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-rw-r--r--doc/translations/zh_CN.po814
1 files changed, 545 insertions, 269 deletions
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po
index 274ba633ad..d037281462 100644
--- a/doc/translations/zh_CN.po
+++ b/doc/translations/zh_CN.po
@@ -62,7 +62,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-05-23 16:04+0000\n"
+"PO-Revision-Date: 2022-06-08 06:47+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"
@@ -9213,9 +9213,8 @@ msgstr ""
"预期的剔除特别有用。"
#: doc/classes/ArrayMesh.xml
-#, fuzzy
msgid "Value used internally when no indices are present."
-msgstr "没有索引时,index_array_len 的默认值。"
+msgstr "没有索引时,内部所使用的值。"
#: doc/classes/ArrayMesh.xml
msgid "Amount of weights/bone indices per vertex (always 4)."
@@ -15270,8 +15269,9 @@ msgstr ""
"与可选的下一个字符的字偶距。"
#: doc/classes/CanvasItem.xml
+#, fuzzy
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
+"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
@@ -17379,11 +17379,12 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Color.xml
+#, fuzzy
msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
"从 RGBA 格式的 32 位整数构造颜色,每个字节代表一个颜色通道。\n"
@@ -17438,12 +17439,13 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Color.xml
+#, fuzzy
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
"返回对比度最高的颜色。\n"
@@ -17469,12 +17471,13 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Color.xml
+#, fuzzy
msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
"从 HSV 配置文件中构建一个颜色。[code]h[/code]、[code]s[/code]和[code]v[/code]"
@@ -17494,12 +17497,13 @@ msgstr ""
"可以用来确定颜色是亮色还是暗色。一般认为亮度小于 0.5 的颜色是暗色。"
#: doc/classes/Color.xml
+#, fuzzy
msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
"返回颜色的灰度表示。\n"
@@ -17633,15 +17637,16 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Color.xml
+#, fuzzy
msgid ""
"Returns the color's HTML hexadecimal color string in ARGB format (ex: "
"[code]ff34f822[/code]).\n"
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
"返回 ARGB 格式的 HTML 十六进制颜色字符串(例如:[code]ff34f822[/code])。\n"
@@ -17740,7 +17745,7 @@ msgstr "爱丽丝蓝。"
#: doc/classes/Color.xml
msgid "Antique white color."
-msgstr "古色古香的白色。"
+msgstr "古董白。"
#: doc/classes/Color.xml
msgid "Aqua color."
@@ -17788,7 +17793,7 @@ msgstr "癭木色。"
#: doc/classes/Color.xml
msgid "Cadet blue color."
-msgstr "军校学生的蓝色。"
+msgstr "军服蓝。"
#: doc/classes/Color.xml
msgid "Chartreuse color."
@@ -18112,7 +18117,7 @@ msgstr "鹿皮鞋颜色。"
#: doc/classes/Color.xml
msgid "Navajo white color."
-msgstr "那瓦伙族人白。"
+msgstr "纳瓦白。"
#: doc/classes/Color.xml
msgid "Navy blue color."
@@ -18120,7 +18125,7 @@ msgstr "藏青色。"
#: doc/classes/Color.xml
msgid "Old lace color."
-msgstr "旧蕾丝颜色。"
+msgstr "旧蕾丝色。"
#: doc/classes/Color.xml
msgid "Olive color."
@@ -20745,18 +20750,16 @@ msgid "Show the system's cross mouse cursor when the user hovers the node."
msgstr "当用户将鼠标悬停在节点上时,显示系统的交叉鼠标光标。"
#: doc/classes/Control.xml
-#, fuzzy
msgid ""
"Show the system's wait mouse cursor when the user hovers the node. Often an "
"hourglass."
-msgstr "当用户悬停节点时,显示系统繁忙的鼠标光标。通常是一个沙漏。"
+msgstr "当用户悬停节点时,显示系统等待的鼠标光标。通常是一个沙漏。"
#: doc/classes/Control.xml
-#, fuzzy
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
"arrow with a small hourglass."
-msgstr "当用户悬停节点时,显示系统繁忙的鼠标光标。通常是一个沙漏。"
+msgstr "当用户悬停节点时,显示系统繁忙的鼠标光标。通常是箭头加一个小沙漏。"
#: doc/classes/Control.xml
msgid ""
@@ -22164,14 +22167,13 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
-"CryptoKey类表示加密密钥。可以像其他任何[Resource]一样加载和保存键。\n"
-"它们可用于通过[method Crypto.generate_self_signed_certificate]生成自签名"
-"[X509Certificate],并可作为[method StreamPeerSSL.accept_stream]中的私钥以及相"
-"应的证书。\n"
-"[b]注意:[/b]在HTML5导出中不可用。"
+"CryptoKey 类表示加密密钥。密钥可以像其他任何 [Resource] 一样进行加载和保"
+"存。\n"
+"密钥可以通过 [method Crypto.generate_self_signed_certificate] 生成自签名 "
+"[X509Certificate],并可作为 [method StreamPeerSSL.accept_stream] 中的私钥以及"
+"相应的证书。"
#: doc/classes/CryptoKey.xml
msgid ""
@@ -23886,7 +23888,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -25427,9 +25429,8 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr "如果文件系统正在被扫描,返回扫描的进度,值为0-1。"
#: doc/classes/EditorFileSystem.xml
-#, fuzzy
msgid "Returns [code]true[/code] if the filesystem is being scanned."
-msgstr "返回 [code]true[/code] 如果文件系统已经被扫[/code]描完毕。"
+msgstr "如果文件系统正在进行扫描,则返回 [code]true[/code]。"
#: doc/classes/EditorFileSystem.xml
msgid "Scan the filesystem for changes."
@@ -26731,8 +26732,9 @@ msgstr ""
"侧。"
#: doc/classes/EditorPlugin.xml
+#, fuzzy
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -29669,11 +29671,13 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr "低质量的屏幕空间环境遮挡效果(最快)。"
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+#, fuzzy
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr "低质量的屏幕空间环境遮挡效果。"
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+#, fuzzy
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr "低质量的屏幕空间环境遮挡效果(最慢)。"
#: doc/classes/Expression.xml
@@ -30759,6 +30763,13 @@ msgid ""
"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
"code], clockwise contours must be filled."
msgstr ""
+"返回该字形的描边轮廓,是包含下列内容的 [code]Dictionary[/code]:\n"
+"[code]points[/code] - [PoolVector3Array],包含轮廓点。[code]x[/code] "
+"和 [code]y[/code] 是点的坐标。[code]z[/code] 是该点的类型,使用的是 [enum "
+"ContourPointTag] 中的值。\n"
+"[code]contours[/code] - [PoolIntArray],包含各个轮廓点的索引。\n"
+"[code]orientation[/code] - [bool],轮廓朝向。为 [code]true[/code] 时必须填"
+"充顺时针轮廓。"
#: doc/classes/Font.xml
msgid ""
@@ -30770,29 +30781,24 @@ msgstr ""
"高度是字体高度(见 [method get_height]),与该字形的高度没有关系。"
#: doc/classes/Font.xml
-#, fuzzy
msgid "Returns resource id of the cache texture containing the char."
-msgstr "返回纹理图像的opengl id。"
+msgstr "返回包含该字符的缓存纹理的资源 ID。"
#: doc/classes/Font.xml
-#, fuzzy
msgid "Returns size of the cache texture containing the char."
-msgstr "返回碰撞体中的接触位置。"
+msgstr "返回包含该字符的缓存纹理的大小。"
#: doc/classes/Font.xml
-#, fuzzy
msgid "Returns char offset from the baseline."
-msgstr "返回图块的纹理偏移量。"
+msgstr "返回相对于基线的字符偏移。"
#: doc/classes/Font.xml
-#, fuzzy
msgid "Returns size of the char."
-msgstr "返回参数的正弦值。"
+msgstr "返回该字符的大小。"
#: doc/classes/Font.xml
-#, fuzzy
msgid "Returns rectangle in the cache texture containing the char."
-msgstr "返回一个包围着地图中已使用非空图块的矩形。"
+msgstr "返回包含该字符的缓存纹理的矩形区域。"
#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
@@ -30830,21 +30836,20 @@ msgstr ""
"用它的控件。"
#: doc/classes/Font.xml
-#, fuzzy
msgid "Contour point is on the curve."
-msgstr "从曲线中删除所有点。"
+msgstr "轮廓点在曲线上。"
#: doc/classes/Font.xml
msgid ""
"Contour point isn't on the curve, but serves as a control point for a conic "
"(quadratic) Bézier arc."
-msgstr ""
+msgstr "轮廓点不在曲线上,而是作为圆锥(二次)贝塞尔曲线的控制点。"
#: doc/classes/Font.xml
msgid ""
"Contour point isn't on the curve, but serves as a control point for a cubic "
"Bézier arc."
-msgstr ""
+msgstr "轮廓点不在曲线上,而是作为三次贝塞尔曲线的控制点。"
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
@@ -31744,13 +31749,13 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
-"检查两行([code]from_a[/code],[code]dir_a[/code])和([code]from_b[/code],"
-"[code]dir_b[/code])是否相交。如果是,则将相交点返回为[Vector2]。如果没有交"
-"叉,则返回一个空的[Variant]。\n"
-"[b]注意:[/b]线是使用方向向量而不是终点指定的。"
+"检查两条直线([code]from_a[/code], [code]dir_a[/code]) 和 ([code]from_b[/"
+"code], [code]dir_b[/code]) 是否相交。如果相交,则返回 [Vector2] 形式的相交"
+"点。如果不相交,则返回 [code]null[/code]。\n"
+"[b]注意:[/b]直线是使用方向向量而不是终点指定的。"
#: doc/classes/Geometry.xml
msgid ""
@@ -31910,12 +31915,12 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
-"检查两段([code]from_a[/code], [code]to_a[/code])和([code]from_b[/code], "
-"[code]to_b[/code])是否相交。如果是,返回相交点为[Vector2]。如果没有发生相"
-"交,返回一个空的[Variant]。"
+"检查两条线段 ([code]from_a[/code], [code]to_a[/code]) 和 ([code]from_b[/"
+"code], [code]to_b[/code]) 是否相交。如果相交,则返回 [Vector2] 形式的相交点。"
+"如果不相交,则返回 [code]null[/code]。"
#: doc/classes/Geometry.xml
msgid ""
@@ -33117,6 +33122,8 @@ msgid ""
"Provides a list of node names to be removed (all selected nodes, excluding "
"nodes without closing button)."
msgstr ""
+"当有 GraphNode 尝试从该 GraphEdit 中移除时触发。提供要移除的节点名称列表(所"
+"有选中的节点,除去不包含关闭按钮的节点)。"
#: doc/classes/GraphEdit.xml
msgid ""
@@ -33865,8 +33872,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
"HashingContext 类为计算多次迭代的加密哈希值提供接口。例如,当计算大文件的哈希"
"值(你不必在内存中加载它们)、网络流和一般的数据流(你不必持有缓冲区)时,这"
@@ -33892,8 +33898,7 @@ msgstr ""
" var res = ctx.finish()\n"
" # 以十六进制字符串和数组的形式打印结果。\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]注意:[/b]这在导出为 HTML5 时是不可用的。"
+"[/codeblock]"
#: doc/classes/HashingContext.xml
msgid "Closes the current context, and return the computed hash."
@@ -35549,6 +35554,8 @@ msgid ""
"receiving files that are too large, preventing potential denial of service "
"attacks."
msgstr ""
+"允许的响应体大小上限([code]-1[/code] 表示无限制)。只想要较小的文件时,可用"
+"于拒绝接收太大的文件,防止可能的拒绝服务攻击。"
#: doc/classes/HTTPRequest.xml
msgid ""
@@ -35573,13 +35580,17 @@ msgid ""
"the necessary folders beforehand using [method Directory.make_dir_recursive] "
"to ensure the file can be written."
msgstr ""
+"下载到的文件。设为非空字符串时,请求的输出会被写入位于该路径的文件中。如果在"
+"指定的位置已存在文件,一旦开始接收响应体数据,该文件就会被覆盖。\n"
+"[b]注意:[/b]创建该文件时,不会自动创建文件夹。如果 [member download_file] 指"
+"向子文件夹,建议提前使用 [method Directory.make_dir_recursive] 创建好必要的文"
+"件夹,确保能够写入文件。"
#: doc/classes/HTTPRequest.xml
-#, fuzzy
msgid ""
"Maximum number of allowed redirects. This is used to prevent endless "
"redirect loops."
-msgstr "允许的最大重定向数。"
+msgstr "允许的最大重定向数。用于防止无限重定向循环。"
#: doc/classes/HTTPRequest.xml
msgid ""
@@ -35591,6 +35602,11 @@ msgid ""
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
msgstr ""
+"如果设为大于 [code]0.0[/code] 的值,在经过 [code]timeout[/code] 秒仍未[i]完成"
+"[/i]请求时,该 HTTP 请求就会超时。对于 REST API 等较小的 HTTP 请求,将 "
+"[member timeout] 设为大于 [code]0.0[/code] 的值可以定时防止应用程序在失败时陷"
+"入长时间的无响应状态。下载文件时请保持 [code]0.0[/code],防止在需要花费较长时"
+"间下载时导致下载失败。"
#: doc/classes/HTTPRequest.xml
msgid "If [code]true[/code], multithreading is used to improve performance."
@@ -37505,24 +37521,22 @@ msgid ""
msgstr "十字光标。通常出现在可以执行绘制操作或进行选择的区域上方。"
#: doc/classes/Input.xml
-#, fuzzy
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
"This cursor shape denotes that the application isn't usable during the "
"operation (e.g. something is blocking its main thread)."
msgstr ""
-"忙碌光标。表示应用程序正忙于执行操作。此光标形状表示应用程序在操作过程中不可"
+"等待光标。表示应用程序正忙于执行操作。此光标形状表示应用程序在操作过程中不可"
"用(例如,有东西阻塞了主线程)。"
#: doc/classes/Input.xml
-#, fuzzy
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
"This cursor shape denotes that the application is still usable during the "
"operation."
msgstr ""
-"等待型光标。表示应用程序正忙于执行一项操作。这种光标形状表示应用程序在操作过"
-"程中仍然可以使用。"
+"忙碌光标。表示应用程序正忙于执行一项操作。这种光标形状表示应用程序在操作过程"
+"中仍然可以使用。"
#: doc/classes/Input.xml
msgid "Drag cursor. Usually displayed when dragging something."
@@ -40644,93 +40658,86 @@ msgid "Background [StyleBox] for the [Label]."
msgstr "为[Label]设置背景样式[StyleBox]。"
#: doc/classes/Label3D.xml
-#, fuzzy
msgid "Displays plain text in a 3D world."
-msgstr "3D 世界中的 2D 精灵节点。"
+msgstr "在 3D 世界中显示普通文本。"
#: doc/classes/Label3D.xml
msgid ""
"Label3D displays plain text in a 3D world. It gives you control over the "
"horizontal and vertical alignment."
-msgstr ""
+msgstr "Label3D 在 3D 世界中显示普通文本。你可以控制水平和垂直对齐方式。"
#: doc/classes/Label3D.xml
msgid ""
"Returns a [TriangleMesh] with the label's vertices following its current "
"configuration (such as its [member pixel_size])."
msgstr ""
+"返回使用该标签的顶点组成的 [TriangleMesh],遵循当前的配置(例如 [member "
+"pixel_size])。"
#: doc/classes/Label3D.xml
-#, fuzzy
msgid ""
"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
"DrawFlags] for a list of flags."
msgstr ""
-"如果指定的标志被启用,返回 [code]true[/code]。参阅 [enum Flags] 枚举器的选"
-"项。"
+"如果为 [code]true[/code],会启用指定的标志。标志列表请参阅 [enum Label3D."
+"DrawFlags]。"
#: doc/classes/Label3D.xml
-#, fuzzy
msgid ""
"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
"possible values."
-msgstr "图块地图的方向模式。有关可能的值,参阅[enum Mode]。"
+msgstr "该精灵的 Alpha 裁剪模式。可能的取值请参阅 [enum AlphaCutMode]。"
#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
msgid "Threshold at which the alpha scissor will discard values."
msgstr "alpha scissor 会丢弃数值的阈值。"
#: doc/classes/Label3D.xml
-#, fuzzy
msgid "If [code]true[/code], wraps the text to the [member width]."
-msgstr "如果 [code]true[/code],隐藏指定索引的行。"
+msgstr "如果为 [code]true[/code],会按照 [member width] 将文本进行换行。"
#: doc/classes/Label3D.xml
-#, fuzzy
msgid ""
"The billboard mode to use for the label. See [enum SpatialMaterial."
"BillboardMode] for possible values."
-msgstr "填充方向。有关可能的值,参阅[enum FillMode]。"
+msgstr ""
+"该标签所使用的公告板模式。可能的取值请参阅 [enum SpatialMaterial."
+"BillboardMode]。"
#: doc/classes/Label3D.xml
-#, fuzzy
msgid ""
"If [code]true[/code], text can be seen from the back as well, if "
"[code]false[/code], it is invisible when looking at it from behind."
msgstr ""
-"如果为 [code]true[/code],则从后面也可以看到纹理,如果为 [code]false[/code],"
+"如果为 [code]true[/code],则从后面也可以看到文本,如果为 [code]false[/code],"
"则从后面看它是不可见的。"
#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
-#, fuzzy
msgid ""
"If [code]true[/code], the label is rendered at the same size regardless of "
"distance."
-msgstr "如果[code]true[/code],则无论距离远近,对象都以相同的尺寸呈现。"
+msgstr "如果为 [code]true[/code],则无论距离远近,标签都以相同的尺寸呈现。"
#: doc/classes/Label3D.xml
-#, fuzzy
msgid "[Font] used for the [Label3D]'s text."
-msgstr "用于标签[Label]文本的字体[Font]。"
+msgstr "该 [Label3D] 的文本所使用的 [Font]。"
#: doc/classes/Label3D.xml
-#, fuzzy
msgid ""
"Controls the text's horizontal alignment. Supports left, center, right. Set "
"it to one of the [enum Align] constants."
msgstr ""
-"控制文本的水平对齐。支持左对齐、居中对齐、右对齐和填充,或者两端对齐。把它设"
-"置为[enum Align]常量之一。"
+"控制文本的水平对齐。支持左对齐、居中、右对齐。请将其设置为 [enum Align] 常量"
+"之一。"
#: doc/classes/Label3D.xml
-#, fuzzy
msgid "Vertical space between lines in multiline [Label3D]."
-msgstr "多行[Label]中各行之间的垂直空间。"
+msgstr "多行 [Label3D] 中各行之间的垂直空间。"
#: doc/classes/Label3D.xml
-#, fuzzy
msgid "Text [Color] of the [Label3D]."
-msgstr "[Label]标签的默认文本颜色[Color]。"
+msgstr "该 [Label3D] 的文本颜色 [Color]。"
#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
#: doc/classes/SpriteBase3D.xml
@@ -40740,17 +40747,14 @@ msgid ""
msgstr "如果[code]true[/code],深度测试被禁用,对象将按渲染顺序绘制。"
#: doc/classes/Label3D.xml
-#, fuzzy
msgid "The text drawing offset (in pixels)."
-msgstr "纹理的绘图偏移量。"
+msgstr "文本绘制偏移(单位为像素)。"
#: doc/classes/Label3D.xml
-#, fuzzy
msgid "The tint of [Font]'s outline."
-msgstr "圆柱体的高度。"
+msgstr "对 [Font] 轮廓的染色。"
#: doc/classes/Label3D.xml
-#, fuzzy
msgid ""
"Sets the render priority for the text outline. Higher priority objects will "
"be sorted in front of lower priority objects.\n"
@@ -40761,18 +40765,17 @@ msgid ""
"This is because opaque objects are not sorted, while transparent objects are "
"sorted from back to front (subject to priority)."
msgstr ""
-"设置 3D 场景中透明物体的渲染优先级。优先级高的物体将被排序在优先级低的物体前"
-"面。\n"
+"设置文本轮廓的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n"
+"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant ALPHA_CUT_DISABLED](默认"
+"值)时适用。\n"
"[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序"
"方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。"
#: doc/classes/Label3D.xml
-#, fuzzy
msgid "The size of one pixel's width on the label to scale it in 3D."
-msgstr "精灵上一个像素宽度的大小,以 3D 缩放。"
+msgstr "标签上一个像素宽度的大小,以 3D 缩放。"
#: doc/classes/Label3D.xml
-#, fuzzy
msgid ""
"Sets the render priority for the text. Higher priority objects will be "
"sorted in front of lower priority objects.\n"
@@ -40783,41 +40786,38 @@ msgid ""
"This is because opaque objects are not sorted, while transparent objects are "
"sorted from back to front (subject to priority)."
msgstr ""
-"设置 3D 场景中透明物体的渲染优先级。优先级高的物体将被排序在优先级低的物体前"
-"面。\n"
+"设置文本的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n"
+"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant ALPHA_CUT_DISABLED](默认"
+"值)时适用。\n"
"[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序"
"方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。"
#: doc/classes/Label3D.xml
-#, fuzzy
msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"label."
-msgstr "如果 [code]true[/code],则 [Environment] 中的 [Light] 对精灵有影响。"
+msgstr "如果为 [code]true[/code],则 [Environment] 中的 [Light] 对标签有影响。"
#: doc/classes/Label3D.xml
-#, fuzzy
msgid ""
"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
"to one of the [enum VAlign] constants."
msgstr ""
-"控制文本的垂直对齐。支持顶部、中心、底部和填充。参阅 [enum VAlign] 常量。"
+"控制文本的垂直对齐。支持顶部、中心、底部。请将其设为 [enum VAlign] 常量之一。"
#: doc/classes/Label3D.xml
msgid "Text width (in pixels), used for autowrap and fill alignment."
-msgstr ""
+msgstr "文本宽度(单位为像素),用于自动换行和填充对齐。"
#: doc/classes/Label3D.xml
-#, fuzzy
msgid "If set, lights in the environment affect the label."
-msgstr "如果设置,环境中的灯光会影响精灵。"
+msgstr "如果打开,环境中的灯光会影响该标签。"
#: doc/classes/Label3D.xml
-#, fuzzy
msgid ""
"If set, text can be seen from the back as well. If not, the texture is "
"invisible when looking at it from behind."
-msgstr "如果设置,从后面也可以看到纹理,如果没有,从后面看它是不可见的。"
+msgstr "如果打开,从后面也可以看到文本,如果不打开,从后面看它是不可见的。"
#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
#: doc/classes/SpriteBase3D.xml
@@ -40829,10 +40829,9 @@ msgstr ""
"之后绘制的对象可能会覆盖它。"
#: doc/classes/Label3D.xml
-#, fuzzy
msgid ""
"Label is scaled by depth so that it always appears the same size on screen."
-msgstr "按深度缩放对象,使其在屏幕上显示的大小始终相同。"
+msgstr "标签会根据深度进行缩放,从而在屏幕上始终以相同的大小显示。"
#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
msgid "Represents the size of the [enum DrawFlags] enum."
@@ -40844,6 +40843,8 @@ msgid ""
"areas, but transparency sorting issues may be visible when multiple "
"transparent materials are overlapping."
msgstr ""
+"这个模式会进行标准的 Alpha 混合。可以显示半透明区域,但透明材质存在重叠时可能"
+"会暴露透明度排序问题。"
#: doc/classes/Label3D.xml
msgid ""
@@ -40855,6 +40856,12 @@ msgid ""
"scripts), this mode might have transparency sorting issues between the main "
"text and the outline."
msgstr ""
+"这个模式只允许完全透明或者完全不透明的像素。这个模式也叫 [i]Alpha 测试[/i]或"
+"者[i]1位透明度[/i]。\n"
+"[b]注意:[/b]使用抗锯齿字体和轮廓时,这个模式可能会出现问题,请尝试调整 "
+"[member alpha_scissor_threshold] 或使用 SDF 字体。 \n"
+"[b]注意:[/b]文本中存在重叠的字形时(例如手写体),这个模式可能会造成主文本和"
+"轮廓的透明度排序问题。"
#: doc/classes/Label3D.xml
msgid ""
@@ -40866,6 +40873,11 @@ msgid ""
"scripts), this mode might have transparency sorting issues between the main "
"text and the outline."
msgstr ""
+"这个模式会在深度预处理时绘制完全不透明的像素。比 [constant "
+"ALPHA_CUT_DISABLED] 或 [constant ALPHA_CUT_DISCARD] 要慢,但能够对半透明区域"
+"和平滑边缘进行正确的排序。\n"
+"[b]注意:[/b]文本中存在重叠的字形时(例如手写体),这个模式可能会造成主文本和"
+"轮廓的透明度排序问题。"
#: doc/classes/LargeTexture.xml
msgid ""
@@ -44557,15 +44569,20 @@ msgid "Server interface for low-level 2D navigation access."
msgstr "访问底层 2D 导航的服务器接口。"
#: doc/classes/Navigation2DServer.xml
+#, fuzzy
msgid ""
"Navigation2DServer 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. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"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 [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\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"
@@ -44809,9 +44826,8 @@ msgstr ""
"航路径,则会返回代理父节点的原点。"
#: doc/classes/NavigationAgent.xml
-#, fuzzy
msgid "Returns the [RID] of this agent on the [NavigationServer]."
-msgstr "返回这个障碍物在 [NavigationServer] 上的 [RID]。"
+msgstr "返回这个代理在 [NavigationServer] 上的 [RID]。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
@@ -44880,6 +44896,11 @@ msgid ""
"with many registered agents has a significant performance cost and should "
"only be enabled on agents that currently require it."
msgstr ""
+"为 [code]true[/code] 时,该代理会在 [NavigationServer] 上注册 RVO 避障回调。"
+"当使用了 [method set_velocity] 并且处理完成时,会通过与 [signal "
+"velocity_computed] 信号的连接收到安全速度 Vector3 [code]safe_velocity[/"
+"code]。为避障处理注册大量代理会对性能有显著影响,应该只在当前有需要的代理上启"
+"用。"
#: doc/classes/NavigationAgent.xml
msgid ""
@@ -44996,9 +45017,8 @@ msgstr ""
"航路径,则会返回代理父节点的原点。"
#: doc/classes/NavigationAgent2D.xml
-#, fuzzy
msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
-msgstr "返回这个障碍物在 [Navigation2DServer] 上的 [RID]。"
+msgstr "返回这个代理在 [Navigation2DServer] 上的 [RID]。"
#: doc/classes/NavigationAgent2D.xml
msgid ""
@@ -45017,6 +45037,11 @@ msgid ""
"with many registered agents has a significant performance cost and should "
"only be enabled on agents that currently require it."
msgstr ""
+"为 [code]true[/code] 时,该代理会在 [Navigation2DServer] 上注册 RVO 避障回"
+"调。当使用了 [method set_velocity] 并且处理完成时,会通过与 [signal "
+"velocity_computed] 信号的连接收到安全速度 Vector2 [code]safe_velocity[/"
+"code]。为避障处理注册大量代理会对性能有显著影响,应该只在当前有需要的代理上启"
+"用。"
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
@@ -45369,7 +45394,7 @@ msgstr ""
"染的停滞。一般而言,可解析对象的总数与它们各自的大小和复杂度之间应该达到平"
"衡,防止出现帧率问题和超长的烘焙时间。合并后的网格后续会被交给 Recast 导航对"
"象,通过在网格的包围区域周边创建体素世界,来检查原始几何体中适合 "
-"[Navigationmesh] 代理行走的地形。\n"
+"[NavigationMesh] 代理行走的地形。\n"
"然后就会返回最终的导航网格,保存在 [NavigationMesh] 中,即可交付 "
"[NavigationMeshInstance] 使用。"
@@ -45673,15 +45698,20 @@ msgid "Server interface for low-level 3D navigation access."
msgstr "访问底层 3D 导航的服务器接口。"
#: doc/classes/NavigationServer.xml
+#, fuzzy
msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\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"
@@ -45998,11 +46028,10 @@ msgstr ""
"code] 参数。"
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
-#, fuzzy
msgid ""
"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
-msgstr "当[member use_dtls] [code]true[/code] 时启用或禁用证书验证。"
+msgstr "当 [member use_dtls] 为 [code]true[/code] 时启用或禁用证书验证。"
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -47140,7 +47169,6 @@ msgstr ""
"如果本地系统是此节点的主系统(用于多人游戏),则返回 [code]true[/code]。"
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [member physics_interpolation_mode]).\n"
@@ -47148,7 +47176,7 @@ msgid ""
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
-"如果这个 Node 设置了物理插值标志,则返回 [code]true[/code](见 [method "
+"如果这个 Node 设置了物理插值标志,则返回 [code]true[/code](见 [member "
"physics_interpolation_mode])。\n"
"[b]注意:[/b]只有在设置了标志[b]并且[/b]该 [SceneTree] 启用了物理插值时,才会"
"启用插值。可以使用 [method is_physics_interpolated_and_enabled] 进行检查。"
@@ -47162,7 +47190,7 @@ msgid ""
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
-"如果启用了物理插值(见 [method physics_interpolation_mode])[b]并且[/b]该 "
+"如果启用了物理插值(见 [member physics_interpolation_mode])[b]并且[/b]该 "
"[SceneTree] 也启用了物理插值,则返回 [code]true[/code]。\n"
"这是 [method is_physics_interpolated] 的简便版本,还会检查是否全局启用了物理"
"插值。\n"
@@ -47437,8 +47465,8 @@ msgid ""
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -47449,7 +47477,7 @@ msgstr ""
"可选择将所有附加参数作为参数发送给 RPC 调用的方法。调用请求将只被具有相同 "
"[NodePath] 的节点接收,包括完全相同的节点名称。行为取决于给定方法的 RPC 配"
"置,见 [method rpc_config]。方法在默认情况下不会暴露给 RPC。参阅 [method "
-"rset] 和[method rset_config] 的属性。返回一个空的 [Variant]。\n"
+"rset] 和[method rset_config] 的属性。返回 [code]null[/code]。\n"
"[b]注意:[/b]只有在你从 [SceneTree] 收到 [code]connected_to_server[/code] 信"
"号之后,你才能安全地在客户端使用 RPC。你还需要跟踪连接状态,可以通过 "
"[code]server_disconnected[/code] 等 [SceneTree] 信号或者检查 [code]SceneTree."
@@ -47475,27 +47503,26 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
-"向由[code]peer_id[/code]确定的特定peer发送一个[method rpc](见[method "
-"NetworkedMultiplayerPeer.set_target_peer])。返回一个空的[Variant]。"
+"向由 [code]peer_id[/code] 确定的特定对等体发送一个 [method rpc](见 [method "
+"NetworkedMultiplayerPeer.set_target_peer])。返回 [code]null[/code]。"
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
-msgstr "使用一个不可靠的协议发送一个[method rpc]。返回一个空的[Variant]。"
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
+msgstr "使用不可靠的协议发送一个 [method rpc]。返回 [code]null[/code]。"
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
-"使用不可靠的协议(见[method NetworkedMultiplayerPeer.set_target_peer])向由"
-"[code]peer_id[/code]标识的特定peer发送一个[method rpc]。返回一个空的"
-"[Variant]。"
+"使用不可靠的协议(见 [method NetworkedMultiplayerPeer.set_target_peer])向由 "
+"[code]peer_id[/code] 标识的特定对等体发送一个 [method rpc]。返回 [code]null[/"
+"code]。"
#: doc/classes/Node.xml
msgid ""
@@ -48327,9 +48354,10 @@ msgstr ""
"[/codeblock]"
#: doc/classes/NodePath.xml
+#, fuzzy
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -51243,6 +51271,7 @@ msgstr ""
"[b]注意:[/b]该方法在 HTML5、Linux、macOS 和 Windows 上实现。"
#: doc/classes/OS.xml
+#, fuzzy
msgid ""
"Requests the OS to open a resource with the most appropriate program. For "
"example:\n"
@@ -51252,9 +51281,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -56158,13 +56187,47 @@ msgid "A pooled array of bytes."
msgstr "字节池数组。"
#: doc/classes/PoolByteArray.xml
+#, fuzzy
msgid ""
"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
-"专门设计用于保存字节的数组。针对内存使用进行了优化,不会造成内存碎片。\n"
-"[b]注意:[/b]这种类型是按值传递而不是按引用传递。"
+"专门为存储字节设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n"
+"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 "
+"[PoolByteArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 [Dictionary] "
+"中的 [PoolByteArray] 进行了修改,那么这些修改就会丢失:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]](空 Array 中包含了空的 PoolByteArray)\n"
+"[/codeblock]\n"
+"整个 [PoolByteArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会发"
+"生变化:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]](Array 中包含了含有 1 个元素的 PoolByteArray)\n"
+"[/codeblock]"
#: doc/classes/PoolByteArray.xml
msgid ""
@@ -56329,17 +56392,53 @@ msgstr ""
"负的索引都被认为是从数组的末端开始的。"
#: doc/classes/PoolColorArray.xml
-msgid "A pooled array of [Color]."
+msgid "A pooled array of [Color]s."
msgstr "[Color] 池数组。"
#: doc/classes/PoolColorArray.xml
+#, fuzzy
msgid ""
"An array specifically designed to hold [Color]. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
-"专门用于保存 [Color] 的数组。对内存的使用进行了优化,不会使内存碎片化。\n"
-"[b]注意:[/b]这种类型是通过值传递的,而不是引用。"
+"专门为存储 [Color] 设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n"
+"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 "
+"[PoolColorArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 [Dictionary] "
+"中的 [PoolColorArray] 进行了修改,那么这些修改就会丢失:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]](空 Array 中包含了空的 PoolColorArray)\n"
+"[/codeblock]\n"
+"整个 [PoolColorArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会发"
+"生变化:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]](Array 中包含了含有 1 个元素的 "
+"PoolColorArray)\n"
+"[/codeblock]"
#: doc/classes/PoolColorArray.xml
msgid ""
@@ -56375,19 +56474,53 @@ msgid "A pooled array of integers ([int])."
msgstr "整数([int])池数组。"
#: doc/classes/PoolIntArray.xml
+#, fuzzy
msgid ""
"An array specifically designed to hold integer values ([int]). Optimized for "
"memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
"around. In comparison, [int] uses signed 64-bit integers which can hold much "
"larger values."
msgstr ""
-"专门用于保存整数值([int])的数组。对内存的使用进行了优化,不会使内存碎片"
-"化。\n"
-"[b]注意:[/b]这种类型是通过值传递的,而不是引用。\n"
+"专门为存储整数([int])设计的数组。针对内存使用进行了优化,不会产生内存碎"
+"片。\n"
+"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 "
+"[PoolIntArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 [Dictionary] 中"
+"的 [PoolIntArray] 进行了修改,那么这些修改就会丢失:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]](空 Array 中包含了空的 PoolIntArray)\n"
+"[/codeblock]\n"
+"整个 [PoolIntArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会发生"
+"变化:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]](Array 中包含了含有 1 个元素的 PoolIntArray)\n"
+"[/codeblock]\n"
"[b]注意:[/b]这个类型仅限于有符号的 32 位整数,这意味着它只能在 [code]"
"[-2^31, 2^31 - 1][/code] 的区间取值,即 [code][-2147483648, 2147483647][/"
"code]。超过这些界限就会被包起来。相比之下,[int] 使用有符号的 64 位整数,可以"
@@ -56416,14 +56549,32 @@ msgid "Changes the int at the given index."
msgstr "更改给定索引处的 int。"
#: doc/classes/PoolRealArray.xml
-msgid "A pooled array of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr "实数([float])池数组。"
#: doc/classes/PoolRealArray.xml
+#, fuzzy
msgid ""
"An array specifically designed to hold floating-point values. Optimized for "
"memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -56432,8 +56583,24 @@ msgid ""
"store [float]s will use roughly 6 times more memory compared to a "
"[PoolRealArray]."
msgstr ""
-"专门设计用于保存浮点值的数组。针对内存使用进行了优化,不会造成内存碎片。\n"
-"[b]注意:[/b]这种类型是按值传递而不是按引用传递。\n"
+"专门为存储浮点数设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n"
+"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 "
+"[PoolRealArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 [Dictionary] "
+"中的 [PoolRealArray] 进行了修改,那么这些修改就会丢失:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]](空 Array 中包含了空的 PoolRealArray)\n"
+"[/codeblock]\n"
+"整个 [PoolRealArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会发"
+"生变化:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]](Array 中包含了含有 1 个元素的 PoolRealArray)\n"
+"[/codeblock]\n"
"[b]注意:[/b]与 64 位原始 [float] 不同,存储在 [PoolRealArray] 中的数字是 32 "
"位浮点数。这意味着与原始 [float] 相比,存储在 [PoolRealArray] 中的值具有较低"
"的精度。如果您需要在数组中存储 64 位浮点数,请使用具有 [float] 元素的通用 "
@@ -56455,18 +56622,51 @@ msgid "Changes the float at the given index."
msgstr "更改给定索引处的浮点数。"
#: doc/classes/PoolStringArray.xml
-msgid "A pooled array of [String]."
+msgid "A pooled array of [String]s."
msgstr "[String] 池数组。"
#: doc/classes/PoolStringArray.xml
+#, fuzzy
msgid ""
"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
-"专门设计用于保存 [String] 的数组。针对内存使用进行了优化,不会造成内存碎"
-"片。\n"
-"[b]注意:[/b]这种类型是按值传递,而不是引用传递。"
+"专门为存储 [String] 设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n"
+"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 "
+"[PoolStringArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 "
+"[Dictionary] 中的 [PoolStringArray] 进行了修改,那么这些修改就会丢失:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]](空 Array 中包含了空的 PoolStringArray)\n"
+"[/codeblock]\n"
+"整个 [PoolStringArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会"
+"发生变化:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]](Array 中包含了含有 1 个元素的 PoolStringArray)\n"
+"[/codeblock]"
#: doc/classes/PoolStringArray.xml
msgid ""
@@ -56495,17 +56695,53 @@ msgid "Changes the [String] at the given index."
msgstr "更改给定索引处的[String]。"
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled array of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr "[Vector2] 池数组。"
#: doc/classes/PoolVector2Array.xml
+#, fuzzy
msgid ""
"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
-"专门用来保存 [Vector2] 的数组。对内存的使用进行了优化,不会使内存碎片化。\n"
-"[b]注意:[/b]这种类型是通过值传递的,而不是引用。"
+"专门为存储 [Vector2] 设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n"
+"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 "
+"[PoolVector2Array] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 "
+"[Dictionary] 中的 [PoolVector2Array] 进行了修改,那么这些修改就会丢失:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]](空 Array 中包含了空的 PoolVector2Array)\n"
+"[/codeblock]\n"
+"整个 [PoolVector2Array] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会"
+"发生变化:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]](Array 中包含了含有 1 个元素的 "
+"PoolVector2Array)\n"
+"[/codeblock]"
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
#: doc/classes/TileSet.xml
@@ -56536,13 +56772,49 @@ msgid "A pooled array of [Vector3]."
msgstr "[Vector3] 池数组。"
#: doc/classes/PoolVector3Array.xml
+#, fuzzy
msgid ""
"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
-"专门设计来容纳 [Vector3] 的数组。对内存的使用进行了优化,不会使内存碎片化。\n"
-"[b]注意:[/b]这种类型是通过值传递的,而不是引用。"
+"专门为存储 [Vector3] 设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n"
+"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 "
+"[PoolVector3Array] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 "
+"[Dictionary] 中的 [PoolVector3Array] 进行了修改,那么这些修改就会丢失:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]](空 Array 中包含了空的 PoolVector3Array)\n"
+"[/codeblock]\n"
+"整个 [PoolVector3Array] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会"
+"发生变化:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]](Array 中包含了含有 1 个元素的 "
+"PoolVector3Array)\n"
+"[/codeblock]"
#: doc/classes/PoolVector3Array.xml
msgid ""
@@ -56968,7 +57240,6 @@ msgstr ""
"请参阅[method add_submenu_item]。"
#: doc/classes/PopupMenu.xml
-#, fuzzy
msgid ""
"Returns the tooltip associated with the specified index [code]idx[/code]."
msgstr "返回与指定索引 [code]idx[/code]关联的工具提示。"
@@ -62256,10 +62527,12 @@ msgid "Abstract base class for range-based controls."
msgstr "基于范围的控件的抽象基类。"
#: doc/classes/Range.xml
+#, fuzzy
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
"Range是一个用于[Control]节点的基类,它在[i]最小值[/i]和[i]最大值[/i]之间改变"
"一个浮点[i]值[/i],用于[i]步进[/i]和[i]页面[/i],例如[ScrollBar]。"
@@ -64646,7 +64919,6 @@ msgid "The default text font."
msgstr "默认的文本字体。"
#: doc/classes/RichTextLabel.xml
-#, fuzzy
msgid "The background used when the [RichTextLabel] is focused."
msgstr "[RichTextLabel] 获得焦点时使用的背景。"
@@ -64812,38 +65084,41 @@ msgid "Locks the specified linear or rotational axis."
msgstr "锁定指定的线性或旋转轴。"
#: doc/classes/RigidBody.xml
+#, fuzzy
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
-"阻尼刚体的旋转力。\n"
-"关于阻尼的更多细节,请参阅[member ProjectSettings.physics/3d/"
+"对 RigidBody 的旋转力进行阻尼运算。如果这个值与 -1.0 不同,将会追加到任何从世"
+"界或区域派生的线性阻尼中。\n"
+"关于阻尼的更多细节,请参阅 [member ProjectSettings.physics/3d/"
"default_angular_damp]。"
#: doc/classes/RigidBody.xml
msgid "Lock the body's rotation in the X axis."
-msgstr "锁定实体在X轴上的旋转。"
+msgstr "锁定实体在 X 轴上的旋转。"
#: doc/classes/RigidBody.xml
msgid "Lock the body's rotation in the Y axis."
-msgstr "锁定实体在Y轴上的旋转。"
+msgstr "锁定实体在 Y 轴上的旋转。"
#: doc/classes/RigidBody.xml
msgid "Lock the body's rotation in the Z axis."
-msgstr "锁定实体在Z轴上的旋转。"
+msgstr "锁定实体在 Z 轴上的旋转。"
#: doc/classes/RigidBody.xml
msgid "Lock the body's movement in the X axis."
-msgstr "锁定实体在X轴上的移动。"
+msgstr "锁定实体在 X 轴上的移动。"
#: doc/classes/RigidBody.xml
msgid "Lock the body's movement in the Y axis."
-msgstr "锁定实体在Y轴上的移动。"
+msgstr "锁定实体在 Y 轴上的移动。"
#: doc/classes/RigidBody.xml
msgid "Lock the body's movement in the Z axis."
-msgstr "锁定实体在Z轴上的移动。"
+msgstr "锁定实体在 Z 轴上的移动。"
#: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml
#: doc/classes/StaticBody.xml doc/classes/StaticBody2D.xml
@@ -64925,7 +65200,7 @@ msgid ""
"Deprecated, use [member PhysicsMaterial.friction] instead via [member "
"physics_material_override]."
msgstr ""
-"实体的摩擦力,从 0(无摩擦)到 1(最大摩擦)。\n"
+"该实体的摩擦力,从 0(无摩擦)到 1(最大摩擦)。\n"
"已废弃,请通过 [member physics_material_override] 使用 [member "
"PhysicsMaterial.friction] 代替。"
@@ -64936,21 +65211,21 @@ msgid ""
"example, a value of 1 will be normal gravity, 2 will apply double gravity, "
"and 0.5 will apply half gravity to this object."
msgstr ""
-"这与在[b]项目 > 项目设置 > Physics > 3d[/b] 中找到的全局 3D 重力设置相乘,产"
-"生 RigidBody 的重力。例如,1 的值将是正常的重力,2 将应用双倍的重力,0.5 将对"
-"这个物体应用一半的重力。"
+"这与在[b]项目 > 项目设置 > 物理 > 3D[/b] 中找到的全局 3D 重力设置相乘,产生 "
+"RigidBody 的重力。例如,1 的值将是正常的重力,2 将应用双倍的重力,0.5 将对这"
+"个物体应用一半的重力。"
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
-"实体的线性阻尼。不能小于-1.0。如果这个值与-1.0不同,任何从世界或区域派生的线"
-"性阻尼将被覆盖。\n"
-"关于阻尼的更多细节,请参阅[member ProjectSettings.physics/3d/"
+"该实体的线性阻尼。不能小于 -1.0。如果这个值与 -1.0 不同,将会追加到任何从世界"
+"或区域派生的线性阻尼中。\n"
+"关于阻尼的更多细节,请参阅 [member ProjectSettings.physics/3d/"
"default_linear_damp]。"
#: doc/classes/RigidBody.xml
@@ -65251,12 +65526,14 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
-"对物体的 [member angular_velocity] 进行阻尼运算。如果为 [code]-1[/code],物体"
-"将使用[b]项目 > 项目设置 > 物理 > 2D[/b] 中定义的[b]默认角度阻尼[/b]。\n"
+"对该实体的 [member angular_velocity] 进行阻尼运算。如果为 [code]-1[/code],物"
+"体将使用[b]项目 > 项目设置 > 物理 > 2D[/b] 中定义的[b]默认角度阻尼[/b]。如果"
+"大于 [code]-1[/code],会加入到项目默认值之上。\n"
"有关阻尼的更多详细信息,请参阅 [member ProjectSettings.physics/2d/"
"default_angular_damp]。"
@@ -65355,21 +65632,22 @@ msgid ""
"this function allows you to set a custom value. Set 0 inertia to return to "
"automatically computing it."
msgstr ""
-"物体的惯性力矩。这就像质量,但对于旋转来说:它决定了旋转物体需要多大的力矩。"
-"惯性力矩通常是由质量和形状自动计算出来的,但是这个函数允许你设置一个自定义"
-"值。设置0惯性会切换回自动计算。"
+"该实体的惯性力矩。类似于质量,但是针对旋转的:它决定了旋转物体需要多大的力"
+"矩。惯性力矩通常是由质量和形状自动计算出来的,但是这个函数允许你设置一个自定"
+"义值。设置 0 惯性会切换回自动计算。"
#: doc/classes/RigidBody2D.xml
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
-"对物体的[member linear_velocity]进行阻尼运算。如果[code]-1[/code],物体将使用"
-"[b]项目 > 项目设置 > Physics > 2d[/b] 中的 [b]Default Linear Damp[/b](默认线"
-"性阻尼)。\n"
+"对该实体的 [member linear_velocity] 进行阻尼运算。如果为 [code]-1[/code],物"
+"体将使用[b]项目 > 项目设置 > 物理 > 2D[/b] 中的[b]默认线性阻尼[/b]。如果大于 "
+"[code]-1[/code],会加入到项目默认值之上。\n"
"有关阻尼的更多详细信息,请参阅 [member ProjectSettings.physics/2d/"
"default_linear_damp]。"
@@ -65380,21 +65658,21 @@ msgid ""
"thread and runs at a different granularity. Use [method _integrate_forces] "
"as your process loop for precise control of the body state."
msgstr ""
-"物体的线速度,单位为像素每秒。可以偶尔使用,但是[b]不要每一帧都设置它[/b],因"
-"为物理可能在另一个线程中运行,并且以不同的间隔。使用 [method "
+"该实体的线速度,单位为像素每秒。可以偶尔使用,但是[b]不要每一帧都设置它[/b],"
+"因为物理可能在另一个线程中运行,并且以不同的间隔。使用 [method "
"_integrate_forces] 作为你的进程循环,以精确控制物体状态。"
#: doc/classes/RigidBody2D.xml
msgid "The body's mode. See [enum Mode] for possible values."
-msgstr "物体的模式。可能的值见[enum Mode]。"
+msgstr "该实体的模式。可能的取值见 [enum Mode]。"
#: doc/classes/RigidBody2D.xml
msgid ""
"The body's weight based on its mass and the [b]Default Gravity[/b] value in "
"[b]Project > Project Settings > Physics > 2d[/b]."
msgstr ""
-"物体的重量基于其质量和[b]项目 > 项目设置 > Physics > 2d[/b] 中的 [b]Default "
-"Gravity[/b](默认重力)值。"
+"该实体的重量,基于其质量和[b]项目 > 项目设置 > 物理 > 2D[/b] 中的[b]默认重力"
+"[/b]值。"
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -66551,13 +66829,12 @@ msgstr ""
"[code]scale[/code]。"
#: doc/classes/SceneTree.xml
-#, fuzzy
msgid ""
"If [code]true[/code], the application automatically accepts quitting.\n"
"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
-"为 [code]true[/code] 时应用程序将自动接受退出。默认启用。\n"
-"对于移动平台,请参阅 [method set_quit_on_go_back]。"
+"为 [code]true[/code] 时应用程序将自动接受退出。\n"
+"对于移动平台,请参阅 [member quit_on_go_back]。"
#: doc/classes/SceneTree.xml
msgid "The current scene."
@@ -66642,15 +66919,13 @@ msgstr ""
"来全局开关物理插值的,这个属性可以在运行时控制插值。"
#: doc/classes/SceneTree.xml
-#, fuzzy
msgid ""
"If [code]true[/code], the application quits automatically on going back (e."
"g. on Android).\n"
"To handle 'Go Back' button when this option is disabled, use [constant "
"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
msgstr ""
-"为 [code]true[/code] 时应用程序将在返回时自动退出(例如在 Android 上)。默认"
-"启用。\n"
+"为 [code]true[/code] 时应用程序将在返回时自动退出(例如在 Android 上)。\n"
"要在这个选项被禁用时处理“返回”按钮,请使用 [constant MainLoop."
"NOTIFICATION_WM_GO_BACK_REQUEST]。"
@@ -66857,6 +67132,7 @@ msgid "One-shot timer."
msgstr "一次性定时器。"
#: doc/classes/SceneTreeTimer.xml
+#, fuzzy
msgid ""
"A one-shot timer managed by the scene tree, which emits [signal timeout] on "
"completion. See also [method SceneTree.create_timer].\n"
@@ -66868,7 +67144,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be automatically freed after its time elapses, so be aware "
+"that any reference you might have kept to it will become invalid."
msgstr ""
"由场景树管理的一次性定时器,它在完成时发[signal timeout] 信号。请参阅 "
"[method SceneTree.create_timer]。\n"
@@ -69624,7 +69901,7 @@ msgstr "强制将 [member albedo_texture] 从sRGB空间转换为线性空间。"
#: doc/classes/SpatialMaterial.xml
msgid "Enables signed distance field rendering shader."
-msgstr ""
+msgstr "启用有符号距离场渲染着色器。"
#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
@@ -71099,7 +71376,6 @@ msgid "The size of one pixel's width on the sprite to scale it in 3D."
msgstr "精灵上一个像素宽度的大小,以 3D 缩放。"
#: doc/classes/SpriteBase3D.xml
-#, fuzzy
msgid ""
"Sets the render priority for the sprite. Higher priority objects will be "
"sorted in front of lower priority objects.\n"
@@ -71110,8 +71386,9 @@ msgid ""
"This is because opaque objects are not sorted, while transparent objects are "
"sorted from back to front (subject to priority)."
msgstr ""
-"设置 3D 场景中透明物体的渲染优先级。优先级高的物体将被排序在优先级低的物体前"
-"面。\n"
+"设置精灵的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n"
+"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant ALPHA_CUT_DISABLED](默认"
+"值)时适用。\n"
"[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序"
"方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。"
@@ -71145,10 +71422,9 @@ msgid ""
msgstr "如果设置,从后面也可以看到纹理,如果没有,从后面看它是不可见的。"
#: doc/classes/SpriteBase3D.xml
-#, fuzzy
msgid ""
"Sprite is scaled by depth so that it always appears the same size on screen."
-msgstr "按深度缩放对象,使其在屏幕上显示的大小始终相同。"
+msgstr "精灵会根据深度进行缩放,从而在屏幕上始终以相同的大小显示。"
#: doc/classes/SpriteFrames.xml
msgid "Sprite frame library for AnimatedSprite and AnimatedSprite3D."
@@ -74982,9 +75258,8 @@ msgid ""
msgstr "当 [member readonly] 启用时,设置这个 [TextEdit] 的 [StyleBox]。"
#: doc/classes/TextMesh.xml
-#, fuzzy
msgid "Generate an [PrimitiveMesh] from the text."
-msgstr "从网格生成[TriangleMesh]。"
+msgstr "从文本生成 [PrimitiveMesh]。"
#: doc/classes/TextMesh.xml
msgid ""
@@ -74996,10 +75271,15 @@ msgid ""
"height for the front face, 40% for the back face, 10% for the outer edges "
"and 10% for the inner edges."
msgstr ""
+"根据文本生成 [PrimitiveMesh]。\n"
+"使用了矢量字形轮廓的动态字体才能用于生成 TextMesh。不支持位图字体(包括 "
+"TrueType/OpenType 容器中的位图数据,例如彩色 Emoji 字体)。\n"
+"UV 布局由 4 个横条组成,从上到下依次为:正面占 40% 高度,背面占 40% 的高度,"
+"外面占 10% 的高度,内侧面占 10% 的高度。"
#: doc/classes/TextMesh.xml
msgid "Step (in pixels) used to approximate Bézier curves."
-msgstr ""
+msgstr "用于近似贝塞尔曲线的步长(单位为像素)。"
#: doc/classes/TextMesh.xml
msgid ""
@@ -75007,30 +75287,28 @@ msgid ""
"generated, and UV layout is changed to use full texture for the front face "
"only."
msgstr ""
+"生成的网格的深度,设为 [code]0.0[/code] 时只有正面,此时的 UV 布局会变为让正"
+"面占据整张纹理。"
#: doc/classes/TextMesh.xml
-#, fuzzy
msgid "[Font] used for the [TextMesh]'s text."
-msgstr "用于标签[Label]文本的字体[Font]。"
+msgstr "该 [TextMesh] 的文本所使用的 [Font]。"
#: doc/classes/TextMesh.xml
-#, fuzzy
msgid ""
"Controls the text's horizontal alignment. Supports left, center and right. "
"Set it to one of the [enum Align] constants."
msgstr ""
-"控制文本的水平对齐。支持左对齐、居中对齐、右对齐和填充,或者两端对齐。把它设"
-"置为[enum Align]常量之一。"
+"控制文本的水平对齐。支持左对齐、居中、右对齐。把它设置为 [enum Align] 常量之"
+"一。"
#: doc/classes/TextMesh.xml
-#, fuzzy
msgid "The size of one pixel's width on the text to scale it in 3D."
-msgstr "精灵上一个像素宽度的大小,以 3D 缩放。"
+msgstr "文本上一个像素宽度的大小,以 3D 缩放。"
#: doc/classes/TextMesh.xml
-#, fuzzy
msgid "The text to generate mesh from."
-msgstr "从中获取常量的类型。"
+msgstr "用于生成网格的文本。"
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
@@ -79500,10 +79778,10 @@ msgstr "停止动画,并删除所有补间。"
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
"将补间重置到它的初始值,即给定的值,而不是补间之前的值,指定其对象和属性或方"
-"法的对。默认情况下,除非指定了[code]key[/code],否则所有的补间都被移除。"
+"法的对。默认情况下,除非指定了[code]key[/code],否则所有的补间都会被重置。"
#: doc/classes/Tween.xml
msgid ""
@@ -81707,21 +81985,20 @@ msgstr ""
"[VideoPlayer]中播放视频。"
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-#, fuzzy
msgid "[VideoStream] resource for video formats implemented via GDNative."
-msgstr "[VideoStream] 用于通过GDNative实现的视频格式的资源。"
+msgstr "通过 GDNative 实现的视频格式所使用的 [VideoStream] 资源。"
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-#, fuzzy
msgid ""
"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
msgstr ""
-"[VideoStream]资源用于通过GDNative实现的视频格式。\n"
-"它可以通过[url=https://github.com/KidRigger/godot-videodecoder]godot-"
-"videodecoder[/url]使用[url=https://ffmpeg.org]FFmpeg[/url]库来使用。"
+"通过 GDNative 实现的视频格式所使用的 [VideoStream] 资源。\n"
+"它可以通过 [url=https://github.com/KidRigger/godot-videodecoder]godot-"
+"videodecoder[/url] 使用,内部使用的是 [url=https://ffmpeg.org]FFmpeg[/url] "
+"库。"
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid "Returns the video file handled by this [VideoStreamGDNative]."
@@ -82147,9 +82424,10 @@ msgstr ""
"是针对非常高端的系统,否则数值为4是最好的。"
#: doc/classes/Viewport.xml
+#, fuzzy
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
"如果为 [code]true[/code],该视窗将使用 [code]world[/code] 属性中定义的 "
"[World]。"
@@ -82244,13 +82522,13 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the size override affects stretch as well."
-msgstr "如果[code]true[/code],尺寸重写也会影响拉伸。"
+msgstr "如果为 [code]true[/code],尺寸重写也会影响拉伸。"
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport should render its background as "
"transparent."
-msgstr "如果 [code]true[/code],视窗应使其背景渲染为透明。"
+msgstr "如果为 [code]true[/code],该视窗应使其背景渲染为透明。"
#: doc/classes/Viewport.xml
msgid "The rendering mode of viewport."
@@ -82276,11 +82554,11 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid "The custom [World] which can be used as 3D environment source."
-msgstr "自定义的[World],可以作为3D环境源。"
+msgstr "自定义的 [World],可以作为 3D 环境源。"
#: doc/classes/Viewport.xml
msgid "The custom [World2D] which can be used as 2D environment source."
-msgstr "自定义的[World2D],可以作为2D环境源。"
+msgstr "自定义的 [World2D],可以作为 2D 环境源。"
#: doc/classes/Viewport.xml
msgid "Emitted when a Control node grabs keyboard focus."
@@ -86261,9 +86539,9 @@ msgstr "返回特定材质的参数值。"
#: doc/classes/VisualServer.xml
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
-msgstr "如果可用,返回参数的默认值。否则返回一个空的 [Variant]。"
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
+msgstr "如果可用,返回参数的默认值。否则返回 [code]null[/code]。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -87228,6 +87506,7 @@ msgid "Sets a viewport's canvas."
msgstr "设置视窗的画布。"
#: doc/classes/VisualServer.xml
+#, fuzzy
msgid ""
"Copies viewport to a region of the screen specified by [code]rect[/code]. If "
"[member Viewport.render_direct_to_screen] is [code]true[/code], then "
@@ -87245,7 +87524,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
"将视窗复制到屏幕上由[code]rect[/code]指定的区域。如果[member Viewport."
@@ -92065,7 +92344,6 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr "当[member visibility_state]已更改时触发。"
#: modules/webxr/doc_classes/WebXRInterface.xml
-#, fuzzy
msgid "We don't know the target ray mode."
msgstr "不知道目标射线的模式。"
@@ -92275,15 +92553,13 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
"X509Certificate 类表示一个 X509 证书。证书可以像其他的 [Resource] 资源一样被"
"加载和保存。\n"
"它们可以作为 [method StreamPeerSSL.accept_stream] 中的服务器证书,与适当的 "
"[CryptoKey] 一起使用,并指定通过 [method StreamPeerSSL.connect_to_stream] 连"
-"接到 SSL 服务器时应该接受的唯一证书。\n"
-"[b]注意:[/b]在 HTML5 导出中不可用。"
+"接到 SSL 服务器时应该接受的唯一证书。"
#: doc/classes/X509Certificate.xml
msgid "Loads a certificate from [code]path[/code] (\"*.crt\" file)."