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-rw-r--r--doc/translations/zh_CN.po4338
1 files changed, 239 insertions, 4099 deletions
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po
index a5957c9be4..c3caf836ad 100644
--- a/doc/translations/zh_CN.po
+++ b/doc/translations/zh_CN.po
@@ -79,7 +79,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2023-04-19 00:40+0000\n"
+"PO-Revision-Date: 2023-04-20 17:02+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"
@@ -395,51 +395,6 @@ msgstr ""
"[/codeblock]"
msgid ""
-"Returns [code]true[/code] if [param value] is an instance of [param type]. "
-"The [param type] value must be one of the following:\n"
-"- A constant from the [enum Variant.Type] enumeration, for example [constant "
-"TYPE_INT].\n"
-"- An [Object]-derived class which exists in [ClassDB], for example [Node].\n"
-"- A [Script] (you can use any class, including inner one).\n"
-"Unlike the right operand of the [code]is[/code] operator, [param type] can "
-"be a non-constant value. The [code]is[/code] operator supports more features "
-"(such as typed arrays) and is more performant. Use the operator instead of "
-"this method if you do not need dynamic type checking.\n"
-"Examples:\n"
-"[codeblock]\n"
-"print(is_instance_of(a, TYPE_INT))\n"
-"print(is_instance_of(a, Node))\n"
-"print(is_instance_of(a, MyClass))\n"
-"print(is_instance_of(a, MyClass.InnerClass))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] If [param value] and/or [param type] are freed objects (see "
-"[method @GlobalScope.is_instance_valid]), or [param type] is not one of the "
-"above options, this method will raise an runtime error.\n"
-"See also [method @GlobalScope.typeof], [method type_exists], [method Array."
-"is_same_typed] (and other [Array] methods)."
-msgstr ""
-"如果 [param value] 为 [param type] 类型的实例,则返回 [code]true[/code]。"
-"[param type] 的值必须为下列值之一:\n"
-"- [enum Variant.Type] 枚举常量,例如 [constant TYPE_INT]。\n"
-"- [ClassDB] 中存在的派生自 [Object] 的类,例如 [Node]。\n"
-"- [Script](可以用任何类,包括内部类)。\n"
-"[param type] 可以不是常量,这一点与 [code]is[/code] 的右操作数不同。"
-"[code]is[/code] 运算符支持的功能更多(例如类型化数组),性能也更高。如果你不"
-"需要动态类型检查,请使用该运算符,不要使用此方法。\n"
-"示例:\n"
-"[codeblock]\n"
-"print(is_instance_of(a, TYPE_INT))\n"
-"print(is_instance_of(a, Node))\n"
-"print(is_instance_of(a, MyClass))\n"
-"print(is_instance_of(a, MyClass.InnerClass))\n"
-"[/codeblock]\n"
-"[b]注意:[/b]如果 [param value] 和/或 [param type] 为已释放的对象(见 "
-"[method @GlobalScope.is_instance_valid]),或者 [param type] 不是以上选项之"
-"一,则此方法会报运行时错误。\n"
-"另见 [method @GlobalScope.typeof]、[method type_exists]、[method Array."
-"is_same_typed](以及其他 [Array] 方法)。"
-
-msgid ""
"Returns the length of the given Variant [param var]. The length can be the "
"character count of a [String], the element count of any array type or the "
"size of a [Dictionary]. For every other Variant type, a run-time error is "
@@ -464,48 +419,6 @@ msgstr ""
"[/codeblock]"
msgid ""
-"Returns a [Resource] from the filesystem located at the absolute [param "
-"path]. Unless it's already referenced elsewhere (such as in another script "
-"or in the scene), the resource is loaded from disk on function call, which "
-"might cause a slight delay, especially when loading large scenes. To avoid "
-"unnecessary delays when loading something multiple times, either store the "
-"resource in a variable or use [method preload].\n"
-"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource "
-"in the FileSystem dock and choosing \"Copy Path\", or by dragging the file "
-"from the FileSystem dock into the current script.\n"
-"[codeblock]\n"
-"# Load a scene called \"main\" located in the root of the project directory "
-"and cache it in a variable.\n"
-"var main = load(\"res://main.tscn\") # main will contain a PackedScene "
-"resource.\n"
-"[/codeblock]\n"
-"[b]Important:[/b] The path must be absolute. A relative path will always "
-"return [code]null[/code].\n"
-"This function is a simplified version of [method ResourceLoader.load], which "
-"can be used for more advanced scenarios.\n"
-"[b]Note:[/b] Files have to be imported into the engine first to load them "
-"using this function. If you want to load [Image]s at run-time, you may use "
-"[method Image.load]. If you want to import audio files, you can use the "
-"snippet described in [member AudioStreamMP3.data]."
-msgstr ""
-"返回一个位于文件系统绝对路径 [param path] 的 [Resource]。除非该资源已在其他地"
-"方引用(例如在另一个脚本或场景中),否则资源是在函数调用时从磁盘加载的——这可"
-"能会导致轻微的延迟,尤其是在加载大型场景时。为避免在多次加载某些内容时出现不"
-"必要的延迟,可以将资源存储在变量中或使用预加载 [method preload]。\n"
-"[b]注意:[/b]资源路径可以通过右键单击文件系统停靠面板中的资源并选择“复制路"
-"径”,或将文件从文件系统停靠面板拖到脚本中获得。\n"
-"[codeblock]\n"
-"# 加载位于项目根目录的一个名为“main”的场景,并将其缓存在一个变量中。\n"
-"var main = load(\"res://main.tscn\") # main 将包含一个 PackedScene 资源。\n"
-"[/codeblock]\n"
-"[b]重要提示:[/b]路径必须是绝对路径。相对路径将始终返回 [code]null[/code]。\n"
-"这个方法是 [method ResourceLoader.load] 的简化版,原方法可以用于更高级的场"
-"景。\n"
-"[b]注意:[/b]必须先将文件导入引擎才能使用此函数加载它们。如果你想在运行时加"
-"载 [Image],你可以使用 [method Image.load]。如果要导入音频文件,可以使用 "
-"[member AudioStreamMP3.data]中描述的代码片段。"
-
-msgid ""
"Returns a [Resource] from the filesystem located at [param path]. During run-"
"time, the resource is loaded when the script is being parsed. This function "
"effectively acts as a reference to that resource. Note that this function "
@@ -1504,41 +1417,6 @@ msgstr ""
"[/codeblock]"
msgid ""
-"Returns the arc cosine of [param x] in radians. Use to get the angle of "
-"cosine [param x]. [param x] must be between [code]-1.0[/code] and [code]1.0[/"
-"code] (inclusive), otherwise, [method acos] will return [constant @GDScript."
-"NAN].\n"
-"[codeblock]\n"
-"# c is 0.523599 or 30 degrees if converted with rad_to_deg(c)\n"
-"var c = acos(0.866025)\n"
-"[/codeblock]"
-msgstr ""
-"返回 [param x] 的反余弦,单位为弧度。用来获取余弦 [param x] 的角度。[param "
-"x] 必须在 [code]-1.0[/code] 和 [code]1.0[/code](包括)之间,否则 [method "
-"acos] 将返回 [constant @GDScript.NAN]。\n"
-"[codeblock]\n"
-"# 如果用 rad_to_deg(c) 转换,c为0.523599或30度\n"
-"var c = acos(0.866025)\n"
-"[/codeblock]"
-
-msgid ""
-"Returns the arc sine of [param x] in radians. Use to get the angle of sine "
-"[param x]. [param x] must be between [code]-1.0[/code] and [code]1.0[/code] "
-"(inclusive), otherwise, [method asin] will return [constant @GDScript.NAN].\n"
-"[codeblock]\n"
-"# s is 0.523599 or 30 degrees if converted with rad_to_deg(s)\n"
-"var s = asin(0.5)\n"
-"[/codeblock]"
-msgstr ""
-"返回 [param x] 的反正弦值,单位为弧度。用来获取正弦 [param x] 的角度。[param "
-"x] 必须在 [code]-1.0[/code] 和 [code]1.0[/code](包括)之间,否则 [method "
-"asin] 将返回 [constant @GDScript.NAN]。\n"
-"[codeblock]\n"
-"# 如果用 rad_to_deg(s) 转换,s为0.523599或30度\n"
-"var s = asin(0.5)\n"
-"[/codeblock]"
-
-msgid ""
"Returns the arc tangent of [param x] in radians. Use it to get the angle "
"from an angle's tangent in trigonometry.\n"
"The method cannot know in which quadrant the angle should fall. See [method "
@@ -2621,55 +2499,6 @@ msgstr ""
"试目的的打印消息区分开来,同时还会在打印错误或警告时显示堆栈跟踪。"
msgid ""
-"Converts one or more arguments of any type to string in the best way "
-"possible and prints them to the console. The following BBCode tags are "
-"supported: b, i, u, s, indent, code, url, center, right, color, bgcolor, "
-"fgcolor. Color tags only support named colors such as [code]red[/code], "
-"[i]not[/i] hexadecimal color codes. Unsupported tags will be left as-is in "
-"standard output.\n"
-"When printing to standard output, the supported subset of BBCode is "
-"converted to ANSI escape codes for the terminal emulator to display. "
-"Displaying ANSI escape codes is currently only supported on Linux and macOS. "
-"Support for ANSI escape codes may vary across terminal emulators, especially "
-"for italic and strikethrough.\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"print_rich(\"[code][b]Hello world![/b][/code]\") # Prints out: [b]Hello "
-"world![/b]\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"GD.PrintRich(\"[code][b]Hello world![/b][/code]\"); // Prints out: [b]Hello "
-"world![/b]\n"
-"[/csharp]\n"
-"[/codeblocks]\n"
-"[b]Note:[/b] Consider using [method push_error] and [method push_warning] to "
-"print error and warning messages instead of [method print] or [method "
-"print_rich]. This distinguishes them from print messages used for debugging "
-"purposes, while also displaying a stack trace when an error or warning is "
-"printed."
-msgstr ""
-"以尽可能最佳的方式将一个或多个任意类型的参数转换为字符串,并将其打印到控制"
-"台。支持以下 BBCode 标签:b、i、u、s、indent、code、url、center、right、"
-"color、bgcolor、fgcolor。颜色标签仅支持命名颜色,例如 [code]red[/code]、[i]不"
-"支持[/i] 十六进制颜色代码。不支持的标签将在标准输出中保持原样。\n"
-"当打印到标准输出时,支持的 BBCode 子集被转换为 ANSI 转义码以供终端仿真器显"
-"示。目前仅 Linux 和 macOS 支持显示 ANSI 转义码。对 ANSI 转义码的支持可能因终"
-"端仿真器而异,尤其是斜体和删除线。\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"print_rich(\"[code][b]Hello world![/b][/code]\") # 输出:[b]Hello world![/"
-"b]\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"GD.PrintRich(\"[code][b]Hello world![/b][/code]\"); // 输出:[b]Hello world!"
-"[/b]\n"
-"[/csharp]\n"
-"[/codeblocks]\n"
-"[b]注意:[/b]请考虑使用 [method push_error] 和 [method push_warning] 来打印错"
-"误和警告消息,而不是 [method print] 或 [method print_rich]。这将它们与用于调"
-"试目的的打印消息区分开来,同时还会在打印错误或警告时显示堆栈跟踪。"
-
-msgid ""
"If verbose mode is enabled ([method OS.is_stdout_verbose] returning "
"[code]true[/code]), converts one or more arguments of any type to string in "
"the best way possible and prints them to the console."
@@ -5957,159 +5786,6 @@ msgstr "填充窗口背景的面板。"
msgid "Interface to low level AES encryption features."
msgstr "底层 AES 加密功能接口。"
-msgid ""
-"This class provides access to AES encryption/decryption of raw data. Both "
-"AES-ECB and AES-CBC mode are supported.\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"extends Node\n"
-"\n"
-"var aes = AESContext.new()\n"
-"\n"
-"func _ready():\n"
-" var key = \"My secret key!!!\" # Key must be either 16 or 32 bytes.\n"
-" var data = \"My secret text!!\" # Data size must be multiple of 16 "
-"bytes, apply padding if needed.\n"
-" # Encrypt ECB\n"
-" aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8())\n"
-" var encrypted = aes.update(data.to_utf8())\n"
-" aes.finish()\n"
-" # Decrypt ECB\n"
-" aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8())\n"
-" var decrypted = aes.update(encrypted)\n"
-" aes.finish()\n"
-" # Check ECB\n"
-" assert(decrypted == data.to_utf8())\n"
-"\n"
-" var iv = \"My secret iv!!!!\" # IV must be of exactly 16 bytes.\n"
-" # Encrypt CBC\n"
-" aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8(), iv.to_utf8())\n"
-" encrypted = aes.update(data.to_utf8())\n"
-" aes.finish()\n"
-" # Decrypt CBC\n"
-" aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8(), iv.to_utf8())\n"
-" decrypted = aes.update(encrypted)\n"
-" aes.finish()\n"
-" # Check CBC\n"
-" assert(decrypted == data.to_utf8())\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"using Godot;\n"
-"using System.Diagnostics;\n"
-"\n"
-"public partial class MyNode : Node\n"
-"{\n"
-" private AesContext _aes = new AesContext();\n"
-"\n"
-" public override void _Ready()\n"
-" {\n"
-" string key = \"My secret key!!!\"; // Key must be either 16 or 32 "
-"bytes.\n"
-" string data = \"My secret text!!\"; // Data size must be multiple of "
-"16 bytes, apply padding if needed.\n"
-" // Encrypt ECB\n"
-" _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8());\n"
-" byte[] encrypted = _aes.Update(data.ToUtf8());\n"
-" _aes.Finish();\n"
-" // Decrypt ECB\n"
-" _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8());\n"
-" byte[] decrypted = _aes.Update(encrypted);\n"
-" _aes.Finish();\n"
-" // Check ECB\n"
-" Debug.Assert(decrypted == data.ToUtf8());\n"
-"\n"
-" string iv = \"My secret iv!!!!\"; // IV must be of exactly 16 "
-"bytes.\n"
-" // Encrypt CBC\n"
-" _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8(), iv.ToUtf8());\n"
-" encrypted = _aes.Update(data.ToUtf8());\n"
-" _aes.Finish();\n"
-" // Decrypt CBC\n"
-" _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8(), iv.ToUtf8());\n"
-" decrypted = _aes.Update(encrypted);\n"
-" _aes.Finish();\n"
-" // Check CBC\n"
-" Debug.Assert(decrypted == data.ToUtf8());\n"
-" }\n"
-"}\n"
-"[/csharp]\n"
-"[/codeblocks]"
-msgstr ""
-"此类提供了对原始数据的 AES 加密/解密的访问。同时支持 AES-ECB 和 AES-CBC 模"
-"式。\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"extends Node\n"
-"\n"
-"var aes = AESContext.new()\n"
-"\n"
-"func _ready():\n"
-" var key = \"My secret key!!!\" # 密钥必须是 16 或 32 字节。\n"
-" var data = \"My secret text!!\" # 数据大小必须是 16 字节的倍数,需要时添"
-"加补白。\n"
-" # ECB 加密\n"
-" aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8())\n"
-" var encrypted = aes.update(data.to_utf8())\n"
-" aes.finish()\n"
-" # ECB 解密\n"
-" aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8())\n"
-" var decrypted = aes.update(encrypted)\n"
-" aes.finish()\n"
-" # ECB 校验\n"
-" assert(decrypted == data.to_utf8())\n"
-"\n"
-" var iv = \"My secret iv!!!!\" # IV 必须是 16 字节。\n"
-" # CBC 加密\n"
-" aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8(), iv.to_utf8())\n"
-" encrypted = aes.update(data.to_utf8())\n"
-" aes.finish()\n"
-" # CBC 解密\n"
-" aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8(), iv.to_utf8())\n"
-" decrypted = aes.update(encrypted)\n"
-" aes.finish()\n"
-" # CBC 校验\n"
-" assert(decrypted == data.to_utf8())\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"using Godot;\n"
-"using System.Diagnostics;\n"
-"\n"
-"public partial class MyNode : Node\n"
-"{\n"
-" private AesContext _aes = new AesContext();\n"
-"\n"
-" public override void _Ready()\n"
-" {\n"
-" string key = \"My secret key!!!\"; // 密钥必须是 16 或 32 字节。\n"
-" string data = \"My secret text!!\"; // 数据大小必须是 16 字节的倍数,"
-"需要时添加补白。\n"
-" // ECB 加密\n"
-" _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8());\n"
-" byte[] encrypted = _aes.Update(data.ToUtf8());\n"
-" _aes.Finish();\n"
-" // ECB 解密\n"
-" _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8());\n"
-" byte[] decrypted = _aes.Update(encrypted);\n"
-" _aes.Finish();\n"
-" // ECB 校验\n"
-" Debug.Assert(decrypted == data.ToUtf8());\n"
-"\n"
-" string iv = \"My secret iv!!!!\"; // IV 必须是 16 字节。\n"
-" // CBC 加密\n"
-" _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8(), iv.ToUtf8());\n"
-" encrypted = _aes.Update(data.ToUtf8());\n"
-" _aes.Finish();\n"
-" // CBC 解密\n"
-" _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8(), iv.ToUtf8());\n"
-" decrypted = _aes.Update(encrypted);\n"
-" _aes.Finish();\n"
-" // CBC 校验\n"
-" Debug.Assert(decrypted == data.ToUtf8());\n"
-" }\n"
-"}\n"
-"[/csharp]\n"
-"[/codeblocks]"
-
msgid "Close this AES context so it can be started again. See [method start]."
msgstr "关闭此 AES 上下文,以便可以再次启动它。见 [method start]。"
@@ -6161,11 +5837,6 @@ msgid "Maximum value for the mode enum."
msgstr "模式列举的最大值。"
msgid ""
-"Physics body for 2D physics which moves only by script or animation. Useful "
-"for moving platforms and doors."
-msgstr "用于 2D 物理中仅通过脚本或动画移动的物理实体。适用于移动的平台和门。"
-
-msgid ""
"Animatable body for 2D physics.\n"
"An animatable body can't be moved by external forces or contacts, but can be "
"moved by script or animation to affect other bodies in its path. It is ideal "
@@ -6197,11 +5868,6 @@ msgstr ""
"要[/b]与[method PhysicsBody2D.move_and_collide]一起使用。"
msgid ""
-"Physics body for 3D physics which moves only by script or animation. Useful "
-"for moving platforms and doors."
-msgstr "仅通过脚本或动画移动、用于3D 物理的物理体。适用于移动的平台和门。"
-
-msgid ""
"Animatable body for 3D physics.\n"
"An animatable body can't be moved by external forces or contacts, but can be "
"moved by script or animation to affect other bodies in its path. It is ideal "
@@ -8664,14 +8330,6 @@ msgstr ""
"[b]注意:[/b]方法/音频/动画播放轨道不会被该方法处理。"
msgid ""
-"If playing, the the current animation's key, otherwise, the animation last "
-"played. When set, this changes the animation, but will not play it unless "
-"already playing. See also [member current_animation]."
-msgstr ""
-"如果正在播放,则为当前动画的键,否则为上次播放的动画。设置后会改变动画,但除"
-"非已经播放,否则不会播放。另见 [member current_animation]。"
-
-msgid ""
"The number of possible simultaneous sounds for each of the assigned "
"AudioStreamPlayers.\n"
"For example, if this value is [code]32[/code] and the animation has two "
@@ -9801,15 +9459,6 @@ msgid "The magnitude of area-specific wind force."
msgstr "特定区域风力的大小。"
msgid ""
-"The [Node3D] which is used to specify the the direction and origin of an "
-"area-specific wind force. The direction is opposite to the z-axis of the "
-"[Node3D]'s local transform, and its origin is the origin of the [Node3D]'s "
-"local transform."
-msgstr ""
-"[Node3D] 用于指定特定区域风力的方向和原点。方向与 [Node3D] 局部变换的 z 轴相"
-"反,其原点为 [Node3D] 局部变换的原点。"
-
-msgid ""
"Emitted when a [Shape3D] of the received [param area] enters a shape of this "
"area. Requires [member monitoring] to be set to [code]true[/code].\n"
"[param local_shape_index] and [param area_shape_index] contain indices of "
@@ -10546,22 +10195,6 @@ msgstr ""
"另请参见 [method filter]、[method reduce]、[method any] 和 [method all]。"
msgid ""
-"Returns the maximum value contained in the array if all elements are of "
-"comparable types. If the elements can't be compared, [code]null[/code] is "
-"returned."
-msgstr ""
-"如果数组中的所有元素都是可比较的类型,返回其中的最大值。如果无法比较,返回 "
-"[code]null[/code]。"
-
-msgid ""
-"Returns the minimum value contained in the array if all elements are of "
-"comparable types. If the elements can't be compared, [code]null[/code] is "
-"returned."
-msgstr ""
-"如果数组中的所有元素都是可比较的类型,返回其中的最小值。如果无法比较,返回 "
-"[code]null[/code]。"
-
-msgid ""
"Returns a random value from the target array.\n"
"[codeblocks]\n"
"[gdscript]\n"
@@ -13657,27 +13290,6 @@ msgid ""
msgstr ""
"如果该音频流仅支持单声道播放,则返回 true;如果音频流支持复调,则返回 false。"
-msgid "Audio stream that generates sounds procedurally."
-msgstr "使用程序生成声音的音频流。"
-
-msgid ""
-"This audio stream does not play back sounds, but expects a script to "
-"generate audio data for it instead. See also "
-"[AudioStreamGeneratorPlayback].\n"
-"See also [AudioEffectSpectrumAnalyzer] for performing real-time audio "
-"spectrum analysis.\n"
-"[b]Note:[/b] Due to performance constraints, this class is best used from C# "
-"or from a compiled language via GDExtension. If you still want to use this "
-"class from GDScript, consider using a lower [member mix_rate] such as 11,025 "
-"Hz or 22,050 Hz."
-msgstr ""
-"该音频流不播放声音,但需要脚本为其生成音频数据。另见 "
-"[AudioStreamGeneratorPlayback]。\n"
-"另请参阅 [AudioEffectSpectrumAnalyzer] 以执行实时音频频谱分析。\n"
-"[b]注意:[/b]由于性能限制,最好从 C# 或通过 GDExtension 编译的语言中使用此"
-"类。如果仍想使从 GDScript 中使用此类,请考虑使用较低的 [member mix_rate],例"
-"如 11,025 Hz 或 22,050 Hz。"
-
msgid ""
"The length of the buffer to generate (in seconds). Lower values result in "
"less latency, but require the script to generate audio data faster, "
@@ -15621,13 +15233,6 @@ msgstr ""
"这些源的反射,请将 [member metallic_specular] 设置为 [code]0.0[/code]。"
msgid ""
-"If [code]true[/code], subsurface scattering is enabled. Emulates light that "
-"penetrates an object's surface, is scattered, and then emerges."
-msgstr ""
-"如果为 [code]true[/code],则启用次表面散射。模拟光线穿透物体表面,被散射,然"
-"后出现。"
-
-msgid ""
"If [code]true[/code], subsurface scattering will use a special mode "
"optimized for the color and density of human skin, such as boosting the "
"intensity of the red channel in subsurface scattering."
@@ -15635,9 +15240,6 @@ msgstr ""
"如果为 [code]true[/code],则次表面散射将使用针对人类皮肤的颜色和密度进行优化"
"的特殊模式,例如提升次表面散射中红色通道的强度。"
-msgid "The strength of the subsurface scattering effect."
-msgstr "次表面散射效果的强度。"
-
msgid ""
"Texture used to control the subsurface scattering strength. Stored in the "
"red texture channel. Multiplied by [member subsurf_scatter_strength]."
@@ -17703,22 +17305,6 @@ msgstr ""
"法。"
msgid ""
-"Returns a copy of this [Callable] with one or more arguments bound. When "
-"called, the bound arguments are passed [i]after[/i] the arguments supplied "
-"by [method call]."
-msgstr ""
-"返回该 [Callable] 的副本,绑定其中的一个或多个参数。调用时,被绑定的参数在提"
-"供给 [method call] 的参数[i]之后[/i]传递。"
-
-msgid ""
-"Returns a copy of this [Callable] with one or more arguments bound, reading "
-"them from an array. When called, the bound arguments are passed [i]after[/i] "
-"the arguments supplied by [method call]."
-msgstr ""
-"返回该 [Callable] 的副本,绑定其中的一个或多个参数,参数从数组中读取。调用"
-"时,被绑定的参数在提供给 [method call] 的参数[i]之后[/i]传递。"
-
-msgid ""
"Calls the method represented by this [Callable]. Arguments can be passed and "
"should match the method's signature."
msgstr ""
@@ -17843,16 +17429,6 @@ msgstr ""
"程过程调用)。用于多人游戏,一般不可用,除非所调用的函数有 [i]RPC[/i] 标记。"
"在不支持的方法上调用该方法会导致出错。见 [method Node.rpc_id]。"
-msgid ""
-"Returns a copy of this [Callable] with the arguments unbound, as defined by "
-"[param argcount]. Calling the returned [Callable] will call the method "
-"without the extra arguments that are supplied in the [Callable] on which you "
-"are calling this method."
-msgstr ""
-"返回该 [Callable] 的副本,解绑若干个参数,个数由 [param argcount] 定义。调用"
-"返回的 [Callable] 时,会去除所提供参数中的额外参数,再对原 [Callable] 的方法"
-"进行调用。"
-
msgid "Returns [code]true[/code] if both [Callable]s invoke different targets."
msgstr "如果两个 [Callable] 调用的目标不同,则返回 [code]true[/code]。"
@@ -19445,16 +19021,6 @@ msgstr ""
"[MultiMeshInstance2D]。"
msgid ""
-"Draws a solid polygon of any number of points, convex or concave. Unlike "
-"[method draw_colored_polygon], each point's color can be changed "
-"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
-msgstr ""
-"绘制一个由任意数量的点构成的实心多边形,凸形或凹形。与 [method "
-"draw_colored_polygon] 不同,每个点的颜色都可以单独改变。另见 [method "
-"draw_polyline] 和 [method draw_polyline_colors]。"
-
-msgid ""
"Draws interconnected line segments with a uniform [param color] and [param "
"width] and optional antialiasing (supported only for positive [param "
"width]). When drawing large amounts of lines, this is faster than using "
@@ -19508,32 +19074,6 @@ msgstr ""
"draw_polygon]、[method draw_rect]。"
msgid ""
-"Draws a rectangle. If [param filled] is [code]true[/code], the rectangle "
-"will be filled with the [param color] specified. If [param filled] is "
-"[code]false[/code], the rectangle will be drawn as a stroke with the [param "
-"color] and [param width] specified.\n"
-"If [param width] is negative, then two-point primitives will be drawn "
-"instead of a four-point ones. This means that when the CanvasItem is scaled, "
-"the lines will remain thin. If this behavior is not desired, then pass a "
-"positive [param width] like [code]1.0[/code].\n"
-"[b]Note:[/b] [param width] is only effective if [param filled] is "
-"[code]false[/code].\n"
-"[b]Note:[/b] Unfilled rectangles drawn with a negative [param width] may not "
-"display perfectly. For example, corners may be missing or brighter due to "
-"overlapping lines (for a translucent [param color])."
-msgstr ""
-"绘制一个矩形。如果 [param filled] 为 [code]true[/code],则矩形将使用指定的 "
-"[param color] 填充。如果 [param filled] 为 [code]false[/code],则矩形将被绘制"
-"为具有指定的 [param color] 和 [param width] 的笔划。\n"
-"如果 [param width] 为负,则将绘制一个两点图元而不是一个四点图元。这意味着当缩"
-"放 CanvasItem 时,线条将保持细长。如果不需要此行为,请传递一个正的 [param "
-"width],如 [code]1.0[/code]。\n"
-"[b]注意:[/b][param width] 只有在 [param filled] 为 [code]false[/code] 时才有"
-"效。\n"
-"[b]注意:[/b]使用负 [param width] 绘制的未填充矩形可能不会完美显示。例如,由"
-"于线条的重叠,角可能会缺失或变亮(对于半透明的 [param color])。"
-
-msgid ""
"Sets a custom transform for drawing via components. Anything drawn "
"afterwards will be transformed by this.\n"
"[b]Note:[/b] [member FontFile.oversampling] does [i]not[/i] take [param "
@@ -19632,22 +19172,6 @@ msgid "Draws a texture at a given position."
msgstr "在给定的位置绘制纹理。"
msgid ""
-"Draws a textured rectangle at a given position, optionally modulated by a "
-"color. If [param transpose] is [code]true[/code], the texture will have its "
-"X and Y coordinates swapped."
-msgstr ""
-"在给定位置绘制一个带纹理的矩形,可以选择用颜色调制。如果 [param transpose] "
-"为 [code]true[/code],则纹理将交换其 X 和 Y 坐标。"
-
-msgid ""
-"Draws a textured rectangle region at a given position, optionally modulated "
-"by a color. If [param transpose] is [code]true[/code], the texture will have "
-"its X and Y coordinates swapped."
-msgstr ""
-"在给定位置绘制带纹理的矩形区域,可选择用颜色调制。如果 [param transpose] 为 "
-"[code]true[/code],则纹理将交换其 X 和 Y 坐标。"
-
-msgid ""
"Forces the transform to update. Transform changes in physics are not instant "
"for performance reasons. Transforms are accumulated and then set. Use this "
"if you need an up-to-date transform when doing physics operations."
@@ -19667,13 +19191,6 @@ msgid ""
msgstr "返回从该项目所在的画布坐标系到 [Viewport] 坐标系的变换。"
msgid ""
-"Returns the mouse's position in the [CanvasLayer] that this [CanvasItem] is "
-"in using the coordinate system of the [CanvasLayer]."
-msgstr ""
-"返回该 [CanvasItem] 所在的 [CanvasLayer] 中鼠标的位置,使用该 [CanvasLayer] "
-"的坐标系。"
-
-msgid ""
"Returns the global transform matrix of this item, i.e. the combined "
"transform up to the topmost [CanvasItem] node. The topmost item is a "
"[CanvasItem] that either has no parent, has non-[CanvasItem] parent or it "
@@ -19738,16 +19255,6 @@ msgid ""
"to children."
msgstr "如果将全局变换通知传达给子级,则返回 [code]true[/code]。"
-msgid ""
-"Returns [code]true[/code] if the node is present in the [SceneTree], its "
-"[member visible] property is [code]true[/code] and all its antecedents are "
-"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree, and is consequently not drawn (see [method _draw])."
-msgstr ""
-"如果该节点位于 [SceneTree] 中,并且其 [member visible] 属性为 [code]true[/"
-"code],并且其所有上层节点也均可见,则返回 [code]true[/code]。如果任何上层节点"
-"被隐藏,则该节点在场景树中将不可见,因此也不会进行绘制(见 [method _draw])。"
-
msgid "Assigns [param screen_point] as this node's new local transform."
msgstr "将 [param screen_point] 指定为该节点的新局部变换。"
@@ -19877,20 +19384,6 @@ msgstr ""
"[CanvasItem]。"
msgid ""
-"If [code]true[/code], this [CanvasItem] is drawn. The node is only visible "
-"if all of its antecedents are visible as well (in other words, [method "
-"is_visible_in_tree] must return [code]true[/code]).\n"
-"[b]Note:[/b] 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 ""
-"如果为 [code]true[/code],这个 [CanvasItem] 被绘制。只有当它的所有父节点也可"
-"见时,该节点才是可见的(换句话说,[method is_visible_in_tree] 必须返回 "
-"[code]true[/code])。\n"
-"[b]注意:[/b]对于继承了 [Popup] 的控件,使其可见的正确方法是调用多个 "
-"[code]popup*()[/code] 函数之一。"
-
-msgid ""
"If [code]true[/code], child nodes with the lowest Y position are drawn "
"before those with a higher Y position. If [code]false[/code], Y-sorting is "
"disabled. Y-sorting only affects children that inherit from [CanvasItem].\n"
@@ -21985,9 +21478,6 @@ msgstr "将该选项标记为变量。"
msgid "Marks the option as a member."
msgstr "将该选项标记为成员。"
-msgid "Marks the option as a enum entry."
-msgstr "将该选项标记为枚举条目。"
-
msgid "Marks the option as a constant."
msgstr "将该选项标记为常量。"
@@ -24696,13 +24186,124 @@ msgid "6-sided texture typically used in 3D rendering, optionally compressed."
msgstr "6 面纹理,通常用于 3D 渲染,可选择压缩。"
msgid ""
+"A cubemap that is loaded from a [code].ccube[/code] file. This file format "
+"is internal to Godot; it is created by importing other image formats with "
+"the import system. [CompressedCubemap] can use one of 4 compresson methods:\n"
+"- Lossless (WebP or PNG, uncompressed on the GPU)\n"
+"- Lossy (WebP, uncompressed on the GPU)\n"
+"- VRAM Compressed (compressed on the GPU)\n"
+"- VRAM Uncompressed (uncompressed on the GPU)\n"
+"- Basis Universal (compressed on the GPU. Lower file sizes than VRAM "
+"Compressed, but slower to compress and lower quality than VRAM Compressed)\n"
+"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. "
+"The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the "
+"required storage on disk, but they will not reduce memory usage on the GPU "
+"as the texture is sent to the GPU uncompressed.\n"
+"Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed "
+"textures are faster to load compared to textures using lossless or lossy "
+"compression. VRAM compression can exhibit noticeable artifacts and is "
+"intended to be used for 3D rendering, not 2D.\n"
+"See [Cubemap] for a general description of cubemaps."
+msgstr ""
+"一种从 [code].ccube[/code] 文件加载的立方体贴图。这种文件格式是 Godot 内部使"
+"用的;它是通过导入系统导入其他图像格式创建的。[CompressedCubemap] 可以使用 4 "
+"种压缩方法中的一种:\n"
+"- 无损(WebP 或 PNG,在 GPU 上不压缩)\n"
+"- 有损(WebP,在 GPU 上不压缩)\n"
+"- VRAM 压缩(在 GPU 上压缩)\n"
+"- VRAM 未压缩(在 GPU 上不压缩)\n"
+"- Basis Universal(在 GPU 上压缩。与 VRAM 压缩相比,文件更小,但压缩速度更"
+"慢、质量更低)\n"
+"只有 [b]VRAM 压缩[/b]实际上减少了 GPU 上的内存使用。[b]无损[/b]和[b]有损[/b]"
+"压缩方法将减少磁盘上所需的存储空间,但它们不会减少 GPU 上的内存使用,因为纹理"
+"未经压缩地被发送到 GPU。\n"
+"使用 [b]VRAM 压缩[/b]还可以缩短加载时间,因为与使用无损或有损压缩的纹理相比,"
+"VRAM 压缩的纹理加载速度更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D "
+"渲染,而不是 2D。\n"
+"有关立方体贴图的一般描述,请参阅 [Cubemap]。"
+
+msgid ""
"Array of 6-sided textures typically used in 3D rendering, optionally "
"compressed."
msgstr "6 面纹理的数组,通常用于 3D 渲染,可选择压缩。"
+msgid ""
+"A cubemap array that is loaded from a [code].ccubearray[/code] file. This "
+"file format is internal to Godot; it is created by importing other image "
+"formats with the import system. [CompressedCubemapArray] can use one of 4 "
+"compresson methods:\n"
+"- Lossless (WebP or PNG, uncompressed on the GPU)\n"
+"- Lossy (WebP, uncompressed on the GPU)\n"
+"- VRAM Compressed (compressed on the GPU)\n"
+"- VRAM Uncompressed (uncompressed on the GPU)\n"
+"- Basis Universal (compressed on the GPU. Lower file sizes than VRAM "
+"Compressed, but slower to compress and lower quality than VRAM Compressed)\n"
+"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. "
+"The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the "
+"required storage on disk, but they will not reduce memory usage on the GPU "
+"as the texture is sent to the GPU uncompressed.\n"
+"Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed "
+"textures are faster to load compared to textures using lossless or lossy "
+"compression. VRAM compression can exhibit noticeable artifacts and is "
+"intended to be used for 3D rendering, not 2D.\n"
+"See [CubemapArray] for a general description of cubemap arrays."
+msgstr ""
+"一种从 [code].ccubearray[/code] 文件加载的立方体贴图数组。这种文件格式是 "
+"Godot 内部使用的;它是通过导入系统导入其他图像格式创建的。"
+"[CompressedCubemapArray] 可以使用 4 种压缩方法中的一种:\n"
+"- 无损(WebP 或 PNG,在 GPU 上不压缩)\n"
+"- 有损(WebP,在 GPU 上不压缩)\n"
+"- VRAM 压缩(在 GPU 上压缩)\n"
+"- VRAM 未压缩(在 GPU 上不压缩)\n"
+"- Basis Universal(在 GPU 上压缩。与 VRAM 压缩相比,文件更小,但压缩速度更"
+"慢、质量更低)\n"
+"只有 [b]VRAM 压缩[/b]实际上减少了 GPU 上的内存使用。[b]无损[/b]和[b]有损[/b]"
+"压缩方法将减少磁盘上所需的存储空间,但它们不会减少 GPU 上的内存使用,因为纹理"
+"未经压缩地被发送到 GPU。\n"
+"使用 [b]VRAM 压缩[/b]还可以缩短加载时间,因为与使用无损或有损压缩的纹理相比,"
+"VRAM 压缩的纹理加载速度更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D "
+"渲染,而不是 2D。\n"
+"有关立方体贴图数组的一般说明,请参阅 [CubemapArray]。"
+
msgid "Texture with 2 dimensions, optionally compressed."
msgstr "二维纹理,可选择压缩。"
+msgid ""
+"A texture that is loaded from a [code].ctex[/code] file. This file format is "
+"internal to Godot; it is created by importing other image formats with the "
+"import system. [CompressedTexture2D] can use one of 4 compression methods "
+"(including a lack of any compression):\n"
+"- Lossless (WebP or PNG, uncompressed on the GPU)\n"
+"- Lossy (WebP, uncompressed on the GPU)\n"
+"- VRAM Compressed (compressed on the GPU)\n"
+"- VRAM Uncompressed (uncompressed on the GPU)\n"
+"- Basis Universal (compressed on the GPU. Lower file sizes than VRAM "
+"Compressed, but slower to compress and lower quality than VRAM Compressed)\n"
+"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. "
+"The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the "
+"required storage on disk, but they will not reduce memory usage on the GPU "
+"as the texture is sent to the GPU uncompressed.\n"
+"Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed "
+"textures are faster to load compared to textures using lossless or lossy "
+"compression. VRAM compression can exhibit noticeable artifacts and is "
+"intended to be used for 3D rendering, not 2D."
+msgstr ""
+"一种从 [code].ctex[/code] 文件加载的纹理。这种文件格式是 Godot 内部使用的;它"
+"是通过导入系统导入其他图像格式创建的。[CompressedTexture2D] 可以使用 4 种压缩"
+"方法中的一种(包括没有任何压缩):\n"
+"- 无损(WebP 或 PNG,在 GPU 上不压缩)\n"
+"- 有损(WebP,在 GPU 上不压缩)\n"
+"- VRAM 压缩(在 GPU 上压缩)\n"
+"- VRAM 未压缩(在 GPU 上不压缩)\n"
+"- Basis Universal(在 GPU 上压缩。与 VRAM 压缩相比,文件更小,但压缩速度更"
+"慢、质量更低)\n"
+"只有 [b]VRAM 压缩[/b]实际上减少了 GPU 上的内存使用。[b]无损[/b]和[b]有损[/b]"
+"压缩方法将减少磁盘上所需的存储空间,但它们不会减少 GPU 上的内存使用,因为纹理"
+"未经压缩地被发送到 GPU。\n"
+"使用 [b]VRAM 压缩[/b]还可以缩短加载时间,因为与使用无损或有损压缩的纹理相比,"
+"VRAM 压缩的纹理加载速度更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D "
+"渲染,而不是 2D。"
+
msgid "Loads the texture from the specified [param path]."
msgstr "从指定的路径 [param path] 加载纹理。"
@@ -24712,6 +24313,44 @@ msgstr "该 [CompressedTexture2D] 的文件路径,指向 [code].ctex[/code]
msgid "Array of 2-dimensional textures, optionally compressed."
msgstr "二维纹理的数组,可选择压缩。"
+msgid ""
+"A texture array that is loaded from a [code].ctexarray[/code] file. This "
+"file format is internal to Godot; it is created by importing other image "
+"formats with the import system. [CompressedTexture2DArray] can use one of 4 "
+"compresson methods:\n"
+"- Lossless (WebP or PNG, uncompressed on the GPU)\n"
+"- Lossy (WebP, uncompressed on the GPU)\n"
+"- VRAM Compressed (compressed on the GPU)\n"
+"- VRAM Uncompressed (uncompressed on the GPU)\n"
+"- Basis Universal (compressed on the GPU. Lower file sizes than VRAM "
+"Compressed, but slower to compress and lower quality than VRAM Compressed)\n"
+"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. "
+"The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the "
+"required storage on disk, but they will not reduce memory usage on the GPU "
+"as the texture is sent to the GPU uncompressed.\n"
+"Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed "
+"textures are faster to load compared to textures using lossless or lossy "
+"compression. VRAM compression can exhibit noticeable artifacts and is "
+"intended to be used for 3D rendering, not 2D.\n"
+"See [Texture2DArray] for a general description of texture arrays."
+msgstr ""
+"一种从 [code].ctexarray[/code] 文件加载的纹理数组。这种文件格式是 Godot 内部"
+"使用的;它是通过导入系统导入其他图像格式创建的。[CompressedTexture2DArray] 可"
+"以使用 4 种压缩方法中的一种:\n"
+"- 无损(WebP 或 PNG,在 GPU 上不压缩)\n"
+"- 有损(WebP,在 GPU 上不压缩)\n"
+"- VRAM 压缩(在 GPU 上压缩)\n"
+"- VRAM 未压缩(在 GPU 上不压缩)\n"
+"- Basis Universal(在 GPU 上压缩。与 VRAM 压缩相比,文件更小,但压缩速度更"
+"慢、质量更低)\n"
+"只有 [b]VRAM 压缩[/b]实际上减少了 GPU 上的内存使用。[b]无损[/b]和[b]有损[/b]"
+"压缩方法将减少磁盘上所需的存储空间,但它们不会减少 GPU 上的内存使用,因为纹理"
+"未经压缩地被发送到 GPU。\n"
+"使用 [b]VRAM 压缩[/b]还可以缩短加载时间,因为与使用无损或有损压缩的纹理相比,"
+"VRAM 压缩的纹理加载速度更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D "
+"渲染,而不是 2D。\n"
+"有关纹理数组的一般描述,请参阅 [Texture2DArray]。"
+
msgid "Texture with 3 dimensions, optionally compressed."
msgstr "三维纹理,可选择压缩。"
@@ -24741,8 +24380,16 @@ msgstr "该 [CompressedTexture3D] 的文件路径,指向 [code].ctex3d[/code]
msgid "Base class for texture arrays that can optionally be compressed."
msgstr "可压缩纹理数组的基类。"
+msgid ""
+"Base class for [CompressedTexture2DArray] and [CompressedTexture3D]. Cannot "
+"be used directly, but contains all the functions necessary for accessing the "
+"derived resource types. See also [TextureLayered]."
+msgstr ""
+"[CompressedTexture2DArray] 和 [CompressedTexture3D] 的基类。不能直接使用,但"
+"包含了访问派生资源类型所需的所有函数。另见 [TextureLayered]。"
+
msgid "Loads the texture at [param path]."
-msgstr "从路径 [param path] 加载纹理。"
+msgstr "加载位于 [param path] 的纹理。"
msgid "The path the texture should be loaded from."
msgstr "加载纹理所使用的路径。"
@@ -25870,14 +25517,6 @@ msgstr ""
"应用。"
msgid ""
-"Marks an input event as handled. Once you accept an input event, it stops "
-"propagating, even to nodes listening to [method Node._unhandled_input] or "
-"[method Node._unhandled_key_input]."
-msgstr ""
-"将输入事件标记为已处理。一旦接受输入事件,传播就会停止,不会再传播到正在侦听 "
-"[method Node._unhandled_input] 和 [method Node._unhandled_key_input] 的节点。"
-
-msgid ""
"Creates a local override for a theme [Color] with the specified [param "
"name]. Local overrides always take precedence when fetching theme items for "
"the control. An override can be removed with [method "
@@ -26896,30 +26535,6 @@ msgstr ""
"点交给与该控件左侧最接近的 [Control]。"
msgid ""
-"Tells Godot which node it should give focus to if the user presses the right "
-"arrow on the keyboard or right on a gamepad by default. You can change the "
-"key by editing the [member ProjectSettings.input/ui_right] input action. The "
-"node must be a [Control]. If this property is not set, Godot will give focus "
-"to the closest [Control] to the bottom of this one."
-msgstr ""
-"告诉 Godot 在默认情况下,当用户按下键盘上的向右箭头或游戏手柄上的向右键时,应"
-"将焦点交给哪个节点。你可以通过编辑 [member ProjectSettings.input/ui_right] 的"
-"输入动作来更改按键。该节点必须为 [Control]。如果未设置此属性,则 Godot 会将焦"
-"点交给与该控件右侧最接近的 [Control]。"
-
-msgid ""
-"Tells Godot which node it should give focus to if the user presses the top "
-"arrow on the keyboard or top on a gamepad by default. You can change the key "
-"by editing the [member ProjectSettings.input/ui_up] input action. The node "
-"must be a [Control]. If this property is not set, Godot will give focus to "
-"the closest [Control] to the bottom of this one."
-msgstr ""
-"告诉 Godot 在默认情况下,当用户按下键盘上的向上箭头或游戏手柄上的向上键时,应"
-"将焦点交给哪个节点。你可以通过编辑 [member ProjectSettings.input/ui_up] 的输"
-"入动作来更改按键。该节点必须为 [Control]。如果未设置此属性,则 Godot 会将焦点"
-"交给与该控件顶部最接近的 [Control]。"
-
-msgid ""
"Tells Godot which node it should give focus to if the user presses [kbd]Tab[/"
"kbd] on a keyboard by default. You can change the key by editing the [member "
"ProjectSettings.input/ui_focus_next] input action.\n"
@@ -28760,157 +28375,6 @@ msgid "Access to advanced cryptographic functionalities."
msgstr "访问高级加密功能。"
msgid ""
-"The Crypto class allows you to access some more advanced cryptographic "
-"functionalities in Godot.\n"
-"For now, this includes generating cryptographically secure random bytes, RSA "
-"keys and self-signed X509 certificates generation, asymmetric key encryption/"
-"decryption, and signing/verification.\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"extends Node\n"
-"\n"
-"var crypto = Crypto.new()\n"
-"var key = CryptoKey.new()\n"
-"var cert = X509Certificate.new()\n"
-"\n"
-"func _ready():\n"
-" # Generate new RSA key.\n"
-" key = crypto.generate_rsa(4096)\n"
-" # Generate new self-signed certificate with the given key.\n"
-" cert = crypto.generate_self_signed_certificate(key, \"CN=mydomain.com,"
-"O=My Game Company,C=IT\")\n"
-" # Save key and certificate in the user folder.\n"
-" key.save(\"user://generated.key\")\n"
-" cert.save(\"user://generated.crt\")\n"
-" # Encryption\n"
-" var data = \"Some data\"\n"
-" var encrypted = crypto.encrypt(key, data.to_utf8())\n"
-" # Decryption\n"
-" var decrypted = crypto.decrypt(key, encrypted)\n"
-" # Signing\n"
-" var signature = crypto.sign(HashingContext.HASH_SHA256, data."
-"sha256_buffer(), key)\n"
-" # Verifying\n"
-" var verified = crypto.verify(HashingContext.HASH_SHA256, data."
-"sha256_buffer(), signature, key)\n"
-" # Checks\n"
-" assert(verified)\n"
-" assert(data.to_utf8() == decrypted)\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"using Godot;\n"
-"using System.Diagnostics;\n"
-"\n"
-"public partial class MyNode : Node\n"
-"{\n"
-" private Crypto _crypto = new Crypto();\n"
-" private CryptoKey _key = new CryptoKey();\n"
-" private X509Certificate _cert = new X509Certificate();\n"
-"\n"
-" public override void _Ready()\n"
-" {\n"
-" // Generate new RSA key.\n"
-" _key = _crypto.GenerateRsa(4096);\n"
-" // Generate new self-signed certificate with the given key.\n"
-" _cert = _crypto.GenerateSelfSignedCertificate(_key, \"CN=mydomain."
-"com,O=My Game Company,C=IT\");\n"
-" // Save key and certificate in the user folder.\n"
-" _key.Save(\"user://generated.key\");\n"
-" _cert.Save(\"user://generated.crt\");\n"
-" // Encryption\n"
-" string data = \"Some data\";\n"
-" byte[] encrypted = _crypto.Encrypt(_key, data.ToUtf8());\n"
-" // Decryption\n"
-" byte[] decrypted = _crypto.Decrypt(_key, encrypted);\n"
-" // Signing\n"
-" byte[] signature = _crypto.Sign(HashingContext.HashType.Sha256, Data."
-"Sha256Buffer(), _key);\n"
-" // Verifying\n"
-" bool verified = _crypto.Verify(HashingContext.HashType.Sha256, Data."
-"Sha256Buffer(), signature, _key);\n"
-" // Checks\n"
-" Debug.Assert(verified);\n"
-" Debug.Assert(data.ToUtf8() == decrypted);\n"
-" }\n"
-"}\n"
-"[/csharp]\n"
-"[/codeblocks]"
-msgstr ""
-"Crypto 类允许您访问 Godot 中一些更高级的加密功能。\n"
-"目前,这包括生成加密安全随机字节、RSA 密钥和自签名 X509 证书生成、非对称密钥"
-"加密/解密、以及签名/验证。\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"extends Node\n"
-"\n"
-"var crypto = Crypto.new()\n"
-"var key = CryptoKey.new()\n"
-"var cert = X509Certificate.new()\n"
-"\n"
-"func _ready():\n"
-" # 生成新的 RSA 密钥。\n"
-" key = crypto.generate_rsa(4096)\n"
-" # 使用给定的密钥生成新的自签名证书。\n"
-" cert = crypto.generate_self_signed_certificate(key, \"CN=mydomain.com,"
-"O=My Game Company,C=IT\")\n"
-" # 将密钥和证书保存在用户文件夹中。\n"
-" key.save(\"user://generated.key\")\n"
-" cert.save(\"user://generated.crt\")\n"
-" # 加密\n"
-" var data = \"Some data\"\n"
-" var encrypted = crypto.encrypt(key, data.to_utf8())\n"
-" # 解密\n"
-" var decrypted = crypto.decrypt(key, encrypted)\n"
-" # 签名\n"
-" var signature = crypto.sign(HashingContext.HASH_SHA256, data."
-"sha256_buffer(), key)\n"
-" # 验证\n"
-" var verified = crypto.verify(HashingContext.HASH_SHA256, data."
-"sha256_buffer(), signature, key)\n"
-" # 校验\n"
-" assert(verified)\n"
-" assert(data.to_utf8() == decrypted)\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"using Godot;\n"
-"using System.Diagnostics;\n"
-"\n"
-"public partial class MyNode : Node\n"
-"{\n"
-" private Crypto _crypto = new Crypto();\n"
-" private CryptoKey _key = new CryptoKey();\n"
-" private X509Certificate _cert = new X509Certificate();\n"
-"\n"
-" public override void _Ready()\n"
-" {\n"
-" // 生成新的 RSA 密钥。\n"
-" _key = _crypto.GenerateRsa(4096);\n"
-" // 使用给定的密钥生成新的自签名证书。\n"
-" _cert = _crypto.GenerateSelfSignedCertificate(_key, \"CN=mydomain."
-"com,O=My Game Company,C=IT\");\n"
-" // 将密钥和证书保存在用户文件夹中。\n"
-" _key.Save(\"user://generated.key\");\n"
-" _cert.Save(\"user://generated.crt\");\n"
-" // 加密\n"
-" string data = \"Some data\";\n"
-" byte[] encrypted = _crypto.Encrypt(_key, data.ToUtf8());\n"
-" // 解密\n"
-" byte[] decrypted = _crypto.Decrypt(_key, encrypted);\n"
-" // 签名\n"
-" byte[] signature = _crypto.Sign(HashingContext.HashType.Sha256, Data."
-"Sha256Buffer(), _key);\n"
-" // 验证\n"
-" bool verified = _crypto.Verify(HashingContext.HashType.Sha256, Data."
-"Sha256Buffer(), signature, _key);\n"
-" // 校验\n"
-" Debug.Assert(verified);\n"
-" Debug.Assert(data.ToUtf8() == decrypted);\n"
-" }\n"
-"}\n"
-"[/csharp]\n"
-"[/codeblocks]"
-
-msgid ""
"Compares two [PackedByteArray]s for equality without leaking timing "
"information in order to prevent timing attacks.\n"
"See [url=https://paragonie.com/blog/2015/11/preventing-timing-attacks-on-"
@@ -29540,14 +29004,6 @@ msgstr ""
"与该节点父级的上一个子级之间进行的。"
msgid ""
-"Snap makes the mesh snap to a given distance so that the faces of two meshes "
-"can be perfectly aligned. A lower value results in greater precision but may "
-"be harder to adjust."
-msgstr ""
-"捕捉使网格捕捉到给定的距离,以便两个网格的面可以完美对齐。较低的值会导致较高"
-"的精度,但可能难以调整。"
-
-msgid ""
"Adds a collision shape to the physics engine for our CSG shape. This will "
"always act like a static body. Note that the collision shape is still active "
"even if the CSG shape itself is hidden. See also [member collision_mask] and "
@@ -30203,19 +29659,6 @@ msgstr ""
"[/code]。"
msgid ""
-"Similar with [code]interpolate_baked()[/code]. The the return value is "
-"[code]Transform3D[/code], with [code]origin[/code] as point position, "
-"[code]basis.x[/code] as sideway vector, [code]basis.y[/code] as up vector, "
-"[code]basis.z[/code] as forward vector. When the curve length is 0, there is "
-"no reasonable way to calculate the rotation, all vectors aligned with global "
-"space axes."
-msgstr ""
-"与 [code]interpolate_baked()[/code] 类似。返回值为 [code]Transform3D[/code],"
-"其中 [code]origin[/code] 作为点位置,[code]basis.x[/code] 作为横向向量,"
-"[code]basis.y[/code] 作为向上向量,[code]basis.z[/code] 作为前向向量。当曲线"
-"长度为 0 时,将没有合理的方法来计算旋转,所有向量都会与全局空间轴对齐。"
-
-msgid ""
"Sets the tilt angle in radians for the point [param idx]. If the index is "
"out of bounds, the function sends an error to the console.\n"
"The tilt controls the rotation along the look-at axis an object traveling "
@@ -30266,13 +29709,6 @@ msgid "The [Curve] that is rendered onto the texture."
msgstr "渲染到纹理上的 [Curve]。"
msgid ""
-"The format the texture should be generated with. When passing a CurveTexture "
-"as a input to a [Shader], this may need to be adjusted."
-msgstr ""
-"生成纹理时应使用的格式。当将 CurveTexture 作为输入传递给 [Shader] 时,可能需"
-"要调整。"
-
-msgid ""
"The width of the texture (in pixels). Higher values make it possible to "
"represent high-frequency data better (such as sudden direction changes), at "
"the cost of increased generation time and memory usage."
@@ -30764,29 +30200,6 @@ msgstr ""
"的 Alpha 通道将用于确定应在何处覆盖底层表面的法线贴图(及其强度)。"
msgid ""
-"[Texture2D] storing ambient occlusion, roughness, and metallic for the "
-"decal. Use this to add extra detail to decals.\n"
-"[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a "
-"per-material basis, the filter mode for [Decal] textures is set globally "
-"with [member ProjectSettings.rendering/textures/decals/filter].\n"
-"[b]Note:[/b] Setting this texture alone will not result in a visible decal, "
-"as [member texture_albedo] must also be set. To create a ORM-only decal, "
-"load an albedo texture into [member texture_albedo] and set [member "
-"albedo_mix] to [code]0.0[/code]. The albedo texture's alpha channel will be "
-"used to determine where the underlying surface's ORM map should be "
-"overridden (and its intensity)."
-msgstr ""
-"存有贴花的环境光遮蔽、粗糙度、金属性的 [Texture2D]。可用于为贴花添加额外的细"
-"节。\n"
-"[b]注意:[/b][BaseMaterial3D] 的过滤模式可以对每个材质进行调整,而 [Decal] 纹"
-"理的过滤模式是通过 [member ProjectSettings.rendering/textures/decals/filter] "
-"全局设置的。\n"
-"[b]注意:[/b]单独设置此纹理时贴花不可见,因为还必须设置 [member "
-"texture_albedo]。要创建仅包含 ORM 的贴花,请将反照率纹理加载到 [member "
-"texture_albedo],并将 [member albedo_mix] 设置为 [code]0.0[/code]。反照率纹理"
-"的 Alpha 通道将用于确定应在何处覆盖底层表面的 ORM 贴图(及其强度)。"
-
-msgid ""
"Sets the curve over which the decal will fade as the surface gets further "
"from the center of the [AABB]. Only positive values are valid (negative "
"values will be clamped to [code]0.0[/code]). See also [member lower_fade]."
@@ -31608,14 +31021,6 @@ msgstr ""
msgid ""
"Returns a [PackedStringArray] containing filenames of the directory "
-"contents, excluding directories. The array is sorted alphabetically.\n"
-"Affected by [member include_hidden]."
-msgstr ""
-"返回该目录内容的文件名 [PackedStringArray],不含目录。该数组按字母排序。\n"
-"受 [member include_hidden] 的影响。"
-
-msgid ""
-"Returns a [PackedStringArray] containing filenames of the directory "
"contents, excluding directories, at the given [param path]. The array is "
"sorted alphabetically.\n"
"Use [method get_files] if you want more control of what gets included."
@@ -32591,22 +31996,6 @@ msgstr ""
"[b]注意:[/b]该方法在 macOS 上实现。"
msgid ""
-"Returns number of states of an multistate item. See [method "
-"global_menu_add_multistate_item] for details.\n"
-"[b]Note:[/b] This method is implemented on macOS."
-msgstr ""
-"返回多状态项的状态数。详情见 [method global_menu_add_multistate_item]。\n"
-"[b]注意:[/b]该方法在 macOS 上实现。"
-
-msgid ""
-"Returns the state of an multistate item. See [method "
-"global_menu_add_multistate_item] for details.\n"
-"[b]Note:[/b] This method is implemented on macOS."
-msgstr ""
-"返回多状态项的状态。详情见 [method global_menu_add_multistate_item]。\n"
-"[b]注意:[/b]该方法在 macOS 上实现。"
-
-msgid ""
"Returns the submenu ID of the item at index [param idx]. See [method "
"global_menu_add_submenu_item] for more info on how to add a submenu.\n"
"[b]Note:[/b] This method is implemented on macOS."
@@ -32769,14 +32158,6 @@ msgstr ""
"[b]注意:[/b]该方法在 macOS 上实现。"
msgid ""
-"Sets number of state of an multistate item. See [method "
-"global_menu_add_multistate_item] for details.\n"
-"[b]Note:[/b] This method is implemented on macOS."
-msgstr ""
-"设置多状态项的状态数。详情见 [method global_menu_add_multistate_item]。\n"
-"[b]注意:[/b]该方法在 macOS 上实现。"
-
-msgid ""
"Sets the type of the item at the specified index [param idx] to radio "
"button. If [code]false[/code], sets the type of the item to plain text.\n"
"[b]Note:[/b] This is purely cosmetic; you must add the logic for checking/"
@@ -32789,14 +32170,6 @@ msgstr ""
"[b]注意:[/b]该方法在 macOS 上实现。"
msgid ""
-"Sets the state of an multistate item. See [method "
-"global_menu_add_multistate_item] for details.\n"
-"[b]Note:[/b] This method is implemented on macOS."
-msgstr ""
-"设置多状态项的状态。详情见 [method global_menu_add_multistate_item]。\n"
-"[b]注意:[/b]该方法在 macOS 上实现。"
-
-msgid ""
"Sets the submenu of the item at index [param idx]. The submenu is the ID of "
"a global menu root that would be shown when the item is clicked.\n"
"[b]Note:[/b] This method is implemented on macOS."
@@ -32937,9 +32310,6 @@ msgstr ""
msgid "Returns the current mouse mode. See also [method mouse_set_mode]."
msgstr "返回当前的鼠标模式。另见 [method mouse_set_mode]。"
-msgid "Returns the mouse cursor's current position."
-msgstr "返回鼠标光标当前位置。"
-
msgid "Sets the current mouse mode. See also [method mouse_get_mode]."
msgstr "设置当前的鼠标模式。另见 [method mouse_get_mode]。"
@@ -33990,9 +33360,6 @@ msgstr ""
msgid "Default landscape orientation."
msgstr "默认横屏朝向。"
-msgid "Default portrait orienstation."
-msgstr "默认竖屏朝向。"
-
msgid "Reverse landscape orientation (upside down)."
msgstr "倒横屏朝向(上下颠倒)。"
@@ -34243,14 +33610,6 @@ msgstr ""
"multiple_resolutions.html]多个分辨率[/url]。"
msgid ""
-"The window can't be resizing by dragging its resize grip. It's still "
-"possible to resize the window using [method window_set_size]. This flag is "
-"ignored for full screen windows."
-msgstr ""
-"该窗口不能通过拖动其调整大小的手柄来调整大小。但仍然可以使用 [method "
-"window_set_size] 调整窗口大小。全屏窗口会忽略该标志。"
-
-msgid ""
"The window do not have native title bar and other decorations. This flag is "
"ignored for full-screen windows."
msgstr "该窗口没有原生标题栏和其他装饰。全屏窗口会忽略该标志。"
@@ -34280,19 +33639,6 @@ msgid ""
msgstr "该窗口无法获得焦点。无聚焦窗口会忽略除鼠标点击外的所有输入。"
msgid ""
-"Window is part of menu or [OptionButton] dropdown. This flag can't be "
-"changed when the window is visible. An active popup window will exclusively "
-"receive all input, without stealing focus from its parent. Popup windows are "
-"automatically closed when uses click outside it, or when an application is "
-"switched. Popup window must have [code]transient parent[/code] set (see "
-"[method window_set_transient])."
-msgstr ""
-"窗口是菜单或 [OptionButton] 下拉菜单的一部分。当窗口可见时,不能更改该标志。"
-"一个活动的弹出窗口将仅仅接收所有输入,而不会从其父窗口窃取焦点。当在其外部点"
-"击或切换应用程序时,弹出窗口将会自动关闭。 弹出窗口必须已经设置了 "
-"[code]transient parent[/code](参见 [method window_set_transient])。"
-
-msgid ""
"Window content is expanded to the full size of the window. Unlike borderless "
"window, the frame is left intact and can be used to resize the window, title "
"bar is transparent, but have minimize/maximize/close buttons.\n"
@@ -34485,316 +33831,6 @@ msgid "Helper class to implement a DTLS server."
msgstr "实现 DTLS 服务器的辅助类。"
msgid ""
-"This class is used to store the state of a DTLS server. Upon [method setup] "
-"it converts connected [PacketPeerUDP] to [PacketPeerDTLS] accepting them via "
-"[method take_connection] as DTLS clients. Under the hood, this class is used "
-"to store the DTLS state and cookies of the server. The reason of why the "
-"state and cookies are needed is outside of the scope of this documentation.\n"
-"Below a small example of how to use it:\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"# server_node.gd\n"
-"extends Node\n"
-"\n"
-"var dtls := DTLSServer.new()\n"
-"var server := UDPServer.new()\n"
-"var peers = []\n"
-"\n"
-"func _ready():\n"
-" server.listen(4242)\n"
-" var key = load(\"key.key\") # Your private key.\n"
-" var cert = load(\"cert.crt\") # Your X509 certificate.\n"
-" dtls.setup(key, cert)\n"
-"\n"
-"func _process(delta):\n"
-" while server.is_connection_available():\n"
-" var peer: PacketPeerUDP = server.take_connection()\n"
-" var dtls_peer: PacketPeerDTLS = dtls.take_connection(peer)\n"
-" if dtls_peer.get_status() != PacketPeerDTLS.STATUS_HANDSHAKING:\n"
-" continue # It is normal that 50% of the connections fails due to "
-"cookie exchange.\n"
-" print(\"Peer connected!\")\n"
-" peers.append(dtls_peer)\n"
-"\n"
-" for p in peers:\n"
-" p.poll() # Must poll to update the state.\n"
-" if p.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
-" while p.get_available_packet_count() > 0:\n"
-" print(\"Received message from client: %s\" % p.get_packet()."
-"get_string_from_utf8())\n"
-" p.put_packet(\"Hello DTLS client\".to_utf8())\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"// ServerNode.cs\n"
-"using Godot;\n"
-"\n"
-"public partial class ServerNode : Node\n"
-"{\n"
-" private DtlsServer _dtls = new DtlsServer();\n"
-" private UdpServer _server = new UdpServer();\n"
-" private Godot.Collections.Array<PacketPeerDTLS> _peers = new Godot."
-"Collections.Array<PacketPeerDTLS>();\n"
-"\n"
-" public override void _Ready()\n"
-" {\n"
-" _server.Listen(4242);\n"
-" var key = GD.Load<CryptoKey>(\"key.key\"); // Your private key.\n"
-" var cert = GD.Load<X509Certificate>(\"cert.crt\"); // Your X509 "
-"certificate.\n"
-" _dtls.Setup(key, cert);\n"
-" }\n"
-"\n"
-" public override void _Process(double delta)\n"
-" {\n"
-" while (Server.IsConnectionAvailable())\n"
-" {\n"
-" PacketPeerUDP peer = _server.TakeConnection();\n"
-" PacketPeerDTLS dtlsPeer = _dtls.TakeConnection(peer);\n"
-" if (dtlsPeer.GetStatus() != PacketPeerDtls.Status.Handshaking)\n"
-" {\n"
-" continue; // It is normal that 50% of the connections fails "
-"due to cookie exchange.\n"
-" }\n"
-" GD.Print(\"Peer connected!\");\n"
-" _peers.Add(dtlsPeer);\n"
-" }\n"
-"\n"
-" foreach (var p in _peers)\n"
-" {\n"
-" p.Poll(); // Must poll to update the state.\n"
-" if (p.GetStatus() == PacketPeerDtls.Status.Connected)\n"
-" {\n"
-" while (p.GetAvailablePacketCount() > 0)\n"
-" {\n"
-" GD.Print($\"Received Message From Client: {p.GetPacket()."
-"GetStringFromUtf8()}\");\n"
-" p.PutPacket(\"Hello DTLS Client\".ToUtf8());\n"
-" }\n"
-" }\n"
-" }\n"
-" }\n"
-"}\n"
-"[/csharp]\n"
-"[/codeblocks]\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"# client_node.gd\n"
-"extends Node\n"
-"\n"
-"var dtls := PacketPeerDTLS.new()\n"
-"var udp := PacketPeerUDP.new()\n"
-"var connected = false\n"
-"\n"
-"func _ready():\n"
-" udp.connect_to_host(\"127.0.0.1\", 4242)\n"
-" dtls.connect_to_peer(udp, false) # Use true in production for "
-"certificate validation!\n"
-"\n"
-"func _process(delta):\n"
-" dtls.poll()\n"
-" if dtls.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
-" if !connected:\n"
-" # Try to contact server\n"
-" dtls.put_packet(\"The answer is... 42!\".to_utf8())\n"
-" while dtls.get_available_packet_count() > 0:\n"
-" print(\"Connected: %s\" % dtls.get_packet()."
-"get_string_from_utf8())\n"
-" connected = true\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"// ClientNode.cs\n"
-"using Godot;\n"
-"using System.Text;\n"
-"\n"
-"public partial class ClientNode : Node\n"
-"{\n"
-" private PacketPeerDtls _dtls = new PacketPeerDtls();\n"
-" private PacketPeerUdp _udp = new PacketPeerUdp();\n"
-" private bool _connected = false;\n"
-"\n"
-" public override void _Ready()\n"
-" {\n"
-" _udp.ConnectToHost(\"127.0.0.1\", 4242);\n"
-" _dtls.ConnectToPeer(_udp, validateCerts: false); // Use true in "
-"production for certificate validation!\n"
-" }\n"
-"\n"
-" public override void _Process(double delta)\n"
-" {\n"
-" _dtls.Poll();\n"
-" if (_dtls.GetStatus() == PacketPeerDtls.Status.Connected)\n"
-" {\n"
-" if (!_connected)\n"
-" {\n"
-" // Try to contact server\n"
-" _dtls.PutPacket(\"The Answer Is..42!\".ToUtf8());\n"
-" }\n"
-" while (_dtls.GetAvailablePacketCount() > 0)\n"
-" {\n"
-" GD.Print($\"Connected: {_dtls.GetPacket()."
-"GetStringFromUtf8()}\");\n"
-" _connected = true;\n"
-" }\n"
-" }\n"
-" }\n"
-"}\n"
-"[/csharp]\n"
-"[/codeblocks]"
-msgstr ""
-"该类用于存储 DTLS 服务器的状态。在 [method setup] 之后,它将连接的 "
-"[PacketPeerUDP] 转换为 [PacketPeerDTLS],通过 [method take_connection] 接受它"
-"们作为 DTLS 客户端。在底层,这个类用于存储服务器的 DTLS 状态和 cookie。为什么"
-"需要状态和 cookie 的原因不在本文档的范围内。\n"
-"下面是一个如何使用它的小例子:\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"# server_node.gd\n"
-"extends Node\n"
-"\n"
-"var dtls := DTLSServer.new()\n"
-"var server := UDPServer.new()\n"
-"var peers = []\n"
-"\n"
-"func _ready():\n"
-" server.listen(4242)\n"
-" var key = load(\"key.key\") # 你的私钥。\n"
-" var cert = load(\"cert.crt\") # 你的 X509 证书。\n"
-" dtls.setup(key, cert)\n"
-"\n"
-"func _process(delta):\n"
-" while server.is_connection_available():\n"
-" var peer: PacketPeerUDP = server.take_connection()\n"
-" var dtls_peer: PacketPeerDTLS = dtls.take_connection(peer)\n"
-" if dtls_peer.get_status() != PacketPeerDTLS.STATUS_HANDSHAKING:\n"
-" continue # 由于 cookie 交换,50% 的连接会失败,这是正常现象。\n"
-" print(\"对等体已连接!\")\n"
-" peers.append(dtls_peer)\n"
-"\n"
-" for p in peers:\n"
-" p.poll() # 必须轮询以更新状态。\n"
-" if p.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
-" while p.get_available_packet_count() > 0:\n"
-" print(\"从客户端收到消息:%s\" % p.get_packet()."
-"get_string_from_utf8())\n"
-" p.put_packet(\"你好 DTLS 客户端\".to_utf8())\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"// ServerNode.cs\n"
-"using Godot;\n"
-"\n"
-"public partial class ServerNode : Node\n"
-"{\n"
-" private DtlsServer _dtls = new DtlsServer();\n"
-" private UdpServer _server = new UdpServer();\n"
-" private Godot.Collections.Array<PacketPeerDTLS> _peers = new Godot."
-"Collections.Array<PacketPeerDTLS>();\n"
-"\n"
-" public override void _Ready()\n"
-" {\n"
-" _server.Listen(4242);\n"
-" var key = GD.Load<CryptoKey>(\"key.key\"); // 你的私钥。\n"
-" var cert = GD.Load<X509Certificate>(\"cert.crt\"); // 你的 X509 证"
-"书。\n"
-" _dtls.Setup(key, cert);\n"
-" }\n"
-"\n"
-" public override void _Process(double delta)\n"
-" {\n"
-" while (Server.IsConnectionAvailable())\n"
-" {\n"
-" PacketPeerUDP peer = _server.TakeConnection();\n"
-" PacketPeerDTLS dtlsPeer = _dtls.TakeConnection(peer);\n"
-" if (dtlsPeer.GetStatus() != PacketPeerDtls.Status.Handshaking)\n"
-" {\n"
-" continue; // 由于 cookie 交换,50% 的连接会失败,这是正常现"
-"象。\n"
-" }\n"
-" GD.Print(\"对等体已连接!\");\n"
-" _peers.Add(dtlsPeer);\n"
-" }\n"
-"\n"
-" foreach (var p in _peers)\n"
-" {\n"
-" p.Poll(); // 必须轮询以更新状态。\n"
-" if (p.GetStatus() == PacketPeerDtls.Status.Connected)\n"
-" {\n"
-" while (p.GetAvailablePacketCount() > 0)\n"
-" {\n"
-" GD.Print($\"从客户端收到消息:{p.GetPacket()."
-"GetStringFromUtf8()}\");\n"
-" p.PutPacket(\"你好 DTLS 客户端\".ToUtf8());\n"
-" }\n"
-" }\n"
-" }\n"
-" }\n"
-"}\n"
-"[/csharp]\n"
-"[/codeblocks]\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"# client_node.gd\n"
-"extends Node\n"
-"\n"
-"var dtls := PacketPeerDTLS.new()\n"
-"var udp := PacketPeerUDP.new()\n"
-"var connected = false\n"
-"\n"
-"func _ready():\n"
-" udp.connect_to_host(\"127.0.0.1\", 4242)\n"
-" dtls.connect_to_peer(udp, false) # 生产环境中请使用 true 进行证书校验!\n"
-"\n"
-"func _process(delta):\n"
-" dtls.poll()\n"
-" if dtls.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
-" if !connected:\n"
-" # 尝试联系服务器\n"
-" dtls.put_packet(\"回应是… 42!\".to_utf8())\n"
-" while dtls.get_available_packet_count() > 0:\n"
-" print(\"已连接:%s\" % dtls.get_packet()."
-"get_string_from_utf8())\n"
-" connected = true\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"// ClientNode.cs\n"
-"using Godot;\n"
-"using System.Text;\n"
-"\n"
-"public partial class ClientNode : Node\n"
-"{\n"
-" private PacketPeerDtls _dtls = new PacketPeerDtls();\n"
-" private PacketPeerUdp _udp = new PacketPeerUdp();\n"
-" private bool _connected = false;\n"
-"\n"
-" public override void _Ready()\n"
-" {\n"
-" _udp.ConnectToHost(\"127.0.0.1\", 4242);\n"
-" _dtls.ConnectToPeer(_udp, validateCerts: false); // 生产环境中请使用 "
-"true 进行证书校验!\n"
-" }\n"
-"\n"
-" public override void _Process(double delta)\n"
-" {\n"
-" _dtls.Poll();\n"
-" if (_dtls.GetStatus() == PacketPeerDtls.Status.Connected)\n"
-" {\n"
-" if (!_connected)\n"
-" {\n"
-" // 尝试联系服务器\n"
-" _dtls.PutPacket(\"回应是… 42!\".ToUtf8());\n"
-" }\n"
-" while (_dtls.GetAvailablePacketCount() > 0)\n"
-" {\n"
-" GD.Print($\"已连接:{_dtls.GetPacket()."
-"GetStringFromUtf8()}\");\n"
-" _connected = true;\n"
-" }\n"
-" }\n"
-" }\n"
-"}\n"
-"[/csharp]\n"
-"[/codeblocks]"
-
-msgid ""
"Setup the DTLS server to use the given [param server_options]. See [method "
"TLSOptions.server]."
msgstr ""
@@ -39930,12 +38966,6 @@ msgid "If [code]true[/code], render the grid on an XZ plane."
msgstr "如果为 [code]true[/code],则在 XZ 平面上渲染栅格。"
msgid ""
-"If [code]true[/code], render the grid on an YZ plane. This can be useful for "
-"3D side-scrolling games."
-msgstr ""
-"如果为 [code]true[/code],则在 YZ 平面上渲染栅格。可用于 3D 横向卷轴游戏。"
-
-msgid ""
"If [code]true[/code], enables 3-button mouse emulation mode. This is useful "
"on laptops when using a trackpad.\n"
"When 3-button mouse emulation mode is enabled, the pan, zoom and orbit "
@@ -41013,14 +40043,6 @@ msgstr ""
"current_line_color] 为文本光标当前所在行的背景着色。"
msgid ""
-"The shape of the caret to use in the script editor. [b]Line[/b] displays a "
-"vertical line to the left of the current character, whereas [b]Block[/b] "
-"displays a outline over the current character."
-msgstr ""
-"在脚本编辑器中使用的文本光标的形状。[b]Line[/b] 会在当前字符的左侧显示一条垂"
-"直线,而 [b]Block[/b] 会在当前字符上方显示一个轮廓。"
-
-msgid ""
"The column at which to display a subtle line as a line length guideline for "
"scripts. This should generally be greater than [member text_editor/"
"appearance/guidelines/line_length_guideline_soft_column]."
@@ -43646,15 +42668,6 @@ msgstr ""
"(默认情况下)之前,[i]不[/i]报告错误。\n"
"[b]注意:[/b]从编辑器运行项目时,该属性不会影响编辑器的“错误”选项卡。"
-msgid ""
-"Controls how fast or slow the in-game clock ticks versus the real life one. "
-"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as "
-"real life, whilst a value of 0.5 means the game moves at half the regular "
-"speed."
-msgstr ""
-"控制游戏中的时钟与现实生活中的时钟的快慢。默认值为 1.0。值为 2.0 意味着游戏的"
-"移动速度是现实生活的两倍,而值为 0.5 意味着游戏的移动速度是常规速度的一半。"
-
msgid "Exposes the internal debugger."
msgstr "暴露内部调试器。"
@@ -45955,18 +44968,6 @@ msgstr ""
msgid "Invalidate and update the current dialog content list."
msgstr "使当前对话框内容列表无效并更新。"
-msgid ""
-"The file system access scope. See enum [code]Access[/code] constants.\n"
-"[b]Warning:[/b] Currently, in sandboxed environments such as Web builds or "
-"sandboxed macOS apps, FileDialog cannot access the host file system. See "
-"[url=https://github.com/godotengine/godot-proposals/issues/1123]godot-"
-"proposals#1123[/url]."
-msgstr ""
-"文件系统的访问范围。见枚举 [code]Access[/code] 常量。\n"
-"[b]警告:[/b]目前,在 Web 构建或沙盒 macOS 应用程序等沙盒环境中,FileDialog "
-"无法访问主机文件系统。参见 [url=https://github.com/godotengine/godot-"
-"proposals/issues/1123]godot-proposals#1123[/url]。"
-
msgid "The current working directory of the file dialog."
msgstr "文件对话框的当前工作目录。"
@@ -45977,15 +44978,6 @@ 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。"
msgid ""
-"If [code]true[/code], changing the [code]Mode[/code] property will set the "
-"window title accordingly (e.g. setting mode to [constant "
-"FILE_MODE_OPEN_FILE] will change the window title to \"Open a File\")."
-msgstr ""
-"如果为 [code]true[/code],更改 [code]Mode[/code] 属性,将相应地设置窗口标题"
-"(例如,将模式设置为 [constant FILE_MODE_OPEN_FILE],会将窗口标题更改为“打开"
-"文件”)。"
-
-msgid ""
"If non-empty, the given sub-folder will be \"root\" of this [FileDialog], i."
"e. user won't be able to go to its parent directory."
msgstr ""
@@ -46889,73 +45881,6 @@ msgid ""
"bitmap font."
msgstr "字体源数据和预渲染字形的缓存,从动态字体或位图字体导入。"
-msgid ""
-"[FontFile] contains a set of glyphs to represent Unicode characters imported "
-"from a font file, as well as a cache of rasterized glyphs, and a set of "
-"fallback [Font]s to use.\n"
-"Use [FontVariation] to access specific OpenType variation of the font, "
-"create simulated bold / slanted version, and draw lines of text.\n"
-"For more complex text processing, use [FontVariation] in conjunction with "
-"[TextLine] or [TextParagraph].\n"
-"Supported font formats:\n"
-"- Dynamic font importer: TrueType (.ttf), TrueType collection (.ttc), "
-"OpenType (.otf), OpenType collection (.otc), WOFF (.woff), WOFF2 (.woff2), "
-"Type 1 (.pfb, .pfm).\n"
-"- Bitmap font importer: AngelCode BMFont (.fnt, .font), text and binary "
-"(version 3) format variants.\n"
-"- Monospace image font importer: All supported image formats.\n"
-"[b]Note:[/b] A character is a symbol that represents an item (letter, digit "
-"etc.) in an abstract way.\n"
-"[b]Note:[/b] A glyph is a bitmap or shape used to draw a one or more "
-"characters in a context-dependent manner. Glyph indices are bound to the "
-"specific font data source.\n"
-"[b]Note:[/b] If a none of the font data sources contain glyphs for a "
-"character used in a string, the character in question will be replaced with "
-"a box displaying its hexadecimal code.\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"var f = load(\"res://BarlowCondensed-Bold.ttf\")\n"
-"$Label.add_theme_font_override(\"font\", f)\n"
-"$Label.add_theme_font_size_override(\"font_size\", 64)\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"var f = ResourceLoader.Load<FontFile>(\"res://BarlowCondensed-Bold.ttf\");\n"
-"GetNode(\"Label\").AddThemeFontOverride(\"font\", f);\n"
-"GetNode(\"Label\").AddThemeFontSizeOverride(\"font_size\", 64);\n"
-"[/csharp]\n"
-"[/codeblocks]"
-msgstr ""
-"[FontFile] 包含一组代表从字体文件导入的 Unicode 字符的字形,以及一个光栅化字"
-"形的缓存,还有一组要使用的后备 [Font]。\n"
-"使用 [FontVariation] 访问字体的特定 OpenType 变体,创建模拟的粗体/斜体版本,"
-"并绘制文本行。\n"
-"对于更复杂的文本处理,请将 [FontVariation] 与 [TextLine] 或 [TextParagraph] "
-"结合使用。\n"
-"支持的字体格式:\n"
-"- 动态字体导入器:TrueType(.ttf)、TrueType 集合(.ttc)、OpenType(.otf)、"
-"OpenType 集合(.otc)、WOFF(.woff)、WOFF2(.woff2)、Type 1(.pfb,."
-"pfm)。\n"
-"- 位图字体导入器:AngelCode BMFont(.fnt,.font)、文本和二进制(版本 3)格式"
-"变体。\n"
-"- 等宽图像字体导入器:所有支持的图像格式。\n"
-"[b]注意:[/b]字符是以抽象方式表示一个项目(字母、数字等)的符号。\n"
-"[b]注意:[/b]字形是一种位图或形状,用于以上下文相关的方式绘制一个或多个字符。"
-"字形索引被绑定到特定的字体数据源。\n"
-"[b]注意:[/b]如果没有字体数据源包含字符串中使用的字符的字形,则该字符将被替换"
-"为显示其十六进制代码的方框。\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"var f = load(\"res://BarlowCondensed-Bold.ttf\")\n"
-"$Label.add_theme_font_override(\"font\", f)\n"
-"$Label.add_theme_font_size_override(\"font_size\", 64)\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"var f = ResourceLoader.Load<FontFile>(\"res://BarlowCondensed-Bold.ttf\");\n"
-"GetNode(\"Label\").AddThemeFontOverride(\"font\", f);\n"
-"GetNode(\"Label\").AddThemeFontSizeOverride(\"font_size\", 64);\n"
-"[/csharp]\n"
-"[/codeblocks]"
-
msgid "Removes all font cache entries."
msgstr "移除所有字体缓存条目。"
@@ -48427,18 +47352,6 @@ msgid ""
msgstr "选择的阴影投射标志。可能的取值见 [enum ShadowCastingSetting]。"
msgid ""
-"Overrides the bounding box of this node with a custom one. This can be used "
-"to avoid the expensive [AABB] recalculation that happens when a skeleton is "
-"used with a [MeshInstance3D] or to have fine control over the "
-"[MeshInstance3D]'s bounding box. To remove this, set value to an [AABB] with "
-"all fields set to zero."
-msgstr ""
-"用一个自定义的边框来覆盖这个节点的边框。这可以用来避免当骨架与 "
-"[MeshInstance3D] 一起使用时,昂贵的 [AABB] 重新计算;或者可对 "
-"[MeshInstance3D] 的边框进行精细控制。要移除它,请将值设置为一个所有字段被设置"
-"为零的 [AABB]。"
-
-msgid ""
"The extra distance added to the GeometryInstance3D's bounding box ([AABB]) "
"to increase its cull box."
msgstr ""
@@ -48473,13 +47386,6 @@ msgstr ""
"light_bake_mode]。"
msgid ""
-"If [code]true[/code], disables occlusion culling for this instance. Useful "
-"for gizmos that must be rendered even when occlusion culling is in use."
-msgstr ""
-"如果为 [code]true[/code],则禁用该实例的遮挡剔除。对于即使在使用遮挡剔除时也"
-"必须渲染的小工具很有用。"
-
-msgid ""
"Changes how quickly the mesh transitions to a lower level of detail. A value "
"of 0 will force the mesh to its lowest level of detail, a value of 1 will "
"use the default settings, and larger values will keep the mesh in a higher "
@@ -48542,25 +47448,6 @@ msgstr ""
"visibility_range_begin_margin]。默认值 0 用于禁用范围检查。"
msgid ""
-"Margin for the [member visibility_range_begin] threshold. The "
-"GeometryInstance3D will only change its visibility state when it goes over "
-"or under the [member visibility_range_begin] threshold by this amount.\n"
-"If [member visibility_range_fade_mode] is [constant "
-"VISIBILITY_RANGE_FADE_DISABLED], this acts as an hysteresis distance. If "
-"[member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_SELF] "
-"or [constant VISIBILITY_RANGE_FADE_DEPENDENCIES], this acts as a fade "
-"transition distance and must be set to a value greater than [code]0.0[/code] "
-"for the effect to be noticeable."
-msgstr ""
-"[member visibility_range_begin] 阈值的边距。GeometryInstance3D 只有在超出或低"
-"于 [member visibility_range_begin] 阈值达到这个量时,才会更改其可见性状态。\n"
-"如果 [member visibility_range_fade_mode] 为 [constant "
-"VISIBILITY_RANGE_FADE_DISABLED],这将作为滞后距离。如果 [member "
-"visibility_range_fade_mode] 为 [constant VISIBILITY_RANGE_FADE_SELF] 或 "
-"[constant VISIBILITY_RANGE_FADE_DEPENDENCIES],这将作为淡入淡出过渡距离,并且"
-"必须被设置为大于 [code]0.0[/code] 的值,才能使效果显眼。"
-
-msgid ""
"Distance from which the GeometryInstance3D will be hidden, taking [member "
"visibility_range_end_margin] into account as well. The default value of 0 is "
"used to disable the range check."
@@ -48569,25 +47456,6 @@ msgstr ""
"visibility_range_end_margin]。默认值 0 用于禁用范围检查。"
msgid ""
-"Margin for the [member visibility_range_end] threshold. The "
-"GeometryInstance3D will only change its visibility state when it goes over "
-"or under the [member visibility_range_end] threshold by this amount.\n"
-"If [member visibility_range_fade_mode] is [constant "
-"VISIBILITY_RANGE_FADE_DISABLED], this acts as an hysteresis distance. If "
-"[member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_SELF] "
-"or [constant VISIBILITY_RANGE_FADE_DEPENDENCIES], this acts as a fade "
-"transition distance and must be set to a value greater than [code]0.0[/code] "
-"for the effect to be noticeable."
-msgstr ""
-"[member visibility_range_end] 阈值的边距。GeometryInstance3D 只有在超出或低"
-"于 [member visibility_range_end] 阈值达到这个量时,才会更改其可见性状态。\n"
-"如果 [member visibility_range_fade_mode] 为 [constant "
-"VISIBILITY_RANGE_FADE_DISABLED],这将作为滞后距离。如果 [member "
-"visibility_range_fade_mode] 为 [constant VISIBILITY_RANGE_FADE_SELF] 或 "
-"[constant VISIBILITY_RANGE_FADE_DEPENDENCIES],这将作为淡入淡出过渡距离,并且"
-"必须被设置为大于 [code]0.0[/code] 的值,才能使效果显眼。"
-
-msgid ""
"Controls which instances will be faded when approaching the limits of the "
"visibility range. See [enum VisibilityRangeFadeMode] for possible values."
msgstr ""
@@ -50169,16 +49037,6 @@ msgid "Represents the size of the [enum Resolution] enum."
msgstr "代表 [enum Resolution] 枚举的大小。"
msgid ""
-"Only update the heightmap when the [GPUParticlesCollisionHeightField3D] node "
-"is moved, or when the camera moves if [member follow_camera_enabled] is "
-"[code]true[/code]. An update can be forced by slightly moving the "
-"[GPUParticlesCollisionHeightField3D] in any direction."
-msgstr ""
-"仅在 [GPUParticlesCollisionHeightField3D] 节点移动时,或者当 [member "
-"follow_camera_enabled] 为 [code]true[/code] 且相机移动时,更新高度图。可以通"
-"过向任意方向稍微移动 [GPUParticlesCollisionHeightField3D] 来强制更新。"
-
-msgid ""
"Update the heightmap every frame. This has a significant performance cost. "
"This update should only be used when geometry that particles can collide "
"with changes significantly during gameplay."
@@ -50374,12 +49232,6 @@ msgstr "返回渐变中的颜色数。"
msgid "Removes the color at the index [param point]."
msgstr "移除索引 [param point] 处的颜色。"
-msgid "Reverses/mirrors the gradient."
-msgstr "将渐变进行反转/镜像。"
-
-msgid "Returns the interpolated color specified by [code]offset[/code]."
-msgstr "返回由偏移 [code]offset[/code] 指定的插值颜色。"
-
msgid "Sets the color of the gradient color at index [param point]."
msgstr "设置渐变色在索引 [param point] 处的颜色。"
@@ -51925,102 +50777,6 @@ 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。"
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 "
-"than providing it all at once.\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"extends Node\n"
-"var ctx = HMACContext.new()\n"
-"\n"
-"func _ready():\n"
-" var key = \"supersecret\".to_utf8()\n"
-" var err = ctx.start(HashingContext.HASH_SHA256, key)\n"
-" assert(err == OK)\n"
-" var msg1 = \"this is \".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"
-" assert(err == OK)\n"
-" var hmac = ctx.finish()\n"
-" print(hmac.hex_encode())\n"
-"\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"using Godot;\n"
-"using System.Diagnostics;\n"
-"\n"
-"public partial class MyNode : Node\n"
-"{\n"
-" private HmacContext _ctx = new HmacContext();\n"
-"\n"
-" public override void _Ready()\n"
-" {\n"
-" byte[] key = \"supersecret\".ToUtf8();\n"
-" Error err = _ctx.Start(HashingContext.HashType.Sha256, key);\n"
-" Debug.Assert(err == Error.Ok);\n"
-" byte[] msg1 = \"this is \".ToUtf8();\n"
-" byte[] msg2 = \"super duper secret\".ToUtf8();\n"
-" err = _ctx.Update(msg1);\n"
-" Debug.Assert(err == Error.Ok);\n"
-" err = _ctx.Update(msg2);\n"
-" Debug.Assert(err == Error.Ok);\n"
-" byte[] hmac = _ctx.Finish();\n"
-" GD.Print(hmac.HexEncode());\n"
-" }\n"
-"}\n"
-"[/csharp]\n"
-"[/codeblocks]"
-msgstr ""
-"HMACContext 类对于高级的 HMAC 用例非常有用,例如流式消息,因为它支持在一段时"
-"间内创建消息,而非一次性提供。\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"extends Node\n"
-"var ctx = HMACContext.new()\n"
-"\n"
-"func _ready():\n"
-" var key = \"supersecret\".to_utf8()\n"
-" var err = ctx.start(HashingContext.HASH_SHA256, key)\n"
-" assert(err == OK)\n"
-" var msg1 = \"this is \".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"
-" assert(err == OK)\n"
-" var hmac = ctx.finish()\n"
-" print(hmac.hex_encode())\n"
-"\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"using Godot;\n"
-"using System.Diagnostics;\n"
-"\n"
-"public partial class MyNode : Node\n"
-"{\n"
-" private HmacContext _ctx = new HmacContext();\n"
-"\n"
-" public override void _Ready()\n"
-" {\n"
-" byte[] key = \"supersecret\".ToUtf8();\n"
-" Error err = _ctx.Start(HashingContext.HashType.Sha256, key);\n"
-" Debug.Assert(err == Error.Ok);\n"
-" byte[] msg1 = \"this is \".ToUtf8();\n"
-" byte[] msg2 = \"super duper secret\".ToUtf8();\n"
-" err = _ctx.Update(msg1);\n"
-" Debug.Assert(err == Error.Ok);\n"
-" err = _ctx.Update(msg2);\n"
-" Debug.Assert(err == Error.Ok);\n"
-" byte[] hmac = _ctx.Finish();\n"
-" GD.Print(hmac.HexEncode());\n"
-" }\n"
-"}\n"
-"[/csharp]\n"
-"[/codeblocks]"
-
-msgid ""
"Returns the resulting HMAC. If the HMAC failed, an empty [PackedByteArray] "
"is returned."
msgstr "返回生成的 HMAC。如果该 HMAC 失败,则返回一个空的 [PackedByteArray]。"
@@ -53762,20 +52518,6 @@ msgid ""
"Compresses the image to use less memory. Can not directly access pixel data "
"while the image is compressed. Returns error if the chosen compression mode "
"is not available.\n"
-"The [param mode] parameter helps to pick the best compression method for DXT "
-"and ETC2 formats. It is ignored for ASTC compression.\n"
-"For ASTC compression, the [param astc_format] parameter must be supplied."
-msgstr ""
-"压缩图像以减少内存的使用。当图像被压缩时,不能直接访问像素数据。如果选择的压"
-"缩模式不可用,则返回错误。\n"
-"[param mode] 参数有助于为 DXT 和 ETC2 格式选择最佳压缩方法。对于 ASTC 压缩,"
-"它会被忽略。\n"
-"对于 ASTC 压缩,必须提供 [param astc_format] 参数。"
-
-msgid ""
-"Compresses the image to use less memory. Can not directly access pixel data "
-"while the image is compressed. Returns error if the chosen compression mode "
-"is not available.\n"
"This is an alternative to [method compress] that lets the user supply the "
"channels used in order for the compressor to pick the best DXT and ETC2 "
"formats. For other formats (non DXT or ETC2), this argument is ignored.\n"
@@ -54905,11 +53647,6 @@ msgstr ""
msgid "Mesh optimized for creating geometry manually."
msgstr "为手动创建几何体,而优化的网格。"
-msgid ""
-"Mesh optimized for creating geometry manually, similar to OpenGL1.x "
-"immediate mode."
-msgstr "为手动创建几何体,而优化的网格,类似于 OpenGL1.x 即时模式。"
-
msgid "Clear all surfaces."
msgstr "清除所有表面。"
@@ -55071,16 +53808,6 @@ msgstr "设置给定面的 [Material] 材质。该面将会使用此材质渲染
msgid "A singleton that deals with inputs."
msgstr "处理输入的单例。"
-msgid ""
-"A singleton that deals with inputs. This includes key presses, mouse buttons "
-"and movement, joypads, and input actions. Actions and their events can be "
-"set in the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b], or "
-"with the [InputMap] class."
-msgstr ""
-"处理输入的单例。这包括按键、鼠标点击和移动、游戏手柄和输入动作。可以在[b]项"
-"目 > 项目设置[/b]的[b]输入映射[/b]选项卡中或使用 [InputMap] 类设置操作及其事"
-"件。"
-
msgid "Inputs documentation index"
msgstr "输入文档索引"
@@ -55482,36 +54209,6 @@ msgstr ""
"[b]注意:[/b]这个值在 Android 和 iOS 上可立即被硬件传感器的值所覆盖。"
msgid ""
-"Sets a custom mouse cursor image, which is only visible inside the game "
-"window. The hotspot can also be specified. Passing [code]null[/code] to the "
-"image parameter resets to the system cursor. See [enum CursorShape] for the "
-"list of shapes.\n"
-"[param image]'s size must be lower than 256×256.\n"
-"[param hotspot] must be within [param image]'s size.\n"
-"[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If "
-"using an [AnimatedTexture], only the first frame will be displayed.\n"
-"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
-"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
-"compression mode can't be used for custom cursors.\n"
-"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
-"128×128. Cursor images larger than 32×32 will also only be displayed if the "
-"mouse cursor image is entirely located within the page for [url=https://"
-"chromestatus.com/feature/5825971391299584]security reasons[/url]."
-msgstr ""
-"设置一个自定义鼠标光标图像,该图像仅当游戏窗口内可见。还可以指定热点。将 "
-"[code]null[/code] 传递给 image 参数将重置为系统光标。有关详细信息,请参阅 "
-"[enum CursorShape] 形状列表。\n"
-"[param image] 的大小必须小于 256×256。\n"
-"[param hotspot] 必须在 [param image] 的大小范围内。\n"
-"[b]注意:[/b]不支持 [AnimatedTexture] 作为自定义鼠标光标。如果使用 "
-"[AnimatedTexture],则只会显示第一帧。\n"
-"[b]注意:[/b]仅支持以[b]无损[/b]、[b]有损[/b]、或[b]未压缩[/b]压缩模式导入的"
-"图像。[b]Video RAM[/b] 压缩模式不能用于自定义光标。\n"
-"[b]注意:[/b]在网络平台上,最大允许的光标图像大小为 128×128。 出于"
-"[url=https://chromestatus.com/feature/5825971391299584]安全原因[/url],只有当"
-"鼠标光标图像完全位于页面内时,大于 32×32 的光标图像才会显示。"
-
-msgid ""
"Sets the default cursor shape to be used in the viewport instead of "
"[constant CURSOR_ARROW].\n"
"[b]Note:[/b] If you want to change the default cursor shape for [Control]'s "
@@ -59608,19 +58305,6 @@ msgstr ""
"时更新。这适用于细微的变化(例如闪烁的手电筒),但通常不适用于大的变化,例如"
"打开和关闭灯光。"
-msgid ""
-"Light is taken into account in dynamic baking ([VoxelGI] and SDFGI ([member "
-"Environment.sdfgi_enabled]) only). The light can be moved around or modified "
-"with global illumination updating in real-time. The light's global "
-"illumination appearance will be slightly different compared to [constant "
-"BAKE_STATIC]. This has a greater performance cost compared to [constant "
-"BAKE_STATIC]."
-msgstr ""
-"在动态烘焙(仅 [VoxelGI] 和 SDFGI([member Environment.sdfgi_enabled]))时,"
-"考虑了灯光。灯光可以四处移动或修改,而且全局照明会实时更新。与 [constant "
-"BAKE_STATIC] 相比,灯光的全局照明外观会略有不同。与 [constant BAKE_STATIC] 相"
-"比,这具有更大的性能成本。"
-
msgid "Computes and stores baked lightmaps for fast global illumination."
msgstr "计算并存储烘焙光照贴图,以实现快速全局照明。"
@@ -62116,114 +60800,6 @@ msgstr "混合形状是相对于基础的权重。"
msgid "Helper tool to access and edit [Mesh] data."
msgstr "用于访问和编辑 [Mesh] 数据的辅助工具。"
-msgid ""
-"MeshDataTool provides access to individual vertices in a [Mesh]. It allows "
-"users to read and edit vertex data of meshes. It also creates an array of "
-"faces and edges.\n"
-"To use MeshDataTool, load a mesh with [method create_from_surface]. When you "
-"are finished editing the data commit the data to a mesh with [method "
-"commit_to_surface].\n"
-"Below is an example of how MeshDataTool may be used.\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"var mesh = ArrayMesh.new()\n"
-"mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, BoxMesh.new()."
-"get_mesh_arrays())\n"
-"var mdt = MeshDataTool.new()\n"
-"mdt.create_from_surface(mesh, 0)\n"
-"for i in range(mdt.get_vertex_count()):\n"
-" var vertex = mdt.get_vertex(i)\n"
-" # In this example we extend the mesh by one unit, which results in "
-"separated faces as it is flat shaded.\n"
-" vertex += mdt.get_vertex_normal(i)\n"
-" # Save your change.\n"
-" mdt.set_vertex(i, vertex)\n"
-"mesh.surface_remove(0)\n"
-"mdt.commit_to_surface(mesh)\n"
-"var mi = MeshInstance.new()\n"
-"mi.mesh = mesh\n"
-"add_child(mi)\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"var mesh = new ArrayMesh();\n"
-"mesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, new BoxMesh()."
-"GetMeshArrays());\n"
-"var mdt = new MeshDataTool();\n"
-"mdt.CreateFromSurface(mesh, 0);\n"
-"for (var i = 0; i < mdt.GetVertexCount(); i++)\n"
-"{\n"
-" Vector3 vertex = mdt.GetVertex(i);\n"
-" // In this example we extend the mesh by one unit, which results in "
-"separated faces as it is flat shaded.\n"
-" vertex += mdt.GetVertexNormal(i);\n"
-" // Save your change.\n"
-" mdt.SetVertex(i, vertex);\n"
-"}\n"
-"mesh.SurfaceRemove(0);\n"
-"mdt.CommitToSurface(mesh);\n"
-"var mi = new MeshInstance();\n"
-"mi.Mesh = mesh;\n"
-"AddChild(mi);\n"
-"[/csharp]\n"
-"[/codeblocks]\n"
-"See also [ArrayMesh], [ImmediateMesh] and [SurfaceTool] for procedural "
-"geometry generation.\n"
-"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-"
-"OpenGL/Face-culling]winding order[/url] for front faces of triangle "
-"primitive modes."
-msgstr ""
-"MeshDataTool 提供对 [Mesh] 中各个顶点的访问。它允许用户读取和编辑网格的顶点数"
-"据。它还创建了一系列面和边。\n"
-"要使用 MeshDataTool,请使用 [method create_from_surface] 加载一个网格。完成数"
-"据编辑后,使用 [method commit_to_surface] 将数据提交到一个网格。\n"
-"下面是如何使用 MeshDataTool 的示例。\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"var mesh = ArrayMesh.new()\n"
-"mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, BoxMesh.new()."
-"get_mesh_arrays())\n"
-"var mdt = MeshDataTool.new()\n"
-"mdt.create_from_surface(mesh, 0)\n"
-"for i in range(mdt.get_vertex_count()):\n"
-" var vertex = mdt.get_vertex(i)\n"
-" # 在这个例子中,我们将网格挤出一个单位,这会导致分离的面,因为它是平直着"
-"色的。\n"
-" vertex += mdt.get_vertex_normal(i)\n"
-" # 保存你的更改。\n"
-" mdt.set_vertex(i, vertex)\n"
-"mesh.surface_remove(0)\n"
-"mdt.commit_to_surface(mesh)\n"
-"var mi = MeshInstance.new()\n"
-"mi.mesh = mesh\n"
-"add_child(mi)\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"var mesh = new ArrayMesh();\n"
-"mesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, new BoxMesh()."
-"GetMeshArrays());\n"
-"var mdt = new MeshDataTool();\n"
-"mdt.CreateFromSurface(mesh, 0);\n"
-"for (var i = 0; i < mdt.GetVertexCount(); i++)\n"
-"{\n"
-" Vector3 vertex = mdt.GetVertex(i);\n"
-" // 在这个例子中,我们将网格挤出一个单位,这会导致分离的面,因为它是平直着"
-"色的。\n"
-" vertex += mdt.GetVertexNormal(i);\n"
-" // 保存你的更改。\n"
-" mdt.SetVertex(i, vertex);\n"
-"}\n"
-"mesh.SurfaceRemove(0);\n"
-"mdt.CommitToSurface(mesh);\n"
-"var mi = new MeshInstance();\n"
-"mi.Mesh = mesh;\n"
-"AddChild(mi);\n"
-"[/csharp]\n"
-"[/codeblocks]\n"
-"另请参阅 [ArrayMesh]、[ImmediateMesh]、和 [SurfaceTool],以了解程序化几何生"
-"成。\n"
-"[b]注意:[/b]对于三角形基元模式的前面,Godot 使用顺时针[url=https://"
-"learnopengl.com/Advanced-OpenGL/Face-culling]缠绕顺序[/url]。"
-
msgid "Clears all data currently in MeshDataTool."
msgstr "将当前 MeshDataTool 中所有的数据全部清除。"
@@ -63844,13 +62420,6 @@ msgstr ""
"transfer_mode])。"
msgid ""
-"Called when the unique ID of this [MultiplayerPeer] is requested (see "
-"[method MultiplayerPeer.get_unique_id])."
-msgstr ""
-"请求 [MultiplayerPeer] 的唯一 ID 时调用(见 [method MultiplayerPeer."
-"get_unique_id])。"
-
-msgid ""
"Called when the \"refuse new connections\" status is requested on this "
"[MultiplayerPeer] (see [member MultiplayerPeer.refuse_new_connections])."
msgstr ""
@@ -65691,55 +64260,6 @@ msgstr "[NavigationMesh] 发生变化时发出通知。"
msgid "Server interface for low-level 2D navigation access."
msgstr "用于低级 2D 导航访问的服务器接口。"
-msgid ""
-"NavigationServer2D is the server responsible for all 2D navigation. It "
-"handles several objects, namely maps, regions and agents.\n"
-"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world.\n"
-"[b]Note:[/b] Most NavigationServer changes take effect after the next "
-"physics frame and not immediately. This includes all changes made to maps, "
-"regions or agents by navigation related Nodes in the SceneTree or made "
-"through scripts.\n"
-"For two regions to be connected to each other, they must share a similar "
-"edge. An edge is considered connected to another if both of its two vertices "
-"are at a distance less than [code]edge_connection_margin[/code] to the "
-"respective other edge's vertex.\n"
-"You may assign navigation layers to regions with [method NavigationServer2D."
-"region_set_navigation_layers], which then can be checked upon when "
-"requesting a path with [method NavigationServer2D.map_get_path]. This allows "
-"allowing or forbidding some areas to 2D objects.\n"
-"To use the collision avoidance system, you may use agents. You can set an "
-"agent's target velocity, then the servers will emit a callback with a "
-"modified velocity.\n"
-"[b]Note:[/b] The collision avoidance system ignores regions. Using the "
-"modified velocity as-is might lead to pushing and agent outside of a "
-"navigable area. This is a limitation of the collision avoidance system, any "
-"more complex situation may require the use of the physics engine.\n"
-"This server keeps tracks of any call and executes them during the sync "
-"phase. This means that you can request any change to the map, using any "
-"thread, without worrying."
-msgstr ""
-"NavigationServer2D 是负责所有 2D 导航的服务器。它处理多种对象,即地图、区块和"
-"代理。\n"
-"地图由区块组成,区块由导航多边形组成。它们共同定义了 2D 世界中的可导航区"
-"域。\n"
-"[b]注意:[/b]大多数 NavigationServer 更改,在下一个物理帧之后生效,而不是立即"
-"生效。这些更改包括通过 SceneTree 中的导航相关节点或通过脚本对地图、区块或代理"
-"所做的所有更改。\n"
-"对于要相互连接的两个区块,它们必须共享一条相似的边。如果一条边的两个顶点到另"
-"一条边的顶点的距离,都小于 [code]edge_connection_margin[/code],则认为这条边"
-"与另一条边相连。\n"
-"可以使用 [method NavigationServer2D.region_set_navigation_layers] 将导航层分"
-"配给区块,然后可以在使用 [method NavigationServer2D.map_get_path] 请求路径时"
-"对其进行检查。这允许允许或禁止某些区域到 2D 对象。\n"
-"要使用碰撞回避系统,可以使用代理。可以设置代理的目标速度,然后服务器将以修改"
-"后的速度发出回调。\n"
-"[b]注意:[/b]碰撞回避系统忽略区块。按原样使用修改后的速度,可能会导致推挤,甚"
-"至代理超出可导航区域。这是碰撞回避系统的一个限制,任何更复杂的情况,可能都需"
-"要使用物理引擎。\n"
-"该服务器会跟踪任何调用并在同步阶段执行它们。这意味着对地图进行任何更改的任何"
-"请求,都可以使用线程,而无需担心出现问题。"
-
msgid "Using NavigationServer"
msgstr "使用 NavigationServer"
@@ -68487,16 +67007,6 @@ msgstr ""
"返回该节点是否通知其全局和局部变换的更改。[Node3D] 默认不会传播此属性。"
msgid ""
-"Returns [code]true[/code] if the node is present in the [SceneTree], its "
-"[member visible] property is [code]true[/code] and all its antecedents are "
-"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
-msgstr ""
-"如果该节点位于 [SceneTree] 中,并且其 [member visible] 属性为 [code]true[/"
-"code],并且其所有上层节点也均可见,则返回 [code]true[/code]。如果任何上层节点"
-"被隐藏,则该节点在场景树中将不可见。"
-
-msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[param target] position.\n"
"The local up axis (+Y) points as close to the [param up] vector as possible "
@@ -68742,15 +67252,6 @@ msgstr ""
"[member Node3D.visible] 属性隐藏的节点,基本上可以从可见性依赖树中移除,因此"
"依赖实例不会考虑隐藏节点或其祖先。"
-msgid ""
-"If [code]true[/code], this node is drawn. The node is only visible if all of "
-"its antecedents are visible as well (in other words, [method "
-"is_visible_in_tree] must return [code]true[/code])."
-msgstr ""
-"如果为 [code]true[/code],这个节点就会被画出来。只有当它的所有前项也是可见的"
-"时候,这个节点才是可见的(换句话说,[method is_visible_in_tree] 必须返回 "
-"[code]true[/code])。"
-
msgid "Emitted when node visibility changes."
msgstr "当节点可见性更改时触发。"
@@ -70668,19 +69169,6 @@ msgstr ""
"被编辑,但它仍可以被该方法找到。"
msgid ""
-"Returns [code]true[/code] if the the given [param method] name exists in the "
-"object.\n"
-"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to "
-"built-in Godot methods. Prefer using the names exposed in the "
-"[code]MethodName[/code] class to avoid allocating a new [StringName] on each "
-"call."
-msgstr ""
-"如果该对象中存在给定的方法名 [param method],则返回 [code]true[/code]。\n"
-"[b]注意:[/b]在 C# 中引用内置 Godot 方法时 [param method] 必须为 snake_case "
-"蛇形大小写。请优先使用 [code]MethodName[/code] 类中暴露的名称,避免每次调用都"
-"重新分配一个 [StringName]。"
-
-msgid ""
"Returns [code]true[/code] if the given [param signal] name exists in the "
"object.\n"
"[b]Note:[/b] In C#, [param signal] must be in snake_case when referring to "
@@ -72283,110 +70771,6 @@ msgstr ""
"[EditorPlugin] 或 [EditorScript] 的一部分时,它会冻结编辑器但不会冻结当前正在"
"运行的项目(因为项目是一个独立的子进程)。"
-msgid ""
-"Executes a command. The file specified in [param path] must exist and be "
-"executable. Platform path resolution will be used. The [param arguments] are "
-"used in the given order and separated by a space. If an [param output] "
-"[Array] is provided, the complete shell output of the process will be "
-"appended as a single [String] element in [param output]. If [param "
-"read_stderr] is [code]true[/code], the output to the standard error stream "
-"will be included too.\n"
-"On Windows, if [param open_console] is [code]true[/code] and the process is "
-"a console app, a new terminal window will be opened. This is ignored on "
-"other platforms.\n"
-"If the command is successfully executed, the method will return the exit "
-"code of the command, or [code]-1[/code] if it fails.\n"
-"[b]Note:[/b] The Godot thread will pause its execution until the executed "
-"command terminates. Use [Thread] to create a separate thread that will not "
-"pause the Godot thread, or use [method create_process] to create a "
-"completely independent process.\n"
-"For example, to retrieve a list of the working directory's contents:\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"var output = []\n"
-"var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], output)\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"var output = new Godot.Collections.Array();\n"
-"int exitCode = OS.Execute(\"ls\", new string[] {\"-l\", \"/tmp\"}, output);\n"
-"[/csharp]\n"
-"[/codeblocks]\n"
-"If you wish to access a shell built-in or execute a composite command, a "
-"platform-specific shell can be invoked. For example:\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"var output = []\n"
-"OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], output)\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"var output = new Godot.Collections.Array();\n"
-"OS.Execute(\"CMD.exe\", new string[] {\"/C\", \"cd %TEMP% && dir\"}, "
-"output);\n"
-"[/csharp]\n"
-"[/codeblocks]\n"
-"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
-"Windows.\n"
-"[b]Note:[/b] To execute a Windows command interpreter built-in command, "
-"specify [code]cmd.exe[/code] in [param path], [code]/c[/code] as the first "
-"argument, and the desired command as the second argument.\n"
-"[b]Note:[/b] To execute a PowerShell built-in command, specify "
-"[code]powershell.exe[/code] in [param path], [code]-Command[/code] as the "
-"first argument, and the desired command as the second argument.\n"
-"[b]Note:[/b] To execute a Unix shell built-in command, specify shell "
-"executable name in [param path], [code]-c[/code] as the first argument, and "
-"the desired command as the second argument.\n"
-"[b]Note:[/b] On macOS, sandboxed applications are limited to run only "
-"embedded helper executables, specified during export."
-msgstr ""
-"执行一条命令。[param path] 中指定的文件必须存在且可执行。将使用平台路径解析。"
-"[param arguments] 按给定顺序使用,并以空格分隔。如果提供了 [param output] "
-"[Array],则进程的完整 shell 输出,将作为单个 [String] 元素追加到 [param "
-"output] 中。如果 [param read_stderr] 为 [code]true[/code],则标准错误流的输出"
-"也将被包含在内。\n"
-"在 Windows 上,如果 [param open_console] 为 [code]true[/code] 并且进程是控制"
-"台应用程序,则将打开一个新的终端窗口。该参数在其他平台上被忽略。\n"
-"如果命令执行成功,该方法将返回命令的退出代码,如果失败则返回 [code]-1[/"
-"code]。\n"
-"[b]注意:[/b]Godot 线程将暂停执行,直到执行的命令终止。使用 [Thread] 创建一个"
-"不会暂停 Godot 线程的独立线程,或者使用 [method create_process] 创建一个完全"
-"独立的进程。\n"
-"例如,要检索工作目录内容的列表:\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"var output = []\n"
-"var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], output)\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"var output = new Godot.Collections.Array();\n"
-"int exitCode = OS.Execute(\"ls\", new string[] {\"-l\", \"/tmp\"}, output);\n"
-"[/csharp]\n"
-"[/codeblocks]\n"
-"如果希望访问内置的 shell 或执行复合命令,则可以调用特定于平台的 shell。例"
-"如:\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"var output = []\n"
-"OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], output)\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"var output = new Godot.Collections.Array();\n"
-"OS.Execute(\"CMD.exe\", new string[] {\"/C\", \"cd %TEMP% && dir\"}, "
-"output);\n"
-"[/csharp]\n"
-"[/codeblocks]\n"
-"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS 和 Windows 上实现。\n"
-"[b]注意:[/b]要执行 Windows 命令解释器的内置命令,在 [param path] 中指定 "
-"[code]cmd.exe[/code],将 [code]/c[/code] 作为第一个参数,并将所需的命令作为第"
-"二个参数。\n"
-"[b]注意:[/b]要执行 PowerShell 的内置命令,在 [param path] 中指定 "
-"[code]powershell.exe[/code],将 [code]-Command[/code] 作为第一个参数,然后将"
-"所需的命令作为第二个参数。\n"
-"[b]注意:[/b]要执行 Unix shell 内置命令,请在 [param path] 中指定 shell 可执"
-"行文件名称,将 [code]-c[/code] 作为第一个参数,并将所需的命令作为第二个参"
-"数。\n"
-"[b]注意:[/b]在 macOS 上,沙盒应用程序仅限于运行在导出期间指定的嵌入的辅助可"
-"执行文件。"
-
msgid "Returns the keycode of the given string (e.g. \"Escape\")."
msgstr "返回给定字符串(例如“Escape”)的键码。"
@@ -72888,31 +71272,6 @@ msgstr ""
"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS、Windows 上实现。"
msgid ""
-"Returns an array of the system substitute font file paths, which are similar "
-"to the font with [param font_name] and style for the specified text, locale "
-"and script. Returns empty array if no matching fonts found.\n"
-"The following aliases can be used to request default fonts: \"sans-serif\", "
-"\"serif\", \"monospace\", \"cursive\", and \"fantasy\".\n"
-"[b]Note:[/b] Depending on OS, it's not guaranteed that any of the returned "
-"fonts is suitable for rendering specified text. Fonts should be loaded and "
-"checked in the order they are returned, and the first suitable one used.\n"
-"[b]Note:[/b] Returned fonts might have different style if the requested "
-"style is not available or belong to a different font family.\n"
-"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
-"Windows."
-msgstr ""
-"返回系统替换字体文件路径的数组,这些字体与名称为 [param font_name] 并且其他风"
-"格也相符的字体相近,可用于指定的文本、区域设置以及文字。如果没有相匹配的字"
-"体,则返回空数组。\n"
-"下列别名可用于请求默认字体:无衬线“sans-serif”、有衬线“serif”、等"
-"宽“monospace”、手写体“cursive”、花体“fantasy”。\n"
-"[b]注意:[/b]根据操作系统的不同,无法保证任何返回的字体都适合渲染指定的文本。"
-"应该按照返回的顺序加载并检查字体,选用第一个合适的字体。\n"
-"[b]注意:[/b]如果没有请求的风格,或者属于不同的字体家族,则可能返回不同风格的"
-"字体。\n"
-"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS、Windows 上实现。"
-
-msgid ""
"Returns list of font family names available.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
"Windows."
@@ -73019,28 +71378,6 @@ msgstr ""
"[b]注意:[/b]该方法在 web 平台上不被支持。它将返回一个空字符串。"
msgid ""
-"Returns the video adapter driver name and version for the user's currently "
-"active graphics card.\n"
-"The first element holds the driver name, such as [code]nvidia[/code], "
-"[code]amdgpu[/code], etc.\n"
-"The second element holds the driver version. For e.g. the [code]nvidia[/"
-"code] driver on a Linux/BSD platform, the version is in the format "
-"[code]510.85.02[/code]. For Windows, the driver's format is "
-"[code]31.0.15.1659[/code].\n"
-"[b]Note:[/b] This method is only supported on the platforms Linux/BSD and "
-"Windows when not running in headless mode. It returns an empty array on "
-"other platforms."
-msgstr ""
-"返回用户当前激活的显卡的视频适配器驱动程序名称和版本。\n"
-"第一个元素保存驱动程序的名称,如 [code]nvidia[/code]、[code]amdgpu[/code] "
-"等。\n"
-"第二个元素保存驱动程序的版本。例如 Linux/BSD 平台上的 [code]nvidia[/code] 驱"
-"动程序,其版本格式为 [code]510.85.02[/code]。对于 Windows,其驱动程序的格式"
-"是 [code]31.0.15.1659[/code]。\n"
-"[b]注意:[/b]该方法仅在 Linux/BSD 和 Windows 平台上不以无头模式运行时才受支"
-"持。在其他平台上返回一个空数组。"
-
-msgid ""
"Returns [code]true[/code] if the environment variable with the name [param "
"variable] exists.\n"
"[b]Note:[/b] Double-check the casing of [param variable]. Environment "
@@ -75065,76 +73402,6 @@ msgstr ""
"[b]注意:[/b]在向广播地址(例如:[code]255.255.255.255[/code])发送数据包之"
"前,必须启用 [method set_broadcast_enabled]。"
-msgid ""
-"Waits for a packet to arrive on the bound address. See [method bind].\n"
-"[b]Note:[/b] [method wait] can't be interrupted once it has been called. "
-"This can be worked around by allowing the other party to send a specific "
-"\"death pill\" packet like this:\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"socket = PacketPeerUDP.new()\n"
-"# Server\n"
-"socket.set_dest_address(\"127.0.0.1\", 789)\n"
-"socket.put_packet(\"Time to stop\".to_ascii())\n"
-"\n"
-"# Client\n"
-"while socket.wait() == OK:\n"
-" var data = socket.get_packet().get_string_from_ascii()\n"
-" if data == \"Time to stop\":\n"
-" return\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"var socket = new PacketPeerUDP();\n"
-"// Server\n"
-"socket.SetDestAddress(\"127.0.0.1\", 789);\n"
-"socket.PutPacket(\"Time to stop\".ToAscii());\n"
-"\n"
-"// Client\n"
-"while (socket.Wait() == OK)\n"
-"{\n"
-" string data = socket.GetPacket().GetStringFromASCII();\n"
-" if (data == \"Time to stop\")\n"
-" {\n"
-" return;\n"
-" }\n"
-"}\n"
-"[/csharp]\n"
-"[/codeblocks]"
-msgstr ""
-"等待数据包到达绑定的地址。见 [method bind]。\n"
-"[b]注意:[/b][method wait] 一旦被调用就无法中断。解决方法是让对方发送一个特定"
-"的“毒药”数据包,如下所示:\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"socket = PacketPeerUDP.new()\n"
-"# 服务端\n"
-"socket.set_dest_address(\"127.0.0.1\", 789)\n"
-"socket.put_packet(\"Time to stop\".to_ascii())\n"
-"\n"
-"# 客户端\n"
-"while socket.wait() == OK:\n"
-" var data = socket.get_packet().get_string_from_ascii()\n"
-" if data == \"Time to stop\":\n"
-" return\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"var socket = new PacketPeerUDP();\n"
-"// 服务端\n"
-"socket.SetDestAddress(\"127.0.0.1\", 789);\n"
-"socket.PutPacket(\"Time to stop\".ToAscii());\n"
-"\n"
-"// 客户端\n"
-"while (socket.Wait() == OK)\n"
-"{\n"
-" string data = socket.GetPacket().GetStringFromASCII();\n"
-" if (data == \"Time to stop\")\n"
-" {\n"
-" return;\n"
-" }\n"
-"}\n"
-"[/csharp]\n"
-"[/codeblocks]"
-
msgid "Provides an opaque background for [Control] children."
msgstr "为 [Control] 子控件提供不透明的背景。"
@@ -75564,9 +73831,6 @@ msgid ""
"Each particle's tangential acceleration will vary along this [CurveTexture]."
msgstr "每个粒子的切向加速度将沿着这个 [CurveTexture] 变化。"
-msgid "Enables and disables Turbulence for the particle system."
-msgstr "启用和禁用粒子系统的湍流。"
-
msgid ""
"Maximum turbulence influence on each particle.\n"
"The actual amount of turbulence influence on each particle is calculated as "
@@ -75597,30 +73861,6 @@ msgid ""
msgstr "每个粒子的湍流量,将在其生命周期内沿这条 [CurveTexture] 受到影响。"
msgid ""
-"Maximum displacement of each particles spawn position by the turbulence.\n"
-"The actual amount of displacement will be a factor of the underlying "
-"turbulence multiplied by a random value between [member "
-"turbulence_initial_displacement_min] and [member "
-"turbulence_initial_displacement_max]."
-msgstr ""
-"湍流对每个粒子出生位置的最大位移。\n"
-"实际位移量将是基础湍流乘以一个介于 [member "
-"turbulence_initial_displacement_min] 和 [member "
-"turbulence_initial_displacement_max] 之间的随机值的系数。"
-
-msgid ""
-"Minimum displacement of each particles spawn position by the turbulence.\n"
-"The actual amount of displacement will be a factor of the underlying "
-"turbulence multiplied by a random value between [member "
-"turbulence_initial_displacement_min] and [member "
-"turbulence_initial_displacement_max]."
-msgstr ""
-"湍流对每个粒子出生位置的最小位移。\n"
-"实际位移量将是基础湍流乘以一个介于 [member "
-"turbulence_initial_displacement_min] 和 [member "
-"turbulence_initial_displacement_max] 之间的随机值的系数。"
-
-msgid ""
"This value controls the overall scale/frequency of the turbulence noise "
"pattern.\n"
"A small scale will result in smaller features with more detail while a high "
@@ -75640,16 +73880,6 @@ msgstr ""
"[code]Vector3(0.0, 0.0, 0.0)[/code] 的值,会将湍流图案冻结在适当的位置。"
msgid ""
-"Use to influence the noise speed in a random pattern. This helps to break up "
-"visible movement patterns."
-msgstr "用于以随机图案影响噪声速度。这有助于打破可见的移动图案。"
-
-msgid ""
-"The turbulence noise strength. Increasing this will result in a stronger, "
-"more contrasting, noise pattern."
-msgstr "湍流噪声强度。增加此值将导致更强、更具对比的噪声图案。"
-
-msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set initial velocity properties."
msgstr ""
@@ -84412,10 +82642,6 @@ msgstr ""
"项目被认为是工作空间中的 C# 项目之一,根目录应该包含 [code]project.godot[/"
"code] 和[code].csproj[/code]。"
-msgid ""
-"If [code]true[/code] text resources are converted to binary format on export."
-msgstr "如果为 [code]true[/code],则导出时会将文本资源转换为二进制格式。"
-
msgid "If [code]true[/code] importing of resources is run on multiple threads."
msgstr "如果为 [code]true[/code],则会多线程执行资源的导入。"
@@ -85117,16 +83343,6 @@ msgid ""
msgstr "针对 macOS 的快捷键覆盖项,对应在各个光标下方再添加一个光标的快捷键。"
msgid ""
-"Default [InputEventAction] to move the text cursor the the end of the text.\n"
-"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
-"necessary for the internal logic of several [Control]s. The events assigned "
-"to the action can however be modified."
-msgstr ""
-"默认 [InputEventAction],用于将文本光标移动到文本的末尾。\n"
-"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
-"的,无法删除。但是可以修改分配给该动作的事件。"
-
-msgid ""
"macOS specific override for the shortcut to move the text cursor to the end "
"of the text."
msgstr "针对 macOS 的快捷键覆盖项,对应将文本光标移动到文本末尾的快捷键。"
@@ -87113,51 +85329,6 @@ msgstr ""
"common/max_physics_steps_per_frame] 也调大。"
msgid ""
-"If [code]true[/code], [CanvasItem] nodes will internally snap to full "
-"pixels. Their position can still be sub-pixel, but the decimals will not "
-"have effect."
-msgstr ""
-"如果为 [code]true[/code],则 [CanvasItem] 节点在内部会吸附到整像素位置。位置"
-"仍然可以是次像素的,但小数点后的值不会产生效果。"
-
-msgid ""
-"If [code]true[/code], vertices of [CanvasItem] nodes will snap to full "
-"pixels. Only affects the final vertex positions, not the transforms."
-msgstr ""
-"如果为 [code]true[/code],则 [CanvasItem] 节点的顶点会吸附到整像素位置。仅影"
-"响最终的顶点位置,不影响变换。"
-
-msgid ""
-"Sets the number of MSAA samples to use for 2D/Canvas rendering (as a power "
-"of two). MSAA is used to reduce aliasing around the edges of polygons. A "
-"higher MSAA value results in smoother edges but can be significantly slower "
-"on some hardware. This has no effect on shader-induced aliasing or texture "
-"aliasing.\n"
-"[b]Note:[/b] MSAA is only supported in the Forward+ and Mobile rendering "
-"methods, not Compatibility."
-msgstr ""
-"设置用于 2D/Canvas 渲染的 MSAA 采样数(为 2 的幂)。MSAA 可用于减少多边形边缘"
-"周围的锯齿。较高的 MSAA 值会产生更平滑的边缘,但在某些硬件上可能会明显变慢。"
-"这对着色器引起的锯齿或纹理锯齿无效。\n"
-"[b]注意:[/b]MSAA 仅支持 Forward+ 和 Mobile 渲染方式,不支持 Compatibility。"
-
-msgid ""
-"Sets the number of MSAA samples to use for 3D rendering (as a power of two). "
-"MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA "
-"value results in smoother edges but can be significantly slower on some "
-"hardware. See also bilinear scaling 3d [member rendering/scaling_3d/mode] "
-"for supersampling, which provides higher quality but is much more expensive. "
-"This has no effect on shader-induced aliasing or texture aliasing.\n"
-"[b]Note:[/b] MSAA is only supported in the Forward+ and Mobile rendering "
-"methods, not Compatibility."
-msgstr ""
-"设置用于 3D 渲染的 MSAA 采样数(为 2 的幂)。MSAA 用于减少多边形边缘周围的锯"
-"齿。较高的 MSAA 值会产生更平滑的边缘,但在某些硬件上可能会明显变慢。另请参见"
-"用于超级采样的双线性缩放 3d [member rendering/scaling_3d/mode],它提供更高的"
-"质量但更昂贵。这对着色器引起的锯齿或纹理锯齿无效。\n"
-"[b]注意:[/b]MSAA 仅支持 Forward+ 和 Mobile 渲染方式,不支持 Compatibility。"
-
-msgid ""
"Sets the screen-space antialiasing mode for the default screen [Viewport]. "
"Screen-space antialiasing works by selectively blurring edges in a post-"
"process shader. It differs from MSAA which takes multiple coverage samples "
@@ -87224,21 +85395,6 @@ msgstr ""
"[b]注意:[/b]TAA 只支持 Forward+ 渲染方式,不支持 Mobile 或 Compatibility。"
msgid ""
-"If [code]true[/code], enables a spatial filter to limit roughness in areas "
-"with high-frequency detail. This can help reduce specular aliasing to an "
-"extent, though not as much as enabling [member rendering/anti_aliasing/"
-"quality/use_taa]. This filter has a small performance cost, so consider "
-"disabling it if it doesn't benefit your scene noticeably.\n"
-"[b]Note:[/b] TAA is only supported in the Forward+ and Mobile rendering "
-"methods, not Compatibility."
-msgstr ""
-"如果为 [code]true[/code],则启用空间过滤器以限制具有高频细节的区域的粗糙度。"
-"这可以在一定程度上帮助减少镜面反射锯齿,尽管不如启用 [member rendering/"
-"anti_aliasing/quality/use_taa]。 该过滤器的性能成本很小,因此如果它对您的场景"
-"没有明显好处,请考虑禁用它。\n"
-"[b]注意:[/b]TAA 只支持 Forward+ 和 Mobile 渲染方式,不支持 Compatibility。"
-
-msgid ""
"Sets the quality of the depth of field effect. Higher quality takes more "
"samples, which is slower but looks smoother."
msgstr ""
@@ -87451,28 +85607,6 @@ msgstr ""
"environment/ssil/adaptive_target] 设置。"
msgid ""
-"Scales the depth over which the subsurface scattering effect is applied. A "
-"high value may allow light to scatter into a part of the mesh or another "
-"mesh that is close in screen space but far in depth."
-msgstr ""
-"缩放应用次表面散射效果的深度。较高的值可能允许光散射到该网格的一部分,或是散"
-"射到屏幕空间中较近但深度较远的另一个网格中。"
-
-msgid ""
-"Sets the quality of the subsurface scattering effect. Higher values are "
-"slower but look nicer."
-msgstr "设置次表面散射效果的质量。值越高,速度越慢,但看起来也越好。"
-
-msgid ""
-"Scales the distance over which samples are taken for subsurface scattering "
-"effect. Changing this does not impact performance, but higher values will "
-"result in significant artifacts as the samples will become obviously spread "
-"out. A lower value results in a smaller spread of scattered light."
-msgstr ""
-"缩放对次表面散射效果进行采样的距离。更改该值不会影响性能;但较高的值将导致明"
-"显的伪影,因为样本将变得明显分散。较低的值会导致散射光的散布更小。"
-
-msgid ""
"Enables filtering of the volumetric fog effect prior to integration. This "
"substantially blurs the fog which reduces fine details but also smooths out "
"harsh edges and aliasing artifacts. Disable when more detail is required."
@@ -87659,22 +85793,6 @@ msgstr ""
"光照,但代价是当对象从明亮区域移动到阴影区域时可能会出现闪烁。"
msgid ""
-"Use 16 bits for shadow depth map. Enabling this results in shadows having "
-"less precision and may result in shadow acne, but can lead to performance "
-"improvements on some devices."
-msgstr ""
-"对阴影深度贴图使用 16 比特。启用此功能会导致阴影精度较低,并可能导致阴影粉"
-"刺,但在某些设备上可以带来性能的改善。"
-
-msgid ""
-"The directional shadow's size in pixels. Higher values will result in "
-"sharper shadows, at the cost of performance. The value will be rounded up to "
-"the nearest power of 2."
-msgstr ""
-"定向阴影的大小(以像素为单位)。较高的值,将导致更清晰的阴影,但会以性能为代"
-"价。该值将四舍五入到最接近的 2 次幂。"
-
-msgid ""
"Lower-end override for [member rendering/lights_and_shadows/"
"directional_shadow/size] on mobile devices, due to performance concerns or "
"driver support."
@@ -87879,29 +85997,6 @@ msgstr ""
"请在根 [Viewport] 上设置 [member Viewport.mesh_lod_threshold]。"
msgid ""
-"The [url=https://en.wikipedia.org/wiki/Bounding_volume_hierarchy]BVH[/url] "
-"quality to use when rendering the occlusion culling buffer. Higher values "
-"will result in more accurate occlusion culling, at the cost of higher CPU "
-"usage."
-msgstr ""
-"渲染遮挡剔除缓冲区时使用的 [url=https://en.wikipedia.org/wiki/"
-"Bounding_volume_hierarchy]BVH[/url] 质量。值越高,得到的遮挡剔除越精确,但代"
-"价是 CPU 使用率也越高。"
-
-msgid ""
-"Higher values will result in more accurate occlusion culling, at the cost of "
-"higher CPU usage. The occlusion culling buffer's pixel count is roughly "
-"equal to [code]occlusion_rays_per_thread * number_of_logical_cpu_cores[/"
-"code], so it will depend on the system's CPU. Therefore, CPUs with fewer "
-"cores will use a lower resolution to attempt keeping performance costs even "
-"across devices."
-msgstr ""
-"更高的值将导致更准确的遮挡剔除,但代价是更高的 CPU 使用率。遮挡剔除缓冲区的像"
-"素数大致等于 [code]occlusion_rays_per_thread * number_of_logical_cpu_cores[/"
-"code],因此它取决于系统的 CPU。因此,内核较少的 CPU 将使用较低的分辨率,来尝"
-"试保持跨设备的性能成本。"
-
-msgid ""
"If [code]true[/code], [OccluderInstance3D] nodes will be usable for "
"occlusion culling in 3D in the root viewport. In custom viewports, [member "
"Viewport.use_occlusion_culling] must be set to [code]true[/code] instead.\n"
@@ -88286,26 +86381,6 @@ msgstr ""
"use_hidden_project_data_directory])。"
msgid ""
-"If [code]true[/code], the texture importer will import VRAM-compressed "
-"textures using the S3 Texture Compression algorithm (DXT1-5) for lower "
-"quality textures and the the BPTC algorithm (BC6H and BC7) for high quality "
-"textures. This algorithm is only supported on PC desktop platforms and "
-"consoles.\n"
-"[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were "
-"already imported before. To make this setting apply to textures that were "
-"already imported, exit the editor, remove the [code].godot/imported/[/code] "
-"folder located inside the project folder then restart the editor (see "
-"[member application/config/use_hidden_project_data_directory])."
-msgstr ""
-"如果为 [code]true[/code],纹理导入器将使用 S3 纹理压缩算法(DXT1-5)导入 "
-"VRAM 压缩纹理以获得较低质量的纹理;并使用 BPTC 算法(BC6H 和 BC7)导入高质量"
-"纹理。该算法仅在 PC 桌面平台和主机平台上受支持。\n"
-"[b]注意:[/b]更改该设置[i]不会[/i]影响之前已经导入的纹理。要使该设置应用于已"
-"导入的纹理,请退出编辑器,移除位于项目文件夹内的 [code].godot/imported/[/"
-"code] 文件夹,然后重新启动编辑器(请参阅 [member application/config/"
-"use_hidden_project_data_directory])。"
-
-msgid ""
"The default compression method for WebP. Affects both lossy and lossless "
"WebP. A higher value results in smaller files at the cost of compression "
"speed. Decompression speed is mostly unaffected by the compression method. "
@@ -88534,26 +86609,6 @@ msgstr ""
msgid "The quad's size in 3D units."
msgstr "该四边形的大小,使用 3D 单位。"
-msgid "Quaternion."
-msgstr "四元数."
-
-msgid ""
-"A unit quaternion used for representing 3D rotations. Quaternions need to be "
-"normalized to be used for rotation.\n"
-"It is similar to Basis, which implements matrix representation of rotations, "
-"and can be parametrized using both an axis-angle pair or Euler angles. Basis "
-"stores rotation, scale, and shearing, while Quaternion only stores "
-"rotation.\n"
-"Due to its compactness and the way it is stored in memory, certain "
-"operations (obtaining axis-angle and performing SLERP, in particular) are "
-"more efficient and robust against floating-point errors."
-msgstr ""
-"代表 3D 旋转的单位四元数。四元数归一化后才能用于旋转。\n"
-"四元数与 Basis 类似,实现的是旋转的矩阵表示,可以使用轴角对或欧拉角作为参数。"
-"Basis 存储的是旋转、缩放以及切变,而 Quaternion 只存储旋转。\n"
-"由于四元数的紧凑性以及在内存中的存储方式,部分运算(尤其是获取轴角和执行 "
-"SLERP)在防止浮点数误差方面更加有效和稳健。"
-
msgid ""
"Constructs a default-initialized quaternion with all components set to "
"[code]0[/code]."
@@ -89288,21 +87343,6 @@ msgstr ""
"撞法线将为 [code]Vector3(0, 0, 0)[/code]。不会影响无体积的形状,如凹多边形和"
"高度图。"
-msgid "Framebuffer pass attachment description."
-msgstr "帧缓冲区阶段附件描述。"
-
-msgid ""
-"This class contains the list of attachment descriptions for a framebuffer "
-"pass. Each points with an index to a previously supplied list of texture "
-"attachments.\n"
-"Multipass framebuffers can optimize some configurations in mobile, on "
-"desktop they provide little to no advantage."
-msgstr ""
-"该类包含帧缓冲区通道的附件描述列表。每个点都有一个指向先前提供的纹理附件列表"
-"的索引。\n"
-"多通道帧缓冲区,可以优化移动设备中的某些配置;在桌面设备上,它们几乎没有优"
-"势。"
-
msgid ""
"Color attachments in order starting from 0. If this attachment is not used "
"by the shader, pass ATTACHMENT_UNUSED to skip."
@@ -89839,30 +87879,6 @@ msgid "Reflection probes"
msgstr "反射探针"
msgid ""
-"The custom ambient color to use within the [ReflectionProbe]'s [member "
-"size]. Only effective if [member ambient_mode] is [constant AMBIENT_COLOR]."
-msgstr ""
-"在 [ReflectionProbe] 的 [member size] 中使用的自定义环境颜色。仅当 [member "
-"ambient_mode] 为 [constant AMBIENT_COLOR] 时有效。"
-
-msgid ""
-"The custom ambient color energy to use within the [ReflectionProbe]'s "
-"[member size]. Only effective if [member ambient_mode] is [constant "
-"AMBIENT_COLOR]."
-msgstr ""
-"在 [ReflectionProbe] 的 [member size] 中使用的自定义环境颜色能量。仅当 "
-"[member ambient_mode] 为 [constant AMBIENT_COLOR] 时有效。"
-
-msgid ""
-"The ambient color to use within the [ReflectionProbe]'s [member size]. The "
-"ambient color will smoothly blend with other [ReflectionProbe]s and the rest "
-"of the scene (outside the [ReflectionProbe]'s [member size])."
-msgstr ""
-"在 [ReflectionProbe] 的 [member size] 中使用的环境颜色。环境颜色将平滑地与其"
-"他 [ReflectionProbe] 和场景的其余部分(在 [ReflectionProbe] 的 [member size] "
-"之外)混合。"
-
-msgid ""
"If [code]true[/code], enables box projection. This makes reflections look "
"more correct in rectangle-shaped rooms by offsetting the reflection center "
"depending on the camera's location.\n"
@@ -89901,21 +87917,6 @@ msgid "If [code]true[/code], reflections will ignore sky contribution."
msgstr "如果为 [code]true[/code],则反射将忽略天空的贡献。"
msgid ""
-"The maximum distance away from the [ReflectionProbe] an object can be before "
-"it is culled. Decrease this to improve performance, especially when using "
-"the [constant UPDATE_ALWAYS] [member update_mode].\n"
-"[b]Note:[/b] The maximum reflection distance is always at least equal to the "
-"probe's extents. This means that decreasing [member max_distance] will not "
-"always cull objects from reflections, especially if the reflection probe's "
-"[member size] is already large."
-msgstr ""
-"对象在被剔除之前可以距该 [ReflectionProbe] 的最大距离。减少它可以提高性能,尤"
-"其是在使用 [constant UPDATE_ALWAYS] 作为 [member update_mode] 时。\n"
-"[b]注意:[/b]最大反射距离始终至少等于探针的范围。这意味着减少 [member "
-"max_distance] 并不总是会从反射中剔除对象,尤其是在反射探针的 [member size] 已"
-"经很大的情况下。"
-
-msgid ""
"The automatic LOD bias to use for meshes rendered within the "
"[ReflectionProbe] (this is analog to [member Viewport.mesh_lod_threshold]). "
"Higher values will use less detailed versions of meshes that have LOD "
@@ -89990,23 +87991,6 @@ msgstr ""
"的性能消耗也是显著的。因此,建议同一个场景中最多只使用一个 [constant "
"UPDATE_ALWAYS] 的 ReflectionProbe。其他用途请使用 [constant UPDATE_ONCE]。"
-msgid ""
-"Do not apply any ambient lighting inside the [ReflectionProbe]'s [member "
-"size]."
-msgstr "不在 [ReflectionProbe] 的 [member size] 内应用任何环境光照。"
-
-msgid ""
-"Apply automatically-sourced environment lighting inside the "
-"[ReflectionProbe]'s [member size]."
-msgstr "在 [ReflectionProbe] 的 [member size] 内应用自动获取的环境光照。"
-
-msgid ""
-"Apply custom ambient lighting inside the [ReflectionProbe]'s [member size]. "
-"See [member ambient_color] and [member ambient_color_energy]."
-msgstr ""
-"在 [ReflectionProbe] 的 [member size] 内应用自定义的环境光照。见 [member "
-"ambient_color] 和 [member ambient_color_energy]。"
-
msgid "Class for searching text for patterns using regular expressions."
msgstr "使用正则表达式搜索文本的类。"
@@ -90376,33 +88360,6 @@ msgid "Abstraction for working with modern low-level graphics APIs."
msgstr "用于处理现代低阶图形 API 的抽象。"
msgid ""
-"[RenderingDevice] is an abstraction for working with modern low-level "
-"graphics APIs such as Vulkan.\n"
-"On startup, Godot creates a global [RenderingDevice] which can be retrieved "
-"using [method RenderingServer.get_rendering_device]. This global "
-"RenderingDevice performs drawing to the screen.\n"
-"Internally, [RenderingDevice] is used in Godot to provide support for "
-"several modern low-level graphics APIs while reducing the amount of code "
-"duplication required.\n"
-"[b]Local RenderingDevices:[/b] Using [method RenderingServer."
-"create_local_rendering_device], you can create \"secondary\" rendering "
-"devices to perform drawing and GPU compute operations on separate threads.\n"
-"[b]Note:[/b] [RenderingDevice] is not available when running in headless "
-"mode or when using the Compatibility rendering method."
-msgstr ""
-"[RenderingDevice](渲染设备)是用于处理 Vulkan 等现代低阶图形 API 的抽象。\n"
-"启动时,Godot 会创建全局的 [RenderingDevice],可以使用 [method "
-"RenderingServer.get_rendering_device] 获取。这个全局的 RenderingDevice 会进行"
-"屏幕绘图。\n"
-"Godot 在内部使用 [RenderingDevice] 来提供对各种现代低阶图形 API 的支持,从而"
-"降低所需的代码重复。\n"
-"[b]局部 RenderingDevice:[/b]你可以通过 [method RenderingServer."
-"create_local_rendering_device] 来创建“次级”渲染设备,在单独的线程中进行绘图"
-"和 GPU 计算操作。\n"
-"[b]注意:[/b]使用无头模式运行或使用 OpenGL 渲染器时,[RenderingDevice] 不可"
-"用。"
-
-msgid ""
"Returns a copy of the data of the specified [param buffer], optionally "
"[param offset_bytes] and [param size_bytes] can be set to copy only a "
"portion of the buffer."
@@ -90411,14 +88368,6 @@ msgstr ""
"[param size_bytes],仅复制缓冲区的某一部分。"
msgid ""
-"Sets blend constants for draw list, blend constants are used only if the "
-"graphics pipeline is created with [constant DYNAMIC_STATE_BLEND_CONSTANTS] "
-"flag set."
-msgstr ""
-"设置绘图列表的混合常量,使用 [constant DYNAMIC_STATE_BLEND_CONSTANTS] 标志创"
-"建的图形管线才会使用混合常量。"
-
-msgid ""
"Creates a vertex array based on the specified buffers. Optionally, [param "
"offsets] (in bytes) may be defined for each buffer."
msgstr ""
@@ -90517,9 +88466,6 @@ msgid ""
"camera)."
msgstr "渲染点的图元(大小为常量,和与相机之间的距离无关)。"
-msgid "Line rendering primitive."
-msgstr "绘制直线的图元。"
-
msgid "Exclusive or (XOR) logic operation."
msgstr "逻辑异或(XOR)运算。"
@@ -90582,65 +88528,6 @@ msgstr "返回格式 ID 的函数会在值无效时返回此值。"
msgid "Server for anything visible."
msgstr "任何可见的东西的服务器。"
-msgid ""
-"The rendering server is the API backend for everything visible. The whole "
-"scene system mounts on it to display.\n"
-"The rendering server is completely opaque, the internals are entirely "
-"implementation specific and cannot be accessed.\n"
-"The rendering server can be used to bypass the scene/[Node] system "
-"entirely.\n"
-"Resources are created using the [code]*_create[/code] functions. These "
-"functions return [RID]s which are not references to the objects themselves, "
-"but opaque [i]pointers[/i] towards these objects.\n"
-"All objects are drawn to a viewport. You can use the [Viewport] attached to "
-"the [SceneTree] or you can create one yourself with [method "
-"viewport_create]. When using a custom scenario or canvas, the scenario or "
-"canvas needs to be attached to the viewport using [method "
-"viewport_set_scenario] or [method viewport_attach_canvas].\n"
-"In 3D, all visual objects must be associated with a scenario. The scenario "
-"is a visual representation of the world. If accessing the rendering server "
-"from a running game, the scenario can be accessed from the scene tree from "
-"any [Node3D] node with [method Node3D.get_world_3d]. Otherwise, a scenario "
-"can be created with [method scenario_create].\n"
-"Similarly, in 2D, a canvas is needed to draw all canvas items.\n"
-"In 3D, all visible objects are comprised of a resource and an instance. A "
-"resource can be a mesh, a particle system, a light, or any other 3D object. "
-"In order to be visible resources must be attached to an instance using "
-"[method instance_set_base]. The instance must also be attached to the "
-"scenario using [method instance_set_scenario] in order to be visible.\n"
-"In 2D, all visible objects are some form of canvas item. In order to be "
-"visible, a canvas item needs to be the child of a canvas attached to a "
-"viewport, or it needs to be the child of another canvas item that is "
-"eventually attached to the canvas.\n"
-"[b]Headless mode:[/b] Starting the engine with the [code]--headless[/code] "
-"[url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line "
-"argument[/url] disables all rendering and window management functions. Most "
-"functions from [RenderingServer] will return dummy values in this case."
-msgstr ""
-"渲染服务是所有可见内容的 API 后端。整个场景系统挂载在它上面来显示。\n"
-"渲染服务是完全不透明的,其内部完全是特定于实现的,无法访问。\n"
-"渲染服务可用于完全绕过场景/[Node] 系统。\n"
-"资源是使用 [code]*_create[/code] 函数创建的。这些函数返回的 [RID] 不是对对象"
-"本身的引用,而是指向这些对象的不透明[i]指针[/i]。\n"
-"所有对象都被绘制到视口。可以使用附加到 [SceneTree] 的 [Viewport],或者可以使"
-"用 [method viewport_create] 自己创建一个。使用自定义场景或画布时,需要使用 "
-"[method viewport_set_scenario] 或 [method viewport_attach_canvas] 将场景或画"
-"布附加到视口。\n"
-"在 3D 中,所有视觉对象都必须与一个场景相关联。场景是世界的一个视觉表示。如果"
-"从一个正在运行的游戏访问渲染服务,则可以使用 [method Node3D.get_world_3d] 从"
-"任何 [Node3D] 节点的场景树访问场景。此外,可以使用 [method scenario_create] "
-"创建一个场景。\n"
-"相类似地,在2D中,需要一个画布来绘制所有的画布项。\n"
-"在 3D 中,所有可见对象都由资源和实例组成。资源可以是网格、粒子系统、灯光或任"
-"何其他 3D 对象。为了使资源可见,必须使用 [method instance_set_base] 将其附加"
-"到一个实例。该实例还必须使用 [method instance_set_scenario] 附加到场景中才能"
-"可见。\n"
-"在 2D 中,所有可见对象都是某种形式的画布项。为了使一个画布项可见,它需要是附"
-"加到视口的画布的子项,或者它需要是最终附加到画布的另一个画布项的子项。\n"
-"[b]无头模式:[/b]使用 [code]--headless[/code] [url=$DOCS_URL/tutorials/"
-"editor/command_line_tutorial.html]命令行参数[/url]启动引擎,将禁用所有渲染和"
-"窗口管理功能。在这种情况下,来自 [RenderingServer] 的大多数函数将返回虚拟值。"
-
msgid "Optimization using Servers"
msgstr "使用服务器进行优化"
@@ -90655,21 +88542,6 @@ msgstr ""
"BakeChannels] 中指定的材质属性的 [Image] 数组。"
msgid ""
-"Creates a camera attributes object and adds it to the RenderingServer. It "
-"can be accessed with the RID that is returned. This RID will be used in all "
-"[code]camera_attributes_[/code] RenderingServer functions.\n"
-"Once finished with your RID, you will want to free the RID using the "
-"RenderingServer's [method free_rid] static method.\n"
-"This is the internal equivalent of the [CameraAttributes] resource."
-msgstr ""
-"创建空的相机属性并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这"
-"个 RID 会在所有 [code]camera_attributes_*[/code] RenderingServer 函数中使"
-"用。\n"
-"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
-"放。\n"
-"这是 [CameraAttributes] 资源的内部等价物。"
-
-msgid ""
"Sets the parameters to use with the auto-exposure effect. These parameters "
"take on the same meaning as their counterparts in [CameraAttributes] and "
"[CameraAttributesPractical]."
@@ -90734,20 +88606,6 @@ msgstr ""
"[/codeblock]"
msgid ""
-"Creates a camera and adds it to the RenderingServer. It can be accessed with "
-"the RID that is returned. This RID will be used in all [code]camera_*[/code] "
-"RenderingServer functions.\n"
-"Once finished with your RID, you will want to free the RID using the "
-"RenderingServer's [method free_rid] static method.\n"
-"This is the internal equivalent of the [Camera3D] node."
-msgstr ""
-"创建相机并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 RID "
-"会在所有 [code]camera_*[/code] RenderingServer 函数中使用。\n"
-"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
-"放。\n"
-"这是 [Camera3D] 节点的内部等价物。"
-
-msgid ""
"Sets the camera_attributes created with [method camera_attributes_create] to "
"the given camera."
msgstr ""
@@ -90801,20 +88659,6 @@ msgstr ""
"Camera3D.KEEP_HEIGHT]。"
msgid ""
-"Creates a canvas and returns the assigned [RID]. It can be accessed with the "
-"RID that is returned. This RID will be used in all [code]canvas_*[/code] "
-"RenderingServer functions.\n"
-"Once finished with your RID, you will want to free the RID using the "
-"RenderingServer's [method free_rid] static method.\n"
-"Canvas has no [Resource] or [Node] equivalent."
-msgstr ""
-"创建画布并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 RID "
-"会在所有 [code]canvas_*[/code] RenderingServer 函数中使用。\n"
-"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
-"放。\n"
-"没有与画布等价的 [Resource] 或 [Node]。"
-
-msgid ""
"Draws a circle on the [CanvasItem] pointed to by the [param item] [RID]. See "
"also [method CanvasItem.draw_circle]."
msgstr ""
@@ -90866,13 +88710,6 @@ msgid ""
msgstr "在 [param item] [RID] 指向的 [CanvasItem] 上绘制粒子。"
msgid ""
-"Draws a 2D polygon on the [CanvasItem] pointed to by the [param item] [RID]. "
-"See also [method CanvasItem.draw_polygon]."
-msgstr ""
-"在 [param item] [RID] 指向的 [CanvasItem] 上绘制一个二维多边形。另见 [method "
-"CanvasItem.draw_polygon]。"
-
-msgid ""
"Draws a 2D polyline on the [CanvasItem] pointed to by the [param item] "
"[RID]. See also [method CanvasItem.draw_polyline]."
msgstr ""
@@ -90918,34 +88755,12 @@ msgstr ""
msgid "Clears the [CanvasItem] and removes all commands in it."
msgstr "清除[CanvasItem]并删除其中的所有命令。"
-msgid ""
-"Creates a canvas item and returns the assigned [RID]. It can be accessed "
-"with the RID that is returned. This RID will be used in all "
-"[code]canvas_item_*[/code] RenderingServer functions.\n"
-"Once finished with your RID, you will want to free the RID using the "
-"RenderingServer's [method free_rid] static method.\n"
-"This is the internal equivalent of the [CanvasItem] node."
-msgstr ""
-"创建画布项目并返回分配的 [RID]。可以通过返回的 RID 进行访问。这个 RID 会在所"
-"有 [code]canvas_item_*[/code] RenderingServer 函数中使用。\n"
-"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
-"放。\n"
-"这是 [CanvasItem] 节点的内部等价物。"
-
msgid "Sets the [CanvasItem] to copy a rect to the backbuffer."
msgstr "设置 [CanvasItem] 以将矩形复制到后台缓冲区。"
msgid "Sets the index for the [CanvasItem]."
msgstr "设置 [CanvasItem] 的索引。"
-msgid "Sets a new material to the [CanvasItem]."
-msgstr "为 [CanvasItem] 设置新材质。"
-
-msgid ""
-"Sets a color modulation to the [CanvasItem]. This also affects child canvas "
-"items."
-msgstr "为 [CanvasItem] 设置调制颜色。也会影响子级画布项目。"
-
msgid ""
"Sets a parent [CanvasItem] to the [CanvasItem]. The item will inherit "
"transform, modulation and visibility from its parent, like [CanvasItem] "
@@ -90954,22 +88769,6 @@ msgstr ""
"为 [CanvasItem] 设置父级 [CanvasItem]。该项目会从父级继承变换、调制、可见性,"
"和场景树中的 [CanvasItem] 节点一样。"
-msgid ""
-"Sets a color self-modulation to the [CanvasItem]. It does not affect the "
-"child canvas items."
-msgstr "为 [CanvasItem] 设置自调制颜色。不会影响子级画布项目。"
-
-msgid "Enables or disables Y-sorting of a [CanvasItem]."
-msgstr "启用或禁用 [CanvasItem] 的 Y 排序。"
-
-msgid ""
-"Sets the transform of the [CanvasItem]. It affects where and how the item "
-"will be drawn. Child canvas items' transforms are multiplied by their "
-"parent's transform."
-msgstr ""
-"设置 [CanvasItem] 的变换。会影响该项目在哪里绘制以及如何绘制。子级画布项目的"
-"变换会与其父级变换相乘。"
-
msgid "Sets if the [CanvasItem] uses its parent's material."
msgstr "设置 [CanvasItem] 是否使用其父级的材质。"
@@ -91014,34 +88813,9 @@ msgid ""
msgstr "将画布灯连接到画布上,并将其从以前的画布中取出。"
msgid ""
-"Creates a canvas light and adds it to the RenderingServer. It can be "
-"accessed with the RID that is returned. This RID will be used in all "
-"[code]canvas_light_*[/code] RenderingServer functions.\n"
-"Once finished with your RID, you will want to free the RID using the "
-"RenderingServer's [method free_rid] static method."
-msgstr ""
-"创建画布灯光并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 "
-"RID 会在所有 [code]canvas_light_*[/code] RenderingServer 函数中使用。\n"
-"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
-"放。"
-
-msgid ""
"Attaches a light occluder to the canvas. Removes it from its previous canvas."
msgstr "将光遮挡物添加到画布上,并将其从之前的画布中移除。"
-msgid ""
-"Creates a light occluder and adds it to the RenderingServer. It can be "
-"accessed with the RID that is returned. This RID will be used in all "
-"[code]canvas_light_occluder_*[/code] RenderingServer functions.\n"
-"Once finished with your RID, you will want to free the RID using the "
-"RenderingServer's [method free_rid] static method."
-msgstr ""
-"创建光线遮挡器并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这"
-"个 RID 会在所有 [code]canvas_light_occluder_*[/code] RenderingServer 函数中使"
-"用。\n"
-"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
-"放。"
-
msgid "Enables or disables light occluder."
msgstr "启用或禁用遮光器。"
@@ -91131,19 +88905,6 @@ msgstr ""
"[member Light2D.range_z_max]。"
msgid ""
-"Creates a new light occluder polygon and adds it to the RenderingServer. It "
-"can be accessed with the RID that is returned. This RID will be used in all "
-"[code]canvas_occluder_polygon_*[/code] RenderingServer functions.\n"
-"Once finished with your RID, you will want to free the RID using the "
-"RenderingServer's [method free_rid] static method."
-msgstr ""
-"新建一个光线遮挡多边形并将其添加到 RenderingServer。可以通过返回的 RID 进行访"
-"问。这个 RID 会在所有 [code]canvas_occluder_polygon_*[/code] RenderingServer "
-"函数中使用。\n"
-"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
-"放。"
-
-msgid ""
"Sets an occluder polygons cull mode. See [enum "
"CanvasOccluderPolygonCullMode] constants."
msgstr "设置遮挡多边形剔除模式。详见 [enum CanvasOccluderPolygonCullMode] 。"
@@ -91160,26 +88921,6 @@ msgid "Modulates all colors in the given canvas."
msgstr "调制给定画布中的所有颜色。"
msgid ""
-"Creates a canvas texture and adds it to the RenderingServer. It can be "
-"accessed with the RID that is returned. This RID will be used in all "
-"[code]canvas_texture_*[/code] RenderingServer functions.\n"
-"Once finished with your RID, you will want to free the RID using the "
-"RenderingServer's [method free_rid] static method.\n"
-"This is the internal equivalent of the [CanvasTexture] resource."
-msgstr ""
-"创建画布纹理并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 "
-"RID 会在所有 [code]canvas_texture_*[/code] RenderingServer 函数中使用。\n"
-"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
-"放。\n"
-"这是 [CanvasTexture] 资源的内部等价物。"
-
-msgid "Sets the texture filter used by the [CanvasTexture]."
-msgstr "设置该 [CanvasTexture] 所使用的纹理过滤模式。"
-
-msgid "Sets the texture repeat used by the [CanvasTexture]."
-msgstr "设置该 [CanvasTexture] 所使用的纹理重复模式。"
-
-msgid ""
"Creates a RenderingDevice that can be used to do draw and compute operations "
"on a separate thread. Cannot draw to the screen nor share data with the "
"global RenderingDevice.\n"
@@ -91191,77 +88932,6 @@ msgstr ""
"[b]注意:[/b]使用 OpenGL 后端或在无头模式下运行时,这个函数始终返回 "
"[code]null[/code] 。"
-msgid ""
-"Creates a decal and adds it to the RenderingServer. It can be accessed with "
-"the RID that is returned. This RID will be used in all [code]decal_*[/code] "
-"RenderingServer functions.\n"
-"Once finished with your RID, you will want to free the RID using the "
-"RenderingServer's [method free_rid] static method.\n"
-"This is the internal equivalent of the [Decal] node."
-msgstr ""
-"创建贴花并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 RID "
-"会在所有 [code]decal_*[/code] RenderingServer 函数中使用。\n"
-"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
-"放。\n"
-"这是 [Decal] 节点的内部等价物。"
-
-msgid "Sets the color modulation of the [Decal]."
-msgstr "设置该 [Decal] 的调制颜色。"
-
-msgid "Sets the size of the [Decal]."
-msgstr "设置该 [Decal] 的大小。"
-
-msgid "Sets the texture of the [Decal]."
-msgstr "设置该 [Decal] 的纹理。"
-
-msgid ""
-"Creates a directional light and adds it to the RenderingServer. It can be "
-"accessed with the RID that is returned. This RID can be used in most "
-"[code]light_*[/code] RenderingServer functions.\n"
-"Once finished with your RID, you will want to free the RID using the "
-"RenderingServer's [method free_rid] static method.\n"
-"To place in a scene, attach this directional light to an instance using "
-"[method instance_set_base] using the returned RID.\n"
-"This is the internal equivalent of the [DirectionalLight3D] node."
-msgstr ""
-"新建平行光并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 "
-"RID 会在大多数 [code]light_*[/code] RenderingServer 函数中使用。\n"
-"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
-"放。\n"
-"如果要将这个平行光放置到场景中,请使用返回的 RID 调用 [method "
-"instance_set_base],将其附加至某个实例上。\n"
-"这是 [DirectionalLight3D] 节点的内部等价物。"
-
-msgid ""
-"Creates an environment and adds it to the RenderingServer. It can be "
-"accessed with the RID that is returned. This RID will be used in all "
-"[code]environment_*[/code] RenderingServer functions.\n"
-"Once finished with your RID, you will want to free the RID using the "
-"RenderingServer's [method free_rid] static method.\n"
-"This is the internal equivalent of the [Environment] resource."
-msgstr ""
-"新建一个环境并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 "
-"RID 会在所有 [code]environment_*[/code] RenderingServer 函数中使用。\n"
-"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
-"放。\n"
-"这是 [Environment] 资源的内部等价物。"
-
-msgid ""
-"Sets the values to be used with the \"Adjustment\" post-process effect. See "
-"[Environment] for more details."
-msgstr "设置用于 \"调整 \"后处理效果的数值。参阅[Environment]以了解更多细节。"
-
-msgid ""
-"Sets the [i]BGMode[/i] of the environment. Equivalent to [member Environment."
-"background_mode]."
-msgstr ""
-"设置环境的 [i]BGMode[/i]。相当于 [member Environment.background_mode]。"
-
-msgid ""
-"Color displayed for clear areas of the scene (if using Custom color or "
-"Color+Sky background modes)."
-msgstr "场景中空白区域的颜色显示(如果使用自定义颜色或颜色+天空背景模式)。"
-
msgid "Sets the intensity of the background color."
msgstr "设置背景颜色的强度。"
@@ -91309,11 +88979,6 @@ msgstr ""
"设置屏幕空间间接照明(SSIL)后期处理效果的质量级别。详情见 [Environment]。"
msgid ""
-"Sets the variables to be used with the \"screen space reflections\" post-"
-"process effect. See [Environment] for more details."
-msgstr "设置用于“屏幕空间反射”后处理效果的变量。详情请参阅 [Environment]。"
-
-msgid ""
"Sets the variables to be used with the \"tonemap\" post-process effect. See "
"[Environment] for more details."
msgstr "设置用于“色调映射”后处理效果的变量。详情请参阅 [Environment]。"
@@ -91334,20 +88999,6 @@ msgstr ""
"缓冲区的宽度和高度。[param depth] 则用于设置缓冲区的深度。"
msgid ""
-"Creates a fog volume and adds it to the RenderingServer. It can be accessed "
-"with the RID that is returned. This RID will be used in all "
-"[code]fog_volume_*[/code] RenderingServer functions.\n"
-"Once finished with your RID, you will want to free the RID using the "
-"RenderingServer's [method free_rid] static method.\n"
-"This is the internal equivalent of the [FogVolume] node."
-msgstr ""
-"创建雾体积并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 "
-"RID 会在所有 [code]fog_volume_*[/code] RenderingServer 函数中使用。\n"
-"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
-"放。\n"
-"这是 [FogVolume] 节点的内部等价物。"
-
-msgid ""
"Sets the [Material] of the fog volume. Can be either a [FogMaterial] or a "
"custom [ShaderMaterial]."
msgstr ""
@@ -91377,14 +89028,6 @@ msgstr ""
"FOG_VOLUME_SHAPE_CYLINDER] 或 [constant RenderingServer."
"FOG_VOLUME_SHAPE_BOX] 时,雾体积的大小。"
-msgid "Tries to free an object in the RenderingServer."
-msgstr "尝试释放 RenderingServer 中的某个对象。"
-
-msgid ""
-"Returns the default clear color which is used when a specific clear color "
-"has not been selected."
-msgstr "返回未选择特定清除颜色时所使用的默认清除颜色。"
-
msgid ""
"Returns the global RenderingDevice.\n"
"[b]Note:[/b] When using the OpenGL backend or when running in headless mode, "
@@ -91397,25 +89040,6 @@ msgstr ""
msgid "Returns the parameters of a shader."
msgstr "返回着色器的参数。"
-msgid "Returns the ID of the test cube. Creates one if none exists."
-msgstr "返回测试立方体的 ID。如果不存在,则会创建一个。"
-
-msgid "Returns the ID of the test texture. Creates one if none exists."
-msgstr "返回测试纹理的 ID。如果不存在,则会创建一个。"
-
-msgid ""
-"Returns the version of the graphics video adapter [i]currently in use[/i] (e."
-"g. \"1.2.189\" for Vulkan, \"3.3.0 NVIDIA 510.60.02\" for OpenGL). This "
-"version may be different from the actual latest version supported by the "
-"hardware, as Godot may not always request the latest version.\n"
-"[b]Note:[/b] When running a headless or server binary, this function returns "
-"an empty string."
-msgstr ""
-"返回[i]当前使用的[/i]图形视频适配器的版本(例如,Vulkan 为“1.2.189”,OpenGL "
-"为“3.3.0 NVIDIA 510.60.02”)。该版本可能与硬件支持的实际最新版本不同,因为 "
-"Godot 可能并不总是要求最新版本。\n"
-"[b]注意:[/b]当运行无头或服务器可执行文件时,该函数返回一个空字符串。"
-
msgid ""
"Returns the name of the video adapter (e.g. \"GeForce GTX 1080/PCIe/"
"SSE2\").\n"
@@ -91449,26 +89073,6 @@ msgstr ""
"返回视频适配器的供应商(例如 \"NVIDIA Corporation\")。\n"
"[b]注意:[/b]当运行精简或服务器可执行文件时,该函数返回一个空字符串。"
-msgid "Returns the ID of a white texture. Creates one if none exists."
-msgstr "返回白色纹理的 ID。如果不存在,则创建一个。"
-
-msgid ""
-"If [param half_resolution] is [code]true[/code], renders [VoxelGI] and SDFGI "
-"([member Environment.sdfgi_enabled]) buffers at halved resolution (e.g. "
-"960×540 when the viewport size is 1920×1080). This improves performance "
-"significantly when VoxelGI or SDFGI is enabled, at the cost of artifacts "
-"that may be visible on polygon edges. The loss in quality becomes less "
-"noticeable as the viewport resolution increases. [LightmapGI] rendering is "
-"not affected by this setting. See also [member ProjectSettings.rendering/"
-"global_illumination/gi/use_half_resolution]."
-msgstr ""
-"如果 [param half_resolution] 为 [code]true[/code],则会使用一半的分辨率渲染 "
-"[VoxelGI] 和 SDFGI([member Environment.sdfgi_enabled])缓冲区(例如视口大小"
-"为 1920×1080 时使用 960×540)。启用 VoxelGI 或 SDFGI 时,这样做能够显著提升性"
-"能,但代价是多边形边缘可能产生显示问题。视口分辨率越高,越不容易注意到质量的"
-"损失。[LightmapGI] 的渲染不受这个设置的影响。另见 [member ProjectSettings."
-"rendering/global_illumination/gi/use_half_resolution]。"
-
msgid ""
"Returns [code]true[/code] if changes have been made to the RenderingServer's "
"data. [method force_draw] is usually called if this happens."
@@ -91501,37 +89105,6 @@ msgid ""
msgstr "将骨架附加到实例。并从实例中移除之前骨架。"
msgid ""
-"Creates a visual instance and adds it to the RenderingServer. It can be "
-"accessed with the RID that is returned. This RID will be used in all "
-"[code]instance_*[/code] RenderingServer functions.\n"
-"Once finished with your RID, you will want to free the RID using the "
-"RenderingServer's [method free_rid] static method.\n"
-"An instance is a way of placing a 3D object in the scenario. Objects like "
-"particles, meshes, and reflection probes need to be associated with an "
-"instance to be visible in the scenario using [method instance_set_base].\n"
-"This is the internal equivalent of the [VisualInstance3D] node."
-msgstr ""
-"创建可视实例并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 "
-"RID 会在所有 [code]instance_*[/code] RenderingServer 函数中使用。\n"
-"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
-"放。\n"
-"实例可以将 3D 对象放置到场景中。粒子、网格、反射探针等对象都需要使用 [method "
-"instance_set_base] 与实例关联,才能显示在场景中。\n"
-"这是 [VisualInstance3D] 节点的内部等价物。"
-
-msgid ""
-"Creates a visual instance, adds it to the RenderingServer, and sets both "
-"base and scenario. It can be accessed with the RID that is returned. This "
-"RID will be used in all [code]instance_*[/code] RenderingServer functions.\n"
-"Once finished with your RID, you will want to free the RID using the "
-"RenderingServer's [method free_rid] static method."
-msgstr ""
-"创建可视实例并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 "
-"RID 会在大多数 [code]instance_*[/code] RenderingServer 函数中使用。\n"
-"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
-"放。"
-
-msgid ""
"Sets the shadow casting setting to one of [enum ShadowCastingSetting]. "
"Equivalent to [member GeometryInstance3D.cast_shadow]."
msgstr ""
@@ -91595,17 +89168,6 @@ msgstr ""
"设置给定几何实例的可见性范围值。相当于 [member GeometryInstance3D."
"visibility_range_begin] 和相关属性。"
-msgid ""
-"Sets the base of the instance. A base can be any of the 3D objects that are "
-"created in the RenderingServer that can be displayed. For example, any of "
-"the light types, mesh, multimesh, immediate geometry, particle system, "
-"reflection probe, lightmap, and the GI probe are all types that can be set "
-"as the base of an instance in order to be displayed in the scenario."
-msgstr ""
-"设置该实例的基础。基础可以是在 RenderingServer 中创建的任何可以显示的 3D 对"
-"象。例如,任何光源类型、网格、多重网格、直接几何体、粒子系统、反射探针、光照"
-"贴图、和 GI 探针都可以被设置为实例的基础,以便在场景中显示。"
-
msgid "Sets the weight for a given blend shape associated with this instance."
msgstr "设置与该实例相关的特定混合形状的权重。"
@@ -91663,54 +89225,6 @@ msgid ""
msgstr "设置是否绘制实例。相当于 [member Node3D.visible]。"
msgid ""
-"Returns an array of object IDs intersecting with the provided AABB. Only "
-"visual 3D nodes are considered, such as [MeshInstance3D] or "
-"[DirectionalLight3D]. Use [method @GlobalScope.instance_from_id] to obtain "
-"the actual nodes. A scenario RID must be provided, which is available in the "
-"[World3D] you want to query. This forces an update for all resources queued "
-"to update.\n"
-"[b]Warning:[/b] This function is primarily intended for editor usage. For in-"
-"game use cases, prefer physics collision."
-msgstr ""
-"返回与提供的 AABB 相交的对象 ID 的数组。仅考虑可视的 3D 节点,例如 "
-"[MeshInstance3D] 或 [DirectionalLight3D]。可使用 [method @GlobalScope."
-"instance_from_id] 来获取实际节点。必须提供一个场景 RID,且它在要查询的 "
-"[World3D] 中可用。这会强制更新所有已被队列以等待更新的资源。\n"
-"[b]警告:[/b]该函数主要供编辑器使用。对于游戏中的用例,最好是物理碰撞。"
-
-msgid ""
-"Returns an array of object IDs intersecting with the provided convex shape. "
-"Only visual 3D nodes are considered, such as [MeshInstance3D] or "
-"[DirectionalLight3D]. Use [method @GlobalScope.instance_from_id] to obtain "
-"the actual nodes. A scenario RID must be provided, which is available in the "
-"[World3D] you want to query. This forces an update for all resources queued "
-"to update.\n"
-"[b]Warning:[/b] This function is primarily intended for editor usage. For in-"
-"game use cases, prefer physics collision."
-msgstr ""
-"返回与提供的凸形相交的对象 ID 的数组。仅考虑可视的 3D 节点,例如 "
-"[MeshInstance3D] 或 [DirectionalLight3D]。可使用 [method @GlobalScope."
-"instance_from_id] 以获取实际节点。必须提供场景 RID,且它在要查询的 [World3D] "
-"中可用。这会强制更新所有已被队列以等待更新的资源。\n"
-"[b]警告:[/b]该函数主要供编辑器使用。对于游戏中的用例,最好是物理碰撞。"
-
-msgid ""
-"Returns an array of object IDs intersecting with the provided 3D ray. Only "
-"visual 3D nodes are considered, such as [MeshInstance3D] or "
-"[DirectionalLight3D]. Use [method @GlobalScope.instance_from_id] to obtain "
-"the actual nodes. A scenario RID must be provided, which is available in the "
-"[World3D] you want to query. This forces an update for all resources queued "
-"to update.\n"
-"[b]Warning:[/b] This function is primarily intended for editor usage. For in-"
-"game use cases, prefer physics collision."
-msgstr ""
-"返回与提供的 3D 射线相交的对象 ID 的数组。仅考虑可视的 3D 节点,例如 "
-"[MeshInstance3D] 或 [DirectionalLight3D]。可使用 [method @GlobalScope."
-"instance_from_id] 以获取实际节点。必须提供场景 RID,且它在你要查询的 "
-"[World3D] 中可用。这会强制更新所有已被队列以等待更新的资源。\n"
-"[b]警告:[/b]该函数主要供编辑器使用。对于游戏中的用例,最好是物理碰撞。"
-
-msgid ""
"If [code]true[/code], this directional light will blend between shadow map "
"splits resulting in a smoother transition between them. Equivalent to "
"[member DirectionalLight3D.directional_shadow_blend_splits]."
@@ -91751,42 +89265,6 @@ msgid ""
msgstr "设置灯光的颜色。相当于 [member Light3D.light_color]。"
msgid ""
-"Sets the cull mask for this Light3D. Lights only affect objects in the "
-"selected layers. Equivalent to [member Light3D.light_cull_mask]."
-msgstr ""
-"设置此 Light3D 的剔除掩码。灯光仅影响选定层中的对象。相当于 [member Light3D."
-"light_cull_mask]。"
-
-msgid ""
-"Sets the distance fade for this Light3D. This acts as a form of level of "
-"detail (LOD) and can be used to improve performance. Equivalent to [member "
-"Light3D.distance_fade_enabled], [member Light3D.distance_fade_begin], "
-"[member Light3D.distance_fade_shadow], and [member Light3D."
-"distance_fade_length]."
-msgstr ""
-"设置该 Light3D 的淡入淡出距离。这充当了一种多细节层次(LOD)的形式,可用于提"
-"高性能。相当于 [member Light3D.distance_fade_enabled]、[member Light3D."
-"distance_fade_begin]、[member Light3D.distance_fade_shadow]、和 [member "
-"Light3D.distance_fade_length]。"
-
-msgid ""
-"If [code]true[/code], light will subtract light instead of adding light. "
-"Equivalent to [member Light3D.light_negative]."
-msgstr ""
-"如果为 [code]true[/code],则灯光会对光进行扣除而不是增加。相当于 [member "
-"Light3D.light_negative]。"
-
-msgid ""
-"Sets the specified light parameter. See [enum LightParam] for options. "
-"Equivalent to [method Light3D.set_param]."
-msgstr ""
-"设置指定的灯光参数。选项见 [enum LightParam]。相当于 [method Light3D."
-"set_param]。"
-
-msgid "Not implemented in Godot 3.x."
-msgstr "在 Godot 3.x 中没有实现。"
-
-msgid ""
"If [code]true[/code], reverses the backface culling of the mesh. This can be "
"useful when you have a flat mesh that has a light behind it. If you need to "
"cast a shadow on both sides of the mesh, set the mesh to use double-sided "
@@ -91806,20 +89284,6 @@ msgstr ""
"shadow_enabled]。"
msgid ""
-"Creates a lightmap GI and adds it to the RenderingServer. It can be accessed "
-"with the RID that is returned. This RID will be used in all "
-"[code]instance_*[/code] RenderingServer functions.\n"
-"Once finished with your RID, you will want to free the RID using the "
-"RenderingServer's [method free_rid] static method.\n"
-"This is the internal equivalent of the [LightmapGI] node."
-msgstr ""
-"创建光照贴图 GI 并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这"
-"个 RID 会在所有 [code]instance_*[/code] RenderingServer 函数中使用。\n"
-"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
-"放。\n"
-"这是 [LightmapGI] 节点的内部等价物。"
-
-msgid ""
"Used to inform the renderer what exposure normalization value was used while "
"baking the lightmap. This value will be used and modulated at run time to "
"ensure that the lightmap maintains a consistent level of exposure even if "
@@ -91830,25 +89294,6 @@ msgstr ""
"制,以确保即使场景范围的曝光归一化值在运行时发生变化,光照贴图也能保持一致的"
"曝光水平。有关详细信息,请参阅 [method camera_attributes_set_exposure]。"
-msgid ""
-"Returns a mesh of a sphere with the given number of horizontal and vertical "
-"subdivisions."
-msgstr "返回球体网格,具有给定数量的水平和垂直细分。"
-
-msgid ""
-"Creates an empty material and adds it to the RenderingServer. It can be "
-"accessed with the RID that is returned. This RID will be used in all "
-"[code]material_*[/code] RenderingServer functions.\n"
-"Once finished with your RID, you will want to free the RID using the "
-"RenderingServer's [method free_rid] static method.\n"
-"This is the internal equivalent of the [Material] resource."
-msgstr ""
-"创建空材质并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 "
-"RID 会在所有 [code]material_*[/code] RenderingServer 函数中使用。\n"
-"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
-"放。\n"
-"这是 [Material] 资源的内部等价物。"
-
msgid "Returns the value of a certain material's parameter."
msgstr "返回特定材质的参数值。"
@@ -91867,24 +89312,6 @@ msgstr "设置着色器材质的着色器。"
msgid "Removes all surfaces from a mesh."
msgstr "移除网格中的所有表面。"
-msgid ""
-"Creates a new mesh and adds it to the RenderingServer. It can be accessed "
-"with the RID that is returned. This RID will be used in all [code]mesh_*[/"
-"code] RenderingServer functions.\n"
-"Once finished with your RID, you will want to free the RID using the "
-"RenderingServer's [method free_rid] static method.\n"
-"To place in a scene, attach this mesh to an instance using [method "
-"instance_set_base] using the returned RID.\n"
-"This is the internal equivalent of the [Mesh] resource."
-msgstr ""
-"新建网格并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 RID "
-"会在所有 [code]mesh_*[/code] RenderingServer 函数中使用。\n"
-"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
-"放。\n"
-"如果要将这个网格放置到场景中,请使用返回的 RID 调用 [method "
-"instance_set_base],将其附加至某个实例上。\n"
-"这是 [Mesh] 资源的内部等价物。"
-
msgid "Returns a mesh's blend shape count."
msgstr "返回一个网格的混合形状数量。"
@@ -91916,24 +89343,6 @@ msgid "Sets a mesh's surface's material."
msgstr "设置网格表面的材质。"
msgid ""
-"Creates a new multimesh on the RenderingServer and returns an [RID] handle. "
-"This RID will be used in all [code]multimesh_*[/code] RenderingServer "
-"functions.\n"
-"Once finished with your RID, you will want to free the RID using the "
-"RenderingServer's [method free_rid] static method.\n"
-"To place in a scene, attach this multimesh to an instance using [method "
-"instance_set_base] using the returned RID.\n"
-"This is the internal equivalent of the [MultiMesh] resource."
-msgstr ""
-"新建多网格并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 "
-"RID 会在所有 [code]multimesh_*[/code] RenderingServer 函数中使用。\n"
-"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
-"放。\n"
-"如果要将这个多网格放置到场景中,请使用返回的 RID 调用 [method "
-"instance_set_base],将其附加至某个实例上。\n"
-"这是 [MultiMesh] 资源的内部等价物。"
-
-msgid ""
"Calculates and returns the axis-aligned bounding box that encloses all "
"instances within the multimesh."
msgstr "计算并返回轴对齐的包围盒,该包围盒将所有的实例都包含在 multimesh 中。"
@@ -92004,38 +89413,6 @@ msgstr ""
"当于 [member MultiMesh.visible_instance_count]。"
msgid ""
-"Creates a new omni light and adds it to the RenderingServer. It can be "
-"accessed with the RID that is returned. This RID can be used in most "
-"[code]light_*[/code] RenderingServer functions.\n"
-"Once finished with your RID, you will want to free the RID using the "
-"RenderingServer's [method free_rid] static method.\n"
-"To place in a scene, attach this omni light to an instance using [method "
-"instance_set_base] using the returned RID."
-msgstr ""
-"创建一个新的全向灯并将其添加到 RenderingServer。可以使用返回的 RID 访问它。"
-"该 RID 可用于大多数 [code]light_*[/code] RenderingServer 函数。\n"
-"一旦使用 RID 完成操作后,需要使用 RenderingServer 的静态方法 [method "
-"free_rid] 来释放该 RID。\n"
-"要放置在场景中,请使用 [method instance_set_base] 使用该返回的 RID 将该全向灯"
-"附加到一个实例。"
-
-msgid ""
-"Creates a particle system and adds it to the RenderingServer. It can be "
-"accessed with the RID that is returned. This RID will be used in all "
-"[code]particles_*[/code] RenderingServer functions.\n"
-"Once finished with your RID, you will want to free the RID using the "
-"RenderingServer's [method free_rid] static method.\n"
-"To place in a scene, attach these particles to an instance using [method "
-"instance_set_base] using the returned RID."
-msgstr ""
-"创建粒子系统并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 "
-"RID 会在所有 [code]particles_*[/code] RenderingServer 函数中使用。\n"
-"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
-"放。\n"
-"如果要将这些粒子放置到场景中,请使用返回的 RID 调用 [method "
-"instance_set_base],将其附加至某个实例上。"
-
-msgid ""
"Calculates and returns the axis-aligned bounding box that contains all the "
"particles. Equivalent to [method GPUParticles3D.capture_aabb]."
msgstr ""
@@ -92184,22 +89561,6 @@ msgstr ""
"用全局坐标。相当于 [member GPUParticles3D.local_coords]。"
msgid ""
-"Creates a reflection probe and adds it to the RenderingServer. It can be "
-"accessed with the RID that is returned. This RID will be used in all "
-"[code]reflection_probe_*[/code] RenderingServer functions.\n"
-"Once finished with your RID, you will want to free the RID using the "
-"RenderingServer's [method free_rid] static method.\n"
-"To place in a scene, attach this reflection probe to an instance using "
-"[method instance_set_base] using the returned RID."
-msgstr ""
-"创建反射探针并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 "
-"RID 会在所有 [code]reflection_probe_*[/code] RenderingServer 函数中使用。\n"
-"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
-"放。\n"
-"如果要将这个反射探针放置到场景中,请使用返回的 RID 调用 [method "
-"instance_set_base],将其附加至某个实例上。"
-
-msgid ""
"If [code]true[/code], reflections will ignore sky contribution. Equivalent "
"to [member ReflectionProbe.interior]."
msgstr ""
@@ -92268,23 +89629,6 @@ msgid ""
msgstr "安排对给定可调用体的回调,会在一帧绘制完成后回调。"
msgid ""
-"Creates a scenario and adds it to the RenderingServer. It can be accessed "
-"with the RID that is returned. This RID will be used in all "
-"[code]scenario_*[/code] RenderingServer functions.\n"
-"Once finished with your RID, you will want to free the RID using the "
-"RenderingServer's [method free_rid] static method.\n"
-"The scenario is the 3D world that all the visual instances exist in."
-msgstr ""
-"创建场景并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 RID "
-"会在大多数 [code]scenario_*[/code] RenderingServer 函数中使用。\n"
-"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
-"放。\n"
-"场景是所有可视实例存在的 3D 世界。"
-
-msgid "Sets the environment that will be used with this scenario."
-msgstr "设置将用于此场景的环境。"
-
-msgid ""
"Sets the fallback environment to be used by this scenario. The fallback "
"environment is used if no environment is set. Internally, this is used by "
"the editor to provide a default environment."
@@ -92305,31 +89649,6 @@ msgstr ""
"[code]false[/code],则该图像将使用最近邻插值的方式进行缩放。"
msgid ""
-"If [code]true[/code], the engine will generate wireframes for use with the "
-"wireframe debug mode."
-msgstr "如果为 [code]true[/code],引擎将生成用于线框调试模式的线框。"
-
-msgid ""
-"Sets the default clear color which is used when a specific clear color has "
-"not been selected."
-msgstr "设置未选择特定透明色时使用的默认透明色。"
-
-msgid ""
-"Creates an empty shader and adds it to the RenderingServer. It can be "
-"accessed with the RID that is returned. This RID will be used in all "
-"[code]shader_*[/code] RenderingServer functions.\n"
-"Once finished with your RID, you will want to free the RID using the "
-"RenderingServer's [method free_rid] static method."
-msgstr ""
-"创建空的着色器并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这"
-"个 RID 会在所有 [code]shader_*[/code] RenderingServer 函数中使用。\n"
-"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
-"放。"
-
-msgid "Returns a shader's code."
-msgstr "返回着色器的代码。"
-
-msgid ""
"Returns a default texture from a shader searched by name.\n"
"[b]Note:[/b] If the sampler array is used use [param index] to access the "
"specified texture."
@@ -92357,54 +89676,9 @@ msgstr "设置该骨架中指定骨骼的 [Transform3D]。"
msgid "Sets the [Transform2D] for a specific bone of this skeleton."
msgstr "设置该骨架中指定骨骼的 [Transform2D]。"
-msgid ""
-"Creates a skeleton and adds it to the RenderingServer. It can be accessed "
-"with the RID that is returned. This RID will be used in all "
-"[code]skeleton_*[/code] RenderingServer functions.\n"
-"Once finished with your RID, you will want to free the RID using the "
-"RenderingServer's [method free_rid] static method."
-msgstr ""
-"创建骨架并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 RID "
-"会在所有 [code]skeleton_*[/code] RenderingServer 函数中使用。\n"
-"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
-"放。"
-
msgid "Returns the number of bones allocated for this skeleton."
msgstr "返回分配给这个骨架的骨骼数量。"
-msgid ""
-"Creates an empty sky and adds it to the RenderingServer. It can be accessed "
-"with the RID that is returned. This RID will be used in all [code]sky_*[/"
-"code] RenderingServer functions.\n"
-"Once finished with your RID, you will want to free the RID using the "
-"RenderingServer's [method free_rid] static method."
-msgstr ""
-"创建空的天空并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 "
-"RID 会在所有 [code]sky_*[/code] RenderingServer 函数中使用。\n"
-"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
-"放。"
-
-msgid ""
-"Sets the material that the sky uses to render the background and reflection "
-"maps."
-msgstr "设置天空用于渲染背景和反射贴图的材质。"
-
-msgid ""
-"Creates a spot light and adds it to the RenderingServer. It can be accessed "
-"with the RID that is returned. This RID can be used in most [code]light_*[/"
-"code] RenderingServer functions.\n"
-"Once finished with your RID, you will want to free the RID using the "
-"RenderingServer's [method free_rid] static method.\n"
-"To place in a scene, attach this spot light to an instance using [method "
-"instance_set_base] using the returned RID."
-msgstr ""
-"创建聚光灯并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 "
-"RID 会在大多数 [code]light_*[/code] RenderingServer 函数中使用。\n"
-"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
-"放。\n"
-"如果要将这个聚光灯放置到场景中,请使用返回的 RID 调用 [method "
-"instance_set_base],将其附加至某个实例上。"
-
msgid "Returns a texture [RID] that can be used with [RenderingDevice]."
msgstr "返回可用于 [RenderingDevice] 的纹理 [RID]。"
@@ -92453,18 +89727,6 @@ msgstr ""
"使用它可以带来显著的优化,尤其是在低端设备上。但是,这是以必须手动管理视口为"
"代价的。进一步优化请参见 [method viewport_set_render_direct_to_screen]。"
-msgid ""
-"Creates an empty viewport and adds it to the RenderingServer. It can be "
-"accessed with the RID that is returned. This RID will be used in all "
-"[code]viewport_*[/code] RenderingServer functions.\n"
-"Once finished with your RID, you will want to free the RID using the "
-"RenderingServer's [method free_rid] static method."
-msgstr ""
-"创建空的视口并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 "
-"RID 会在所有 [code]viewport_*[/code] RenderingServer 函数中使用。\n"
-"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释"
-"放。"
-
msgid "Returns the viewport's last rendered frame."
msgstr "返回视口的最后渲染帧。"
@@ -92504,9 +89766,6 @@ msgid ""
"options."
msgstr "设置视口的调试绘图模式。可选项见 [enum ViewportDebugDraw]。"
-msgid "If [code]true[/code], the viewport's canvas is not rendered."
-msgstr "如果为 [code]true[/code],则不渲染视口的画布。"
-
msgid ""
"Sets the viewport's environment mode which allows enabling or disabling "
"rendering of 3D environment over 2D canvas. When disabled, 2D will not be "
@@ -92527,33 +89786,6 @@ msgid "Sets the viewport's global transformation matrix."
msgstr "设置视口的全局变换矩阵。"
msgid ""
-"Sets the multisample anti-aliasing mode for 2D/Canvas. See [enum "
-"ViewportMSAA] for options."
-msgstr "设置 2D/画布的多重采样抗锯齿模式。选项见 [enum ViewportMSAA]。"
-
-msgid ""
-"Sets the multisample anti-aliasing mode for 3D. See [enum ViewportMSAA] for "
-"options."
-msgstr "设置 3D 的多重采样抗锯齿模式。选项见 [enum ViewportMSAA]。"
-
-msgid "Sets the viewport's parent to another viewport."
-msgstr "设置视口的父视口到另一个视口。"
-
-msgid "Sets the shadow atlas quadrant's subdivision."
-msgstr "设置阴影图集象限的细分。"
-
-msgid ""
-"Sets the size of the shadow atlas's images (used for omni and spot lights). "
-"The value will be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to [code]0[/code], no shadows will be visible at "
-"all (including directional shadows)."
-msgstr ""
-"设置阴影图集图像的大小(用于全向灯和聚光灯)。该值将向上舍入到最接近的 2 次"
-"幂。\n"
-"[b]注意:[/b]如果被设置为 [code]0[/code],将根本看不到任何阴影(包括定向阴"
-"影)。"
-
-msgid ""
"If [code]true[/code], render the contents of the viewport directly to "
"screen. This allows a low-level optimization where you can skip drawing a "
"viewport to the root viewport. While this optimization can result in a "
@@ -92576,19 +89808,6 @@ msgstr ""
"小。"
msgid ""
-"Sets scaling 3d mode. Bilinear scaling renders at different resolution to "
-"either undersample or supersample the viewport. FidelityFX Super Resolution "
-"1.0, abbreviated to FSR, is an upscaling technology that produces high "
-"quality images at fast framerates by using a spatially aware upscaling "
-"algorithm. FSR is slightly more expensive than bilinear, but it produces "
-"significantly higher image quality. FSR should be used where possible."
-msgstr ""
-"设置缩放 3d 模式。双线性缩放以不同的分辨率渲染,以对视口进行欠采样或超采样。"
-"FidelityFX 超分辨率 1.0,缩写为 FSR,是一种放大技术,通过使用空间感知放大算法"
-"以快速帧速率生成高质量图像。FSR 比双线性稍微贵一点,但它产生的图像质量明显更"
-"高。应尽可能使用 FSR。"
-
-msgid ""
"Scales the 3D render buffer based on the viewport size uses an image filter "
"specified in [enum ViewportScaling3DMode] to scale the output image to the "
"full viewport size. Values lower than [code]1.0[/code] can be used to speed "
@@ -92612,17 +89831,6 @@ msgstr ""
"0.77”、“质量:0.67”、“平衡:0.59”、“性能:0.5”,而不是公开整个比例。"
msgid ""
-"Sets a viewport's scenario.\n"
-"The scenario contains information about environment information, reflection "
-"atlas etc."
-msgstr ""
-"设置视口的场景。\n"
-"该场景包含环境、反射图集等信息。"
-
-msgid "Sets the viewport's width and height."
-msgstr "设置视口的宽度和高度。"
-
-msgid ""
"Affects the final texture sharpness by reading from a lower or higher mipmap "
"(also called \"texture LOD bias\"). Negative values make mipmapped textures "
"sharper but grainier when viewed at a distance, while positive values make "
@@ -92655,9 +89863,6 @@ msgid ""
"constants for options."
msgstr "设置应更新视口的时间。可选项请参阅 [enum ViewportUpdateMode] 。"
-msgid "If [code]true[/code], use Temporal Anti-Aliasing."
-msgstr "如果为 [code]true[/code],则使用时间抗锯齿。"
-
msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [XRInterface]."
@@ -92665,19 +89870,6 @@ msgstr ""
"如果为 [code]true[/code],则视口使用增强或虚拟现实技术。参阅 [XRInterface]。"
msgid ""
-"Sets the Variable Rate Shading (VRS) mode for the viewport. Note, if "
-"hardware does not support VRS this property is ignored."
-msgstr ""
-"设置视口的可变速率着色(VRS)模式。请注意,如果硬件不支持 VRS,则忽略该属性。"
-
-msgid ""
-"Texture to use when the VRS mode is set to [constant RenderingServer."
-"VIEWPORT_VRS_TEXTURE]."
-msgstr ""
-"当 VRS 模式设置为 [constant RenderingServer.VIEWPORT_VRS_TEXTURE] 时,要使用"
-"的纹理。"
-
-msgid ""
"Used to inform the renderer what exposure normalization value was used while "
"baking the voxel gi. This value will be used and modulated at run time to "
"ensure that the voxel gi maintains a consistent level of exposure even if "
@@ -92719,28 +89911,12 @@ msgstr "画布项目的最小 Z 层。"
msgid "The maximum Z-layer for canvas items."
msgstr "帆布项目的最大 Z 层。"
-msgid ""
-"Max number of glow levels that can be used with glow post-process effect."
-msgstr "可用于辉光后处理效果的最大辉光级别数。"
-
-msgid "Unused enum in Godot 3.x."
-msgstr "在 Godot 3.x 中未使用的枚举。"
-
msgid "Shader is a 3D shader."
msgstr "着色器是 3D 着色器。"
msgid "Shader is a 2D shader."
msgstr "着色器是 2D 着色器。"
-msgid "Shader is a particle shader."
-msgstr "着色器是粒子着色器。"
-
-msgid "Shader is a sky shader."
-msgstr "着色器是天空着色器。"
-
-msgid "Shader is a fog shader."
-msgstr "着色器是雾着色器。"
-
msgid "Represents the size of the [enum ShaderMode] enum."
msgstr "代表 [enum ShaderMode] 枚举的大小。"
@@ -92750,45 +89926,27 @@ msgstr "所有材质的最小渲染优先级。"
msgid "The maximum renderpriority of all materials."
msgstr "所有材质的最大渲染优先级。"
-msgid "Array is a vertex array."
-msgstr "数组是顶点数组。"
-
msgid "Array is a normal array."
msgstr "数组是法线数组。"
msgid "Array is a tangent array."
msgstr "数组是切线数组。"
-msgid "Array is a color array."
-msgstr "数组是颜色数组。"
-
msgid "Array is an UV coordinates array."
msgstr "数组是 UV 坐标数组。"
-msgid "Array is an UV coordinates array for the second UV coordinates."
-msgstr "数组是第二个 UV 坐标的 UV 坐标数组。"
-
msgid "Array contains bone information."
msgstr "数组包含骨骼信息。"
msgid "Array is weight information."
msgstr "数组是重量信息。"
-msgid "Array is index array."
-msgstr "数组是索引数组。"
-
-msgid "Flag used to mark a vertex array."
-msgstr "用于标记顶点数组的标志。"
-
msgid "Flag used to mark a normal array."
msgstr "用于标记法线数组的标志。"
msgid "Flag used to mark a tangent array."
msgstr "用于标记切线数组的标志。"
-msgid "Flag used to mark a color array."
-msgstr "用于标记颜色数组的标记。"
-
msgid "Flag used to mark an UV coordinates array."
msgstr "用于标记 UV 坐标数组的标志。"
@@ -92897,15 +90055,6 @@ msgstr ""
"也更慢。各向异性的级别由 [member ProjectSettings.rendering/textures/"
"default_filters/anisotropic_filtering_level] 定义。"
-msgid "Is a directional (sun) light."
-msgstr "是平行光(日光)。"
-
-msgid "Is an omni light."
-msgstr "是全向光。"
-
-msgid "Is a spot light."
-msgstr "是聚光。"
-
msgid "The light's energy multiplier."
msgstr "该灯光的能量倍数。"
@@ -92944,9 +90093,6 @@ msgstr "聚光灯的角度。"
msgid "The spotlight's attenuation."
msgstr "聚光灯的衰减。"
-msgid "Max distance that shadows will be rendered."
-msgstr "阴影被渲染的最大距离。"
-
msgid "Proportion of shadow atlas occupied by the first split."
msgstr "第一次拆分所占据的阴影图集的比例。"
@@ -93188,53 +90334,6 @@ msgid ""
"culled."
msgstr "[FogVolume] 将没有形状,将覆盖整个世界并且不会被剔除。"
-msgid ""
-"Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can "
-"be set using [member Viewport.scaling_3d_scale]. Values less then [code]1.0[/"
-"code] will result in undersampling while values greater than [code]1.0[/"
-"code] will result in supersampling. A value of [code]1.0[/code] disables "
-"scaling."
-msgstr ""
-"对视口的 3D 缓冲区使用双线性缩放。可以使用 [member Viewport."
-"scaling_3d_scale] 设置缩放量。小于 [code]1.0[/code] 的值将导致欠采样,而大于 "
-"[code]1.0[/code] 的值将导致超采样。[code]1.0[/code] 的值将禁用缩放。"
-
-msgid ""
-"Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D "
-"buffer. The amount of scaling can be set using [member Viewport."
-"scaling_3d_scale]. Values less then [code]1.0[/code] will be result in the "
-"viewport being upscaled using FSR. Values greater than [code]1.0[/code] are "
-"not supported and bilinear downsampling will be used instead. A value of "
-"[code]1.0[/code] disables scaling."
-msgstr ""
-"对视口的 3D 缓冲区使用 AMD FidelityFX 超分辨率 1.0 放大。可以使用 [member "
-"Viewport.scaling_3d_scale] 设置缩放量。小于 [code]1.0[/code] 的值将导致使用 "
-"FSR 放大视口。不支持大于 [code]1.0[/code] 的值,将改用双线性降采样。"
-"[code]1.0[/code] 的值将禁用缩放。"
-
-msgid "Do not update the viewport."
-msgstr "不要更新视口。"
-
-msgid "Update the viewport once then set to disabled."
-msgstr "更新一次视口,然后设置为禁用。"
-
-msgid "Update the viewport whenever it is visible."
-msgstr "只要视口是可见的,就更新视口。"
-
-msgid "Always update the viewport."
-msgstr "始终更新视口。"
-
-msgid "The viewport is always cleared before drawing."
-msgstr "在绘图之前,视口总是被清空。"
-
-msgid "The viewport is never cleared before drawing."
-msgstr "在绘图之前,视口永远不会被清空。"
-
-msgid ""
-"The viewport is cleared once, then the clear mode is set to [constant "
-"VIEWPORT_CLEAR_NEVER]."
-msgstr "视口被清除一次,然后清除模式设置为 [constant VIEWPORT_CLEAR_NEVER]。"
-
msgid "Disable rendering of 3D environment over 2D canvas."
msgstr "禁用在 2D 画布上渲染 3D 环境。"
@@ -93242,17 +90341,6 @@ msgid "Enable rendering of 3D environment over 2D canvas."
msgstr "启用在 2D 画布上渲染 3D 环境。"
msgid ""
-"Inherit enable/disable value from parent. If topmost parent is also set to "
-"inherit, then this has the same behavior as [constant "
-"VIEWPORT_ENVIRONMENT_ENABLED]."
-msgstr ""
-"从父级继承启用/禁用值。如果最顶层的父级也被设置为继承,那么这与 [constant "
-"VIEWPORT_ENVIRONMENT_ENABLED] 具有相同的行为。"
-
-msgid "Max value of [enum ViewportEnvironmentMode] enum."
-msgstr "[enum ViewportEnvironmentMode] 枚举的最大值。"
-
-msgid ""
"Multisample antialiasing for 3D is disabled. This is the default value, and "
"also the fastest setting."
msgstr "用于 3D 的多重采样抗锯齿被禁用。这是默认值,也是最快的设置。"
@@ -93274,6 +90362,19 @@ msgstr ""
"用于 3D 的多重采样抗锯齿,使用每个像素 8 个样本。这对性能有非常大的影响。可能"
"在低端和较旧的硬件上不受支持。"
+msgid "Do not perform any antialiasing in the full screen post-process."
+msgstr "不要在全屏后处理中执行抗锯齿。"
+
+msgid ""
+"Use fast approximate antialiasing. FXAA is a popular screen-space "
+"antialiasing method, which is fast but will make the image look blurry, "
+"especially at lower resolutions. It can still work relatively well at large "
+"resolutions such as 1440p and 4K."
+msgstr ""
+"使用快速近似抗锯齿(Fast Approximate Anti-Aliasing)。FXAA 是一种流行的屏幕空"
+"间抗锯齿方法,速度很快,但会让图像变模糊,使用较低分辨率时尤为显著。1440p 和 "
+"4K 等较高分辨率下效果仍然不错。"
+
msgid "Number of objects drawn in a single frame."
msgstr "在单帧中绘制的对象的数量。"
@@ -93369,47 +90470,9 @@ msgstr ""
"为场景中的 [DirectionalLight3D] 的每个 PSSM 分割着色不同的颜色,以便可以看到"
"分割的位置。它们将按顺序被着色为红色、绿色、蓝色、黄色。"
-msgid "VRS is disabled."
-msgstr "VRS 已禁用。"
-
-msgid ""
-"VRS uses a texture. Note, for stereoscopic use a texture atlas with a "
-"texture for each view."
-msgstr ""
-"VRS 使用一个纹理。请注意,对于立体视觉,请为每个视图使用带有纹理的纹理图集。"
-
-msgid "VRS texture is supplied by the primary [XRInterface]."
-msgstr "VRS 纹理由主 [XRInterface] 提供。"
-
msgid "Represents the size of the [enum ViewportVRSMode] enum."
msgstr "代表 [enum ViewportVRSMode] 枚举的大小。"
-msgid ""
-"Uses high quality importance sampling to process the radiance map. In "
-"general, this results in much higher quality than [constant Sky."
-"PROCESS_MODE_REALTIME] but takes much longer to generate. This should not be "
-"used if you plan on changing the sky at runtime. If you are finding that the "
-"reflection is not blurry enough and is showing sparkles or fireflies, try "
-"increasing [member ProjectSettings.rendering/reflections/sky_reflections/"
-"ggx_samples]."
-msgstr ""
-"使用高质量重要性采样处理辐照度贴图。得到的结果通常比 [constant Sky."
-"PROCESS_MODE_REALTIME] 的质量更高,但需要花费更多的时间来生成。如果你计划在运"
-"行时修改天空,则不应使用。如果你发现反射不够模糊,出现了火花或者萤火虫,请尝"
-"试增大 [member ProjectSettings.rendering/reflections/sky_reflections/"
-"ggx_samples]。"
-
-msgid ""
-"Uses the fast filtering algorithm to process the radiance map. In general "
-"this results in lower quality, but substantially faster run times.\n"
-"[b]Note:[/b] The fast filtering algorithm is limited to 256x256 cubemaps, so "
-"[member Sky.radiance_size] must be set to [constant Sky.RADIANCE_SIZE_256]."
-msgstr ""
-"使用快速过滤算法处理辐照度贴图。一般来说,这会导致质量降低,但运行时间会大大"
-"加快。\n"
-"[b]注意:[/b]快速过滤算法仅限于 256x256 的立方体贴图,因此 [member Sky."
-"radiance_size] 必须被设置为 [constant Sky.RADIANCE_SIZE_256]。"
-
msgid "Use the clear color as background."
msgstr "用透明的颜色作为背景。"
@@ -94275,37 +91338,6 @@ msgstr ""
"take_over_path] 来覆盖缓存资源。"
msgid ""
-"Loads a resource at the given [param path], caching the result for further "
-"access.\n"
-"The registered [ResourceFormatLoader]s are queried sequentially to find the "
-"first one which can handle the file's extension, and then attempt loading. "
-"If loading fails, the remaining ResourceFormatLoaders are also attempted.\n"
-"An optional [param type_hint] can be used to further specify the [Resource] "
-"type that should be handled by the [ResourceFormatLoader]. Anything that "
-"inherits from [Resource] can be used as a type hint, for example [Image].\n"
-"The [param cache_mode] property defines whether and how the cache should be "
-"used or updated when loading the resource. See [enum CacheMode] for "
-"details.\n"
-"Returns an empty resource if no [ResourceFormatLoader] could handle the "
-"file.\n"
-"GDScript has a simplified [method @GDScript.load] built-in method which can "
-"be used in most situations, leaving the use of [ResourceLoader] for more "
-"advanced scenarios."
-msgstr ""
-"在给定的 [param path] 中加载资源,并将结果缓存以供进一步访问。\n"
-"按顺序查询注册的 [ResourceFormatLoader],以找到可以处理文件扩展名的第一个 "
-"[ResourceFormatLoader],然后尝试加载。如果加载失败,则还会尝试其余的 "
-"[ResourceFormatLoader]。\n"
-"可选的 [param type_hint] 可用于进一步指定 [ResourceFormatLoader] 应处理的 "
-"[Resource] 类型。任何继承自 [Resource] 的东西都可以用作类型提示,例如 "
-"[Image]。\n"
-"[param cache_mode] 属性定义在加载资源时是否以及如何使用或更新缓存。有关详细信"
-"息,请参见 [enum CacheMode]。\n"
-"如果没有 [ResourceFormatLoader] 可以处理该文件,则返回空资源。\n"
-"GDScript 具有一个简化的 [method @GDScript.load] 内置方法,可在大多数情况下使"
-"用,而 [ResourceLoader] 供更高级的情况使用。"
-
-msgid ""
"Returns the resource loaded by [method load_threaded_request].\n"
"If this is called before the loading thread is done (i.e. [method "
"load_threaded_get_status] is not [constant THREAD_LOAD_LOADED]), the calling "
@@ -95013,14 +92045,6 @@ msgstr ""
"[member tab_size] 以确定新的边距长度。"
msgid ""
-"Adds a [code][font][/code] tag with a italics font to the tag stack. This is "
-"the same as adding a [code][i][/code] tag if not currently in a [code][b][/"
-"code] tag."
-msgstr ""
-"在标签栈中添加 [code][font][/code] 标签,字体为斜体。如果当前没有 [code][b][/"
-"code] 标签,这与添加 [code][i][/code] 标签相同。"
-
-msgid ""
"Adds [code][ol][/code] or [code][ul][/code] tag to the tag stack. Multiplies "
"[param level] by current [member tab_size] to determine new margin length."
msgstr ""
@@ -95919,11 +92943,6 @@ msgstr ""
"路径上的其他物体发生碰撞。适用于需要动画的冻结物体。"
msgid ""
-"In this mode, the body's center of mass is calculated automatically based on "
-"its shapes."
-msgstr "在此模式下,该物体的质心将基于其形状自动计算。"
-
-msgid ""
"In this mode, the body's center of mass is set through [member "
"center_of_mass]. Defaults to the body's origin position."
msgstr ""
@@ -97484,16 +94503,6 @@ msgid ""
msgstr "该选项局限于代码补全查询的位置 - 例如局部变量。"
msgid ""
-"The option is from the containing class or a parent class, relative to the "
-"location of the code completion query. Perform a bitwise OR with the class "
-"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, "
-"etc) to store the depth of an option in a the class or a parent class."
-msgstr ""
-"该选项来自于所在的类或父类,相对于代码补全查询的位置。请使用类的深度进行按位 "
-"OR(或)运算(例如 0 表示当前类,1 表示父类,2 表示父类的父类等),从而在当前"
-"类或父类中存储选项的深度。"
-
-msgid ""
"The option is from user code which is not local and not in a derived class "
"(e.g. Autoload Singletons)."
msgstr "该选项来自用户代码,不是局部,也不是派生类(例如自动加载单例)。"
@@ -97611,12 +94620,6 @@ msgid ""
"sensitive."
msgstr "触摸滚动的死区。较低的死区使滚动更加敏感。"
-msgid "The current horizontal scroll value."
-msgstr "当前水平滚动值。"
-
-msgid "The current vertical scroll value."
-msgstr "当前垂直滚动值。"
-
msgid ""
"Controls whether vertical scrollbar can be used and when it should be "
"visible. See [enum ScrollMode] for options."
@@ -98026,31 +95029,6 @@ msgid ""
msgstr "用于物理碰撞扫描和即时重叠查询的节点。类似于 [RayCast2D] 节点。"
msgid ""
-"Shape casting allows to detect collision objects by sweeping the [member "
-"shape] along the cast direction determined by [member target_position] "
-"(useful for things like beam weapons).\n"
-"Immediate collision overlaps can be done with the [member target_position] "
-"set to [code]Vector2(0, 0)[/code] and by calling [method "
-"force_shapecast_update] within the same [b]physics_frame[/b]. This also "
-"helps to overcome some limitations of [Area2D] when used as a continuous "
-"detection area, often requiring waiting a couple of frames before collision "
-"information is available to [Area2D] nodes, and when using the signals "
-"creates unnecessary complexity.\n"
-"The node can detect multiple collision objects, but it's usually used to "
-"detect the first collision.\n"
-"[b]Note:[/b] shape casting is more computationally expensive compared to ray "
-"casting."
-msgstr ""
-"形状投射能够让 [member shape] 沿着投射方向扫过,检测途中碰撞到的对象,投射方"
-"向由 [member target_position] 决定(可用于类似激光武器的东西)。\n"
-"要原地检测碰撞重叠,可以将 [member target_position] 设置为 [code]Vector2(0, "
-"0)[/code] 并在同一[b]物理帧[/b]中调用 [method force_shapecast_update]。这样也"
-"能克服将 [Area2D] 用于连续碰撞检测的一些限制,[Area2D] 节点通常需要等待几帧才"
-"能获取碰撞信息,而使用信号则会产生不必要的复杂度。\n"
-"这个节点可以检测到多个碰撞对象,但通常只用于检测第一次碰撞。\n"
-"[b]注意:[/b]形状投射所需的计算量比光线投射更大。"
-
-msgid ""
"Adds a collision exception so the shape does not report collisions with the "
"specified [CollisionObject2D] node."
msgstr "添加碰撞例外,使该形状不汇报与指定 [CollisionObject2D] 节点的碰撞。"
@@ -98186,31 +95164,6 @@ msgid ""
msgstr "用于物理碰撞扫描和即时重叠查询的节点。类似于 [RayCast3D] 节点。"
msgid ""
-"Shape casting allows to detect collision objects by sweeping the [member "
-"shape] along the cast direction determined by [member target_position] "
-"(useful for things like beam weapons).\n"
-"Immediate collision overlaps can be done with the [member target_position] "
-"set to [code]Vector3(0, 0, 0)[/code] and by calling [method "
-"force_shapecast_update] within the same [b]physics_frame[/b]. This also "
-"helps to overcome some limitations of [Area3D] when used as a continuous "
-"detection area, often requiring waiting a couple of frames before collision "
-"information is available to [Area3D] nodes, and when using the signals "
-"creates unnecessary complexity.\n"
-"The node can detect multiple collision objects, but it's usually used to "
-"detect the first collision.\n"
-"[b]Note:[/b] Shape casting is more computationally expensive compared to ray "
-"casting."
-msgstr ""
-"形状投射能够让 [member shape] 沿着投射方向扫过,检测途中碰撞到的对象,投射方"
-"向由 [member target_position] 决定(可用于类似激光武器的东西)。\n"
-"要原地检测碰撞重叠,可以将 [member target_position] 设置为 [code]Vector3(0, "
-"0, 0)[/code] 并在同一[b]物理帧[/b]中调用 [method force_shapecast_update]。这"
-"样也能克服将 [Area2D] 用于连续碰撞检测的一些限制,[Area3D] 节点通常需要等待几"
-"帧才能获取碰撞信息,而使用信号则会产生不必要的复杂度。\n"
-"这个节点可以检测到多个碰撞对象,但通常只用于检测第一次碰撞。\n"
-"[b]注意:[/b]形状投射所需的计算量比光线投射更大。"
-
-msgid ""
"Adds a collision exception so the shape does not report collisions with the "
"specified [CollisionObject3D] node."
msgstr "添加碰撞例外,让该形状不再汇报与指定 [CollisionObject3D] 节点的碰撞。"
@@ -98998,14 +95951,6 @@ msgid ""
msgstr "安装修改器时调用。修改器在此时执行初始化。"
msgid ""
-"Takes a angle and clamps it so it is within the passed-in [param min] and "
-"[param max] range. [param invert] will inversely clamp the angle, clamping "
-"it to the range outside of the given bounds."
-msgstr ""
-"接受角度并将其钳制在传入的 [param min] 和 [param max] 范围内。[param invert] "
-"会逆向钳制该角度,将其钳制在给定范围之外。"
-
-msgid ""
"Returns whether this modification will call [method _draw_editor_gizmo] in "
"the Godot editor to draw modification-specific gizmos."
msgstr ""
@@ -99192,46 +96137,6 @@ msgid ""
msgstr "使用 FABRIK 操纵一系列 [Bone2D] 到达某个目标的修改器。"
msgid ""
-"This [SkeletonModification2D] uses an algorithm called Forward And Backward "
-"Reaching Inverse Kinematics, or FABRIK, to rotate a bone chain so that it "
-"reaches a target.\n"
-"FABRIK works by knowing the positions and lengths of a series of bones, "
-"typically called a \"bone chain\". It first starts by running a forward "
-"pass, which places the final bone at the target's position. Then all other "
-"bones are moved towards the tip bone, so they stay at the defined bone "
-"length away. Then a backwards pass is performed, where the root/first bone "
-"in the FABRIK chain is placed back at the origin. then all other bones are "
-"moved so they stay at the defined bone length away. This positions the bone "
-"chain so that it reaches the target when possible, but all of the bones stay "
-"the correct length away from each other.\n"
-"Because of how FABRIK works, it often gives more natural results than those "
-"seen in [SkeletonModification2DCCDIK]. FABRIK also supports angle "
-"constraints, which are fully taken into account when solving.\n"
-"[b]Note:[/b] The FABRIK modifier has [code]fabrik_joints[/code], which are "
-"the data objects that hold the data for each joint in the FABRIK chain. This "
-"is different from [Bone2D] nodes! FABRIK joints hold the data needed for "
-"each [Bone2D] in the bone chain used by FABRIK.\n"
-"To help control how the FABRIK joints move, a magnet vector can be passed, "
-"which can nudge the bones in a certain direction prior to solving, giving a "
-"level of control over the final result."
-msgstr ""
-"这种 [SkeletonModification2D] 使用的是名为前后延伸反向运动学(Forward And "
-"Backward Reaching Inverse Kinematics)的算法,即 FABRIK,能够对一条骨骼链进行"
-"旋转,从而抵达目标。\n"
-"FABRIK 需要先拿到一系列骨骼的位置和长度,这组骨骼通常称作“骨骼链”。它首先会做"
-"一次向前处理,将最终的骨骼放置在目标的位置。然后让所有其他骨骼朝尖端骨骼移"
-"动,恢复原有的骨骼长度。然后再做一次向后处理,将 FABRIK 链中的根/第一根骨骼放"
-"回原点。然后移动所有其他骨骼,恢复原有的骨骼长度。这样就尽可能地让骨骼链抵达"
-"了目标,并且所有骨骼之间的长度仍然为正确的长度。\n"
-"由于 FABRIK 的工作原理,它通常比 [SkeletonModification2DCCDIK] 得到的结果更加"
-"自然。FABRIK 还支持角度约束,在求解过程中会完全遵守这些约束。\n"
-"[b]注意:[/b]FABRIK 修改器具有关节属性 [code]fabrik_joints[/code],里面是存"
-"放 FABRIK 链中各个关节数据的数据对象。关节和 [Bone2D] 是两码事!FABRIK 关节存"
-"放的是 FABRIK 所使用的骨骼链中每根 [Bone2D] 所需的数据。\n"
-"可以传入磁铁向量来帮助控制 FABRIK 关节的移动,会在求解前让骨骼朝某个方向做略"
-"微的移动,对最终结果进行微调。"
-
-msgid ""
"Returns the [Bone2D] node assigned to the FABRIK joint at [param joint_idx]."
msgstr "返回分配给位于 [param joint_idx] 的 FABRIK 关节的 [Bone2D] 节点。"
@@ -99548,13 +96453,6 @@ msgstr ""
"的 [PhysicalBone2D] 节点,这允许 [Bone2D] 节点对物理做出反应。\n"
"实验性的。物理骨骼在未来可能会被改变,以便自行执行 [Bone2D] 的位置更新。"
-msgid ""
-"Empties the list of [PhysicalBone2D] nodes and populates it will all "
-"[PhysicalBone2D] nodes that are children of the [Skeleton2D]."
-msgstr ""
-"清空 [PhysicalBone2D] 节点列表,并使用该 [Skeleton2D] 节点的所有 "
-"[PhysicalBone2D] 子节点填充该列表。"
-
msgid "Returns the [PhysicalBone2D] node at [param joint_idx]."
msgstr "返回位于 [param joint_idx] 的 [PhysicalBone2D] 节点。"
@@ -100110,22 +97008,6 @@ msgstr ""
"sky_reflections/roughness_layers] 决定。当需要最高质量的辐照度贴图,但天空更"
"新缓慢时,请使用该选项。"
-msgid ""
-"Uses the fast filtering algorithm to process the radiance map. In general "
-"this results in lower quality, but substantially faster run times. If you "
-"need better quality, but still need to update the sky every frame, consider "
-"turning on [member ProjectSettings.rendering/reflections/sky_reflections/"
-"fast_filter_high_quality].\n"
-"[b]Note:[/b] The fast filtering algorithm is limited to 256x256 cubemaps, so "
-"[member radiance_size] must be set to [constant RADIANCE_SIZE_256]."
-msgstr ""
-"使用快速过滤算法处理辐照度贴图。一般来说,这会导致质量较低,但运行时间会大大"
-"加快。如果需要更好的质量,但仍需要每帧更新天空,请考虑开启 [member "
-"ProjectSettings.rendering/reflections/sky_reflections/"
-"fast_filter_high_quality]。\n"
-"[b]注意:[/b]快速过滤算法被限制为 256x256 立方体贴图,因此 [member "
-"radiance_size] 必须被设置为 [constant RADIANCE_SIZE_256]。"
-
msgid "Base class for GUI sliders."
msgstr "GUI 滑动条的基类。"
@@ -101155,40 +98037,6 @@ msgstr ""
"图,请使用 [ORMMaterial3D] 代替。"
msgid ""
-"Physics body for 2D physics which is static or moves only by script. Useful "
-"for floor and walls."
-msgstr "静态或者只能被脚本移动的 2D 物理物体。可用于地面和墙体。"
-
-msgid ""
-"Static body for 2D physics.\n"
-"A static body is a simple body that doesn't move under physics simulation, i."
-"e. it can't be moved by external forces or contacts but its transformation "
-"can still be updated manually by the user. It is ideal for implementing "
-"objects in the environment, such as walls or platforms. In contrast to "
-"[RigidBody2D], it doesn't consume any CPU resources as long as they don't "
-"move.\n"
-"They have extra functionalities to move and affect other bodies:\n"
-"[b]Static transform change:[/b] Static bodies can be moved by animation or "
-"script. In this case, they are just teleported and don't affect other bodies "
-"on their path.\n"
-"[b]Constant velocity:[/b] When [member constant_linear_velocity] or [member "
-"constant_angular_velocity] is set, static bodies don't move themselves but "
-"affect touching bodies as if they were moving. This is useful for simulating "
-"conveyor belts or conveyor wheels."
-msgstr ""
-"静态物体,用于 2D 物理。\n"
-"静态物体是一种不会在物理仿真中移动的简单物体,也就是说,它无法被外力移动,也"
-"无法因为碰触而移动,但用户仍然可以对它的变换进行手动更新。用来实现墙壁、平台"
-"等环境中的对象非常理想。与 [RigidBody2D] 不同,静态物体只要不移动,就不会消耗"
-"任何 CPU 资源。\n"
-"静态物体还能移动和影响其他物体。\n"
-"[b]改变静态变换:[/b]静态物体可以通过动画或脚本来移动。在这种情况下它们是被传"
-"送的,不会影响移动路径上的其他物体。\n"
-"[b]恒定速度:[/b]当 [member constant_linear_velocity] 或 [member "
-"constant_angular_velocity] 被设置时,静态物体虽然自己不会移动,但会影响与之接"
-"触的物体,就好像这些静态物体是在移动一样。可用于模拟传送带或传送轮。"
-
-msgid ""
"The body's constant angular velocity. This does not rotate the body, but "
"affects touching bodies, as if it were rotating."
msgstr ""
@@ -101202,45 +98050,6 @@ msgstr ""
"该物体的恒定线速度。不会移动该物体,但会影响接触的物体,就好像这个静态物体正"
"在移动一样。"
-msgid ""
-"Physics body for 3D physics which is static or moves only by script. Useful "
-"for floor and walls."
-msgstr "静态或者只能被脚本移动的 3D 物理物体。可用于地面和墙体。"
-
-msgid ""
-"Static body for 3D physics.\n"
-"A static body is a simple body that doesn't move under physics simulation, i."
-"e. it can't be moved by external forces or contacts but its transformation "
-"can still be updated manually by the user. It is ideal for implementing "
-"objects in the environment, such as walls or platforms. In contrast to "
-"[RigidBody3D], it doesn't consume any CPU resources as long as they don't "
-"move.\n"
-"They have extra functionalities to move and affect other bodies:\n"
-"[i]Static transform change:[/i] Static bodies can be moved by animation or "
-"script. In this case, they are just teleported and don't affect other bodies "
-"on their path.\n"
-"[i]Constant velocity:[/i] When [member constant_linear_velocity] or [member "
-"constant_angular_velocity] is set, static bodies don't move themselves but "
-"affect touching bodies as if they were moving. This is useful for simulating "
-"conveyor belts or conveyor wheels.\n"
-"[b]Warning:[/b] With a non-uniform scale this node will probably not "
-"function as expected. Please make sure to keep its scale uniform (i.e. the "
-"same on all axes), and change the size(s) of its collision shape(s) instead."
-msgstr ""
-"静态物体,用于 2D 物理。\n"
-"静态物体是一种不会在物理仿真中移动的简单物体,也就是说,它无法被外力移动,也"
-"无法因为碰触而移动,但用户仍然可以对它的变换进行手动更新。用来实现墙壁、平台"
-"等环境中的对象非常理想。与 [RigidBody3D] 不同,静态物体只要不移动,就不会消耗"
-"任何 CPU 资源。\n"
-"静态物体还能移动和影响其他物体。\n"
-"[i]改变静态变换:[/i]静态物体可以通过动画或脚本来移动。在这种情况下它们是被传"
-"送的,不会影响移动路径上的其他物体。\n"
-"[i]恒定速度:[/i]当 [member constant_linear_velocity] 或 [member "
-"constant_angular_velocity] 被设置时,静态物体虽然自己不会移动,但会影响与之接"
-"触的物体,就好像这些静态物体是在移动一样。可用于模拟传送带或传送轮。\n"
-"[b]警告:[/b]如果缩放不统一,该节点可能无法正常工作。请确保缩放的统一(即各轴"
-"都相同),可以改为修改碰撞形状的大小。"
-
msgid "Abstraction and base class for stream-based protocols."
msgstr "基于流的协议的抽象和基类。"
@@ -101377,33 +98186,6 @@ msgstr ""
"通过连接发送数据。如果数据无法一次性发完,则仅会发送部分数据。该函数返回两个"
"值,一个 [enum Error] 错误码以及一个整数,表示实际发送的数据量。"
-msgid ""
-"Puts a zero-terminated ASCII string into the stream prepended by a 32-bit "
-"unsigned integer representing its size.\n"
-"[b]Note:[/b] To put an ASCII string without prepending its size, you can use "
-"[method put_data]:\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"put_data(\"Hello world\".to_ascii())\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"PutData(\"Hello World\".ToAscii());\n"
-"[/csharp]\n"
-"[/codeblocks]"
-msgstr ""
-"向流中放入一个以零结尾的 ASCII 字符串,会前置一个表示其大小的 32 位无符号整"
-"数。\n"
-"[b]注意:[/b]如果要放置 ASCII 字符串,而不前置大小,可以使用 [method "
-"put_data]:\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"put_data(\"Hello world\".to_ascii())\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"PutData(\"Hello World\".ToAscii());\n"
-"[/csharp]\n"
-"[/codeblocks]"
-
msgid "Puts an unsigned 16-bit value into the stream."
msgstr "向流中放入一个无符号 16 位值。"
@@ -101417,33 +98199,6 @@ msgid "Puts an unsigned byte into the stream."
msgstr "向流中放入一个无符号字节。"
msgid ""
-"Puts a zero-terminated UTF-8 string into the stream prepended by a 32 bits "
-"unsigned integer representing its size.\n"
-"[b]Note:[/b] To put an UTF-8 string without prepending its size, you can use "
-"[method put_data]:\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"put_data(\"Hello world\".to_utf8())\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"PutData(\"Hello World\".ToUtf8());\n"
-"[/csharp]\n"
-"[/codeblocks]"
-msgstr ""
-"向流中放入一个以零结尾的 UTF-8 字符串,前置一个表示其大小的 32 位无符号整"
-"数。\n"
-"[b]注意:[/b]如果要放置 UTF-8 字符串,而不前置其大小,可以使用 [method "
-"put_data]:\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"put_data(\"Hello world\".to_utf8())\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"PutData(\"Hello World\".ToUTF8());\n"
-"[/csharp]\n"
-"[/codeblocks]"
-
-msgid ""
"Puts a Variant into the stream. If [param full_objects] is [code]true[/code] "
"encoding objects is allowed (and can potentially include code).\n"
"Internally, this uses the same encoding mechanism as the [method "
@@ -101634,19 +98389,6 @@ msgid "TLS stream peer."
msgstr "TLS 流对等体。"
msgid ""
-"TLS stream peer. This object can be used to connect to an TLS server or "
-"accept a single TLS client connection.\n"
-"[b]Note:[/b] When exporting to Android, make sure to enable the "
-"[code]INTERNET[/code] permission in the Android export preset before "
-"exporting the project or using one-click deploy. Otherwise, network "
-"communication of any kind will be blocked by Android."
-msgstr ""
-"TLS 流对等体。此对象可用于连接到 TLS 服务器或接受单个 TLS 客户端连接。\n"
-"[b]注意:[/b] 当导出到 Android 时,确保在导出项目或使用一键部署之前,在 "
-"Android 导出预设中启用 [code]INTERNET[/code] 权限。否则,任何形式的网络通信都"
-"会被 Android 阻止。"
-
-msgid ""
"Accepts a peer connection as a server using the given [param "
"server_options]. See [method TLSOptions.server]."
msgstr ""
@@ -103804,11 +100546,6 @@ msgstr ""
"anti_aliasing] 设为 [code]false[/code],这样可以保证画面锐利、避免一些显示问"
"题。"
-msgid ""
-"This changes the size of the faded ring. Higher values can be used to "
-"achieve a \"blurry\" effect."
-msgstr "这将改变褪色环的大小。更高的数值可以用来实现 \"模糊 \"的效果。"
-
msgid "The background color of the stylebox."
msgstr "StyleBox的背景颜色。"
@@ -104558,16 +101295,6 @@ msgstr ""
"[b]注意:[/b]该函数接受一个枚举,而不是权重的确切数量。"
msgid ""
-"Specifies the smooth group to use for the [i]next[/i] vertex. If this is "
-"never called, all vertices will have the default smooth group of [code]0[/"
-"code] and will be smoothed with adjacent vertices of the same group. To "
-"produce a mesh with flat normals, set the smooth group to [code]-1[/code]."
-msgstr ""
-"指定用于[i]下一个[/i]顶点的平滑组。如果从未调用过,则所有顶点都将具有默认的 "
-"[code]0[/code] 平滑组,并将与同一组的相邻顶点一起平滑。要生成具有平坦法线的网"
-"格,请将平滑组设置为 [code]-1[/code]。"
-
-msgid ""
"Specifies a tangent to use for the [i]next[/i] vertex. If every vertex needs "
"to have this information set and you fail to submit it for the first vertex, "
"this information may not be used at all."
@@ -104671,19 +101398,6 @@ msgstr "每个单独的顶点最多能够受到 8 个骨骼权重的影响。"
msgid "Base Syntax highlighter resource for [TextEdit]."
msgstr "用于 [TextEdit] 的基础语法高亮器资源。"
-msgid ""
-"Base syntax highlighter resource all syntax highlighters extend from, "
-"provides syntax highlighting data to [TextEdit].\n"
-"The associated [TextEdit] node will call into the [SyntaxHighlighter] on a "
-"as needed basis.\n"
-"[b]Note:[/b] Each Syntax highlighter instance should not be shared across "
-"multiple [TextEdit] nodes."
-msgstr ""
-"基础语法高亮器资源,所有语法高亮器都从这个类继承,向 [TextEdit] 提供语法高亮"
-"数据。\n"
-"关联的 [TextEdit] 节点会根据需要调用 [SyntaxHighlighter]。\n"
-"[b]注意:[/b]不应在多个 [TextEdit] 节点间共享语法高亮器实例。"
-
msgid "Virtual method which can be overridden to clear any local caches."
msgstr "虚方法,覆盖后可以清空本地缓存。"
@@ -104974,13 +101688,6 @@ msgstr ""
"设置所有选项卡应被限制的最大宽度。如果设置为 [code]0[/code],则无限制。"
msgid ""
-"If [code]true[/code], the tab offset will be changed to keep the the "
-"currently selected tab visible."
-msgstr ""
-"如果为 [code]true[/code],则会更改选项卡偏移量,从而保持当前选中的选项卡可"
-"见。"
-
-msgid ""
"if [code]true[/code], the mouse's scroll wheel can be used to navigate the "
"scroll view."
msgstr "如果为 [code]true[/code],鼠标的滚轮可用于导航滚动视图。"
@@ -107182,33 +103889,6 @@ msgid "Returns [code]true[/code] if locale is right-to-left."
msgstr "如果区域设置为从右至左,则返回 [code]true[/code]。"
msgid ""
-"Returns [code]true[/code] is [param string] is a valid identifier.\n"
-"If the text server supports the [constant FEATURE_UNICODE_IDENTIFIERS] "
-"feature, a valid identifier must:\n"
-"- Conform to normalization form C.\n"
-"- Begin with a Unicode character of class XID_Start or [code]\"_\"[/code].\n"
-"- May contain Unicode characters of class XID_Continue in the other "
-"positions.\n"
-"- Use UAX #31 recommended scripts only (mixed scripts are allowed).\n"
-"If the [constant FEATURE_UNICODE_IDENTIFIERS] feature is not supported, a "
-"valid identifier must:\n"
-"- Begin with a Unicode character of class XID_Start or [code]\"_\"[/code].\n"
-"- May contain Unicode characters of class XID_Continue in the other "
-"positions."
-msgstr ""
-"如果 [param string] 为有效的标识符,则返回 [code]true[/code]。\n"
-"如果文字服务器支持 [constant FEATURE_UNICODE_IDENTIFIERS] 特性,则有效的标识"
-"符必须:\n"
-"- 遵循 C 范式。\n"
-"- 开头是 XID_Start 类的 Unicode 字符或 [code]\"_\"[/code]。\n"
-"- 其他位置可以包含 XID_Continue 类的 Unicode 字符。\n"
-"- 仅使用 UAX #31 推荐的文字(允许混合文字)。\n"
-"如果不支持 [constant FEATURE_UNICODE_IDENTIFIERS] 特性,则有效的标识符必"
-"须:\n"
-"- 开头是 XID_Start 类的 Unicode 字符或 [code]\"_\"[/code]。\n"
-"- 其他位置可以包含 XID_Continue 类的 Unicode 字符。"
-
-msgid ""
"Loads optional TextServer database (e.g. ICU break iterators and "
"dictionaries).\n"
"[b]Note:[/b] This function should be called before any other TextServer "
@@ -108386,12 +105066,28 @@ msgid ""
"Each image is of the same size and format."
msgstr "包含多个 [Image] 的纹理类型的基类。每个图像的大小和格式都是一样的。"
+msgid ""
+"Base class for [ImageTextureLayered] and [CompressedTextureLayered]. Cannot "
+"be used directly, but contains all the functions necessary for accessing the "
+"derived resource types. See also [Texture3D].\n"
+"Data is set on a per-layer basis. For [Texture2DArray]s, the layer specifies "
+"the array layer.\n"
+"All images need to have the same width, height and number of mipmap levels.\n"
+"A [TextureLayered] can be loaded with [method ResourceLoader.load].\n"
+"Internally, Godot maps these files to their respective counterparts in the "
+"target rendering driver (Vulkan, OpenGL3)."
+msgstr ""
+"[ImageTextureLayered] 和 [CompressedTextureLayered] 的基类。不能直接使用,但"
+"包含了访问派生资源类型所需的所有函数。另见 [Texture3D]。\n"
+"数据是按层设置的。对于 [Texture2DArray],层指定的是数组层。\n"
+"所有图像都需要具有相同的宽度、高度和 mipmap 级别数。\n"
+"[TextureLayered] 可以用 [method ResourceLoader.load] 加载。\n"
+"在内部,Godot 将这些文件映射到目标渲染驱动程序(Vulkan、OpenGL3)中的对应文"
+"件。"
+
msgid "Called when the [TextureLayered]'s format is queried."
msgstr "查询该 [TextureLayered] 的格式时被调用。"
-msgid "Called when the the [TextureLayered]'s height is queried."
-msgstr "查询该 [TextureLayered] 的高度时被调用。"
-
msgid "Called when the data for a layer in the [TextureLayered] is queried."
msgstr "查询该 [TextureLayered] 中某一层的数据时被调用。"
@@ -110291,33 +106987,6 @@ msgid "Tile library for tilemaps."
msgstr "Tilemap 的图块库。"
msgid ""
-"A TileSet is a library of tiles for a [TileMap]. A TileSet handles a list of "
-"[TileSetSource], each of them storing a set of tiles.\n"
-"Tiles can either be from a [TileSetAtlasSource], that render tiles out of a "
-"texture with support for physics, navigation, etc... or from a "
-"[TileSetScenesCollectionSource] which exposes scene-based tiles.\n"
-"Tiles are referenced by using three IDs: their source ID, their atlas "
-"coordinates ID and their alternative tile ID.\n"
-"A TileSet can be configured so that its tiles expose more or less "
-"properties. To do so, the TileSet resources uses property layers, that you "
-"can add or remove depending on your needs.\n"
-"For example, adding a physics layer allows giving collision shapes to your "
-"tiles. Each layer having dedicated properties (physics layer an mask), you "
-"may add several TileSet physics layers for each type of collision you need.\n"
-"See the functions to add new layers for more information."
-msgstr ""
-"TileSet 是 [TileMap] 的图块库。TileSet 处理 [TileSetSource] 列表,每个表中存"
-"储一组图块。\n"
-"图块既可以来自 [TileSetAtlasSource],可以渲染纹理中的图块,支持物理、导航等功"
-"能,也可以来自 [TileSetScenesCollectionSource],提供基于场景的图块。\n"
-"图块通过使用三个 ID 来引用:源 ID、图集坐标 ID、备选图块 ID。\n"
-"TileSet 可以配置图块暴露哪些属性。为了做到这一点,TileSet 资源使用了属性层,"
-"你可以根据需要进行添加和删除。\n"
-"例如,添加物理层可以为瓷砖提供碰撞形状。不同的层都有不同的属性(物理层和遮"
-"罩),要实现不同类型的碰撞,你也可以添加多个 TileSet 物理层。\n"
-"更多信息请参阅添加新层的函数。"
-
-msgid ""
"Adds a custom data layer to the TileSet at the given position [param "
"to_position] in the array. If [param to_position] is -1, adds it at the end "
"of the array.\n"
@@ -110365,17 +107034,6 @@ msgstr ""
"物理层能够为图集图块分配碰撞多边形。"
msgid ""
-"Adds a [TileSetSource] to the TileSet. If [param atlas_source_id_override] "
-"is not -1, also set its source ID. Otherwise, a unique identifier is "
-"automatically generated.\n"
-"The function returns the added source source ID or -1 if the source could "
-"not be added."
-msgstr ""
-"在 TileSet 中添加 [TileSetSource]。如果 [param atlas_source_id_override] 不"
-"为 -1,则还会设置其源 ID。否则会自动生成唯一标识符。\n"
-"函数返回添加的源 ID,如果无法添加源则返回 -1。"
-
-msgid ""
"Adds a new terrain to the given terrain set [param terrain_set] at the given "
"position [param to_position] in the array. If [param to_position] is -1, "
"adds it at the end of the array."
@@ -110719,23 +107377,6 @@ msgid "Changes a source's ID."
msgstr "更改源的 ID。"
msgid ""
-"Creates a source-level proxy for the given source ID. A proxy will map set "
-"of tile identifiers to another set of identifiers. Both the atlac "
-"coordinates ID and the alternative tile ID are kept the same when using "
-"source-level proxies.\n"
-"This can be used to replace a source in all TileMaps using this TileSet, as "
-"TileMap nodes will find and use the proxy's target source when one is "
-"available.\n"
-"Proxied tiles can be automatically replaced in TileMap nodes using the "
-"editor."
-msgstr ""
-"为给定的源 ID 创建源级代理。代理会将一组图块标识符映射到另一组标识符。使用源"
-"级代理时,图集坐标 ID 和备选图块 ID 均保持不变。\n"
-"可以用来替换使用此 TileSet 的所有 TileMap 中的某个源,因为 TileMap 节点将在目"
-"标源可用时找到并使用代理的目标源。\n"
-"可以使用编辑器自动替换 TileMap 节点中的代理图块。"
-
-msgid ""
"Sets a terrain's color. This color is used for identifying the different "
"terrains in the TileSet editor."
msgstr "设置地形的颜色。该颜色用于在 TileSet 编辑器中区分不同的地形。"
@@ -111213,13 +107854,6 @@ msgstr ""
"景可能有用。"
msgid ""
-"Changes a scene tile's ID from [param id] to [param new_id]. This will fail "
-"if there is already a tile with a ID equal to [param new_id]."
-msgstr ""
-"将场景图块的 ID 从 [param id] 改为 [param new_id]。如果已经存在 ID 为 [param "
-"new_id] 的图块则会失败。"
-
-msgid ""
"Assigns a [PackedScene] resource to the scene tile with [param id]. This "
"will fail if the scene does not extend CanvasItem, as positioning properties "
"are needed to place the scene on the TileMap."
@@ -111629,16 +108263,6 @@ msgstr "星期六,使用数字 [code]6[/code] 表示。"
msgid "A countdown timer."
msgstr "倒数计时器。"
-msgid ""
-"Counts down a specified interval and emits a signal on reaching 0. Can be "
-"set to repeat or \"one-shot\" mode.\n"
-"[b]Note:[/b] To create a one-shot timer without instantiating a node, use "
-"[method SceneTree.create_timer]."
-msgstr ""
-"可以设置为重复或“一次性”模式。\n"
-"[b]注意:[/b]要创建一次性定时器而不需要实例化一个节点,请使用 [method "
-"SceneTree.create_timer]。"
-
msgid "Returns [code]true[/code] if the timer is stopped."
msgstr "如果定时器被停止,返回 [code]true[/code]。"
@@ -111692,22 +108316,6 @@ msgstr ""
"[method start] 设置。"
msgid ""
-"The wait time in seconds.\n"
-"[b]Note:[/b] Timers can only emit once per rendered frame at most (or once "
-"per physics frame if [member process_callback] is [constant "
-"TIMER_PROCESS_PHYSICS]). This means very low wait times (lower than 0.05 "
-"seconds) will behave in significantly different ways depending on the "
-"rendered framerate. For very low wait times, it is recommended to use a "
-"process loop in a script instead of using a Timer node."
-msgstr ""
-"等待时间,单位为秒。\n"
-"[b]注意:[/b]计时器在每个渲染帧最多只能发射一次(或者如果 [member "
-"process_callback] 为 [constant TIMER_PROCESS_PHYSICS],则是每个物理帧)。这意"
-"味着非常短的等待时间(低于 0.05 秒),将根据渲染的帧速率,会有明显不同的表"
-"现。对于非常短的等待时间,建议在脚本中使用一个 process 循环,而不是使用 "
-"Timer 节点。"
-
-msgid ""
"Update the timer during the physics step at each frame (fixed framerate "
"processing)."
msgstr "在每一帧的物理运算步骤中更新定时器,即固定帧率处理。"
@@ -114638,256 +111246,6 @@ msgid "Helper class to implement a UDP server."
msgstr "用于实现 UDP 服务器的辅助类。"
msgid ""
-"A simple server that opens a UDP socket and returns connected "
-"[PacketPeerUDP] upon receiving new packets. See also [method PacketPeerUDP."
-"connect_to_host].\n"
-"After starting the server ([method listen]), you will need to [method poll] "
-"it at regular intervals (e.g. inside [method Node._process]) for it to "
-"process new packets, delivering them to the appropriate [PacketPeerUDP], and "
-"taking new connections.\n"
-"Below a small example of how it can be used:\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"# server_node.gd\n"
-"class_name ServerNode\n"
-"extends Node\n"
-"\n"
-"var server := UDPServer.new()\n"
-"var peers = []\n"
-"\n"
-"func _ready():\n"
-" server.listen(4242)\n"
-"\n"
-"func _process(delta):\n"
-" server.poll() # Important!\n"
-" if server.is_connection_available():\n"
-" var peer: PacketPeerUDP = server.take_connection()\n"
-" var packet = peer.get_packet()\n"
-" print(\"Accepted peer: %s:%s\" % [peer.get_packet_ip(), peer."
-"get_packet_port()])\n"
-" print(\"Received data: %s\" % [packet.get_string_from_utf8()])\n"
-" # Reply so it knows we received the message.\n"
-" peer.put_packet(packet)\n"
-" # Keep a reference so we can keep contacting the remote peer.\n"
-" peers.append(peer)\n"
-"\n"
-" for i in range(0, peers.size()):\n"
-" pass # Do something with the connected peers.\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"// ServerNode.cs\n"
-"using Godot;\n"
-"using System.Collections.Generic;\n"
-"\n"
-"public partial class ServerNode : Node\n"
-"{\n"
-" private UdpServer _server = new UdpServer();\n"
-" private List<PacketPeerUdp> _peers = new List<PacketPeerUdp>();\n"
-"\n"
-" public override void _Ready()\n"
-" {\n"
-" _server.Listen(4242);\n"
-" }\n"
-"\n"
-" public override void _Process(double delta)\n"
-" {\n"
-" _server.Poll(); // Important!\n"
-" if (_server.IsConnectionAvailable())\n"
-" {\n"
-" PacketPeerUdp peer = _server.TakeConnection();\n"
-" byte[] packet = peer.GetPacket();\n"
-" GD.Print($\"Accepted Peer: {peer.GetPacketIP()}:{peer."
-"GetPacketPort()}\");\n"
-" GD.Print($\"Received Data: {packet.GetStringFromUtf8()}\");\n"
-" // Reply so it knows we received the message.\n"
-" peer.PutPacket(packet);\n"
-" // Keep a reference so we can keep contacting the remote peer.\n"
-" _peers.Add(peer);\n"
-" }\n"
-" foreach (var peer in _peers)\n"
-" {\n"
-" // Do something with the peers.\n"
-" }\n"
-" }\n"
-"}\n"
-"[/csharp]\n"
-"[/codeblocks]\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"# client_node.gd\n"
-"class_name ClientNode\n"
-"extends Node\n"
-"\n"
-"var udp := PacketPeerUDP.new()\n"
-"var connected = false\n"
-"\n"
-"func _ready():\n"
-" udp.connect_to_host(\"127.0.0.1\", 4242)\n"
-"\n"
-"func _process(delta):\n"
-" if !connected:\n"
-" # Try to contact server\n"
-" udp.put_packet(\"The answer is... 42!\".to_utf8())\n"
-" if udp.get_available_packet_count() > 0:\n"
-" print(\"Connected: %s\" % udp.get_packet().get_string_from_utf8())\n"
-" connected = true\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"// ClientNode.cs\n"
-"using Godot;\n"
-"\n"
-"public partial class ClientNode : Node\n"
-"{\n"
-" private PacketPeerUdp _udp = new PacketPeerUdp();\n"
-" private bool _connected = false;\n"
-"\n"
-" public override void _Ready()\n"
-" {\n"
-" _udp.ConnectToHost(\"127.0.0.1\", 4242);\n"
-" }\n"
-"\n"
-" public override void _Process(double delta)\n"
-" {\n"
-" if (!_connected)\n"
-" {\n"
-" // Try to contact server\n"
-" _udp.PutPacket(\"The Answer Is..42!\".ToUtf8());\n"
-" }\n"
-" if (_udp.GetAvailablePacketCount() > 0)\n"
-" {\n"
-" GD.Print($\"Connected: {_udp.GetPacket()."
-"GetStringFromUtf8()}\");\n"
-" _connected = true;\n"
-" }\n"
-" }\n"
-"}\n"
-"[/csharp]\n"
-"[/codeblocks]"
-msgstr ""
-"简易服务器,会打开 UDP 套接字,并在收到新数据包时返回已连接的 "
-"[PacketPeerUDP]。另见 [method PacketPeerUDP.connect_to_host]。\n"
-"服务器启动后([method listen]),你需要调用 [method poll] 按照一定的间隔轮询"
-"(例如在 [method Node._process] 中)才能处理新数据包、将它们传递给合适的 "
-"[PacketPeerUDP]、获取新连接。\n"
-"下面是简单的用法示例:\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"# server_node.gd\n"
-"class_name ServerNode\n"
-"extends Node\n"
-"\n"
-"var server := UDPServer.new()\n"
-"var peers = []\n"
-"\n"
-"func _ready():\n"
-" server.listen(4242)\n"
-"\n"
-"func _process(delta):\n"
-" server.poll() # 重要!\n"
-" if server.is_connection_available():\n"
-" var peer: PacketPeerUDP = server.take_connection()\n"
-" var packet = peer.get_packet()\n"
-" print(\"接受对等体:%s:%s\" % [peer.get_packet_ip(), peer."
-"get_packet_port()])\n"
-" print(\"接收到数据:%s\" % [packet.get_string_from_utf8()])\n"
-" # 进行回复,这样对方就知道我们收到了消息。\n"
-" peer.put_packet(packet)\n"
-" # 保持引用,这样我们就能继续与远程对等体联系。\n"
-" peers.append(peer)\n"
-"\n"
-" for i in range(0, peers.size()):\n"
-" pass # 针对已连接的对等体进行操作。\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"// ServerNode.cs\n"
-"using Godot;\n"
-"using System.Collections.Generic;\n"
-"\n"
-"public partial class ServerNode : Node\n"
-"{\n"
-" private UdpServer _server = new UdpServer();\n"
-" private List<PacketPeerUdp> _peers = new List<PacketPeerUdp>();\n"
-"\n"
-" public override void _Ready()\n"
-" {\n"
-" _server.Listen(4242);\n"
-" }\n"
-"\n"
-" public override void _Process(double delta)\n"
-" {\n"
-" _server.Poll(); // 重要!\n"
-" if (_server.IsConnectionAvailable())\n"
-" {\n"
-" PacketPeerUdp peer = _server.TakeConnection();\n"
-" byte[] packet = peer.GetPacket();\n"
-" GD.Print($\"接受对等体:{peer.GetPacketIP()}:{peer."
-"GetPacketPort()}\");\n"
-" GD.Print($\"接收到数据:{packet.GetStringFromUtf8()}\");\n"
-" // 进行回复,这样对方就知道我们收到了消息。\n"
-" peer.PutPacket(packet);\n"
-" // 保持引用,这样我们就能继续与远程对等体联系。\n"
-" _peers.Add(peer);\n"
-" }\n"
-" foreach (var peer in _peers)\n"
-" {\n"
-" // 针对已连接的对等体进行操作。\n"
-" }\n"
-" }\n"
-"}\n"
-"[/csharp]\n"
-"[/codeblocks]\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"# client_node.gd\n"
-"class_name ClientNode\n"
-"extends Node\n"
-"\n"
-"var udp := PacketPeerUDP.new()\n"
-"var connected = false\n"
-"\n"
-"func _ready():\n"
-" udp.connect_to_host(\"127.0.0.1\", 4242)\n"
-"\n"
-"func _process(delta):\n"
-" if !connected:\n"
-" # 尝试连接服务器\n"
-" udp.put_packet(\"答案是……42!\".to_utf8())\n"
-" if udp.get_available_packet_count() > 0:\n"
-" print(\"已连接:%s\" % udp.get_packet().get_string_from_utf8())\n"
-" connected = true\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"// ClientNode.cs\n"
-"using Godot;\n"
-"\n"
-"public partial class ClientNode : Node\n"
-"{\n"
-" private PacketPeerUdp _udp = new PacketPeerUdp();\n"
-" private bool _connected = false;\n"
-"\n"
-" public override void _Ready()\n"
-" {\n"
-" _udp.ConnectToHost(\"127.0.0.1\", 4242);\n"
-" }\n"
-"\n"
-" public override void _Process(double delta)\n"
-" {\n"
-" if (!_connected)\n"
-" {\n"
-" // 尝试联系服务器\n"
-" _udp.PutPacket(\"答案是……42!\".ToUtf8());\n"
-" }\n"
-" if (_udp.GetAvailablePacketCount() > 0)\n"
-" {\n"
-" GD.Print($\"已连接:{_udp.GetPacket().GetStringFromUtf8()}\");\n"
-" _connected = true;\n"
-" }\n"
-" }\n"
-"}\n"
-"[/csharp]\n"
-"[/codeblocks]"
-
-msgid ""
"Returns [code]true[/code] if a packet with a new address/port combination "
"was received on the socket."
msgstr ""
@@ -116215,12 +112573,11 @@ msgstr ""
"[/codeblock]"
msgid ""
-"Returns [code]true[/code] if this vector and [code]v[/code] are "
-"approximately equal, by running [method @GlobalScope.is_equal_approx] on "
-"each component."
+"Returns [code]true[/code] if this vector and [param to] are approximately "
+"equal, by running [method @GlobalScope.is_equal_approx] on each component."
msgstr ""
-"如果这个向量和 [code]v[/code] 大约相等,则返回 [code]true[/code],比较的方法"
-"是对每个分量执行 [method @GlobalScope.is_equal_approx]。"
+"如果这个向量与 [param to] 大致相等,则返回 [code]true[/code],判断方法是对每"
+"个分量执行 [method @GlobalScope.is_equal_approx]。"
msgid ""
"Returns [code]true[/code] if this vector is finite, by calling [method "
@@ -116296,12 +112653,12 @@ msgstr ""
msgid ""
"Returns the result of scaling the vector to unit length. Equivalent to "
"[code]v / v.length()[/code]. See also [method is_normalized].\n"
-"[b]Note:[/b] This function may return incorrect values if the initial vector "
+"[b]Note:[/b] This function may return incorrect values if the input vector "
"length is near zero."
msgstr ""
"返回该向量缩放至单位长度的结果。等价于 [code]v / v.length()[/code]。另见 "
"[method is_normalized]。\n"
-"[b]注意:[/b]如果初始向量的长度接近零,则这个函数可能返回不正确的值。"
+"[b]注意:[/b]如果输入向量的长度接近零,则这个函数可能返回不正确的值。"
msgid ""
"Returns a perpendicular vector rotated 90 degrees counter-clockwise compared "
@@ -116595,6 +112952,16 @@ msgstr "构造默认初始化的 [Vector2i],所有分量都为 [code]0[/code]
msgid "Constructs a [Vector2i] as a copy of the given [Vector2i]."
msgstr "构造给定 [Vector2i] 的副本。"
+msgid ""
+"Constructs a new [Vector2i] from the given [Vector2] by truncating "
+"components' fractional parts (rounding towards zero). For a different "
+"behavior consider passing the result of [method Vector2.ceil], [method "
+"Vector2.floor] or [method Vector2.round] to this constructor instead."
+msgstr ""
+"根据给定的 [Vector2] 构造 [Vector2i],会将各个分量的小数部分截断(向 0 取"
+"整)。要使用不同的行为,请考虑改为传入 [method Vector2.ceil]、[method "
+"Vector2.floor] 或 [method Vector2.round] 的结果。"
+
msgid "Constructs a new [Vector2i] from the given [param x] and [param y]."
msgstr "从给定的 [param x] 和 [param y] 构造新的 [Vector2i]。"
@@ -116635,22 +113002,6 @@ msgstr ""
"[/codeblock]"
msgid ""
-"Gets the remainder of each component of the [Vector2i] with the the given "
-"[int]. This operation uses truncated division, which is often not desired as "
-"it does not work well with negative numbers. Consider using [method "
-"@GlobalScope.posmod] instead if you want to handle negative numbers.\n"
-"[codeblock]\n"
-"print(Vector2i(10, -20) % 7) # Prints \"(3, -6)\"\n"
-"[/codeblock]"
-msgstr ""
-"获取该 [Vector2i] 的每个分量与给定的 [int] 的余数。这个运算使用的是截断式除"
-"法,因为对负数不友好,所以通常不会想要使用。如果你想要处理负数,请考虑改用 "
-"[method @GlobalScope.posmod]。\n"
-"[codeblock]\n"
-"print(Vector2i(10, -20) % 7) # 输出 \"(3, -6)\"\n"
-"[/codeblock]"
-
-msgid ""
"Multiplies each component of the [Vector2i] by the components of the given "
"[Vector2i].\n"
"[codeblock]\n"
@@ -116835,13 +113186,6 @@ msgstr ""
"相同。"
msgid ""
-"Returns [code]true[/code] if this vector and [param to] are approximately "
-"equal, by running [method @GlobalScope.is_equal_approx] on each component."
-msgstr ""
-"如果这个向量与 [param to] 大致相等,则返回 [code]true[/code],判断方法是对每"
-"个分量执行 [method @GlobalScope.is_equal_approx]。"
-
-msgid ""
"Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] "
"constants. If all components are equal, this method returns [constant "
"AXIS_Z]."
@@ -116850,16 +113194,6 @@ msgstr ""
"法返回 [constant AXIS_Z]。"
msgid ""
-"Returns the result of scaling the vector to unit length. Equivalent to "
-"[code]v / v.length()[/code]. See also [method is_normalized].\n"
-"[b]Note:[/b] This function may return incorrect values if the input vector "
-"length is near zero."
-msgstr ""
-"返回该向量缩放至单位长度的结果。等价于 [code]v / v.length()[/code]。另见 "
-"[method is_normalized]。\n"
-"[b]注意:[/b]如果输入向量的长度接近零,则这个函数可能返回不正确的值。"
-
-msgid ""
"Returns the [Vector3] from an octahedral-compressed form created using "
"[method octahedron_encode] (stored as a [Vector2])."
msgstr ""
@@ -117115,6 +113449,16 @@ msgstr "构造默认初始化的 [Vector3i],所有分量都为 [code]0[/code]
msgid "Constructs a [Vector3i] as a copy of the given [Vector3i]."
msgstr "构造给定 [Vector3i] 的副本。"
+msgid ""
+"Constructs a new [Vector3i] from the given [Vector3] by truncating "
+"components' fractional parts (rounding towards zero). For a different "
+"behavior consider passing the result of [method Vector3.ceil], [method "
+"Vector3.floor] or [method Vector3.round] to this constructor instead."
+msgstr ""
+"根据给定的 [Vector3] 构造 [Vector3i],会将各个分量的小数部分截断(向 0 取"
+"整)。要使用不同的行为,请考虑改为传入 [method Vector3.ceil]、[method "
+"Vector3.floor] 或 [method Vector3.round] 的结果。"
+
msgid "Returns a [Vector3i] with the given components."
msgstr "返回具有给定分量的 [Vector3i]。"
@@ -117136,22 +113480,6 @@ msgstr ""
"[/codeblock]"
msgid ""
-"Gets the remainder of each component of the [Vector3i] with the the given "
-"[int]. This operation uses truncated division, which is often not desired as "
-"it does not work well with negative numbers. Consider using [method "
-"@GlobalScope.posmod] instead if you want to handle negative numbers.\n"
-"[codeblock]\n"
-"print(Vector3i(10, -20, 30) % 7) # Prints \"(3, -6, 2)\"\n"
-"[/codeblock]"
-msgstr ""
-"获取该 [Vector3i] 的每个分量与给定的 [int] 的余数。这个运算使用的是截断式除"
-"法,因为对负数不友好,所以通常不会想要使用。如果你想要处理负数,请考虑改用 "
-"[method @GlobalScope.posmod]。\n"
-"[codeblock]\n"
-"print(Vector3i(10, -20, 30) % 7) # 输出 \"(3, -6, 2)\"\n"
-"[/codeblock]"
-
-msgid ""
"Multiplies each component of the [Vector3i] by the components of the given "
"[Vector3i].\n"
"[codeblock]\n"
@@ -117330,19 +113658,6 @@ msgstr ""
"v.w)[/code] 相同。"
msgid ""
-"Returns [code]true[/code] if this vector and [param with] are approximately "
-"equal, by running [method @GlobalScope.is_equal_approx] on each component."
-msgstr ""
-"如果这个向量与 [param with] 大致相等,则返回 [code]true[/code],判断方法是对"
-"每个分量执行 [method @GlobalScope.is_equal_approx]。"
-
-msgid ""
-"Returns the squared length (squared magnitude) of this vector. This method "
-"runs faster than [method length]."
-msgstr ""
-"返回该向量的平方长度(平方大小)。此方法比 [method length] 运行得更快。"
-
-msgid ""
"Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] "
"constants. If all components are equal, this method returns [constant "
"AXIS_W]."
@@ -117351,20 +113666,6 @@ msgstr ""
"法返回 [constant AXIS_W]。"
msgid ""
-"Returns a new vector composed of the [method @GlobalScope.fposmod] of this "
-"vector's components and [param mod]."
-msgstr ""
-"返回新的向量,由这个向量的分量和 [param mod] 进行 [method @GlobalScope."
-"fposmod] 构成。"
-
-msgid ""
-"Returns a new vector composed of the [method @GlobalScope.fposmod] of this "
-"vector's components and [param modv]'s components."
-msgstr ""
-"返回新的向量,由这个向量的分量和 [param modv] 的分量进行 [method "
-"@GlobalScope.fposmod] 构成。"
-
-msgid ""
"The vector's W component. Also accessible by using the index position [code]"
"[3][/code]."
msgstr "该向量的 W 分量。也可以通过使用索引位置 [code][3][/code] 访问。"
@@ -117552,6 +113853,16 @@ msgstr "构造默认初始化的 [Vector4i],所有分量都为 [code]0[/code]
msgid "Constructs a [Vector4i] as a copy of the given [Vector4i]."
msgstr "构造给定 [Vector4i] 的副本。"
+msgid ""
+"Constructs a new [Vector4i] from the given [Vector4] by truncating "
+"components' fractional parts (rounding towards zero). For a different "
+"behavior consider passing the result of [method Vector4.ceil], [method "
+"Vector4.floor] or [method Vector4.round] to this constructor instead."
+msgstr ""
+"根据给定的 [Vector4] 构造 [Vector4i],会将各个分量的小数部分截断(向 0 取"
+"整)。要使用不同的行为,请考虑改为传入 [method Vector4.ceil]、[method "
+"Vector4.floor] 或 [method Vector4.round] 的结果。"
+
msgid "Returns a [Vector4i] with the given components."
msgstr "返回具有给定分量的 [Vector4i]。"
@@ -118462,9 +114773,6 @@ msgid ""
"editing this [Viewport]'s layers."
msgstr "设置或清除碰撞掩码上的比特位。可以简化 [Viewport] 层的编辑。"
-msgid "Stops the input from propagating further down the [SceneTree]."
-msgstr "阻止输入沿着 [SceneTree] 继续向下传播。"
-
msgid ""
"Sets the number of subdivisions to use in the specified quadrant. A higher "
"number of subdivisions allows you to have more shadows in the scene at once, "
@@ -118559,21 +114867,6 @@ msgid ""
msgstr "如果为 [code]true[/code],该视口上的 GUI 控件将完美地放置像素。"
msgid ""
-"If [code]true[/code], this viewport will mark incoming input events as "
-"handled by itself. If [code]false[/code], this is instead done by the the "
-"first parent viewport that is set to handle input locally.\n"
-"A [SubViewportContainer] will automatically set this property to "
-"[code]false[/code] for the [Viewport] contained inside of it.\n"
-"See also [method set_input_as_handled] and [method is_input_handled]."
-msgstr ""
-"如果为 [code]true[/code],则这个视口会把收到的输入事件标记为已被自身处理。如"
-"果为 [code]false[/code],则由第一个设置本地处理输入的父级视口进行这样的操"
-"作。\n"
-"[SubViewportContainer] 会自动将其包含的 [Viewport] 的这个属性设置为 "
-"[code]false[/code]。\n"
-"另见 [method set_input_as_handled] 和 [method is_input_handled]。"
-
-msgid ""
"The automatic LOD bias to use for meshes rendered within the [Viewport] "
"(this is analogous to [member ReflectionProbe.mesh_lod_threshold]). Higher "
"values will use less detailed versions of meshes that have LOD variations "
@@ -118656,16 +114949,6 @@ msgid "The subdivision amount of the fourth quadrant on the shadow atlas."
msgstr "阴影图集上第四象限的细分量。"
msgid ""
-"The shadow atlas' resolution (used for omni and spot lights). The value will "
-"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to [code]0[/code], no shadows will be visible at "
-"all (including directional shadows)."
-msgstr ""
-"阴影图集的分辨率(用于全向灯和聚光灯)。该值将向上舍入到最接近的 2 次幂。\n"
-"[b]注意:[/b]如果被设置为 [code]0[/code],将根本看不到任何阴影(包括定向阴"
-"影)。"
-
-msgid ""
"Sets scaling 3d mode. Bilinear scaling renders at different resolution to "
"either undersample or supersample the viewport. FidelityFX Super Resolution "
"1.0, abbreviated to FSR, is an upscaling technology that produces high "
@@ -118910,29 +115193,6 @@ msgid ""
"Represents the size of the [enum PositionalShadowAtlasQuadrantSubdiv] enum."
msgstr "代表 [enum PositionalShadowAtlasQuadrantSubdiv] 枚举的大小。"
-msgid ""
-"Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can "
-"be set using [member scaling_3d_scale]. Values less then [code]1.0[/code] "
-"will result in undersampling while values greater than [code]1.0[/code] will "
-"result in supersampling. A value of [code]1.0[/code] disables scaling."
-msgstr ""
-"对该视口的 3D 缓冲区使用双线性缩放。缩放的程度可以使用 [member "
-"scaling_3d_scale] 设置。小于 [code]1.0[/code] 的值会产生欠采样的效果,大于 "
-"[code]1.0[/code] 会产生超采样的效果。值为 [code]1.0[/code] 时禁用缩放。"
-
-msgid ""
-"Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D "
-"buffer. The amount of scaling can be set using [member scaling_3d_scale]. "
-"Values less then [code]1.0[/code] will be result in the viewport being "
-"upscaled using FSR. Values greater than [code]1.0[/code] are not supported "
-"and bilinear downsampling will be used instead. A value of [code]1.0[/code] "
-"disables scaling."
-msgstr ""
-"对该视口的 3D 缓冲区使用 AMD FidelityFX 超分辨率 1.0 升采样技术。缩放的程度可"
-"以使用 [member scaling_3d_scale] 设置。小于 [code]1.0[/code] 的值会使用 FSR "
-"进行放大。不支持大于 [code]1.0[/code] 的值,会改用双线性降采样。值为 "
-"[code]1.0[/code] 时禁用缩放。"
-
msgid "Represents the size of the [enum Scaling3DMode] enum."
msgstr "代表 [enum Scaling3DMode] 枚举的大小。"
@@ -118966,19 +115226,6 @@ msgstr ""
msgid "Represents the size of the [enum MSAA] enum."
msgstr "代表 [enum MSAA] 枚举的大小。"
-msgid "Do not perform any antialiasing in the full screen post-process."
-msgstr "不要在全屏后处理中执行抗锯齿。"
-
-msgid ""
-"Use fast approximate antialiasing. FXAA is a popular screen-space "
-"antialiasing method, which is fast but will make the image look blurry, "
-"especially at lower resolutions. It can still work relatively well at large "
-"resolutions such as 1440p and 4K."
-msgstr ""
-"使用快速近似抗锯齿(Fast Approximate Anti-Aliasing)。FXAA 是一种流行的屏幕空"
-"间抗锯齿方法,速度很快,但会让图像变模糊,使用较低分辨率时尤为显著。1440p 和 "
-"4K 等较高分辨率下效果仍然不错。"
-
msgid "Represents the size of the [enum ScreenSpaceAA] enum."
msgstr "代表 [enum ScreenSpaceAA] 枚举的大小。"
@@ -119048,35 +115295,24 @@ msgstr "[enum DefaultCanvasItemTextureFilter] 枚举的最大值。"
msgid "Max value for [enum DefaultCanvasItemTextureRepeat] enum."
msgstr "[enum DefaultCanvasItemTextureRepeat] 枚举的最大值。"
+msgid "VRS is disabled."
+msgstr "VRS 已禁用。"
+
+msgid ""
+"VRS uses a texture. Note, for stereoscopic use a texture atlas with a "
+"texture for each view."
+msgstr ""
+"VRS 使用一个纹理。请注意,对于立体视觉,请为每个视图使用带有纹理的纹理图集。"
+
+msgid "VRS texture is supplied by the primary [XRInterface]."
+msgstr "VRS 纹理由主 [XRInterface] 提供。"
+
msgid "Represents the size of the [enum VRSMode] enum."
msgstr "代表 [enum VRSMode] 枚举的大小。"
msgid "Texture which displays the content of a [Viewport]."
msgstr "显示 [Viewport] 内容的纹理。"
-msgid ""
-"Displays the content of a [Viewport] node as a dynamic [Texture2D]. This can "
-"be used to mix controls, 2D, and 3D elements in the same scene.\n"
-"To create a ViewportTexture in code, use the [method Viewport.get_texture] "
-"method on the target viewport.\n"
-"[b]Note:[/b] When local to scene, this texture uses [method Resource."
-"setup_local_to_scene] to set the proxy texture and flags in the local "
-"viewport."
-msgstr ""
-"将 [Viewport] 节点的内容显示为一个动态 [Texture2D]。这可用于在同一场景中混合"
-"控件、2D 和 3D 元素。\n"
-"要在代码中创建 ViewportTexture,请在目标视口上使用 [method Viewport."
-"get_texture] 方法。\n"
-"[b]注意:[/b]当局部于场景时,该纹理使用 [method Resource."
-"setup_local_to_scene] 在局部视口中设置代理纹理和标志。"
-
-msgid ""
-"The path to the [Viewport] node to display. This is relative to the scene "
-"root, not to the node which uses the texture."
-msgstr ""
-"显示 [Viewport] 节点的路径。该路径是相对于场景根的,而不是相对于使用该纹理的"
-"节点。"
-
msgid "Automatically disables another node if not visible on screen."
msgstr "某个节点在屏幕上不可见时自动禁用该节点。"
@@ -119291,23 +115527,6 @@ msgstr ""
"和 20 之间的给定 [param layer_number] 指定。"
msgid ""
-"The render layer(s) this [VisualInstance3D] is drawn on.\n"
-"This object will only be visible for [Camera3D]s whose cull mask includes "
-"the render object this [VisualInstance3D] is set to.\n"
-"For [Light3D]s, this can be used to control which [VisualInstance3D]s are "
-"affected by a specific light. For [GPUParticles3D], this can be used to "
-"control which particles are effected by a specific attractor. For [Decal]s, "
-"this can be used to control which [VisualInstance3D]s are affected by a "
-"specific decal."
-msgstr ""
-"这个 [VisualInstance3D] 要绘制到的渲染层。\n"
-"[Camera3D] 的剔除掩码包含这个 [VisualInstance3D] 所设置的渲染对象时,这个对象"
-"才在该相机中可见。\n"
-"对于 [Light3D],可以用于控制指定的灯光能够影响哪些 [VisualInstance3D]。对于 "
-"[GPUParticles3D],可以用于控制哪些粒子受到吸引器的影响。对于 [Decal],可以用"
-"于控制哪些 [VisualInstance3D] 受到指定贴花的影响。"
-
-msgid ""
"The amount by which the depth of this [VisualInstance3D] will be adjusted "
"when sorting by depth. Uses the same units as the engine (which are "
"typically meters). Adjusting it to a higher value will make the "
@@ -121744,13 +117963,6 @@ msgid "Sets the texture repeating mode. See [enum TextureRepeat] for options."
msgstr "设置纹理重复模式。选项见 [enum TextureRepeat]。"
msgid ""
-"Sets the texture source mode. Used for reading from the screen, depth, or "
-"normal_roughness texture. see [enum TextureSource] for options."
-msgstr ""
-"设置纹理源的模式。用于读取 screen(屏幕)、depth(深度)或 normal_roughness"
-"(法线粗糙度)纹理。选项见 [enum TextureSource]。"
-
-msgid ""
"Adds [code]source_color[/code] as hint to the uniform declaration for proper "
"sRGB to linear conversion."
msgstr ""
@@ -124776,9 +120988,6 @@ msgstr ""
"不会在系统窗口管理器的窗口列表中显示为单独的窗口,并且会在单击它们之外的任何"
"位置时发送关闭请求(除非启用了 [member exclusive])。"
-msgid "The window's position in pixels."
-msgstr "该窗口的位置,单位为像素。"
-
msgid "The window's size in pixels."
msgstr "该窗口的大小,单位为像素。"
@@ -125006,15 +121215,6 @@ msgstr ""
"multiple_resolutions.html]多分辨率[/url]。"
msgid ""
-"The window can't be resizing by dragging its resize grip. It's still "
-"possible to resize the window using [member size]. This flag is ignored for "
-"full screen windows. Set with [member unresizable]."
-msgstr ""
-"该窗口不能通过拖动其调整大小的手柄来调整大小。仍然可以使用 [member size] 来调"
-"整窗口的大小。这个标志对于全屏窗口来说是被忽略的。用 [member unresizable] 设"
-"置。"
-
-msgid ""
"The window do not have native title bar and other decorations. This flag is "
"ignored for full-screen windows. Set with [member borderless]."
msgstr ""
@@ -125047,19 +121247,6 @@ msgstr ""
"unfocusable] 设置。"
msgid ""
-"Window is part of menu or [OptionButton] dropdown. This flag can't be "
-"changed when the window is visible. An active popup window will exclusively "
-"receive all input, without stealing focus from its parent. Popup windows are "
-"automatically closed when uses click outside it, or when an application is "
-"switched. Popup window must have [code]transient parent[/code] set (see "
-"[member transient])."
-msgstr ""
-"窗口为菜单或 [OptionButton] 下来菜单的一部分。窗口可见时无法更改这个标志。活"
-"动弹出窗口独占接收所有输入,无需从父级窃取焦点。用户在区域外点击或切换应用程"
-"序时,弹出窗口会自动关闭。弹出窗口必须设置 [code]transient parent[/code](见 "
-"[member transient])。"
-
-msgid ""
"Window content is expanded to the full size of the window. Unlike borderless "
"window, the frame is left intact and can be used to resize the window, title "
"bar is transparent, but have minimize/maximize/close buttons. Set with "
@@ -125354,20 +121541,6 @@ msgstr ""
msgid "An X509 certificate (e.g. for TLS)."
msgstr "X509 证书(例如用于 TLS)。"
-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 StreamPeerTLS."
-"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
-"certificate that should be accepted when connecting to an TLS server via "
-"[method StreamPeerTLS.connect_to_stream]."
-msgstr ""
-"X509Certificate 类代表 X509 证书。证书可以像其他的 [Resource] 资源一样加载和"
-"保存。\n"
-"可以用作 [method StreamPeerTLS.accept_stream] 中的服务器证书(搭配正确的 "
-"[CryptoKey]),也可以用于指定通过 [method StreamPeerTLS.connect_to_stream] 连"
-"接到 TLS 服务器时应该接受的唯一证书。"
-
msgid "Loads a certificate from [param path] (\"*.crt\" file)."
msgstr "从路径 [param path] 加载证书(“*.crt”文件)。"
@@ -125698,17 +121871,6 @@ msgstr ""
"题。"
msgid ""
-"Returns the transform for a view/eye.\n"
-"[param view] is the view/eye index.\n"
-"[param cam_transform] is the transform that maps device coordinates to scene "
-"coordinates, typically the global_transform of the current XROrigin3D."
-msgstr ""
-"返回视图/眼睛的变换。\n"
-"[param view] 是视图/眼睛的索引。\n"
-"[param cam_transform] 是将设备坐标映射至场景坐标的变换,通常是当前 "
-"XROrigin3D 的 global_transform。"
-
-msgid ""
"Returns the number of views that need to be rendered for this device. 1 for "
"Monoscopic, 2 for Stereoscopic."
msgstr "返回该设备渲染所需的视图数量。1 代表单目平面视图,2 代表双目立体视图。"
@@ -125923,13 +122085,6 @@ msgstr "玩家处于坐姿,提供有限的位置跟踪,玩家周围有固定
msgid "Player is free to move around, full positional tracking."
msgstr "玩家可以自由移动,提供完整的位置跟踪。"
-msgid ""
-"Same as roomscale but origin point is fixed to the center of the physical "
-"space, XRServer.center_on_hmd disabled."
-msgstr ""
-"与 roomscale 相同,但是原点固定在物理空间的中心,禁用 XRServer."
-"center_on_hmd。"
-
msgid "Opaque blend mode. This is typically used for VR devices."
msgstr "不透明混合模式。通常用于 VR 设备。"
@@ -126054,21 +122209,6 @@ msgstr ""
"[code]true[/code]。如果用户摘下头戴式设备,XR 接口可能会返回 [code]false[/"
"code],我们可以暂停渲染。"
-msgid ""
-"Called if this [XRInterfaceExtension] is active before rendering starts, "
-"most XR interfaces will sync tracking at this point in time."
-msgstr ""
-"如果这个 [XRInterfaceExtension] 在渲染开始前处于激活状态,则会调用这个函数,"
-"大多数 XR 接口都会在此时进行追踪同步。"
-
-msgid ""
-"Called if this [XRInterfaceExtension] is active before our physics and game "
-"process is called. most XR interfaces will update its [XRPositionalTracker]s "
-"at this point in time."
-msgstr ""
-"如果这个 [XRInterfaceExtension] 在调用我们的物理和游戏处理前处于激活状态,则"
-"会调用这个函数。大多数 XR 接口都会在此时更新其 [XRPositionalTracker]。"
-
msgid "Enables anchor detection on this interface if supported."
msgstr "如果支持,则在此接口上启用锚点检测。"