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-rw-r--r--doc/translations/zh_CN.po407
1 files changed, 272 insertions, 135 deletions
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po
index af21d97dab..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: 2022-05-24 13:02+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"
@@ -15269,8 +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-"
@@ -17378,11 +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"
@@ -17437,12 +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"
@@ -17468,12 +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]"
@@ -17493,12 +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"
@@ -17632,15 +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"
@@ -17739,7 +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."
@@ -17787,7 +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."
@@ -18111,7 +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."
@@ -18119,7 +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."
@@ -22156,7 +22162,6 @@ msgid "A cryptographic key (RSA)."
msgstr "加密密钥(RSA)。"
#: doc/classes/CryptoKey.xml
-#, fuzzy
msgid ""
"The CryptoKey class represents a cryptographic key. Keys can be loaded and "
"saved like any other [Resource].\n"
@@ -22164,11 +22169,11 @@ msgid ""
"Crypto.generate_self_signed_certificate] and as private key in [method "
"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 ""
@@ -23840,7 +23845,6 @@ msgid "Dictionary type."
msgstr "字典类型。"
#: doc/classes/Dictionary.xml
-#, fuzzy
msgid ""
"Dictionary type. Associative container which contains values referenced by "
"unique keys. Dictionaries are composed of pairs of keys (which must be "
@@ -26728,8 +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."
@@ -29666,11 +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
@@ -31738,7 +31745,6 @@ msgstr ""
"code],否则返回 [code]false[/code]。"
#: doc/classes/Geometry.xml
-#, fuzzy
msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
@@ -31746,10 +31752,10 @@ msgid ""
"[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 ""
@@ -31906,16 +31912,15 @@ msgstr ""
"交点的法线。"
#: doc/classes/Geometry.xml
-#, fuzzy
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
"of intersection as [Vector2]. If no intersection takes place, returns "
"[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 ""
@@ -33841,7 +33846,6 @@ msgid "Context to compute cryptographic hashes over multiple iterations."
msgstr "在多次迭代中计算加密哈希的上下文。"
#: doc/classes/HashingContext.xml
-#, fuzzy
msgid ""
"The HashingContext class provides an interface for computing cryptographic "
"hashes over multiple iterations. This is useful for example when computing "
@@ -33894,8 +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."
@@ -44566,15 +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"
@@ -45386,7 +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。"
@@ -45690,15 +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"
@@ -47163,7 +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。"
@@ -47177,7 +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"
@@ -47445,7 +47458,6 @@ msgstr ""
"[b]注意:[/b]这个函数应该在移动节点[b]之后[/b]调用,而不是之前。"
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
@@ -47465,7 +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."
@@ -47489,31 +47501,28 @@ msgstr ""
"rset_config] 的属性。"
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [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
-#, fuzzy
msgid ""
"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
-msgstr "使用一个不可靠的协议发送一个[method rpc]。返回一个空的[Variant]。"
+msgstr "使用不可靠的协议发送一个 [method rpc]。返回 [code]null[/code]。"
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
"set_target_peer]). Returns [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 ""
@@ -48345,9 +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"
@@ -51261,6 +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"
@@ -51270,9 +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 "
@@ -56176,6 +56187,7 @@ 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"
@@ -56186,7 +56198,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
-"print(array) # [[]] (empty PoolByteArray within an empty Array)\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"
@@ -56198,6 +56210,24 @@ msgid ""
"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
"[/codeblock]"
msgstr ""
+"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 ""
@@ -56362,11 +56392,11 @@ msgstr ""
"负的索引都被认为是从数组的末端开始的。"
#: doc/classes/PoolColorArray.xml
-#, fuzzy
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"
@@ -56377,7 +56407,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
-"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
+"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"
@@ -56390,6 +56420,25 @@ msgid ""
"inside an Array)\n"
"[/codeblock]"
msgstr ""
+"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 ""
@@ -56436,7 +56485,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
-"print(array) # [[]] (empty PoolIntArray within an empty Array)\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"
@@ -56453,9 +56502,25 @@ msgid ""
"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"
@@ -56484,7 +56549,6 @@ msgid "Changes the int at the given index."
msgstr "更改给定索引处的 int。"
#: doc/classes/PoolRealArray.xml
-#, fuzzy
msgid "A pooled array of real numbers ([float])."
msgstr "实数([float])池数组。"
@@ -56500,7 +56564,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
-"print(array) # [[]] (empty PoolRealArray within an empty Array)\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"
@@ -56519,8 +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 "
@@ -56542,11 +56622,11 @@ msgid "Changes the float at the given index."
msgstr "更改给定索引处的浮点数。"
#: doc/classes/PoolStringArray.xml
-#, fuzzy
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"
@@ -56557,7 +56637,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
-"print(array) # [[]] (empty PoolStringArray within an empty Array)\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"
@@ -56569,6 +56649,24 @@ msgid ""
"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
"[/codeblock]"
msgstr ""
+"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 ""
@@ -56597,11 +56695,11 @@ msgid "Changes the [String] at the given index."
msgstr "更改给定索引处的[String]。"
#: doc/classes/PoolVector2Array.xml
-#, fuzzy
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"
@@ -56612,7 +56710,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
-"print(array) # [[]] (empty PoolVector2Array within an empty Array)\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"
@@ -56625,6 +56723,25 @@ msgid ""
"Array)\n"
"[/codeblock]"
msgstr ""
+"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
@@ -56655,6 +56772,7 @@ 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"
@@ -56665,7 +56783,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
-"print(array) # [[]] (empty PoolVector3Array within an empty Array)\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"
@@ -56678,6 +56796,25 @@ msgid ""
"Array)\n"
"[/codeblock]"
msgstr ""
+"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 ""
@@ -62390,10 +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]。"
@@ -64947,39 +65086,39 @@ msgstr "锁定指定的线性或旋转轴。"
#: doc/classes/RigidBody.xml
#, fuzzy
msgid ""
-"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
-"will be added to any linear damp derived from the world or areas.\n"
+"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 ""
-"实体的线性阻尼。不能小于-1.0。如果这个值与-1.0不同,任何从世界或区域派生的线"
-"性阻尼将被覆盖。\n"
-"关于阻尼的更多细节,请参阅[member ProjectSettings.physics/3d/"
-"default_linear_damp]。"
+"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
@@ -65061,7 +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。"
@@ -65072,12 +65211,11 @@ 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
-#, fuzzy
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
"from -1.0 it will be added to any linear damp derived from the world or "
@@ -65085,9 +65223,9 @@ msgid ""
"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
@@ -65385,7 +65523,6 @@ msgstr ""
"话)。"
#: doc/classes/RigidBody2D.xml
-#, fuzzy
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
@@ -65394,8 +65531,9 @@ msgid ""
"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]。"
@@ -65494,12 +65632,11 @@ 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
-#, fuzzy
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
@@ -65508,9 +65645,9 @@ msgid ""
"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]。"
@@ -65521,21 +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 ""
@@ -66995,6 +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"
@@ -67006,7 +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"
@@ -79636,14 +79775,13 @@ msgid "Stops animation and removes all tweens."
msgstr "停止动画,并删除所有补间。"
#: doc/classes/Tween.xml
-#, fuzzy
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
"are 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 ""
@@ -82286,9 +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]。"
@@ -82383,13 +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."
@@ -82415,11 +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."
@@ -86399,11 +86538,10 @@ msgid "Returns the value of a certain material's parameter."
msgstr "返回特定材质的参数值。"
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Returns the default value for the param if available. Returns [code]null[/"
"code] otherwise."
-msgstr "如果可用,返回参数的默认值。否则返回一个空的 [Variant]。"
+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 ""
@@ -87368,6 +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 "
@@ -87385,7 +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."
@@ -92408,7 +92547,6 @@ msgid "An X509 certificate (e.g. for SSL)."
msgstr "X509 证书(例如用于 SSL)。"
#: doc/classes/X509Certificate.xml
-#, fuzzy
msgid ""
"The X509Certificate class represents an X509 certificate. Certificates can "
"be loaded and saved like any other [Resource].\n"
@@ -92421,8 +92559,7 @@ msgstr ""
"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)."