种:\n"
+"[code]range(n: int)[/code]:从 0 开始,每次加 1,在到达 [code]n[/code] [i]之"
+"前[/i]停止。[b]不包含[/b]参数 [code]n[/code]。\n"
+"[code]range(b: int, n: int)[/code]:从 [code]b[/code] 开始,每次加 1,在到达 "
+"[code]n[/code] [i]之前[/i]停止。[b]包含[/b]参数 [code]b[/code],[b]不包含[/b]"
+"参数 [code]n[/code]。\n"
+"[code]range(b: int, n: int, s: int)[/code]:从 [code]b[/code] 开始,每次加 "
+"[code]s[/code],在到达 [code]n[/code] [i]之前[/i]停止。[b]包含[/b]参数 "
+"[code]b[/code],[b]不包含[/b]参数 [code]n[/code]。参数 [code]s[/code] [b]可"
+"以[/b]为负数,但不能为 [code]0[/code]。如果 [code]s[/code] 为 [code]0[/"
+"code],会输出一条错误。\n"
+"[method range] 会先将所有参数转换为 [int] 再进行处理。\n"
+"[b]注意:[/b]如果不存在满足条件的值,则返回空数组(例如 [code]range(2, 5, -1)"
+"[/code] 和 [code]range(5, 5, 1)[/code])。\n"
+"示例:\n"
+"[codeblock]\n"
+"print(range(4)) # 输出 [0, 1, 2, 3]\n"
+"print(range(2, 5)) # 输出 [2, 3, 4]\n"
+"print(range(0, 6, 2)) # 输出 [0, 2, 4]\n"
+"print(range(4, 1, -1)) # 输出 [4, 3, 2]\n"
+"[/codeblock]\n"
+"反向遍历 [Array] 请使用:\n"
+"[codeblock]\n"
+"var array = [3, 6, 9]\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
+"[/codeblock]\n"
+"输出:\n"
+"[codeblock]\n"
+"9\n"
+"6\n"
+"3\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -5054,13 +5088,11 @@ msgid "Maximum value for the mode enum."
msgstr "模式列举的最大值。"
#: doc/classes/AnimatedSprite.xml
-#, fuzzy
msgid ""
"Sprite node that contains multiple textures as frames to play for animation."
msgstr "可以使用多个纹理进行动画处理的精灵节点。"
#: doc/classes/AnimatedSprite.xml
-#, fuzzy
msgid ""
"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
"textures as animation frames. Animations are created using a [SpriteFrames] "
@@ -5075,12 +5107,14 @@ msgid ""
"code] will make it so the [code]run[/code] animation uses normal and "
"specular maps."
msgstr ""
-"动画通过一个 [SpriteFrames] 资源创建,而该资源可以通过动画帧面板在编辑器中配"
-"置。\n"
-"[b]注意:[/b]您可以通过创建附加的带有 [code]_normal[/code] 后缀的 "
-"[SpriteFrames] 资源来关联一组法线贴图。例如,如有 2 个 [SpriteFrames] 资源 "
-"[code]run[/code] 和 [code]run_normal[/code],将使 [code]run[/code] 动画使用该"
-"法线贴图。"
+"[AnimatedSprite] 与 [Sprite] 节点类似,但是包含多张纹理,可用作动画帧。动画使"
+"用 [SpriteFrames] 资源创建,可以导入图像文件(或包含此类文件的文件夹)为该精"
+"灵提供动画帧。可以在编辑器的“动画帧”底部面板中配置 [SpriteFrames] 资源。\n"
+"[b]注意:[/b]你可以通过创建附加的带有 [code]_normal[/code] 或 "
+"[code]_specular[/code] 后缀的 [SpriteFrames] 资源来关联一组法线或镜面反射贴"
+"图。例如,如有 3 个 [SpriteFrames] 资源 [code]run[/code]、[code]run_normal[/"
+"code]、 [code]run_specular[/code],将使 [code]run[/code] 动画使用该法线贴图和"
+"镜面反射贴图。"
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
msgid "2D Sprite animation"
@@ -5111,13 +5145,12 @@ msgid "Stops the current animation (does not reset the frame counter)."
msgstr "停止播放当前动画(不会重置帧计数器)。"
#: doc/classes/AnimatedSprite.xml
-#, fuzzy
msgid ""
"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
-"来自 [code]frames[/code] 资源的当前动画。如果这个值发生变化,[code]frame[/"
-"code] 计数器会被重置。"
+"来自 [member frames] 资源的当前动画。如果这个值发生变化,[code]frame[/code] "
+"计数器会被重置。"
#: doc/classes/AnimatedSprite.xml doc/classes/SpriteBase3D.xml
msgid "If [code]true[/code], texture will be centered."
@@ -5145,6 +5178,8 @@ msgid ""
"option to load, edit, clear, make unique and save the states of the "
"[SpriteFrames] resource."
msgstr ""
+"包含动画的 [SpriteFrames] 资源。可以对 [SpriteFrames] 资源进行加载、编辑、清"
+"空、唯一化、保存状态等操作。"
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
#: doc/classes/SpriteBase3D.xml
@@ -7069,7 +7104,6 @@ msgid ""
msgstr "将键值为[code]name[/code]的现有动画重命名为[code]newname[/code]。"
#: doc/classes/AnimationPlayer.xml
-#, fuzzy
msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
@@ -7081,7 +7115,9 @@ msgid ""
msgstr ""
"将动画寻道到时间点 [code]seconds[/code](单位为秒)。[code]update[/code] 为 "
"[code]true[/code] 时会同时更新动画,否则会在处理时更新。当前帧和 "
-"[code]seconds[/code] 之间的事件会被跳过。"
+"[code]seconds[/code] 之间的事件会被跳过。\n"
+"[b]注意:[/b]寻道至动画的末尾不会触发 [signal animation_finished]。如果你想要"
+"跳过动画并触发该信号,请使用 [method advance]。"
#: doc/classes/AnimationPlayer.xml
msgid ""
@@ -8679,14 +8715,14 @@ msgstr ""
#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
-#, fuzzy
msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
"not found. Optionally, the initial search index can be passed. Returns "
"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
"在数组中查找指定的值,返回对应的索引,未找到时返回 [code]-1[/code]。还可以传"
-"入搜索起始位置的索引。"
+"入搜索起始位置的索引。如果 [code]from[/code] 在有效范围以外则返回 [code]-1[/"
+"code]。"
#: doc/classes/Array.xml
msgid ""
@@ -8881,7 +8917,6 @@ msgstr ""
#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
-#, fuzzy
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
@@ -8889,7 +8924,8 @@ msgid ""
"searches from the end of the array."
msgstr ""
"逆序搜索数组。还可以传入搜索起始位置的索引,如果为负数,则起始位置从数组的末"
-"尾开始计算。"
+"尾开始计算。如果调整后的起始索引号在有效范围之外,这个方法会从数组的末尾开始"
+"搜索。"
#: doc/classes/Array.xml
msgid ""
@@ -9177,8 +9213,8 @@ msgstr ""
"预期的剔除特别有用。"
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
-msgstr "没有索引时,index_array_len 的默认值。"
+msgid "Value used internally when no indices are present."
+msgstr "没有索引时,内部所使用的值。"
#: doc/classes/ArrayMesh.xml
msgid "Amount of weights/bone indices per vertex (always 4)."
@@ -10291,7 +10327,6 @@ msgstr ""
"注意这个函数隐藏在默认的 [code]AStar[/code] 类中。"
#: doc/classes/AStar.xml
-#, fuzzy
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
@@ -10309,17 +10344,17 @@ msgid ""
"If there already exists a point for the given [code]id[/code], its position "
"and weight scale are updated to the given values."
msgstr ""
-"在给定的位置添加一个新的点,并使用给定的标识符。[code]id[/code]必须是0或者更"
-"大,[code]weight_scale[/code]必须是1或者更大。\n"
-"在确定从邻点到此点的一段路程的总成本时,[code]weight_scale[/code]要乘以"
-"[method _compute_cost]的结果。因此,在其他条件相同的情况下,算法优先选择"
-"[code]weight_scale[/code]较低的点来形成路径。\n"
+"在给定的位置添加一个新的点,并使用给定的标识符。[code]id[/code] 必须大于等于 "
+"0,[code]weight_scale[/code] 必须大于等于 0.0。\n"
+"在确定从邻点到此点的一段路程的总成本时,[code]weight_scale[/code] 要乘以 "
+"[method _compute_cost] 的结果。因此,在其他条件相同的情况下,算法优先选择 "
+"[code]weight_scale[/code] 较低的点来形成路径。\n"
"[codeblock]\n"
"var astar = AStar.new()\n"
-"astar.add_point(1, Vector3(1, 0, 0), 4) # Adds the point (1, 0, 0) with "
-"weight_scale 4 and id 1\n"
+"astar.add_point(1, Vector3(1, 0, 0), 4) # 添加点 (1, 0, 0)、权重缩放为 4、ID "
+"1\n"
"[/codeblock]\n"
-"如果对于给定的[code]id[/code]已经存在一个点,它的位置和权重将被更新为给定的"
+"如果对于给定的 [code]id[/code] 已经存在一个点,它的位置和权重将被更新为给定的"
"值。"
#: doc/classes/AStar.xml
@@ -10599,7 +10634,6 @@ msgstr ""
"请注意,这个函数隐藏在默认的 [code]AStar2D[/code] 类中。"
#: doc/classes/AStar2D.xml
-#, fuzzy
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
@@ -10617,17 +10651,16 @@ msgid ""
"If there already exists a point for the given [code]id[/code], its position "
"and weight scale are updated to the given values."
msgstr ""
-"在给定的位置添加一个新的点,并使用给定的标识符。[code]id[/code]必须是0或者更"
-"大,[code]weight_scale[/code]必须是1或者更大。\n"
-"在确定从相邻点到此点的一段路程的总成本时,[code]weight_scale[/code]要乘以"
-"[method _compute_cost]的结果。因此,在其他条件相同的情况下,算法优先选择"
-"[code]weight_scale[/code]较低的点来形成路径。\n"
+"在给定的位置添加一个新的点,并使用给定的标识符。[code]id[/code] 必须大于等于 "
+"0,[code]weight_scale[/code] 必须大于等于 0.0。\n"
+"在确定从相邻点到此点的一段路程的总成本时,[code]weight_scale[/code] 要乘以 "
+"[method _compute_cost] 的结果。因此,在其他条件相同的情况下,算法优先选择 "
+"[code]weight_scale[/code] 较低的点来形成路径。\n"
"[codeblock]\n"
"var astar = AStar2D.new()\n"
-"astar.add_point(1, Vector2(1, 0), 4) # Adds the point (1, 0) with "
-"weight_scale 4 and id 1\n"
+"astar.add_point(1, Vector2(1, 0), 4) # 添加点 (1, 0)、权重为 4、ID 为 1\n"
"[/codeblock]\n"
-"如果已经存在一个给定[code]id[/code]的点,它的位置和权重将被更新为给定值。"
+"如果已经存在一个给定 [code]id[/code] 的点,它的位置和权重将被更新为给定值。"
#: doc/classes/AStar2D.xml
msgid "Returns whether there is a connection/segment between the given points."
@@ -14380,26 +14413,24 @@ msgstr ""
"平面距离相机的场景为给定的 [code]z_depth[/code] 距离。"
#: doc/classes/Camera.xml
-#, fuzzy
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
"point on the [Viewport] rectangle by the inverse camera projection. This is "
"useful for casting rays in the form of (origin, normal) for object "
"intersection or picking."
msgstr ""
-"返回世界空间中的法线向量,即相机投影在[Viewport]矩形上投影一个点的结果。这对"
-"于以原点、法线,投射光线形式用于对象相交或拾取很有用。"
+"返回世界空间中的法线向量,即通过逆相机投影在 [Viewport] 矩形上投影一个点的结"
+"果。这对于以原点、法线,投射光线形式用于对象相交或拾取很有用。"
#: doc/classes/Camera.xml
-#, fuzzy
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
"point on the [Viewport] rectangle by the inverse camera projection. This is "
"useful for casting rays in the form of (origin, normal) for object "
"intersection or picking."
msgstr ""
-"返回世界空间中的 3D 坐标,即相机投影在 [Viewport] 矩形上投影一个点的结果。这"
-"对于以原点、法线,投射光线形式用于对象相交或拾取很有用。"
+"返回世界空间中的 3D 坐标,即通过逆相机投影在 [Viewport] 矩形上投影一个点的结"
+"果。这对于以原点、法线,投射光线形式用于对象相交或拾取很有用。"
#: doc/classes/Camera.xml
msgid ""
@@ -16769,7 +16800,6 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "Returns the object's [RID]."
msgstr "返回对象的 [RID]。"
@@ -17140,18 +17170,19 @@ msgstr "碰撞构建模式。使用[enum BuildMode]常量之一。"
#: doc/classes/CollisionPolygon2D.xml
msgid "If [code]true[/code], no collisions will be detected."
-msgstr "如果[code]true[/code],将不会检测到碰撞。"
+msgstr "如果为 [code]true[/code],则不会检测到碰撞。"
#: doc/classes/CollisionPolygon2D.xml
-#, fuzzy
msgid ""
"If [code]true[/code], only edges that face up, relative to "
"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
"child of an [Area2D] node."
msgstr ""
-"如果[code]true[/code],相对于[CollisionPolygon2D]的旋转而言,只有面朝上的边缘"
-"才会与其他对象发生碰撞。"
+"如果为 [code]true[/code],则只有面朝上的边缘才会与其他对象发生碰撞,方向是相"
+"对于 [CollisionPolygon2D] 的旋转而言的。\n"
+"[b]注意:[/b]如果这个 [CollisionPolygon2D] 是 [Area2D] 节点的子节点,则这个属"
+"性无效。"
#: doc/classes/CollisionPolygon2D.xml
msgid ""
@@ -17258,13 +17289,15 @@ msgstr ""
"改变。"
#: doc/classes/CollisionShape2D.xml
-#, fuzzy
msgid ""
"Sets whether this collision shape should only detect collision on one side "
"(top or bottom).\n"
"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
"child of an [Area2D] node."
-msgstr "设置此碰撞形状是否仅应检测到一侧(顶部或底部)的碰撞。"
+msgstr ""
+"设置此碰撞形状是否仅应检测到一侧(顶部或底部)的碰撞。\n"
+"[b]注意:[/b]如果这个 [CollisionShape2D] 是 [Area2D] 节点的子节点,则这个属性"
+"无效。"
#: doc/classes/CollisionShape2D.xml
msgid ""
@@ -20712,15 +20745,15 @@ msgstr "当用户将鼠标悬停在节点上时,显示系统的交叉鼠标光
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
-msgstr "当用户悬停节点时,显示系统的等待鼠标光标,通常是一个沙漏。"
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
+msgstr "当用户悬停节点时,显示系统等待的鼠标光标。通常是一个沙漏。"
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
-msgstr "当用户悬停节点时,显示系统繁忙的鼠标光标。通常是一个沙漏。"
+"arrow with a small hourglass."
+msgstr "当用户悬停节点时,显示系统繁忙的鼠标光标。通常是箭头加一个小沙漏。"
#: doc/classes/Control.xml
msgid ""
@@ -22123,13 +22156,13 @@ msgid "A cryptographic key (RSA)."
msgstr "加密密钥(RSA)。"
#: doc/classes/CryptoKey.xml
+#, fuzzy
msgid ""
"The CryptoKey class represents a cryptographic key. Keys can be loaded and "
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
"CryptoKey类表示加密密钥。可以像其他任何[Resource]一样加载和保存键。\n"
"它们可用于通过[method Crypto.generate_self_signed_certificate]生成自签名"
@@ -23807,6 +23840,7 @@ msgid "Dictionary type."
msgstr "字典类型。"
#: doc/classes/Dictionary.xml
+#, fuzzy
msgid ""
"Dictionary type. Associative container which contains values referenced by "
"unique keys. Dictionaries are composed of pairs of keys (which must be "
@@ -23850,7 +23884,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -25391,8 +25425,8 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr "如果文件系统正在被扫描,返回扫描的进度,值为0-1。"
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
-msgstr "返回 [code]true[/code] 如果文件系统已经被扫[/code]描完毕。"
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
+msgstr "如果文件系统正在进行扫描,则返回 [code]true[/code]。"
#: doc/classes/EditorFileSystem.xml
msgid "Scan the filesystem for changes."
@@ -28130,9 +28164,8 @@ msgstr ""
"[EditorInspectorPlugin] 一起使用,以重新创建相同的行为。"
#: doc/classes/EditorSpinSlider.xml
-#, fuzzy
msgid "If [code]true[/code], the slider is hidden."
-msgstr "如果[code]true[/code],隐藏折叠箭头。"
+msgstr "如果为 [code]true[/code],则隐藏滑动条。"
#: doc/classes/EditorVCSInterface.xml
msgid ""
@@ -30713,6 +30746,26 @@ msgstr "返回字体的上升幅度(超出基线的像素数)。"
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+"返回该字形的描边轮廓,是包含下列内容的 [code]Dictionary[/code]:\n"
+"[code]points[/code] - [PoolVector3Array],包含轮廓点。[code]x[/code] "
+"和 [code]y[/code] 是点的坐标。[code]z[/code] 是该点的类型,使用的是 [enum "
+"ContourPointTag] 中的值。\n"
+"[code]contours[/code] - [PoolIntArray],包含各个轮廓点的索引。\n"
+"[code]orientation[/code] - [bool],轮廓朝向。为 [code]true[/code] 时必须填"
+"充顺时针轮廓。"
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
@@ -30721,6 +30774,26 @@ msgstr ""
"高度是字体高度(见 [method get_height]),与该字形的高度没有关系。"
#: doc/classes/Font.xml
+msgid "Returns resource id of the cache texture containing the char."
+msgstr "返回包含该字符的缓存纹理的资源 ID。"
+
+#: doc/classes/Font.xml
+msgid "Returns size of the cache texture containing the char."
+msgstr "返回包含该字符的缓存纹理的大小。"
+
+#: doc/classes/Font.xml
+msgid "Returns char offset from the baseline."
+msgstr "返回相对于基线的字符偏移。"
+
+#: doc/classes/Font.xml
+msgid "Returns size of the char."
+msgstr "返回该字符的大小。"
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr "返回包含该字符的缓存纹理的矩形区域。"
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr "返回字体的减少量(低于基线的像素数)。"
@@ -30755,6 +30828,22 @@ msgstr ""
"在编辑一个字体后(改变大小、升部、字框等)。调用这个函数,将变化传播给可能使"
"用它的控件。"
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr "轮廓点在曲线上。"
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr "轮廓点不在曲线上,而是作为圆锥(二次)贝塞尔曲线的控制点。"
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr "轮廓点不在曲线上,而是作为三次贝塞尔曲线的控制点。"
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr "对一个对象中的一个函数的引用。"
@@ -31649,11 +31738,12 @@ msgstr ""
"code],否则返回 [code]false[/code]。"
#: doc/classes/Geometry.xml
+#, fuzzy
msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
"检查两行([code]from_a[/code],[code]dir_a[/code])和([code]from_b[/code],"
@@ -31816,11 +31906,12 @@ msgstr ""
"交点的法线。"
#: doc/classes/Geometry.xml
+#, fuzzy
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
"检查两段([code]from_a[/code], [code]to_a[/code])和([code]from_b[/code], "
"[code]to_b[/code])是否相交。如果是,返回相交点为[Vector2]。如果没有发生相"
@@ -32647,6 +32738,7 @@ msgid ""
"Defines how the colors between points of the gradient are interpolated. See "
"[enum InterpolationMode] for available modes."
msgstr ""
+"定义如何在渐变点之间对颜色进行插值。可用的模式见 [enum InterpolationMode]。"
#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
@@ -32658,6 +32750,8 @@ msgid ""
"uniform between. This might cause visible aliasing when used for a gradient "
"texture in some cases."
msgstr ""
+"常量插值,颜色会在每个点上突变,在点和点之间保持一致。在某些情况下用于渐变纹"
+"理时,可能会造成明显的锯齿。"
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
@@ -33018,8 +33112,13 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr "当用户按[code]Ctrl + C[/code]时触发。"
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
-msgstr "当试图从图形编辑GraphEdit中删除一个图形节点GraphNode时发出。"
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
+msgstr ""
+"当有 GraphNode 尝试从该 GraphEdit 中移除时触发。提供要移除的节点名称列表(所"
+"有选中的节点,除去不包含关闭按钮的节点)。"
#: doc/classes/GraphEdit.xml
msgid ""
@@ -33742,6 +33841,7 @@ msgid "Context to compute cryptographic hashes over multiple iterations."
msgstr "在多次迭代中计算加密哈希的上下文。"
#: doc/classes/HashingContext.xml
+#, fuzzy
msgid ""
"The HashingContext class provides an interface for computing cryptographic "
"hashes over multiple iterations. This is useful for example when computing "
@@ -33768,8 +33868,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
"HashingContext 类为计算多次迭代的加密哈希值提供接口。例如,当计算大文件的哈希"
"值(你不必在内存中加载它们)、网络流和一般的数据流(你不必持有缓冲区)时,这"
@@ -33887,7 +33986,8 @@ msgstr ""
"HingeJoint(铰链关节)通常使用物体 A 的 Z 轴作为铰链轴,但手动添加时可以指定"
"另一个轴。请参阅 [Generic6DOFJoint]。"
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr "返回指定标志的值。"
@@ -35445,8 +35545,14 @@ msgstr ""
"主机。"
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
-msgstr "允许的最大响应体大小。"
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
+msgstr ""
+"允许的响应体大小上限([code]-1[/code] 表示无限制)。只想要较小的文件时,可用"
+"于拒绝接收太大的文件,防止可能的拒绝服务攻击。"
#: doc/classes/HTTPRequest.xml
msgid ""
@@ -35461,12 +35567,43 @@ msgstr ""
"4096 表示 4 KiB。"
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
-msgstr "下载到的文件。将在其中写入任何收到的文件。"
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
+msgstr ""
+"下载到的文件。设为非空字符串时,请求的输出会被写入位于该路径的文件中。如果在"
+"指定的位置已存在文件,一旦开始接收响应体数据,该文件就会被覆盖。\n"
+"[b]注意:[/b]创建该文件时,不会自动创建文件夹。如果 [member download_file] 指"
+"向子文件夹,建议提前使用 [method Directory.make_dir_recursive] 创建好必要的文"
+"件夹,确保能够写入文件。"
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
-msgstr "允许的最大重定向数。"
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
+msgstr "允许的最大重定向数。用于防止无限重定向循环。"
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code], the HTTP request will time "
+"out after [code]timeout[/code] seconds have passed and the request is not "
+"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
+"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
+"application from getting stuck if the request fails to get a response in a "
+"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
+"the download from failing if it takes too much time."
+msgstr ""
+"如果设为大于 [code]0.0[/code] 的值,在经过 [code]timeout[/code] 秒仍未[i]完成"
+"[/i]请求时,该 HTTP 请求就会超时。对于 REST API 等较小的 HTTP 请求,将 "
+"[member timeout] 设为大于 [code]0.0[/code] 的值可以定时防止应用程序在失败时陷"
+"入长时间的无响应状态。下载文件时请保持 [code]0.0[/code],防止在需要花费较长时"
+"间下载时导致下载失败。"
#: doc/classes/HTTPRequest.xml
msgid "If [code]true[/code], multithreading is used to improve performance."
@@ -37383,20 +37520,20 @@ msgstr "十字光标。通常出现在可以执行绘制操作或进行选择的
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
-"等待型光标。表示应用程序正忙于执行一项操作。这种光标形状表示应用程序在操作过"
-"程中仍然可以使用。"
+"等待光标。表示应用程序正忙于执行操作。此光标形状表示应用程序在操作过程中不可"
+"用(例如,有东西阻塞了主线程)。"
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
-"忙碌光标。表示应用程序正忙于执行操作。此光标形状表示应用程序在操作过程中不可"
-"用(例如,有东西阻塞了主线程)。"
+"忙碌光标。表示应用程序正忙于执行一项操作。这种光标形状表示应用程序在操作过程"
+"中仍然可以使用。"
#: doc/classes/Input.xml
msgid "Drag cursor. Usually displayed when dragging something."
@@ -38113,7 +38250,7 @@ msgstr ""
#: doc/classes/InputEventScreenDrag.xml
msgid ""
"Input event type for screen drag events. Only available on mobile devices."
-msgstr "屏幕拖动事件的输入事件类型。只适用于移动设备。"
+msgstr "屏幕拖动事件的输入事件类型。仅适用于移动设备。"
#: doc/classes/InputEventScreenDrag.xml
msgid "Contains screen drag information. See [method Node._input]."
@@ -38143,7 +38280,7 @@ msgid ""
"(only available on mobile devices)"
msgstr ""
"用于屏幕触摸事件的输入事件类型。\n"
-"(仅适用于移动设备)"
+"(仅适用于移动设备)"
#: doc/classes/InputEventScreenTouch.xml
msgid ""
@@ -40428,11 +40565,11 @@ msgstr ""
"限制可见字符的数量。如果你把 [code]percent_visible[/code] 设置为 0.5,则屏幕"
"上最多只能显示该文本中一半数量的字符。这在对话框中对文本进行动画处理很有用。"
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr "要在屏幕上显示的文本。"
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr "如果为 [code]true[/code],所有文本都将显示为大写。"
@@ -40447,35 +40584,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr "限制显示的字符数。设置为 -1 表示禁用限制。"
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr "将行左对齐,默认。"
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr "将行居中对齐。"
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr "将行右对齐。"
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr "扩展行空白以适应宽度。"
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr "将整个文本对齐到顶部。"
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr "将整个文本居中对齐。"
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr "将整个文本与底部对齐。"
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr "通过展开行来对齐整个文本。"
@@ -40517,6 +40654,228 @@ msgstr "用于标签[Label]文本的字体[Font]。"
msgid "Background [StyleBox] for the [Label]."
msgstr "为[Label]设置背景样式[StyleBox]。"
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr "在 3D 世界中显示普通文本。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr "Label3D 在 3D 世界中显示普通文本。你可以控制水平和垂直对齐方式。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+"返回使用该标签的顶点组成的 [TriangleMesh],遵循当前的配置(例如 [member "
+"pixel_size])。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+"如果为 [code]true[/code],会启用指定的标志。标志列表请参阅 [enum Label3D."
+"DrawFlags]。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr "该精灵的 Alpha 裁剪模式。可能的取值请参阅 [enum AlphaCutMode]。"
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr "alpha scissor 会丢弃数值的阈值。"
+
+#: doc/classes/Label3D.xml
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr "如果为 [code]true[/code],会按照 [member width] 将文本进行换行。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+"该标签所使用的公告板模式。可能的取值请参阅 [enum SpatialMaterial."
+"BillboardMode]。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+"如果为 [code]true[/code],则从后面也可以看到文本,如果为 [code]false[/code],"
+"则从后面看它是不可见的。"
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr "如果为 [code]true[/code],则无论距离远近,标签都以相同的尺寸呈现。"
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr "该 [Label3D] 的文本所使用的 [Font]。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+"控制文本的水平对齐。支持左对齐、居中、右对齐。请将其设置为 [enum Align] 常量"
+"之一。"
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr "多行 [Label3D] 中各行之间的垂直空间。"
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr "该 [Label3D] 的文本颜色 [Color]。"
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr "如果[code]true[/code],深度测试被禁用,对象将按渲染顺序绘制。"
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr "文本绘制偏移(单位为像素)。"
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr "对 [Font] 轮廓的染色。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Node:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+"设置文本轮廓的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n"
+"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant ALPHA_CUT_DISABLED](默认"
+"值)时适用。\n"
+"[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序"
+"方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。"
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr "标签上一个像素宽度的大小,以 3D 缩放。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Node:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+"设置文本的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n"
+"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant ALPHA_CUT_DISABLED](默认"
+"值)时适用。\n"
+"[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序"
+"方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr "如果为 [code]true[/code],则 [Environment] 中的 [Light] 对标签有影响。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+"控制文本的垂直对齐。支持顶部、中心、底部。请将其设为 [enum VAlign] 常量之一。"
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr "文本宽度(单位为像素),用于自动换行和填充对齐。"
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr "如果打开,环境中的灯光会影响该标签。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the texture is "
+"invisible when looking at it from behind."
+msgstr "如果打开,从后面也可以看到文本,如果不打开,从后面看它是不可见的。"
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+"禁用深度测试,所以这个对象被画在所有其他对象的上面。但是,在绘制顺序中,在它"
+"之后绘制的对象可能会覆盖它。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr "标签会根据深度进行缩放,从而在屏幕上始终以相同的大小显示。"
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr "代表[enum DrawFlags]枚举的大小。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+"这个模式会进行标准的 Alpha 混合。可以显示半透明区域,但透明材质存在重叠时可能"
+"会暴露透明度排序问题。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+"这个模式只允许完全透明或者完全不透明的像素。这个模式也叫 [i]Alpha 测试[/i]或"
+"者[i]1位透明度[/i]。\n"
+"[b]注意:[/b]使用抗锯齿字体和轮廓时,这个模式可能会出现问题,请尝试调整 "
+"[member alpha_scissor_threshold] 或使用 SDF 字体。 \n"
+"[b]注意:[/b]文本中存在重叠的字形时(例如手写体),这个模式可能会造成主文本和"
+"轮廓的透明度排序问题。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+"这个模式会在深度预处理时绘制完全不透明的像素。比 [constant "
+"ALPHA_CUT_DISABLED] 或 [constant ALPHA_CUT_DISCARD] 要慢,但能够对半透明区域"
+"和平滑边缘进行正确的排序。\n"
+"[b]注意:[/b]文本中存在重叠的字形时(例如手写体),这个模式可能会造成主文本和"
+"轮廓的透明度排序问题。"
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -44245,13 +44604,10 @@ msgid "Creates the agent."
msgstr "创建代理。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid ""
"Returns the navigation map [RID] the requested [code]agent[/code] is "
"currently assigned to."
-msgstr ""
-"返回键为 [code]name[/code] 的 [Animation] 动画,未找到时为 [code]null[/"
-"code]。"
+msgstr "返回请求的代理 [code]agent[/code] 所关联的导航地图的 [RID]。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns [code]true[/code] if the map got changed the previous frame."
@@ -44327,7 +44683,7 @@ msgstr "创建一张新地图。"
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
"requested navigation [code]map[/code]."
-msgstr ""
+msgstr "返回所有与请求的导航地图 [code]map[/code] 关联的导航代理的 [RID]。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns the map cell size."
@@ -44359,7 +44715,7 @@ msgstr "返回从原点到终点的导航路径。"
msgid ""
"Returns all navigation regions [RID]s that are currently assigned to the "
"requested navigation [code]map[/code]."
-msgstr ""
+msgstr "返回所有与请求的导航地图 [code]map[/code] 关联的导航地区的 [RID]。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns [code]true[/code] if the map is active."
@@ -44386,7 +44742,7 @@ msgstr "创建一个新的地区。"
msgid ""
"Returns the navigation map [RID] the requested [code]region[/code] is "
"currently assigned to."
-msgstr ""
+msgstr "返回请求的导航地区 [code]region[/code] 所关联的导航地图的 [RID]。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the map for the region."
@@ -44461,6 +44817,10 @@ 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
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
+msgstr "返回这个代理在 [NavigationServer] 上的 [RID]。"
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Returns the user-defined target location (set with [method "
@@ -44521,6 +44881,21 @@ 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 ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+"为 [code]true[/code] 时,该代理会在 [NavigationServer] 上注册 RVO 避障回调。"
+"当使用了 [method set_velocity] 并且处理完成时,会通过与 [signal "
+"velocity_computed] 信号的连接收到安全速度 Vector3 [code]safe_velocity[/"
+"code]。为避障处理注册大量代理会对性能有显著影响,应该只在当前有需要的代理上启"
+"用。"
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a "
"horizontal plane."
msgstr "忽略 Y 轴上的碰撞。在水平面上移动时必须为 [code]true[/code]。"
@@ -44634,6 +45009,10 @@ msgstr ""
"航路径,则会返回代理父节点的原点。"
#: doc/classes/NavigationAgent2D.xml
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
+msgstr "返回这个代理在 [Navigation2DServer] 上的 [RID]。"
+
+#: 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."
@@ -44641,6 +45020,21 @@ 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/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+"为 [code]true[/code] 时,该代理会在 [Navigation2DServer] 上注册 RVO 避障回"
+"调。当使用了 [method set_velocity] 并且处理完成时,会通过与 [signal "
+"velocity_computed] 信号的连接收到安全速度 Vector2 [code]safe_velocity[/"
+"code]。为避障处理注册大量代理会对性能有显著影响,应该只在当前有需要的代理上启"
+"用。"
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr "用于模拟可步行区域和障碍物的网格。"
@@ -44939,9 +45333,8 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr "表示 [enum SourceGeometryMode] 枚举的大小。"
#: doc/classes/NavigationMeshGenerator.xml
-#, fuzzy
msgid "Helper class for creating and clearing navigation meshes."
-msgstr "这个类负责导航网格的创建和清理。"
+msgstr "对导航网格进行创建和清理的辅助类。"
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
@@ -44976,6 +45369,26 @@ msgid ""
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
msgstr ""
+"这个类负责 3D 导航网格的创建和清理,导航网格 [NavigationMesh] 是 "
+"[NavigationMeshInstance] 中的资源。[NavigationMeshGenerator] 在 2D 中的用处微"
+"乎其微,因为导航网格的烘焙过程需要 3D 节点类型,解析的是 3D 原始几何体。\n"
+"导航网格的烘焙过程最好在单独的线程中进行,因为涉及到的体素化、碰撞测试、网格"
+"优化等步骤非常消耗性能和时间。\n"
+"导航网格的烘焙分成若干步进行,最终结果取决于原始 3D 几何体以及该 "
+"[NavigationMesh] 资源的属性。第一步是从根节点开始,根据 [NavigationMesh] 的属"
+"性从 [SceneTree] 收集所有有效的 3D 原始几何体节点。第二步会从所有收集到的节点"
+"中解析相关的 3D 几何体数据,合并构造成一个 3D 网格。由于可解析的对象类型众"
+"多,从普通的 [MeshInstance] 到 [CSGShape] 再到各种 [CollisionObject],其中某"
+"些收集几何数据的操作可能会触发 [VisualServer] 和 [PhysicsServer] 的同步。服务"
+"器同步会为了线程安全而使用 [Mutex] 锁,拖慢烘焙、影响帧率。可解析对象过多,以"
+"及与多线程服务器之间的连续同步,都会大幅影响烘焙时间。而如果对象数量较少,但"
+"都是非常大而且复杂的对象,那么就会在为服务器准备数据上花费时间,导致下一帧渲"
+"染的停滞。一般而言,可解析对象的总数与它们各自的大小和复杂度之间应该达到平"
+"衡,防止出现帧率问题和超长的烘焙时间。合并后的网格后续会被交给 Recast 导航对"
+"象,通过在网格的包围区域周边创建体素世界,来检查原始几何体中适合 "
+"[Navigationmesh] 代理行走的地形。\n"
+"然后就会返回最终的导航网格,保存在 [NavigationMesh] 中,即可交付 "
+"[NavigationMeshInstance] 使用。"
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
@@ -44986,13 +45399,16 @@ msgid ""
"NavigationMesh.geometry/source_geometry_mode] properties on the "
"[NavigationMesh] resource."
msgstr ""
+"将导航数据烘焙至提供的 [code]nav_mesh[/code] 中。解析的是提供的根节点 "
+"[code]root_node[/code] 的子节点,或可能包含原始几何体的分组。解析行为可以通"
+"过 [NavigationMesh] 的 [member NavigationMesh.geometry/parsed_geometry_type] "
+"和 [member NavigationMesh.geometry/source_geometry_mode] 属性控制。"
#: doc/classes/NavigationMeshGenerator.xml
-#, fuzzy
msgid ""
"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
"resource."
-msgstr "移除名为 [code]name[/code] 的主题图标覆盖项。"
+msgstr "从提供的 [code]nav_mesh[/code] 资源中移除所有多边形和顶点。"
#: doc/classes/NavigationMeshInstance.xml
msgid "An instance of a [NavigationMesh]."
@@ -45008,7 +45424,6 @@ msgstr ""
"[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
-#, fuzzy
msgid ""
"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
"code] (default), the baking is done on a separate thread. Baking on separate "
@@ -45024,7 +45439,8 @@ msgstr ""
"认),就会在单独的线程中进行烘焙。单开线程烘焙很有用,因为导航烘焙操作的消耗"
"并不低。烘焙完成后会自动设置新的 [NavigationMesh]。请注意,如果几何体是从网格"
"解析而来的,那么单开线程烘焙可能会非常慢,因为对网格的异步访问涉及到大量同步"
-"操作。"
+"操作。另外,请注意在不支持多线程的操作系统上(如禁用了多线程的 HTML5),会自"
+"动禁用独立线程烘焙。"
#: doc/classes/NavigationMeshInstance.xml
msgid ""
@@ -45075,9 +45491,8 @@ msgid ""
msgstr "返回该障碍物的导航系统所使用的 [Navigation] 节点。"
#: doc/classes/NavigationObstacle.xml
-#, fuzzy
msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
-msgstr "返回区域的第n个形状的[RID]。"
+msgstr "返回这个障碍物在 [NavigationServer] 上的 [RID]。"
#: doc/classes/NavigationObstacle.xml
msgid ""
@@ -45122,9 +45537,8 @@ msgid ""
msgstr "返回该障碍物的导航系统所使用的 [Navigation2D] 节点。"
#: doc/classes/NavigationObstacle2D.xml
-#, fuzzy
msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
-msgstr "返回区域的第n个形状的[RID]。"
+msgstr "返回这个障碍物在 [Navigation2DServer] 上的 [RID]。"
#: doc/classes/NavigationObstacle2D.xml
msgid ""
@@ -45602,9 +46016,9 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
-msgstr "当[member use_dtls] [code]true[/code] 时启用或禁用证书验证。"
+msgstr "当 [member use_dtls] 为 [code]true[/code] 时启用或禁用证书验证。"
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -46742,21 +47156,19 @@ msgstr ""
"如果本地系统是此节点的主系统(用于多人游戏),则返回 [code]true[/code]。"
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [member physics_interpolation_mode]).\n"
-"[b]Note:[/b] Interpolation will only be active is both the flag is set "
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
"如果这个 Node 设置了物理插值标志,则返回 [code]true[/code](见 [method "
-"set_physics_interpolated])。\n"
+"physics_interpolation_mode])。\n"
"[b]注意:[/b]只有在设置了标志[b]并且[/b]该 [SceneTree] 启用了物理插值时,才会"
"启用插值。可以使用 [method is_physics_interpolated_and_enabled] 进行检查。"
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [member "
"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
@@ -46765,7 +47177,7 @@ msgid ""
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
-"如果启用了物理插值(见 [method set_physics_interpolated])[b]并且[/b]该 "
+"如果启用了物理插值(见 [method physics_interpolation_mode])[b]并且[/b]该 "
"[SceneTree] 也启用了物理插值,则返回 [code]true[/code]。\n"
"这是 [method is_physics_interpolated] 的简便版本,还会检查是否全局启用了物理"
"插值。\n"
@@ -47033,6 +47445,7 @@ msgstr ""
"[b]注意:[/b]这个函数应该在移动节点[b]之后[/b]调用,而不是之前。"
#: doc/classes/Node.xml
+#, fuzzy
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
@@ -47040,8 +47453,8 @@ msgid ""
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -47076,25 +47489,27 @@ msgstr ""
"rset_config] 的属性。"
#: doc/classes/Node.xml
+#, fuzzy
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
"向由[code]peer_id[/code]确定的特定peer发送一个[method rpc](见[method "
"NetworkedMultiplayerPeer.set_target_peer])。返回一个空的[Variant]。"
#: doc/classes/Node.xml
+#, fuzzy
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr "使用一个不可靠的协议发送一个[method rpc]。返回一个空的[Variant]。"
#: doc/classes/Node.xml
+#, fuzzy
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
"使用不可靠的协议(见[method NetworkedMultiplayerPeer.set_target_peer])向由"
"[code]peer_id[/code]标识的特定peer发送一个[method rpc]。返回一个空的"
@@ -47355,7 +47770,6 @@ msgid "Pause mode. How the node will behave if the [SceneTree] is paused."
msgstr "暂停模式。暂停 [SceneTree] 时该节点的行为。"
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"Allows enabling or disabling physics interpolation per node, offering a "
"finer grain of control than turning physics interpolation on and off "
@@ -47552,37 +47966,40 @@ msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
-"继承节点的父节点的暂停模式。对于根节点,它相当于[constant PAUSE_MODE_STOP]。"
-"默认值。"
+"继承该节点的父节点的暂停模式。如果是根节点则相当于 [constant "
+"PAUSE_MODE_STOP]。默认值。"
#: doc/classes/Node.xml
msgid "Stops processing when the [SceneTree] is paused."
-msgstr "当 [SceneTree] 被暂停时,停止 process。"
+msgstr "[SceneTree] 暂停时停止处理。"
#: doc/classes/Node.xml
msgid "Continue to process regardless of the [SceneTree] pause state."
-msgstr "不管 [SceneTree] 的暂停状态如何,继续 process。"
+msgstr "无论 [SceneTree] 的暂停状态如何都继续处理。"
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"Inherits physics interpolation mode from the node's parent. For the root "
"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
msgstr ""
-"继承节点的父节点的暂停模式。对于根节点,它相当于[constant PAUSE_MODE_STOP]。"
-"默认值。"
+"继承该节点的父节点的物理插值模式。如果是根节点则相当于 [constant "
+"PHYSICS_INTERPOLATION_MODE_ON]。默认值。"
#: doc/classes/Node.xml
msgid ""
"Turn off physics interpolation in this node and children set to [constant "
"PHYSICS_INTERPOLATION_MODE_INHERIT]."
msgstr ""
+"关闭这个节点的物理插值,使用 [constant PHYSICS_INTERPOLATION_MODE_INHERIT] 的"
+"子节点也会相应关闭。"
#: doc/classes/Node.xml
msgid ""
"Turn on physics interpolation in this node and children set to [constant "
"PHYSICS_INTERPOLATION_MODE_INHERIT]."
msgstr ""
+"打开这个节点的物理插值,使用 [constant PHYSICS_INTERPOLATION_MODE_INHERIT] 的"
+"子节点也会相应打开。"
#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
@@ -49249,11 +49666,10 @@ msgid "Returns the tooltip of the item at index [code]idx[/code]."
msgstr "返回索引 [code]idx[/code] 处项目的工具提示。"
#: doc/classes/OptionButton.xml
-#, fuzzy
msgid ""
"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
-msgstr "返回所选项目的ID,如果没有选择项目,则返回 [code]0[/code]。"
+msgstr "返回所选项目的 ID,如果没有选择项目,则返回 [code]-1[/code]。"
#: doc/classes/OptionButton.xml
msgid ""
@@ -49271,12 +49687,13 @@ msgid "Removes the item at index [code]idx[/code]."
msgstr "移除索引[code]idx[/code]处的项目。"
#: doc/classes/OptionButton.xml
-#, fuzzy
msgid ""
"Selects an item by index and makes it the current item. This will work even "
"if the item is disabled.\n"
"Passing [code]-1[/code] as the index deselects any currently selected item."
-msgstr "按索引选择项并使其为当前选中项。即使该项是禁用的,这也将起作用。"
+msgstr ""
+"按索引选择项并使其为当前选中项。即使该项是禁用的,这也将起作用。\n"
+"将 [code]-1[/code] 作为索引传入会取消选中任何当前选中的项目。"
#: doc/classes/OptionButton.xml
msgid ""
@@ -49291,11 +49708,11 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid "Sets the icon of the item at index [code]idx[/code]."
-msgstr "设置在索引[code]idx[/code]处项的图标。"
+msgstr "设置在索引 [code]idx[/code] 处项的图标。"
#: doc/classes/OptionButton.xml
msgid "Sets the ID of the item at index [code]idx[/code]."
-msgstr "设置在索引[code]idx[/code]处项的ID。"
+msgstr "设置在索引 [code]idx[/code] 处项的 ID。"
#: doc/classes/OptionButton.xml
msgid ""
@@ -51431,7 +51848,7 @@ msgid ""
"scene.\n"
"[b]Note:[/b] Only available in editor builds."
msgstr ""
-"如果传递给[method instance],则向本地场景提供本地场景资源。\n"
+"如果传递给 [method instance],则向本地场景提供本地场景资源。\n"
"[b]注意:[/b]只在编辑器构建中可用。"
#: doc/classes/PackedScene.xml
@@ -51440,8 +51857,8 @@ msgid ""
"scene. Only the main scene should receive the main edit state.\n"
"[b]Note:[/b] Only available in editor builds."
msgstr ""
-"如果传递给[method instance],向本地场景提供本地场景资源。只有主场景应该接收主"
-"编辑状态。\n"
+"如果传递给 [method instance],向本地场景提供本地场景资源。只有主场景应该接收"
+"主编辑状态。\n"
"[b]注意:[/b]只在编辑器构建中可用。"
#: doc/classes/PackedScene.xml
@@ -55762,10 +56179,25 @@ msgstr "字节池数组。"
msgid ""
"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
-"专门设计用于保存字节的数组。针对内存使用进行了优化,不会造成内存碎片。\n"
-"[b]注意:[/b]这种类型是按值传递而不是按引用传递。"
#: doc/classes/PoolByteArray.xml
msgid ""
@@ -55861,11 +56293,12 @@ msgstr ""
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the array contains the given value.\n"
"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
-msgstr "如果对象包含给定的方法 [code]method[/code],则返回 [code]true[/code]。"
+msgstr ""
+"如果该数组包含给定的值,则返回 [code]true[/code]。\n"
+"[b]注意:[/b]与使用 [code]in[/code] 操作符等价。"
#: doc/classes/PoolByteArray.xml
msgid ""
@@ -55929,17 +56362,34 @@ msgstr ""
"负的索引都被认为是从数组的末端开始的。"
#: doc/classes/PoolColorArray.xml
-msgid "A pooled array of [Color]."
+#, fuzzy
+msgid "A pooled array of [Color]s."
msgstr "[Color] 池数组。"
#: doc/classes/PoolColorArray.xml
msgid ""
"An array specifically designed to hold [Color]. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
-"专门用于保存 [Color] 的数组。对内存的使用进行了优化,不会使内存碎片化。\n"
-"[b]注意:[/b]这种类型是通过值传递的,而不是引用。"
#: doc/classes/PoolColorArray.xml
msgid ""
@@ -55975,10 +56425,28 @@ msgid "A pooled array of integers ([int])."
msgstr "整数([int])池数组。"
#: doc/classes/PoolIntArray.xml
+#, fuzzy
msgid ""
"An array specifically designed to hold integer values ([int]). Optimized for "
"memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -56016,14 +56484,33 @@ msgid "Changes the int at the given index."
msgstr "更改给定索引处的 int。"
#: doc/classes/PoolRealArray.xml
-msgid "A pooled array of reals ([float])."
+#, fuzzy
+msgid "A pooled array of real numbers ([float])."
msgstr "实数([float])池数组。"
#: doc/classes/PoolRealArray.xml
+#, fuzzy
msgid ""
"An array specifically designed to hold floating-point values. Optimized for "
"memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -56055,18 +56542,33 @@ msgid "Changes the float at the given index."
msgstr "更改给定索引处的浮点数。"
#: doc/classes/PoolStringArray.xml
-msgid "A pooled array of [String]."
+#, fuzzy
+msgid "A pooled array of [String]s."
msgstr "[String] 池数组。"
#: doc/classes/PoolStringArray.xml
msgid ""
"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
-"专门设计用于保存 [String] 的数组。针对内存使用进行了优化,不会造成内存碎"
-"片。\n"
-"[b]注意:[/b]这种类型是按值传递,而不是引用传递。"
#: doc/classes/PoolStringArray.xml
msgid ""
@@ -56095,17 +56597,34 @@ msgid "Changes the [String] at the given index."
msgstr "更改给定索引处的[String]。"
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled array of [Vector2]."
+#, fuzzy
+msgid "A pooled array of [Vector2]s."
msgstr "[Vector2] 池数组。"
#: doc/classes/PoolVector2Array.xml
msgid ""
"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
-"专门用来保存 [Vector2] 的数组。对内存的使用进行了优化,不会使内存碎片化。\n"
-"[b]注意:[/b]这种类型是通过值传递的,而不是引用。"
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
#: doc/classes/TileSet.xml
@@ -56139,10 +56658,26 @@ msgstr "[Vector3] 池数组。"
msgid ""
"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
-"专门设计来容纳 [Vector3] 的数组。对内存的使用进行了优化,不会使内存碎片化。\n"
-"[b]注意:[/b]这种类型是通过值传递的,而不是引用。"
#: doc/classes/PoolVector3Array.xml
msgid ""
@@ -56569,8 +57104,7 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
+"Returns the tooltip associated with the specified index [code]idx[/code]."
msgstr "返回与指定索引 [code]idx[/code]关联的工具提示。"
#: doc/classes/PopupMenu.xml
@@ -56843,9 +57377,8 @@ msgid "[Font] used for the menu items."
msgstr "用于菜单项的 [Font] 字体。"
#: doc/classes/PopupMenu.xml
-#, fuzzy
msgid "[Font] used for the labeled separator."
-msgstr "用于标签[Label]文本的字体[Font]。"
+msgstr "用于带文字分隔线的 [Font] 字体。"
#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
@@ -63174,8 +63707,8 @@ msgid ""
"its local scene. It can thus be modified in a scene instance without "
"impacting other instances of that same scene."
msgstr ""
-"如果 [code]true[/code],则资源在其本地场景的每个实例中都将是唯一的。因此,它"
-"可以在场景实例中进行修改,而不会影响同一场景的其他实例。"
+"如果为 [code]true[/code],那么在本地场景的各个实例中,该资源都会被唯一化。因"
+"此,在场景的某个实例中对其进行修改,不会影响同一场景中的其他实例。"
#: doc/classes/Resource.xml
msgid ""
@@ -64247,7 +64780,7 @@ msgid "The default text font."
msgstr "默认的文本字体。"
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr "[RichTextLabel] 获得焦点时使用的背景。"
#: doc/classes/RichTextLabel.xml
@@ -64412,14 +64945,17 @@ msgid "Locks the specified linear or rotational axis."
msgstr "锁定指定的线性或旋转轴。"
#: doc/classes/RigidBody.xml
+#, fuzzy
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
+"will be added to any linear damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
-"阻尼刚体的旋转力。\n"
+"实体的线性阻尼。不能小于-1.0。如果这个值与-1.0不同,任何从世界或区域派生的线"
+"性阻尼将被覆盖。\n"
"关于阻尼的更多细节,请参阅[member ProjectSettings.physics/3d/"
-"default_angular_damp]。"
+"default_linear_damp]。"
#: doc/classes/RigidBody.xml
msgid "Lock the body's rotation in the X axis."
@@ -64541,10 +65077,11 @@ msgstr ""
"这个物体应用一半的重力。"
#: doc/classes/RigidBody.xml
+#, fuzzy
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -64848,10 +65385,12 @@ msgstr ""
"话)。"
#: doc/classes/RigidBody2D.xml
+#, fuzzy
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -64960,10 +65499,12 @@ msgstr ""
"值。设置0惯性会切换回自动计算。"
#: doc/classes/RigidBody2D.xml
+#, fuzzy
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -66124,15 +66665,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-"为 [code]true[/code] 时应用程序将自动接受退出。默认启用。\n"
-"对于移动平台,请参阅 [method set_quit_on_go_back]。"
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -66153,18 +66685,6 @@ msgstr "将最新的 [InputEvent] 标记为已处理。"
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
-msgstr ""
-"为 [code]true[/code] 时应用程序将在返回时自动退出(例如在 Android 上)。默认"
-"启用。\n"
-"要在这个选项被禁用时处理“返回”按钮,请使用 [constant MainLoop."
-"NOTIFICATION_WM_GO_BACK_REQUEST]。"
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Configures screen stretching to the given [enum StretchMode], [enum "
"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
@@ -66172,6 +66692,14 @@ msgstr ""
"[code]scale[/code]。"
#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
+msgstr ""
+"为 [code]true[/code] 时应用程序将自动接受退出。\n"
+"对于移动平台,请参阅 [member quit_on_go_back]。"
+
+#: doc/classes/SceneTree.xml
msgid "The current scene."
msgstr "当前场景。"
@@ -66255,6 +66783,17 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+"为 [code]true[/code] 时应用程序将在返回时自动退出(例如在 Android 上)。\n"
+"要在这个选项被禁用时处理“返回”按钮,请使用 [constant MainLoop."
+"NOTIFICATION_WM_GO_BACK_REQUEST]。"
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -67689,6 +68228,14 @@ msgid ""
"([code]with_shape[/code]), and the transformation matrix of that shape "
"([code]shape_xform[/code])."
msgstr ""
+"返回这个形状与其他形状的接触点列表。\n"
+"如果不存在碰撞,则返回的列表为空。否则,返回的列表中包含的是一对对出现的接触"
+"点,这个形状上的点和 [code]with_shape[/code] 上的点交替排列。\n"
+"有了碰撞对 A 和 B,就可以通过 [code](B - A).normalized()[/code] 计算碰撞法"
+"线,通过 [code](B - A).length()[/code] 计算碰撞深度。这些信息通常用于分离形"
+"状,在碰撞求解器中比较常见。\n"
+"这个方法需要用到这个形状的变换矩阵([code]local_xform[/code])、对方形状"
+"([code]with_shape[/code])、对方形状的变换矩阵([code]shape_xform[/code])。"
#: doc/classes/Shape2D.xml
msgid ""
@@ -67708,7 +68255,6 @@ msgstr ""
"的运动([code]shape_motion[/code])。"
#: doc/classes/Shape2D.xml
-#, fuzzy
msgid ""
"Returns a list of contact point pairs where this shape would touch another, "
"if a given movement was applied.\n"
@@ -67727,12 +68273,16 @@ msgid ""
"([code]shape_xform[/code]), and the movement to test onto the other object "
"([code]shape_motion[/code])."
msgstr ""
-"如果应用了给定的移动,则返回此形状将与另一个形状接触的点的列表。如果没有碰"
-"撞,则列表为空。\n"
-"这个方法需要这个形状的变换矩阵([code]local_xform[/code]),这个形状上测试的"
-"运动([code]local_motion[/code]),检查碰撞的形状([code]with_shape[/"
-"code] )、那个形状的变换矩阵 ([code]shape_xform[/code]),以及在另一个对象上测"
-"试的运动 ([code]shape_motion[/code])。"
+"返回在进行给定的移动后,这个形状与其他形状的接触点列表。\n"
+"如果不存在碰撞,则返回的列表为空。否则,返回的列表中包含的是一对对出现的接触"
+"点,这个形状上的点和 [code]with_shape[/code] 上的点交替排列。\n"
+"有了碰撞对 A 和 B,就可以通过 [code](B - A).normalized()[/code] 计算碰撞法"
+"线,通过 [code](B - A).length()[/code] 计算碰撞深度。这些信息通常用于分离形"
+"状,在碰撞求解器中比较常见。\n"
+"这个方法需要用到这个形状的变换矩阵([code]local_xform[/code])、这个形状的测"
+"试移动([code]local_motion[/code])、对方形状([code]with_shape[/code])、对"
+"方形状的变换矩阵([code]shape_xform[/code])、对方形状的测试移动"
+"([code]shape_motion[/code])。"
#: doc/classes/Shape2D.xml
msgid ""
@@ -67740,8 +68290,8 @@ msgid ""
"with the specified [code]color[/code]. The exact drawing method is specific "
"for each shape and cannot be configured."
msgstr ""
-"用[VisualServer]API在[CanvasItem]上绘制实体形状,并填充指定的[code]color[/"
-"code]。确切的绘制方法是每个形状特有的,无法配置。"
+"用 [VisualServer] API 在 [CanvasItem] 上绘制实体形状,并填充指定的 "
+"[code]color[/code]。确切的绘制方法是每个形状特有的,无法配置。"
#: doc/classes/Shape2D.xml
msgid "The shape's custom solver bias."
@@ -68146,7 +68696,7 @@ msgid ""
"and performance. Be careful when using high radiance size values as these "
"can cause crashes on low-end GPUs."
msgstr ""
-"[Sky]的辐射贴图大小。辐射贴图尺寸越大,[Sky]的照明就越详细。\n"
+"[Sky] 的辐射贴图大小。辐射贴图尺寸越大,[Sky] 的照明就越详细。\n"
"有关值,参阅 [enum RadianceSize] 常量。\n"
"[b]注意:[/b]如果您的项目中有非常清晰的反射表面,并且不使用 "
"[ReflectionProbe] 或 [GIProbe],您才会受益于高辐射尺寸。对于大多数项目,将 "
@@ -69211,6 +69761,10 @@ msgid ""
msgstr "强制将 [member albedo_texture] 从sRGB空间转换为线性空间。"
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr "启用有符号距离场渲染着色器。"
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr "如果[code]true[/code],则对象不接收环境光。"
@@ -69237,12 +69791,6 @@ msgstr "如果[code]true[/code],则无论距离远近,对象都以相同的
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr "如果[code]true[/code],深度测试被禁用,对象将按渲染顺序绘制。"
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -69398,10 +69946,6 @@ msgstr ""
"引擎所期望的法线贴图坐标的比较。"
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr "alpha scissor 会丢弃数值的阈值。"
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -69917,14 +70461,6 @@ msgstr ""
"度。"
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-"禁用深度测试,所以这个对象被画在所有其他对象的上面。但是,在绘制顺序中,在它"
-"之后绘制的对象可能会覆盖它。"
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr "将 [code]ALBEDO[/code] 设置为网格中指定的每顶点颜色。"
@@ -70702,6 +71238,23 @@ msgstr "精灵上一个像素宽度的大小,以 3D 缩放。"
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Node:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+"设置精灵的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n"
+"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant ALPHA_CUT_DISABLED](默认"
+"值)时适用。\n"
+"[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序"
+"方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。"
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr "如果 [code]true[/code],则 [Environment] 中的 [Light] 对精灵有影响。"
@@ -70730,8 +71283,9 @@ msgid ""
msgstr "如果设置,从后面也可以看到纹理,如果没有,从后面看它是不可见的。"
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
-msgstr "代表[enum DrawFlags]枚举的大小。"
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
+msgstr "精灵会根据深度进行缩放,从而在屏幕上始终以相同的大小显示。"
#: doc/classes/SpriteFrames.xml
msgid "Sprite frame library for AnimatedSprite and AnimatedSprite3D."
@@ -74564,6 +75118,59 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr "当 [member readonly] 启用时,设置这个 [TextEdit] 的 [StyleBox]。"
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr "从文本生成 [PrimitiveMesh]。"
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+"根据文本生成 [PrimitiveMesh]。\n"
+"使用了矢量字形轮廓的动态字体才能用于生成 TextMesh。不支持位图字体(包括 "
+"TrueType/OpenType 容器中的位图数据,例如彩色 Emoji 字体)。\n"
+"UV 布局由 4 个横条组成,从上到下依次为:正面占 40% 高度,背面占 40% 的高度,"
+"外面占 10% 的高度,内侧面占 10% 的高度。"
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr "用于近似贝塞尔曲线的步长(单位为像素)。"
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+"生成的网格的深度,设为 [code]0.0[/code] 时只有正面,此时的 UV 布局会变为让正"
+"面占据整张纹理。"
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr "该 [TextMesh] 的文本所使用的 [Font]。"
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+"控制文本的水平对齐。支持左对齐、居中、右对齐。把它设置为 [enum Align] 常量之"
+"一。"
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr "文本上一个像素宽度的大小,以 3D 缩放。"
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr "用于生成网格的文本。"
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr "用于 2D 和 3D 的纹理。"
@@ -79029,10 +79636,11 @@ msgid "Stops animation and removes all tweens."
msgstr "停止动画,并删除所有补间。"
#: doc/classes/Tween.xml
+#, fuzzy
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
"将补间重置到它的初始值,即给定的值,而不是补间之前的值,指定其对象和属性或方"
"法的对。默认情况下,除非指定了[code]key[/code],否则所有的补间都被移除。"
@@ -81239,19 +81847,20 @@ msgstr ""
"[VideoPlayer]中播放视频。"
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
-msgstr "[VideoStream] 用于通过GDNative实现的视频格式的资源。"
+msgid "[VideoStream] resource for video formats implemented via GDNative."
+msgstr "通过 GDNative 实现的视频格式所使用的 [VideoStream] 资源。"
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
msgstr ""
-"[VideoStream]资源用于通过GDNative实现的视频格式。\n"
-"它可以通过[url=https://github.com/KidRigger/godot-videodecoder]godot-"
-"videodecoder[/url]使用[url=https://ffmpeg.org]FFmpeg[/url]库来使用。"
+"通过 GDNative 实现的视频格式所使用的 [VideoStream] 资源。\n"
+"它可以通过 [url=https://github.com/KidRigger/godot-videodecoder]godot-"
+"videodecoder[/url] 使用,内部使用的是 [url=https://ffmpeg.org]FFmpeg[/url] "
+"库。"
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid "Returns the video file handled by this [VideoStreamGDNative]."
@@ -85790,9 +86399,10 @@ msgid "Returns the value of a certain material's parameter."
msgstr "返回特定材质的参数值。"
#: doc/classes/VisualServer.xml
+#, fuzzy
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr "如果可用,返回参数的默认值。否则返回一个空的 [Variant]。"
#: doc/classes/VisualServer.xml
@@ -91595,7 +92205,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr "当[member visibility_state]已更改时触发。"
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr "不知道目标射线的模式。"
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -91798,14 +92408,14 @@ msgid "An X509 certificate (e.g. for SSL)."
msgstr "X509 证书(例如用于 SSL)。"
#: doc/classes/X509Certificate.xml
+#, fuzzy
msgid ""
"The X509Certificate class represents an X509 certificate. Certificates can "
"be loaded and saved like any other [Resource].\n"
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
"X509Certificate 类表示一个 X509 证书。证书可以像其他的 [Resource] 资源一样被"
"加载和保存。\n"