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-rw-r--r--doc/translations/ar.po286
-rw-r--r--doc/translations/ca.po284
-rw-r--r--doc/translations/classes.pot284
-rw-r--r--doc/translations/cs.po286
-rw-r--r--doc/translations/de.po287
-rw-r--r--doc/translations/el.po286
-rw-r--r--doc/translations/es.po402
-rw-r--r--doc/translations/fa.po300
-rw-r--r--doc/translations/fi.po293
-rw-r--r--doc/translations/fil.po284
-rw-r--r--doc/translations/fr.po3014
-rw-r--r--doc/translations/gl.po284
-rw-r--r--doc/translations/hi.po284
-rw-r--r--doc/translations/hu.po284
-rw-r--r--doc/translations/id.po295
-rw-r--r--doc/translations/is.po284
-rw-r--r--doc/translations/it.po359
-rw-r--r--doc/translations/ja.po287
-rw-r--r--doc/translations/ko.po286
-rw-r--r--doc/translations/lv.po284
-rw-r--r--doc/translations/mr.po284
-rw-r--r--doc/translations/nb.po284
-rw-r--r--doc/translations/ne.po284
-rw-r--r--doc/translations/nl.po284
-rw-r--r--doc/translations/pl.po288
-rw-r--r--doc/translations/pt.po321
-rw-r--r--doc/translations/pt_BR.po307
-rw-r--r--doc/translations/ro.po284
-rw-r--r--doc/translations/ru.po454
-rw-r--r--doc/translations/sk.po284
-rw-r--r--doc/translations/sr_Cyrl.po284
-rw-r--r--doc/translations/sv.po284
-rw-r--r--doc/translations/th.po308
-rw-r--r--doc/translations/tl.po287
-rw-r--r--doc/translations/tr.po295
-rw-r--r--doc/translations/uk.po302
-rw-r--r--doc/translations/vi.po294
-rw-r--r--doc/translations/zh_CN.po4383
-rw-r--r--doc/translations/zh_TW.po340
39 files changed, 13480 insertions, 5024 deletions
diff --git a/doc/translations/ar.po b/doc/translations/ar.po
index c611cb845c..e6aba3a951 100644
--- a/doc/translations/ar.po
+++ b/doc/translations/ar.po
@@ -3559,7 +3559,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -7078,8 +7078,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -11809,8 +11810,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12611,8 +12612,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13701,7 +13705,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -20587,18 +20594,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21773,6 +21796,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -25673,6 +25704,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25722,6 +25797,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -32641,7 +32759,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32660,6 +32778,19 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -38102,7 +38233,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -40318,6 +40452,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -46042,7 +46184,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46689,7 +46831,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47959,16 +48101,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50004,6 +50154,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "يُرجع قيمة ظل الزاوية للمَعلم."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -52295,14 +52450,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -53748,7 +53912,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -54552,7 +54730,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -55872,7 +56053,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -56143,9 +56323,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57620,10 +57800,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57632,10 +57808,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -58660,6 +58832,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58920,6 +59100,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -71646,6 +71833,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71741,6 +71933,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71966,6 +72161,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/ca.po b/doc/translations/ca.po
index 97b36c3f91..94543dd2b3 100644
--- a/doc/translations/ca.po
+++ b/doc/translations/ca.po
@@ -3582,7 +3582,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -7099,8 +7099,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -11827,8 +11828,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12626,8 +12627,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13716,7 +13720,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -20591,18 +20598,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21777,6 +21800,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -25674,6 +25705,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25723,6 +25798,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -32636,7 +32754,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32655,6 +32773,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -38071,7 +38201,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -40279,6 +40412,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -45982,7 +46123,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46629,7 +46770,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47899,16 +48040,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49943,6 +50092,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -52234,14 +52387,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -53687,7 +53849,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -54491,7 +54667,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -55809,7 +55988,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -56080,9 +56258,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57553,10 +57731,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57565,10 +57739,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -58589,6 +58759,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58848,6 +59026,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -71541,6 +71726,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71636,6 +71826,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71861,6 +72054,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/classes.pot b/doc/translations/classes.pot
index 3aa9292ac3..dc9d16da28 100644
--- a/doc/translations/classes.pot
+++ b/doc/translations/classes.pot
@@ -3462,7 +3462,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -6979,8 +6979,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -11707,8 +11708,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12506,8 +12507,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13596,7 +13600,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -20471,18 +20478,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21657,6 +21680,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -25551,6 +25582,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25600,6 +25675,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -32513,7 +32631,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32532,6 +32650,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -37948,7 +38078,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -40156,6 +40289,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -45859,7 +46000,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46506,7 +46647,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47776,16 +47917,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49820,6 +49969,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -52111,14 +52264,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -53564,7 +53726,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -54368,7 +54544,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -55686,7 +55865,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -55957,9 +56135,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57430,10 +57608,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57442,10 +57616,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -58466,6 +58636,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58725,6 +58903,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -71418,6 +71603,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71513,6 +71703,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71738,6 +71931,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/cs.po b/doc/translations/cs.po
index 9999a29a0b..efd9b002f9 100644
--- a/doc/translations/cs.po
+++ b/doc/translations/cs.po
@@ -3966,7 +3966,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -7487,8 +7487,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -12226,8 +12227,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -13031,8 +13032,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14123,7 +14127,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -21038,18 +21045,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -22225,6 +22248,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -26130,6 +26161,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -26179,6 +26254,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -33104,7 +33222,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -33123,6 +33241,19 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -38571,7 +38702,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -40797,6 +40931,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -46524,7 +46666,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47171,7 +47313,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48441,16 +48583,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50493,6 +50643,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Vrátí sinus parametru."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -52785,14 +52940,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -54239,7 +54403,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -55043,7 +55221,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -56370,7 +56551,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -56641,9 +56821,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -58120,10 +58300,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -58132,10 +58308,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -59169,6 +59341,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -59447,6 +59627,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -72190,6 +72377,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -72285,6 +72477,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -72510,6 +72705,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/de.po b/doc/translations/de.po
index 585bbabec6..bc8315eb89 100644
--- a/doc/translations/de.po
+++ b/doc/translations/de.po
@@ -4525,7 +4525,8 @@ msgid "The property is a translatable string."
msgstr "Die Eigenschaft ist eine übersetzbare Zeichenkette."
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+#, fuzzy
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr "Wird verwendet, um Eigenschaften im Editor zu gruppieren."
#: doc/classes/@GlobalScope.xml
@@ -9015,8 +9016,9 @@ msgstr "Gibt [code]true[/code] zurück falls das Array leer ist."
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -13774,8 +13776,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -14583,8 +14585,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -15724,7 +15729,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -22737,18 +22745,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -23930,6 +23954,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -27857,6 +27889,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -27906,6 +27982,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -34884,7 +35003,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -34903,6 +35022,19 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Gibt [code]true[/code] zurück falls das Array leer ist."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -40385,7 +40517,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -42628,6 +42763,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -48458,7 +48601,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49105,7 +49248,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50375,16 +50518,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -52464,6 +52615,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Gibt den aktuell wiedergegebenen Animationszustand zurück."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -54764,14 +54920,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -56235,7 +56400,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -57054,7 +57233,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -58401,7 +58583,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -58672,9 +58853,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -60168,10 +60349,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -60180,10 +60357,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -61224,6 +61397,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -61518,6 +61699,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -74511,6 +74699,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -74606,6 +74799,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -74831,6 +75027,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/el.po b/doc/translations/el.po
index 3e3686d93d..98bb60e4a3 100644
--- a/doc/translations/el.po
+++ b/doc/translations/el.po
@@ -3476,7 +3476,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -6995,8 +6995,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -11726,8 +11727,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12529,8 +12530,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13619,7 +13623,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -20505,18 +20512,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21691,6 +21714,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -25591,6 +25622,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25640,6 +25715,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -32559,7 +32677,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32578,6 +32696,19 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Επιστρέφει το συνημίτονο της παραμέτρου."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -38014,7 +38145,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -40230,6 +40364,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -45941,7 +46083,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46588,7 +46730,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47858,16 +48000,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49903,6 +50053,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Επιστρέφει την εφαπτομένη της παραμέτρου."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -52194,14 +52349,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -53647,7 +53811,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -54451,7 +54629,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -55771,7 +55952,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -56042,9 +56222,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57519,10 +57699,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57531,10 +57707,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -58559,6 +58731,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58819,6 +58999,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -71544,6 +71731,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71639,6 +71831,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71864,6 +72059,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/es.po b/doc/translations/es.po
index cdf58c19fa..4279e2136f 100644
--- a/doc/translations/es.po
+++ b/doc/translations/es.po
@@ -12,7 +12,7 @@
# No te interesa <soxahop585@inmail3.com>, 2020.
# Jonatan <arandajonatan94@tuta.io>, 2020.
# peter9811 <petercuevas.6@gmail.com>, 2020.
-# Ventura Pérez García <vetu@protonmail.com>, 2020.
+# Ventura Pérez García <vetu@protonmail.com>, 2020, 2022.
# Joakker <joaquinandresleon108@gmail.com>, 2020, 2021.
# ACM <albertocm@tuta.io>, 2020.
# Pierre Stempin <pierre.stempin@gmail.com>, 2020.
@@ -33,12 +33,13 @@
# Cristhian Pineda Castro <kurgancpc@hotmail.com>, 2022.
# Francesco Santoro <fgsantoror20@gmail.com>, 2022.
# Jake-insane <jake0insane@gmail.com>, 2022.
+# Luis Alberto Flores Baca <betofloresbaca@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-03-26 23:26+0000\n"
-"Last-Translator: Javier Ocampos <xavier.ocampos@gmail.com>\n"
+"PO-Revision-Date: 2022-04-25 15:12+0000\n"
+"Last-Translator: Ventura Pérez García <vetu@protonmail.com>\n"
"Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/es/>\n"
"Language: es\n"
@@ -46,7 +47,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 4.12-dev\n"
+"X-Generator: Weblate 4.12.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -324,7 +325,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the arc tangent of [code]s[/code] in radians. Use it to get the "
"angle from an angle's tangent in trigonometry: [code]atan(tan(angle)) == "
@@ -338,14 +338,13 @@ msgstr ""
"Devuelve el arco tangente de [code]s[/code] en radianes. Úsalo para obtener "
"el ángulo a partir de la tangente de un ángulo en trigonometría: "
"[code]atan(tan(angle)) == angle[/code].\n"
-"El método no puede saber en qué cuadrante el ángulo se encuentra. Vea "
+"El método no puede saber en qué cuadrante se encuentra el ángulo . Vea "
"[method atan2] si tienes tanto [code]y[/code] como [code]x[/code]\n"
"[codeblock]\n"
"a = atan(0.5) # a is 0.463648\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle "
"of tangent [code]y/x[/code]. To compute the value, the method takes into "
@@ -380,7 +379,6 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
-#, fuzzy
msgid ""
"Converts a 2D point expressed in the cartesian coordinate system (X and Y "
"axis) to the polar coordinate system (a distance from the origin and an "
@@ -400,12 +398,13 @@ msgid ""
"[/codeblock]\n"
"See also [method floor], [method round], [method stepify], and [int]."
msgstr ""
-"Redondea [code]s[/code] por encima, devolviendo el valor entero más pequeño "
-"que no es menor que [code]s[/code].\n"
+"Redondea [code]s[/code] hacia arriba (hacia infinito positivo), devolviendo "
+"el valor entero más pequeño que no es menor que [code]s[/code].\n"
"[codeblock]\n"
-"a = ceil(1.45) # a es 2\n"
-"a = ceil(1.001) # a es 2\n"
-"[/codeblock]"
+"a = ceil(1.45) # a es 2.0\n"
+"a = ceil(1.001) # a es 2.0\n"
+"[/codeblock]\n"
+"Ver también [method floor], [method round], [method stepify] e [int]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -4590,7 +4589,8 @@ msgid "The property is a translatable string."
msgstr "La propiedad es una string traducible."
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+#, fuzzy
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr "Se utiliza para agrupar las propiedades en el editor."
#: doc/classes/@GlobalScope.xml
@@ -5266,40 +5266,40 @@ msgid ""
" assert(decrypted == data.to_utf8())\n"
"[/codeblock]"
msgstr ""
-"Esta clase proporciona acceso a la encriptación/desencriptación AES de los "
-"datos en bruto. Tanto el modo AES-ECB como el AES-CBC están soportados.\n"
+"Esta clase proporciona acceso a la cifrado/descifrado AES de los datos en "
+"bruto. Tanto el modo AES-ECB como el AES-CBC están soportados.\n"
"[codeblock]\n"
"extends Node\n"
"\n"
"var aes = AESContext.new()\n"
"\n"
"func _ready():\n"
-" var clave = \"Mi clave secreta!!!\" # La clave debe ser de 16 o 32 "
-"bytes. (1 byte = 1 char) normalmdlkd\n"
-" var datos = \"Mi clave secreta\" # El tamaño de datos debe ser multiplo "
+" var clave = \"Mi clave secreta\" # La clave debe ser de 16 o 32 bytes. "
+"(1 byte = 1 char) normalmdlkd\n"
+" var datos = \"Mi texto secreto\" # El tamaño de datos debe ser multiplo "
"de 16, ponga algún relleno para completar de ser necesario.\n"
-" # Encriptar ECB\n"
+" # Cifraro en modo ECB\n"
" aes.start(AESContext.MODE_ECB_ENCRYPT, clave.to_utf8())\n"
-" var encriptado = aes.update(datos.to_utf8())\n"
+" var textocifrado = aes.update(datos.to_utf8())\n"
" aes.finish()\n"
-" # Desencriptar ECB\n"
+" # Descifrar en modo ECB\n"
" aes.start(AESContext.MODE_ECB_DECRYPT, clave.to_utf8())\n"
-" var desencriptado = aes.update(encriptado)\n"
+" var textoplano = aes.update(textocifrado)\n"
" aes.finish()\n"
" # Comprobar ECB\n"
-" assert(desencriptado == datos.to_utf8())\n"
+" assert(textoplano == datos.to_utf8())\n"
"\n"
" var iv = \"Mi secreto iv!!!\" # IV debe ser de tamaño 16 bytes.\n"
-" # Encriptar CBC\n"
+" # Cifrado en modo CBC\n"
" aes.start(AESContext.MODE_CBC_ENCRYPT, clave.to_utf8(), iv.to_utf8())\n"
-" encriptado = aes.update(datos.to_utf8())\n"
+" textocifrado = aes.update(datos.to_utf8())\n"
" aes.finish()\n"
-" # Desencriptar CBC\n"
+" # Descifrar en modo CBC\n"
" aes.start(AESContext.MODE_CBC_DECRYPT, clave.to_utf8(), iv.to_utf8())\n"
-" desencriptado = aes.update(encriptado)\n"
+" textoplano = aes.update(textocifrado)\n"
" aes.finish()\n"
" # Comprobar CBC\n"
-" assert(desencriptado == datos.to_utf8())\n"
+" assert(textoplano == datos.to_utf8())\n"
"[/codeblock]"
#: doc/classes/AESContext.xml
@@ -5335,7 +5335,6 @@ msgstr ""
"[constant MODE_CBC_DECRYPT]."
#: doc/classes/AESContext.xml
-#, fuzzy
msgid ""
"Run the desired operation for this AES context. Will return a "
"[PoolByteArray] containing the result of encrypting (or decrypting) the "
@@ -5344,11 +5343,11 @@ msgid ""
"some padding if needed."
msgstr ""
"Ejecute la operación deseada para este contexto de AES. Devolverá un "
-"[PackedByteArray] que contiene el resultado de encriptar (o desencriptar) el "
-"[code]src[/code] dado. Consulte [start method] para conocer el modo de "
+"[PoolByteArray] que contiene el resultado de cifrar (o descifrar) el "
+"[code]src[/code] dado. Consulte [method start] para conocer el modo de "
"operación.\n"
-"Nota: El tamaño de [code]src[/code] debe ser un múltiplo de 16. Aplique algo "
-"de relleno si fuera necesario."
+"[b]Nota:[/b] El tamaño de [code]src[/code] debe ser un múltiplo de 16. "
+"Aplique algo de relleno si fuera necesario."
#: doc/classes/AESContext.xml
msgid "AES electronic codebook encryption mode."
@@ -9140,14 +9139,22 @@ msgid "Returns [code]true[/code] if the array is empty."
msgstr "Devuelve [code]true[/code] si el array es vacio."
#: doc/classes/Array.xml
+#, fuzzy
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
"all elements placed after the removed element have to be reindexed."
msgstr ""
+"Inserta un nuevo elemento en la posisción dada en el array. La posición debe "
+"ser valida, o al final de el array([code]pos == size()[/code].\n"
+"[b]Note:[/b] este metodo actua en el lugar y no devuelve ningún valor.\n"
+"[b]Note:[/b] en arrays largos, este metodo va a ser mas lento si el elemento "
+"incertado esta cerca al inicio del array (índice 0). Esto es por que todos "
+"los elementos despues del elemento incertado tienen que ser reindisados."
#: doc/classes/Array.xml
msgid ""
@@ -15362,10 +15369,11 @@ msgstr ""
"la cámara escala su tamaño percibido."
#: doc/classes/Camera.xml
+#, fuzzy
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
"El tamaño de la cámara se mide como la mitad de la anchura o la altura. Sólo "
"aplicable en modo ortogonal. Dado que [member keep_aspect] se bloquea en el "
@@ -16458,11 +16466,12 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
-"Si [code]enable[/code] es [code]true[/code], el nodo no heredará su "
-"transformación de los objetos del canvas padre."
#: doc/classes/CanvasItem.xml
#, fuzzy
@@ -17888,12 +17897,16 @@ msgid "Base node for 2D collision objects."
msgstr "Nodo base para objetos de colisión 2D."
#: doc/classes/CollisionObject2D.xml
+#, fuzzy
msgid ""
"CollisionObject2D is the base class for 2D physics objects. It can hold any "
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
"CollisionObject2D es la clase base de los objetos de física 2D. Puede "
"contener cualquier número de colisiones 2D [Shape2D]. Cada forma debe ser "
@@ -20049,8 +20062,8 @@ msgid ""
"Queue resort of the contained children. This is called automatically anyway, "
"but can be called upon request."
msgstr ""
-"El recurso de la cola de los hijos contenidos. Esto se llama automáticamente "
-"de todos modos, pero puede ser llamado a petición."
+"Encolar la reorganización de los hijos contenidos. Este método es llamado "
+"automáticamente, pero también puede ser llamado manualmente."
#: doc/classes/Container.xml
msgid "Emitted when sorting the children is needed."
@@ -27132,29 +27145,37 @@ msgstr ""
"método."
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+#, fuzzy
+msgid "A control used to edit properties of an object."
msgstr ""
"Una pestaña que se utiliza para editar las propiedades del nodo seleccionado."
#: doc/classes/EditorInspector.xml
-#, fuzzy
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
-msgstr ""
-"El inspector de la edición se encuentra por defecto en la parte derecha del "
-"editor. Se utiliza para editar las propiedades del nodo seleccionado. Por "
-"ejemplo, puedes seleccionar un nodo como el Sprite2D y luego editar su "
-"transformación a través de la herramienta de inspección. El inspector del "
-"editor es una herramienta esencial en el flujo de trabajo del desarrollo del "
-"juego.\n"
-"[b]Nota:[/b] Esta clase no debe ser instanciada directamente. En lugar de "
-"eso, accede al singleton usando el [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
+msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
@@ -28709,6 +28730,14 @@ msgstr ""
"- Formatio Binario en FBX 2017\n"
"[/codeblock]"
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr "Post-procesa las escenas después de la importación."
@@ -30893,7 +30922,7 @@ msgstr ""
"El modo de mapeo de tonos a utilizar. El \"tonemapping\" es el proceso que "
"\"convierte\" los valores HDR para que sean adecuados para su representación "
"en una pantalla LDR. (Godot todavía no soporta la renderización en pantallas "
-"HDR.)"
+"HDR)."
#: doc/classes/Environment.xml
msgid ""
@@ -33961,6 +33990,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr "Representa el tamaño del enum [enum Subdiv]."
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -34010,6 +34083,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -43260,7 +43376,7 @@ msgstr ""
"[code]from_column[/code] a [code]to_column[/code]. Ambos parámetros deben "
"estar dentro de la longitud del texto."
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr "Borra la selección actual."
@@ -43279,6 +43395,19 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr "Devuelve la columna de inicio de la selección."
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr "Devuelve la columna de final de selección."
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Devuelve [code]true[/code] si el temporizador se detiene."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -48132,7 +48261,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
-msgstr ""
+msgstr "Nodos y escenas"
#: doc/classes/Node.xml
msgid "All Demos"
@@ -50650,9 +50779,16 @@ msgstr ""
"recuperar la instancia del objeto con [method @GDScript.instance_from_id]."
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+#, fuzzy
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
-"Devuelve la entrada de metadatos del objeto para el [code]name[/code] dado."
+"Devuelve el índice del artículo en la [code]position[/code] dada.\n"
+"Cuando no hay ningún elemento en ese punto, se devolverá -1 si [code]exact[/"
+"code] es [code]true[/code], y de lo contrario se devolverá el índice de "
+"elemento más cercano."
#: doc/classes/Object.xml
#, fuzzy
@@ -53542,6 +53678,14 @@ msgstr ""
"principal.\n"
"[b]Nota:[/b] Sólo disponible en las construcciones del editor."
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr "Abstracción y clase base para protocolos basados en paquetes."
@@ -61189,7 +61333,7 @@ msgstr ""
#, fuzzy
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr "Permite que la ventana sea redimensionada por defecto."
#: doc/classes/ProjectSettings.xml
@@ -61982,7 +62126,8 @@ msgid "Optional name for the 3D render layer 13."
msgstr "Nombre opcional para la capa 13 del renderizado 3D."
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+#, fuzzy
+msgid "Optional name for the 3D render layer 14."
msgstr "Nombre opcional para la capa 14 del renderizado 3D"
#: doc/classes/ProjectSettings.xml
@@ -63503,20 +63648,25 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
-"Si [code]true[/code], fuerza el sombreado de vértices para todos los "
-"renderizados. Esto puede aumentar mucho el rendimiento, pero también reduce "
-"la calidad enormemente. Se puede utilizar para optimizar el rendimiento en "
-"dispositivos móviles de gama baja."
#: doc/classes/ProjectSettings.xml
+#, fuzzy
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
"Sobreescritura del extremo inferior para [member rendering/quality/shading/"
"force_vertex_shading] en los dispositivos móviles, debido a problemas de "
@@ -66273,6 +66423,13 @@ msgstr ""
"pila de etiquetas. Considera el texto envuelto como una línea."
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+"Devuelve el número total de caracteres de las etiquetas de texto. No incluye "
+"los BBCodes."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -69215,22 +69372,25 @@ msgstr ""
"evitar los bloqueos. Para una versión binaria, véase [Mutex]."
#: doc/classes/Semaphore.xml
-#, fuzzy
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
-"Trata de bloquear este [Mutex], pero no bloquea. Devuelve [constant OK] en "
-"el éxito, [constant ERR_BUSY] en caso contrario."
#: doc/classes/Semaphore.xml
-#, fuzzy
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
-"Trata de bloquear este [Mutex], pero no bloquea. Devuelve [constant OK] en "
-"el éxito, [constant ERR_BUSY] en caso contrario."
#: doc/classes/Separator.xml
msgid "Base class for separators."
@@ -71078,7 +71238,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -72102,7 +72276,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
"SpinBox es un campo de texto de entrada numérica. Permite introducir números "
"enteros y reales.\n"
@@ -73781,7 +73958,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -74116,9 +74292,9 @@ msgstr "Devuelve el hash SHA-256 de la string como una string."
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -76056,10 +76232,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr "Devuelve la columna de inicio de la selección."
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr "Devuelve la línea de inicio de la selección."
@@ -76068,10 +76240,6 @@ msgid "Returns the text inside the selection."
msgstr "Devuelve el texto dentro de la selección."
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr "Devuelve la columna de final de selección."
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr "Devuelve la línea final de selección."
@@ -77364,6 +77532,14 @@ msgstr ""
"archivo [code].theme[/code], vea la documentación para más información."
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr "Borra todos los valores del tema."
@@ -77727,6 +77903,13 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -94376,6 +94559,11 @@ msgstr ""
"[code]get_peer(id).get_available_packet_count[/code])."
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr "Detiene el servidor y limpia su estado."
@@ -94495,6 +94683,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -94720,6 +94911,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/fa.po b/doc/translations/fa.po
index c4eebb3371..c61a77b1dc 100644
--- a/doc/translations/fa.po
+++ b/doc/translations/fa.po
@@ -14,12 +14,13 @@
# ItzMiad44909858f5774b6d <maidggg@gmail.com>, 2020.
# ahmad maftoon <ahmadmaftoon.1387@gmail.com>, 2021.
# Seyed Fazel Alavi <fazel8195@gmail.com>, 2022.
+# Giga hertz <gigahertzyt@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-01-09 14:57+0000\n"
-"Last-Translator: Seyed Fazel Alavi <fazel8195@gmail.com>\n"
+"PO-Revision-Date: 2022-04-03 08:11+0000\n"
+"Last-Translator: Giga hertz <gigahertzyt@gmail.com>\n"
"Language-Team: Persian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/fa/>\n"
"Language: fa\n"
@@ -27,7 +28,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
-"X-Generator: Weblate 4.10.1\n"
+"X-Generator: Weblate 4.12-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -70,9 +71,8 @@ msgid "Method Descriptions"
msgstr "توضیحات تابع"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "Theme Property Descriptions"
-msgstr "توضیحات خصیصه"
+msgstr "توضیحات ویژگی تم"
#: doc/tools/make_rst.py
msgid "Inherits:"
@@ -88,15 +88,15 @@ msgstr ""
#: doc/tools/make_rst.py
msgid "Default"
-msgstr ""
+msgstr "پیش‌فرض"
#: doc/tools/make_rst.py
msgid "Setter"
-msgstr ""
+msgstr "تنظیم کننده"
#: doc/tools/make_rst.py
msgid "value"
-msgstr ""
+msgstr "مقدار"
#: doc/tools/make_rst.py
msgid "Getter"
@@ -3901,7 +3901,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -7418,8 +7418,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -12146,8 +12147,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12945,8 +12946,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14035,7 +14039,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -20910,18 +20917,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -22096,6 +22119,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -25993,6 +26024,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -26042,6 +26117,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -32955,7 +33073,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32974,6 +33092,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -38396,7 +38526,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -40604,6 +40737,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -46319,7 +46460,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46966,7 +47107,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48236,16 +48377,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50284,6 +50433,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -52575,14 +52728,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -54028,7 +54190,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -54832,7 +55008,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -56150,7 +56329,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -56421,9 +56599,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57894,10 +58072,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57906,10 +58080,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -58930,6 +59100,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -59189,6 +59367,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -71882,6 +72067,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71977,6 +72167,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -72202,6 +72395,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/fi.po b/doc/translations/fi.po
index ca7fad636f..71a130a11d 100644
--- a/doc/translations/fi.po
+++ b/doc/translations/fi.po
@@ -8,12 +8,13 @@
# Nekromanser <ari.taitto@protonmail.com>, 2021.
# Leevi Laine <leeviervoemil@gmail.com>, 2021.
# Tuomas Lähteenmäki <lahtis@gmail.com>, 2022.
+# Siina Mashek <siina@criminallycute.fi>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-03-17 13:59+0000\n"
-"Last-Translator: Tuomas Lähteenmäki <lahtis@gmail.com>\n"
+"PO-Revision-Date: 2022-04-09 12:13+0000\n"
+"Last-Translator: Siina Mashek <siina@criminallycute.fi>\n"
"Language-Team: Finnish <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/fi/>\n"
"Language: fi\n"
@@ -185,7 +186,7 @@ msgid ""
"[/codeblock]\n"
"Supported color names are the same as the constants defined in [Color]."
msgstr ""
-"Palauttaa standardoidun värin [code]nimen [/code] siten, että [code]alpha[/"
+"Palauttaa standardoidun värin [code]nimen [/code] siten, että [code]alpha[/"
"code] vaihtelee välillä 0 -1.\n"
"[codeblock]\n"
"punainen = ColorN(\"punainen\", 1)\n"
@@ -3543,7 +3544,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -7068,8 +7069,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -11800,8 +11802,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12604,8 +12606,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13695,7 +13700,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -20581,18 +20589,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21767,6 +21791,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -25667,6 +25699,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25716,6 +25792,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -32643,7 +32762,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32662,6 +32781,19 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Palauttaa parametrin kosinin."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -38099,7 +38231,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -40315,6 +40450,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -46026,7 +46169,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46673,7 +46816,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47943,16 +48086,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49988,6 +50139,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Palauttaa parametrin sinin."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -52279,14 +52435,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -53733,7 +53898,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -54537,7 +54716,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -55858,7 +56040,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -56129,9 +56310,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57607,10 +57788,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57619,10 +57796,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -58647,6 +58820,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58909,6 +59090,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -71640,6 +71828,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71735,6 +71928,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71960,6 +72156,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/fil.po b/doc/translations/fil.po
index 6df4b2d811..1aeae588a9 100644
--- a/doc/translations/fil.po
+++ b/doc/translations/fil.po
@@ -3469,7 +3469,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -6986,8 +6986,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -11714,8 +11715,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12513,8 +12514,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13603,7 +13607,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -20478,18 +20485,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21664,6 +21687,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -25561,6 +25592,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25610,6 +25685,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -32523,7 +32641,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32542,6 +32660,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -37958,7 +38088,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -40166,6 +40299,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -45869,7 +46010,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46516,7 +46657,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47786,16 +47927,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49830,6 +49979,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -52121,14 +52274,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -53574,7 +53736,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -54378,7 +54554,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -55696,7 +55875,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -55967,9 +56145,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57440,10 +57618,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57452,10 +57626,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -58476,6 +58646,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58735,6 +58913,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -71428,6 +71613,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71523,6 +71713,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71748,6 +71941,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/fr.po b/doc/translations/fr.po
index a638ed182b..99290efdf2 100644
--- a/doc/translations/fr.po
+++ b/doc/translations/fr.po
@@ -61,8 +61,8 @@ msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2022-03-28 23:20+0000\n"
-"Last-Translator: Maxim Lopez <maxim.lopez.02@gmail.com>\n"
+"PO-Revision-Date: 2022-04-25 15:12+0000\n"
+"Last-Translator: Maxime Leroy <lisacintosh@gmail.com>\n"
"Language-Team: French <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/fr/>\n"
"Language: fr\n"
@@ -70,7 +70,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
-"X-Generator: Weblate 4.12-dev\n"
+"X-Generator: Weblate 4.12.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -133,18 +133,16 @@ msgid "Default"
msgstr "Défaut"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "Setter"
-msgstr "Régleur"
+msgstr "Setter"
#: doc/tools/make_rst.py
msgid "value"
msgstr "valeur"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "Getter"
-msgstr "Récupérateur"
+msgstr "Getter"
#: doc/tools/make_rst.py
msgid ""
@@ -3946,9 +3944,8 @@ msgid "Generic gamepad axis 9."
msgstr "Axe 9 de la manette générique."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Represents the maximum number of joystick axes supported."
-msgstr "Nombre maximal de passes de tirage prises en charge."
+msgstr "Représente le nombre maximum d'axes que le joystick supporte."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad left analog trigger."
@@ -4184,11 +4181,11 @@ msgstr "Fichier : Erreur d'impossibilité d'ouverture."
#: doc/classes/@GlobalScope.xml
msgid "File: Can't write error."
-msgstr "Fichier: Erreur d'écriture."
+msgstr "Fichier : Erreur d'écriture."
#: doc/classes/@GlobalScope.xml
msgid "File: Can't read error."
-msgstr "Fichier: Erreur de lecture."
+msgstr "Fichier : Erreur de lecture."
#: doc/classes/@GlobalScope.xml
msgid "File: Unrecognized error."
@@ -4563,7 +4560,8 @@ msgid "The property is a translatable string."
msgstr "La propriété est une chaîne de caractères traduisible."
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+#, fuzzy
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr "Utilisé pour rassembler des propriétés ensemble dans l'éditeur."
#: doc/classes/@GlobalScope.xml
@@ -4871,16 +4869,13 @@ msgstr ""
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
#: doc/classes/Vector3.xml
-#, fuzzy
msgid "Vector math"
-msgstr ""
-"Vecteur utilisé pour les mathématiques 2D utilisant des coordonnées "
-"d'entiers."
+msgstr "Mathématiques des vecteurs"
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
#: doc/classes/Vector3.xml
msgid "Advanced vector math"
-msgstr ""
+msgstr "Mathématiques avancées des vecteurs"
#: doc/classes/AABB.xml
msgid "Constructs an [AABB] from a position and size."
@@ -6339,9 +6334,8 @@ msgstr ""
"affiche l'édition de filtre sur ce nœud."
#: doc/classes/AnimationNode.xml
-#, fuzzy
msgid "Returns whether the given path is filtered."
-msgstr "Retourne [code]true[/code] si un chemin donné est filtré."
+msgstr "Retourne quand un chemin donné est filtré."
#: doc/classes/AnimationNode.xml
msgid ""
@@ -6914,7 +6908,6 @@ msgid "The input node is [code]null[/code]."
msgstr "Le nœud d'entrée est [code]null[/code]."
#: doc/classes/AnimationNodeBlendTree.xml
-#, fuzzy
msgid "The specified input port is out of range."
msgstr "Le port d’entrée spécifié est hors de portée."
@@ -7014,10 +7007,12 @@ msgstr "Retourne le nœud final du graphe."
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Returns the draw offset of the graph. Used for display in the editor."
msgstr ""
+"Retourne le décalage de l'affichage du graphe. Utilisé pour l'affichage dans "
+"l'éditeur."
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Returns the animation node with the given name."
-msgstr ""
+msgstr "Retourne le nœud d'animation avec le nom donné."
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Returns the given animation node's name."
@@ -7045,7 +7040,7 @@ msgstr "Retourne le nœud de fin de la transition donnée."
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Returns [code]true[/code] if the graph contains the given node."
-msgstr ""
+msgstr "Retourne [code]true[/code] si le graphe contient le nœud spécifié."
#: doc/classes/AnimationNodeStateMachine.xml
msgid ""
@@ -7054,11 +7049,11 @@ msgstr ""
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Deletes the given node from the graph."
-msgstr ""
+msgstr "Supprime le nœud donné du graphe."
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Deletes the transition between the two specified nodes."
-msgstr ""
+msgstr "Supprime la transition entre les deux nœuds spécifiés."
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Deletes the given transition by index."
@@ -7070,15 +7065,17 @@ msgstr "Renomme le nœud donné."
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Replaces the node and keeps its transitions unchanged."
-msgstr ""
+msgstr "Remplace le nœud et garde sa transition non changée."
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Sets the given node as the graph end point."
-msgstr ""
+msgstr "Définit le nœud spécifié comme fin du graph."
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Sets the draw offset of the graph. Used for display in the editor."
msgstr ""
+"Définit le décalage de l'affichage du graphe. Utilisé pour l'affichage dans "
+"l'éditeur."
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Sets the node's coordinates. Used for display in the editor."
@@ -7086,12 +7083,11 @@ msgstr ""
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Sets the given node as the graph start point."
-msgstr ""
+msgstr "Définit le nœud spécifié comme départ du graph."
#: doc/classes/AnimationNodeStateMachinePlayback.xml
-#, fuzzy
msgid "Playback control for [AnimationNodeStateMachine]."
-msgstr "Contrôle de lecture pour [AnimationNodeStateMachine]."
+msgstr "Contrôle de la lecture des [AnimationNodeStateMachine]."
#: doc/classes/AnimationNodeStateMachinePlayback.xml
msgid ""
@@ -7110,9 +7106,8 @@ msgid "Returns the currently playing animation state."
msgstr "Retourne l'actuel état d'animation joué."
#: doc/classes/AnimationNodeStateMachinePlayback.xml
-#, fuzzy
msgid "Returns the playback position within the current animation state."
-msgstr "Retourne la position globale de la souris."
+msgstr "Retourne la position de lecture pour l'état actuel de l'animation."
#: doc/classes/AnimationNodeStateMachinePlayback.xml
msgid ""
@@ -7123,7 +7118,7 @@ msgstr ""
#: doc/classes/AnimationNodeStateMachinePlayback.xml
msgid "Returns [code]true[/code] if an animation is playing."
-msgstr ""
+msgstr "Retourne [code]true[/code] si une animation est en lecture."
#: doc/classes/AnimationNodeStateMachinePlayback.xml
msgid "Starts playing the given animation."
@@ -7205,6 +7200,7 @@ msgstr ""
#: doc/classes/AnimationNodeTimeScale.xml
msgid "A time-scaling animation node to be used with [AnimationTree]."
msgstr ""
+"Un nœud d'animation qui étire le temps à utiliser avec un [AnimationTree]."
#: doc/classes/AnimationNodeTimeScale.xml
msgid ""
@@ -7215,6 +7211,8 @@ msgstr ""
#: doc/classes/AnimationNodeTimeSeek.xml
msgid "A time-seeking animation node to be used with [AnimationTree]."
msgstr ""
+"Un nœud d'animation de déplacement du temps à utiliser avec un "
+"[AnimationTree]."
#: doc/classes/AnimationNodeTimeSeek.xml
msgid ""
@@ -7239,7 +7237,7 @@ msgstr ""
#: doc/classes/AnimationNodeTransition.xml
msgid "A generic animation transition node for [AnimationTree]."
-msgstr ""
+msgstr "Une nœud d'animation de transition générique pour [AnimationTree]."
#: doc/classes/AnimationNodeTransition.xml
msgid ""
@@ -7250,7 +7248,7 @@ msgstr ""
#: doc/classes/AnimationNodeTransition.xml
msgid "The number of available input ports for this node."
-msgstr ""
+msgstr "Le nombre de ports d'entrée disponibles pour ce nœud."
#: doc/classes/AnimationNodeTransition.xml
msgid ""
@@ -7327,13 +7325,15 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid "Returns the list of stored animation names."
-msgstr ""
+msgstr "Retourne la liste des noms des animations stockées."
#: doc/classes/AnimationPlayer.xml
msgid ""
"Gets the blend time (in seconds) between two animations, referenced by their "
"names."
msgstr ""
+"Retourne le temps de transition (en secondes) entre deux animations, "
+"spécifiées par leur nom."
#: doc/classes/AnimationPlayer.xml
msgid ""
@@ -7347,6 +7347,8 @@ msgstr ""
msgid ""
"Returns a list of the animation names that are currently queued to play."
msgstr ""
+"Retourne la liste des noms d'animation qui sont actuellement dans la file de "
+"lecture."
#: doc/classes/AnimationPlayer.xml
msgid ""
@@ -7400,6 +7402,8 @@ msgid ""
"Renames an existing animation with key [code]name[/code] to [code]newname[/"
"code]."
msgstr ""
+"Renomme une animation existante avec la clé [code]name[/code] en "
+"[code]newname[/code]."
#: doc/classes/AnimationPlayer.xml
msgid ""
@@ -7414,6 +7418,8 @@ msgid ""
"Specifies a blend time (in seconds) between two animations, referenced by "
"their names."
msgstr ""
+"Définit le temps de transition (en secondes) entre deux animations, "
+"spécifiées par leur nom."
#: doc/classes/AnimationPlayer.xml
msgid ""
@@ -7451,11 +7457,11 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid "The length (in seconds) of the currently being played animation."
-msgstr ""
+msgstr "La durée (en secondes) de l'animation actuellement jouée."
#: doc/classes/AnimationPlayer.xml
msgid "The position (in seconds) of the currently playing animation."
-msgstr ""
+msgstr "La position (en secondes) de l'animation actuellement jouée."
#: doc/classes/AnimationPlayer.xml
msgid "The call mode to use for Call Method tracks."
@@ -7550,6 +7556,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid "Make method calls immediately when reached in the animation."
msgstr ""
+"Appelle la méthode aussitôt qu'elle est précisée lors de la lecture de "
+"l'animation."
#: doc/classes/AnimationTree.xml
msgid ""
@@ -7569,13 +7577,13 @@ msgid ""
msgstr ""
#: doc/classes/AnimationTree.xml
-#, fuzzy
msgid "Using AnimationTree"
-msgstr "Réinitialise cet [AnimationTreePlayer]."
+msgstr "Utiliser les AnimationTree"
#: doc/classes/AnimationTree.xml
msgid "Manually advance the animations by the specified time (in seconds)."
msgstr ""
+"Avance manuellement les animations par le temps spécifié (en secondes)."
#: doc/classes/AnimationTree.xml
msgid ""
@@ -7587,7 +7595,7 @@ msgstr ""
#: doc/classes/AnimationTree.xml
msgid "If [code]true[/code], the [AnimationTree] will be processing."
-msgstr ""
+msgstr "Si [code]true[/code], le [AnimationTree] sera actif."
#: doc/classes/AnimationTree.xml
msgid "The path to the [AnimationPlayer] used for animating."
@@ -7624,6 +7632,7 @@ msgstr ""
#: doc/classes/AnimationTree.xml
msgid "The root animation node of this [AnimationTree]. See [AnimationNode]."
msgstr ""
+"Le nœud d'animation racine de cet [AnimationTree]. Voir [AnimationNode]."
#: doc/classes/AnimationTree.xml
msgid ""
@@ -7640,6 +7649,8 @@ msgstr ""
#: doc/classes/AnimationTree.xml
msgid "The animations will only progress manually (see [method advance])."
msgstr ""
+"Les animations devront être mises à jour manuellement (voir [method "
+"advance])."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7684,11 +7695,12 @@ msgid ""
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid ""
"Returns the absolute playback timestamp of the animation node with name "
"[code]id[/code]."
-msgstr "Retourne le nom du nœud à [code]idx[/code]."
+msgstr ""
+"Retourne la position temporaire absolue du nœud d'animation avec le nom "
+"[code]id[/code]."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7782,7 +7794,7 @@ msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns a [PoolStringArray] containing the name of all nodes."
-msgstr ""
+msgstr "Retourne un [PoolStringArray] contenant le nom de tous les nœuds."
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -7797,7 +7809,7 @@ msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Check if a node exists (by name)."
-msgstr ""
+msgstr "Vérifie si un nœud existe (par son nom)."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -8012,10 +8024,11 @@ msgstr ""
"par [code]to_idx[/code]."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid ""
"If [code]true[/code], the [AnimationTreePlayer] is able to play animations."
-msgstr "Si [code]true[/code], le [member animation] joue présentement."
+msgstr ""
+"Si [code]true[/code], le [AnimationTreePlayer] est capable de jouer des "
+"animations."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -8033,7 +8046,7 @@ msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "The thread in which to update animations."
-msgstr ""
+msgstr "Le fil d'exécution qui met à jour les animations."
#: doc/classes/AnimationTreePlayer.xml
msgid "Output node."
@@ -8044,7 +8057,6 @@ msgid "Animation node."
msgstr "Nœud d'animation."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid "OneShot node."
msgstr "Nœud à lancement unique (OneShot)."
@@ -8053,27 +8065,22 @@ msgid "Mix node."
msgstr "Nœud de mixage."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid "Blend2 node."
msgstr "Nœud de mélange à 2 entrées (Blend2)."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid "Blend3 node."
msgstr "Nœud de mélange à 3 entrées (Blend3)."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid "Blend4 node."
msgstr "Nœud de mélange à 4 entrées (Blend4)."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid "TimeScale node."
msgstr "Nœud d'étirement du temps (TimeScale)."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid "TimeSeek node."
msgstr "Nœud de positionnement temporel (TimeSeek)."
@@ -8146,7 +8153,7 @@ msgstr ""
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid "The name of the area's audio bus."
-msgstr ""
+msgstr "Le nom du bus audio de l'aire."
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid ""
@@ -8199,6 +8206,8 @@ msgstr ""
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid "The area's priority. Higher priority areas are processed first."
msgstr ""
+"La priorité de l'aire. Les aires de plus hautes priorités seront gérées en "
+"premier."
#: doc/classes/Area.xml
msgid ""
@@ -8331,7 +8340,7 @@ msgstr ""
#: doc/classes/Area2D.xml
msgid "Using Area2D"
-msgstr ""
+msgstr "Utiliser les Area2D"
#: doc/classes/Area2D.xml doc/classes/CollisionShape2D.xml
#: doc/classes/RectangleShape2D.xml
@@ -8507,9 +8516,8 @@ msgid ""
msgstr ""
#: doc/classes/Array.xml
-#, fuzzy
msgid "A generic array datatype."
-msgstr "Type de données de tableau générique."
+msgstr "Le type de données d'un tableau générique."
#: doc/classes/Array.xml
msgid ""
@@ -8579,6 +8587,8 @@ msgstr "Construit an tableau à partir d'un [PoolByteArray]."
msgid ""
"Appends an element at the end of the array (alias of [method push_back])."
msgstr ""
+"Ajoute un élément à la fin du tableau (c'est un raccourci vers [method "
+"push_back])."
#: doc/classes/Array.xml
msgid ""
@@ -8676,12 +8686,13 @@ msgstr ""
#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns [code]true[/code] if the array is empty."
-msgstr ""
+msgstr "Retourne [code]true[/code] si le tableau est vide."
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -8756,7 +8767,7 @@ msgstr ""
#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Reverses the order of the elements in the array."
-msgstr ""
+msgstr "Inverse l'ordre des éléments du tableau."
#: doc/classes/Array.xml
msgid ""
@@ -8853,7 +8864,7 @@ msgstr ""
#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of elements in the array."
-msgstr ""
+msgstr "Retourne le nombre d'éléments dans le tableau."
#: doc/classes/Array.xml
msgid ""
@@ -9010,7 +9021,7 @@ msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Gets the name assigned to this surface."
-msgstr ""
+msgstr "Retourne le nom assigné à cette surface."
#: doc/classes/ArrayMesh.xml
msgid ""
@@ -9026,7 +9037,7 @@ msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Sets a name for a given surface."
-msgstr ""
+msgstr "Définit le nom donné à cette surface."
#: doc/classes/ArrayMesh.xml
msgid ""
@@ -9052,16 +9063,17 @@ msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Amount of weights/bone indices per vertex (always 4)."
-msgstr ""
+msgstr "La quantité d'indices de poids/os par sommet (toujours 4)."
#: doc/classes/ArrayMesh.xml
msgid "[PoolVector3Array], [PoolVector2Array], or [Array] of vertex positions."
msgstr ""
+"Un [PoolVector3Array], [PoolVector2Array], ou [Array] avec la position des "
+"sommets."
#: doc/classes/ArrayMesh.xml
-#, fuzzy
msgid "[PoolVector3Array] of vertex normals."
-msgstr "[PackedVector3Array] des normales de sommet."
+msgstr "Le [PoolVector3Array] des normales des sommets."
#: doc/classes/ArrayMesh.xml
msgid ""
@@ -9071,14 +9083,12 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-#, fuzzy
msgid "[PoolColorArray] of vertex colors."
-msgstr "[PackedColorArray] des couleurs de sommet."
+msgstr "Le [PoolColorArray] des couleurs des sommets."
#: doc/classes/ArrayMesh.xml
-#, fuzzy
msgid "[PoolVector2Array] for UV coordinates."
-msgstr "[PackedVector2Array] pour les coordonnées UV."
+msgstr "Le [PoolVector2Array] pour les coordonnées UV."
#: doc/classes/ArrayMesh.xml
msgid "[PoolVector2Array] for second UV coordinates."
@@ -9641,15 +9651,17 @@ msgstr ""
#: doc/classes/ARVRPositionalTracker.xml
msgid "Returns [code]true[/code] if this device tracks orientation."
-msgstr ""
+msgstr "Retourne [code]true[/code] si l'appareil détecte l'orientation."
#: doc/classes/ARVRPositionalTracker.xml
msgid "Returns [code]true[/code] if this device tracks position."
-msgstr ""
+msgstr "Retourne [code]true[/code] si l'appareil détecte la position."
#: doc/classes/ARVRPositionalTracker.xml
msgid "Returns the transform combining this device's orientation and position."
msgstr ""
+"Retourne la transformation combinant l'orientation et la position de "
+"l'appareil."
#: doc/classes/ARVRPositionalTracker.xml
msgid "Returns the tracker's type."
@@ -9687,7 +9699,7 @@ msgstr ""
#: doc/classes/ARVRServer.xml
msgid "Registers an [ARVRInterface] object."
-msgstr ""
+msgstr "Enregistre un objet [ARVRInterface]."
#: doc/classes/ARVRServer.xml
msgid ""
@@ -9797,13 +9809,12 @@ msgid "Removes this interface."
msgstr "Supprime cette interface."
#: doc/classes/ARVRServer.xml
-#, fuzzy
msgid "Removes this positional tracker."
-msgstr "Renvoie le traqueur de position à l'identification donnée."
+msgstr "Supprime ce traqueur de position."
#: doc/classes/ARVRServer.xml
msgid "The primary [ARVRInterface] currently bound to the [ARVRServer]."
-msgstr ""
+msgstr "La [ARVRInterface] actuellement connectée à ce [ARVRServer]."
#: doc/classes/ARVRServer.xml
msgid ""
@@ -9892,8 +9903,9 @@ msgstr ""
"position du joueur."
#: doc/classes/AspectRatioContainer.xml
+#, fuzzy
msgid "Container that preserves its child controls' aspect ratio."
-msgstr ""
+msgstr "Un conteneur qui préserve le ratio d'aspect des contrôles enfants."
#: doc/classes/AspectRatioContainer.xml
msgid ""
@@ -9921,7 +9933,7 @@ msgstr ""
#: doc/classes/AspectRatioContainer.xml
msgid "The stretch mode used to align child controls."
-msgstr ""
+msgstr "Le mode d'étirement utilisé pour aligner les contrôles enfants."
#: doc/classes/AspectRatioContainer.xml
msgid ""
@@ -10293,7 +10305,7 @@ msgstr ""
#: doc/classes/AStar2D.xml
msgid "Deletes the segment between the given points."
-msgstr ""
+msgstr "Supprime le segment entre les points donnés."
#: doc/classes/AStar2D.xml
msgid ""
@@ -10454,7 +10466,7 @@ msgstr ""
#: doc/classes/AudioEffectBandLimitFilter.xml
msgid "Adds a band limit filter to the audio bus."
-msgstr ""
+msgstr "Ajouter un filtre limiteur de bande au bus audio."
#: doc/classes/AudioEffectBandLimitFilter.xml
msgid ""
@@ -10464,7 +10476,7 @@ msgstr ""
#: doc/classes/AudioEffectBandPassFilter.xml
msgid "Adds a band pass filter to the audio bus."
-msgstr ""
+msgstr "Ajouter un passe-bande au bus audio."
#: doc/classes/AudioEffectBandPassFilter.xml
msgid ""
@@ -10474,7 +10486,7 @@ msgstr ""
#: doc/classes/AudioEffectCapture.xml
msgid "Captures audio from an audio bus in real-time."
-msgstr ""
+msgstr "Capture l'audio depuis un bus audio en temps réel."
#: doc/classes/AudioEffectCapture.xml
msgid ""
@@ -10495,9 +10507,8 @@ msgstr ""
"être lues dans la mémoire en anneau interne."
#: doc/classes/AudioEffectCapture.xml
-#, fuzzy
msgid "Clears the internal ring buffer."
-msgstr "Efface la bibliothèque."
+msgstr "Efface la mémoire tampon interne en anneaux."
#: doc/classes/AudioEffectCapture.xml
msgid ""
@@ -10551,7 +10562,6 @@ msgid "The effect's raw signal."
msgstr "Le signal brut de l’effet."
#: doc/classes/AudioEffectChorus.xml
-#, fuzzy
msgid "The voice's cutoff frequency."
msgstr "La fréquence limite de la voix."
@@ -10736,11 +10746,11 @@ msgstr ""
#: doc/classes/AudioEffectHighShelfFilter.xml
#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
msgid "Audio buses"
-msgstr ""
+msgstr "Bus audio"
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
-msgstr ""
+msgstr "L'intensité de la distorsion. Cette valeur est comprise entre 0 et 1."
#: doc/classes/AudioEffectDistortion.xml
msgid ""
@@ -10894,20 +10904,19 @@ msgstr ""
#: doc/classes/AudioEffectFilter.xml
msgid "Adds a filter to the audio bus."
-msgstr ""
+msgstr "Ajoute un filtre au bus audio."
#: doc/classes/AudioEffectFilter.xml
msgid "Allows frequencies other than the [member cutoff_hz] to pass."
-msgstr ""
+msgstr "Autorise les fréquences autres que [membre cutoff_hz] à passer."
#: doc/classes/AudioEffectFilter.xml
msgid "Threshold frequency for the filter, in Hz."
msgstr ""
#: doc/classes/AudioEffectFilter.xml
-#, fuzzy
msgid "Gain amount of the frequencies after the filter."
-msgstr "Valeur du gain de fréquences après le filtre."
+msgstr "La valeur du gain de fréquences après le filtre."
#: doc/classes/AudioEffectFilter.xml
#, fuzzy
@@ -10917,17 +10926,21 @@ msgstr ""
#: doc/classes/AudioEffectHighPassFilter.xml
msgid "Adds a high-pass filter to the Audio Bus."
-msgstr ""
+msgstr "Ajouter un filtre passe-haut au bus audio."
#: doc/classes/AudioEffectHighPassFilter.xml
msgid ""
"Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and "
"allows higher frequencies to pass."
msgstr ""
+"Supprime les fréquences inférieures à [member AudioEffectFilter.cutoff_hz] "
+"et laisse passer les fréquences supérieures."
#: doc/classes/AudioEffectHighShelfFilter.xml
msgid "Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz]."
msgstr ""
+"Réduit toutes les fréquences au-dessus de [member AudioEffectFilter."
+"cutoff_hz]."
#: doc/classes/AudioEffectLimiter.xml
msgid "Adds a soft-clip limiter audio effect to an Audio bus."
@@ -10963,17 +10976,21 @@ msgstr ""
#: doc/classes/AudioEffectLowPassFilter.xml
msgid "Adds a low-pass filter to the Audio bus."
-msgstr ""
+msgstr "Ajouter un filtre passe-bas au bus audio."
#: doc/classes/AudioEffectLowPassFilter.xml
msgid ""
"Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and "
"allows lower frequencies to pass."
msgstr ""
+"Supprime les fréquences supérieures à [member AudioEffectFilter.cutoff_hz] "
+"et laisse passer les fréquences inférieures."
#: doc/classes/AudioEffectLowShelfFilter.xml
msgid "Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz]."
msgstr ""
+"Réduit tous les fréquences en-dessous de [member AudioEffectFilter."
+"cutoff_hz]."
#: doc/classes/AudioEffectNotchFilter.xml
msgid "Adds a notch filter to the Audio bus."
@@ -10997,6 +11014,8 @@ msgstr ""
#: doc/classes/AudioEffectPanner.xml
msgid "Pan position. Value can range from -1 (fully left) to 1 (fully right)."
msgstr ""
+"La balance gauche/droite. La valeur peut aller de -1 (uniquement à gauche) à "
+"1 (uniquement à droite)."
#: doc/classes/AudioEffectPhaser.xml
msgid ""
@@ -11127,7 +11146,7 @@ msgstr ""
#: doc/classes/AudioEffectPitchShift.xml
#: doc/classes/AudioEffectSpectrumAnalyzer.xml
msgid "Represents the size of the [enum FFT_Size] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum FFT_Size]."
#: doc/classes/AudioEffectRecord.xml
msgid "Audio effect used for recording the sound from an audio bus."
@@ -11153,7 +11172,7 @@ msgstr "Retourne l’échantillon enregistré."
#: doc/classes/AudioEffectRecord.xml
msgid "Returns whether the recording is active or not."
-msgstr ""
+msgstr "Retourne si l'enregistrement est actif ou non."
#: doc/classes/AudioEffectRecord.xml
msgid ""
@@ -11248,7 +11267,7 @@ msgstr "Démo de spectre audio"
#: doc/classes/AudioStreamGenerator.xml
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid "Godot 3.2 will get new audio features"
-msgstr ""
+msgstr "Godot 3.2 aura ces nouvelles fonctionnalités audio"
#: doc/classes/AudioEffectSpectrumAnalyzer.xml
msgid ""
@@ -11316,6 +11335,8 @@ msgid ""
"Returns the [AudioEffect] at position [code]effect_idx[/code] in bus "
"[code]bus_idx[/code]."
msgstr ""
+"Retourne l'effet [AudioEffect] à la position [code]effect_idx[/code] dans le "
+"bus [code]bus_idx[/code]."
#: doc/classes/AudioServer.xml
msgid "Returns the number of effects on the bus at [code]bus_idx[/code]."
@@ -11375,11 +11396,11 @@ msgstr "Retourne la configuration du haut-parleur."
#: doc/classes/AudioServer.xml
msgid "Returns the relative time since the last mix occurred."
-msgstr ""
+msgstr "Retourne le temps écoulé depuis le dernier mixage."
#: doc/classes/AudioServer.xml
msgid "Returns the relative time until the next mix occurs."
-msgstr ""
+msgstr "Retourne la durée avant le prochain mixage."
#: doc/classes/AudioServer.xml
msgid ""
@@ -11396,6 +11417,7 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid "If [code]true[/code], the bus at index [code]bus_idx[/code] is muted."
msgstr ""
+"Si [code]true[/code], le bus à la position [code]bus_idx[/code] est muet."
#: doc/classes/AudioServer.xml
msgid ""
@@ -11412,6 +11434,7 @@ msgstr ""
msgid ""
"Moves the bus from index [code]index[/code] to index [code]to_index[/code]."
msgstr ""
+"Déplacer le bus de la position [code]index[/code] à [code]to_index[/code]."
#: doc/classes/AudioServer.xml
msgid "Removes the bus at index [code]index[/code]."
@@ -11437,6 +11460,8 @@ msgid ""
"Connects the output of the bus at [code]bus_idx[/code] to the bus named "
"[code]send[/code]."
msgstr ""
+"Connecte la sortie du bus à la position [code]bus_idx[/code] au bus nommé "
+"[code]send[/code]."
#: doc/classes/AudioServer.xml
msgid ""
@@ -11446,7 +11471,7 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid "Swaps the position of two effects in bus [code]bus_idx[/code]."
-msgstr ""
+msgstr "Échange la position de deux effets dans le bus [code]bus_idx[/code]."
#: doc/classes/AudioServer.xml
msgid ""
@@ -11494,15 +11519,15 @@ msgstr "Deux enceintes ou moins sont détectées."
#: doc/classes/AudioServer.xml
msgid "A 3.1 channel surround setup was detected."
-msgstr ""
+msgstr "Une configuration surround 3.1 a été détecté."
#: doc/classes/AudioServer.xml
msgid "A 5.1 channel surround setup was detected."
-msgstr ""
+msgstr "Une configuration surround 5.1 a été détecté."
#: doc/classes/AudioServer.xml
msgid "A 7.1 channel surround setup was detected."
-msgstr ""
+msgstr "Une configuration surround 7.1 a été détecté."
#: doc/classes/AudioStream.xml
msgid "Base class for audio streams."
@@ -11516,20 +11541,18 @@ msgid ""
msgstr ""
#: doc/classes/AudioStream.xml doc/classes/AudioStreamPlayer.xml
-#, fuzzy
msgid "Audio streams"
-msgstr "Démo de spectre audio"
+msgstr "Flux audio"
#: doc/classes/AudioStream.xml doc/classes/AudioStreamGenerator.xml
#: doc/classes/AudioStreamGeneratorPlayback.xml
#: doc/classes/AudioStreamPlayback.xml doc/classes/AudioStreamPlayer.xml
-#, fuzzy
msgid "Audio Generator Demo"
-msgstr "Démo de spectre audio"
+msgstr "Démo du générateur audio"
#: doc/classes/AudioStream.xml
msgid "Returns the length of the audio stream in seconds."
-msgstr ""
+msgstr "Retourne la durée en secondes du flux audio."
#: doc/classes/AudioStreamGenerator.xml
msgid "Audio stream that generates sounds procedurally."
@@ -11668,17 +11691,19 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml
msgid "Returns the position in the [AudioStream] in seconds."
-msgstr ""
+msgstr "Retourne la position dans le [AudioStream] en secondes."
#: doc/classes/AudioStreamPlayer.xml
msgid ""
"Returns the [AudioStreamPlayback] object associated with this "
"[AudioStreamPlayer]."
msgstr ""
+"Retourne l'objet [AudioStreamPlayback] associé à ce [AudioStreamPlayer]."
#: doc/classes/AudioStreamPlayer.xml
msgid "Plays the audio from the given [code]from_position[/code], in seconds."
msgstr ""
+"Joue l'audio depuis la position [code]from_position[/code], en secondes."
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
#: doc/classes/AudioStreamPlayer3D.xml
@@ -11745,7 +11770,7 @@ msgstr "L'audio ne sera joué que sur le premier canal."
#: doc/classes/AudioStreamPlayer.xml
msgid "The audio will be played on all surround channels."
-msgstr ""
+msgstr "L'audio sera joué sur tous les canaux surround."
#: doc/classes/AudioStreamPlayer.xml
msgid ""
@@ -11801,7 +11826,7 @@ msgstr "Atténue l'audio avec la distance avec cette valeur comme exposant."
#: doc/classes/AudioStreamPlayer2D.xml
msgid "Maximum distance from which audio is still hearable."
-msgstr "Distance maximale à laquelle cette piste audio peut être entendue"
+msgstr "Distance maximale à laquelle cette piste audio peut être entendue."
#: doc/classes/AudioStreamPlayer2D.xml
msgid "Base volume without dampening."
@@ -11873,9 +11898,8 @@ msgid ""
msgstr "Si [code]true[/code], la lecture commence au chargement de la scène."
#: doc/classes/AudioStreamPlayer3D.xml
-#, fuzzy
msgid "The bus on which this audio is playing."
-msgstr "Bus sur lequel cet audio joue."
+msgstr "Le bus sur lequel cet audio est joué."
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
@@ -11888,7 +11912,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The angle in which the audio reaches cameras undampened."
-msgstr "L'angle auquel la piste audio atteint les caméras sans atténuation"
+msgstr "L'angle auquel la piste audio atteint les caméras sans atténuation."
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
@@ -12012,7 +12036,7 @@ msgstr "L'intensité de la variation aléatoire de la hauteur."
#: doc/classes/AudioStreamSample.xml
msgid "Stores audio data loaded from WAV files."
-msgstr ""
+msgstr "Enregistre les données audio depuis les fichiers WAV."
#: doc/classes/AudioStreamSample.xml
msgid ""
@@ -12042,6 +12066,8 @@ msgstr ""
#: doc/classes/AudioStreamSample.xml
msgid "Audio format. See [enum Format] constants for values."
msgstr ""
+"Le format audio. Voir les constantes [enum Format] pour les valeurs "
+"possibles."
#: doc/classes/AudioStreamSample.xml
msgid ""
@@ -12309,9 +12335,8 @@ msgid ""
msgstr ""
#: doc/classes/BakedLightmap.xml
-#, fuzzy
msgid "The calculated light data."
-msgstr "La hauteur de la capsule."
+msgstr "Les données calculées de la lumière."
#: doc/classes/BakedLightmap.xml
msgid ""
@@ -12393,9 +12418,8 @@ msgstr ""
"[0,1][/code]."
#: doc/classes/BakedLightmap.xml
-#, fuzzy
msgid "Returns if user cancels baking."
-msgstr "Retourne le bouton d'annulation."
+msgstr "Retourne si l'utilisateur a annulé le baking."
#: doc/classes/BakedLightmap.xml
msgid ""
@@ -12441,7 +12465,7 @@ msgstr ""
#: doc/classes/BaseButton.xml
msgid "Base class for different kinds of buttons."
-msgstr ""
+msgstr "La classe de base pour différents types de bouton."
#: doc/classes/BaseButton.xml
msgid ""
@@ -12559,11 +12583,11 @@ msgstr ""
#: doc/classes/BaseButton.xml
msgid "Emitted when the button starts being held down."
-msgstr ""
+msgstr "Émis quand le bouton commence à être appuyé."
#: doc/classes/BaseButton.xml
msgid "Emitted when the button stops being held down."
-msgstr ""
+msgstr "Émis quand le bouton cesse d'être appuyé."
#: doc/classes/BaseButton.xml
msgid ""
@@ -12601,11 +12625,11 @@ msgstr "L'état des boutons est : désactivé."
#: doc/classes/BaseButton.xml
msgid "The state of buttons are both hovered and pressed."
-msgstr ""
+msgstr "L'état des boutons est à la fois survolé et appuyé."
#: doc/classes/BaseButton.xml
msgid "Require just a press to consider the button clicked."
-msgstr ""
+msgstr "Il suffit d'appuyer sur le bouton pour le considérer comme cliqué."
#: doc/classes/BaseButton.xml
msgid ""
@@ -12633,17 +12657,17 @@ msgstr ""
#: doc/classes/Basis.xml doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid "Matrices and transforms"
-msgstr ""
+msgstr "Les matrices et les transformations"
#: doc/classes/Basis.xml doc/classes/Quat.xml doc/classes/Transform.xml
-#, fuzzy
msgid "Using 3D transforms"
-msgstr "Utilise ça lors des transformations 3D."
+msgstr "Utiliser les transformations 3D"
#: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform.xml
#: doc/classes/Transform2D.xml doc/classes/Vector2.xml doc/classes/Vector3.xml
+#, fuzzy
msgid "Matrix Transform Demo"
-msgstr ""
+msgstr "Démo de transformation matricielle"
#: doc/classes/Basis.xml doc/classes/CylinderShape.xml
#: doc/classes/Dictionary.xml doc/classes/DynamicFont.xml
@@ -12655,12 +12679,12 @@ msgstr ""
#: doc/classes/TextureRect.xml doc/classes/Thread.xml
#: doc/classes/VBoxContainer.xml
msgid "3D Voxel Demo"
-msgstr ""
+msgstr "Démo voxel 3D"
#: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform.xml
#: doc/classes/Transform2D.xml
msgid "2.5D Demo"
-msgstr ""
+msgstr "Démo 2.5D"
#: doc/classes/Basis.xml
#, fuzzy
@@ -12782,11 +12806,11 @@ msgstr ""
#: doc/classes/Basis.xml
msgid "Returns the transposed version of the matrix."
-msgstr ""
+msgstr "Retourne la matrice transposée."
#: doc/classes/Basis.xml
msgid "Returns a vector transformed (multiplied) by the matrix."
-msgstr ""
+msgstr "Retourne le vecteur transformé (multiplié) par la matrice."
#: doc/classes/Basis.xml
msgid ""
@@ -12882,7 +12906,7 @@ msgstr "Retourne les dimensions de bitmap."
#: doc/classes/BitMap.xml
msgid ""
"Returns the amount of bitmap elements that are set to [code]true[/code]."
-msgstr ""
+msgstr "Retourne le nombre d'éléments bitmap qui sont à [code]true[/code]."
#: doc/classes/BitMap.xml
msgid ""
@@ -12905,6 +12929,7 @@ msgstr ""
#: doc/classes/BitMap.xml
msgid "Sets a rectangular portion of the bitmap to the specified value."
msgstr ""
+"Définit une valeur spécifique pour une portion rectangulaire du bitmap."
#: doc/classes/BitmapFont.xml
msgid ""
@@ -12967,17 +12992,14 @@ msgid "Returns the number of textures in the BitmapFont atlas."
msgstr "Renvoie le nombre de textures dans l’atlas BitmapFont."
#: doc/classes/BitmapFont.xml
-#, fuzzy
msgid "Ascent (number of pixels above the baseline)."
-msgstr "Ascension (nombre de pixels au-dessus de la ligne de base)."
+msgstr "L'ascension (le nombre de pixels au-dessus de la ligne de base)."
#: doc/classes/BitmapFont.xml
-#, fuzzy
msgid "If [code]true[/code], distance field hint is enabled."
msgstr "Si [code]true[/code], l'indice de champ de distance est activé."
#: doc/classes/BitmapFont.xml
-#, fuzzy
msgid "The fallback font."
msgstr "La police de caractères de repli."
@@ -13004,7 +13026,7 @@ msgstr ""
#: doc/classes/Bone2D.xml
msgid "Stores the node's current transforms in [member rest]."
-msgstr ""
+msgstr "Enregistre la transformation actuelle du nœud dans [member rest]."
#: doc/classes/Bone2D.xml
msgid ""
@@ -13030,7 +13052,7 @@ msgstr ""
#: doc/classes/BoneAttachment.xml
msgid "A node that will attach to a bone."
-msgstr ""
+msgstr "Un nœud qui s'attache à un os."
#: doc/classes/BoneAttachment.xml
msgid ""
@@ -13155,7 +13177,7 @@ msgstr "Aligne les enfants avec le centre du conteneur."
#: doc/classes/BoxContainer.xml
msgid "Aligns children with the end of the container."
-msgstr ""
+msgstr "Aligne les nœuds enfants à la fin du conteneur."
#: doc/classes/BoxShape.xml
msgid "Box shape resource."
@@ -13263,7 +13285,7 @@ msgstr ""
#: doc/classes/Button.xml doc/classes/LinkButton.xml
msgid "The button's text that will be displayed inside the button's area."
-msgstr ""
+msgstr "Le texte du bouton qui sera affiché à l'intérieur de l'aire du bouton."
#: doc/classes/Button.xml
msgid "Align the text to the left."
@@ -13283,7 +13305,7 @@ msgstr "La [Color] du texte par défaut du [Button]."
#: doc/classes/Button.xml
msgid "Text [Color] used when the [Button] is disabled."
-msgstr ""
+msgstr "La [Color] du texte utilisée quand le [Button] est désactivé."
#: doc/classes/Button.xml
msgid ""
@@ -13310,7 +13332,7 @@ msgstr "[Font] du texte du [Button]."
#: doc/classes/Button.xml
msgid "[StyleBox] used when the [Button] is disabled."
-msgstr ""
+msgstr "La [StyleBox] utilisée quand le [Button] est désactivé."
#: doc/classes/Button.xml
msgid ""
@@ -13321,7 +13343,7 @@ msgstr ""
#: doc/classes/Button.xml
msgid "[StyleBox] used when the [Button] is being hovered."
-msgstr ""
+msgstr "Le [StyleBox] utilisé quand le [Button] est survolé."
#: doc/classes/Button.xml
msgid "Default [StyleBox] for the [Button]."
@@ -13329,7 +13351,7 @@ msgstr "[StyleBox] par défaut pour le [Button]."
#: doc/classes/Button.xml
msgid "[StyleBox] used when the [Button] is being pressed."
-msgstr ""
+msgstr "Le [StyleBox] utilisé quand le [Button] est appuyé."
#: doc/classes/ButtonGroup.xml
msgid "Group of Buttons."
@@ -13578,8 +13600,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -13669,12 +13691,12 @@ msgstr ""
#: doc/classes/Camera2D.xml doc/classes/TileMap.xml doc/classes/TileSet.xml
msgid "2D Isometric Demo"
-msgstr ""
+msgstr "Démo 2D isométrique"
#: doc/classes/Camera2D.xml doc/classes/Environment.xml
#: doc/classes/WorldEnvironment.xml
msgid "2D HDR Demo"
-msgstr ""
+msgstr "Démo 2D HDR"
#: doc/classes/Camera2D.xml
msgid "Aligns the camera to the tracked node."
@@ -13748,6 +13770,8 @@ msgstr ""
#: doc/classes/Camera2D.xml
msgid "The Camera2D's anchor point. See [enum AnchorMode] constants."
msgstr ""
+"Le point d'ancrage de la Camera2D. Voir [enum AnchorMode] pour les "
+"constantes."
#: doc/classes/Camera2D.xml
msgid ""
@@ -13820,18 +13844,24 @@ msgid ""
"Bottom scroll limit in pixels. The camera stops moving when reaching this "
"value."
msgstr ""
+"La limite basse de déplacement en pixels. La caméra s'arrête quand elle "
+"atteint cette valeur."
#: doc/classes/Camera2D.xml
msgid ""
"Left scroll limit in pixels. The camera stops moving when reaching this "
"value."
msgstr ""
+"La limite gauche de déplacement en pixels. La caméra s'arrête quand elle "
+"atteint cette valeur."
#: doc/classes/Camera2D.xml
msgid ""
"Right scroll limit in pixels. The camera stops moving when reaching this "
"value."
msgstr ""
+"La limite droite de déplacement en pixels. La caméra s'arrête quand elle "
+"atteint cette valeur."
#: doc/classes/Camera2D.xml
msgid ""
@@ -13847,11 +13877,15 @@ msgstr ""
msgid ""
"Top scroll limit in pixels. The camera stops moving when reaching this value."
msgstr ""
+"La limite haute de déplacement en pixels. La caméra s'arrête quand elle "
+"atteint cette valeur."
#: doc/classes/Camera2D.xml
msgid ""
"The camera's offset, useful for looking around or camera shake animations."
msgstr ""
+"Le décalage de la caméra, utilise pour regarder autour ou pour la faire "
+"trembler."
#: doc/classes/Camera2D.xml
msgid ""
@@ -13870,6 +13904,7 @@ msgstr ""
#: doc/classes/Camera2D.xml
msgid "The camera's process callback. See [enum Camera2DProcessMode]."
msgstr ""
+"La méthode de mise à jour de la camera. Voir [enum Camera2DProcessMode]."
#: doc/classes/Camera2D.xml
#, fuzzy
@@ -13913,9 +13948,8 @@ msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr "La caméra se met à jour avec le rappel [code]_physics_process[/code]."
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
-#, fuzzy
msgid "The camera updates with the [code]_process[/code] callback."
-msgstr "La caméra se met à jour avec le [code]_process[/code] de rappel."
+msgstr "La caméra se met à jour durant l'appel de [code]_process[/code]."
#: doc/classes/CameraFeed.xml
msgid ""
@@ -13945,9 +13979,8 @@ msgid "Returns the camera's name."
msgstr "Renvoie le nom de l'élément."
#: doc/classes/CameraFeed.xml
-#, fuzzy
msgid "Returns the position of camera on the device."
-msgstr "Renvoie le traqueur de position à l'identification donnée."
+msgstr "Retourne la position de la caméra sur cet appareil."
#: doc/classes/CameraFeed.xml
msgid "If [code]true[/code], the feed is active."
@@ -14068,6 +14101,7 @@ msgstr ""
#: doc/classes/CameraTexture.xml
msgid "The ID of the [CameraFeed] for which we want to display the image."
msgstr ""
+"L'identifiant du [CameraFeed] pour lequel la caméra doit être affichée."
#: doc/classes/CameraTexture.xml
msgid ""
@@ -14371,9 +14405,8 @@ msgid "Returns the transform matrix of this item."
msgstr "Retourne la matrice de transformation de cet élément."
#: doc/classes/CanvasItem.xml
-#, fuzzy
msgid "Returns the viewport's boundaries as a [Rect2]."
-msgstr "Retourne le [Rect2] de la fenêtre d'affichage."
+msgstr "Retourne le [Rect2] délimitant la fenêtre d'affichage."
#: doc/classes/CanvasItem.xml
msgid "Returns this item's transform in relation to the viewport."
@@ -14427,8 +14460,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14462,14 +14498,15 @@ msgstr ""
msgid ""
"The rendering layers in which this [CanvasItem] responds to [Light2D] nodes."
msgstr ""
+"Les claques de rendu où le [CanvasItem] est affecté par les nœuds [Light2D]."
#: doc/classes/CanvasItem.xml
msgid "The material applied to textures on this [CanvasItem]."
-msgstr ""
+msgstr "Le matériau appliqué aux textures de ce [CanvasItem]."
#: doc/classes/CanvasItem.xml
msgid "The color applied to textures on this [CanvasItem]."
-msgstr ""
+msgstr "La couleur appliquée aux textures de ce [CanvasItem]."
#: doc/classes/CanvasItem.xml
msgid ""
@@ -14479,7 +14516,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid "If [code]true[/code], the object draws behind its parent."
-msgstr ""
+msgstr "Si [code]true[/code], l'objet est affiché derrière son parent."
#: doc/classes/CanvasItem.xml
msgid "If [code]true[/code], the object draws on top of its parent."
@@ -14664,9 +14701,8 @@ msgid ""
msgstr ""
#: doc/classes/CanvasLayer.xml
-#, fuzzy
msgid "Canvas layers"
-msgstr "Couche de dessin de toile."
+msgstr "Claques du canevas"
#: doc/classes/CanvasLayer.xml
msgid "Returns the RID of the canvas used by this layer."
@@ -14932,7 +14968,7 @@ msgstr ""
#: doc/classes/CheckBox.xml
msgid "Binary choice user interface widget. See also [CheckButton]."
-msgstr ""
+msgstr "Contrôle d'interface pour un choix binaire. Voir aussi [CheckButton]."
#: doc/classes/CheckBox.xml
msgid ""
@@ -14976,14 +15012,15 @@ msgstr ""
#: doc/classes/CheckBox.xml
msgid "The vertical offset used when rendering the check icons (in pixels)."
msgstr ""
+"Le décalage vertical utilisé pour le rendu des icônes des coches (en pixels)."
#: doc/classes/CheckBox.xml
msgid "The separation between the check icon and the text (in pixels)."
-msgstr ""
+msgstr "L'espace entre l'icône de la coche et le texte (en pixels)."
#: doc/classes/CheckBox.xml
msgid "The [Font] to use for the [CheckBox] text."
-msgstr ""
+msgstr "La [Font] à utiliser pour le texte du [CheckBox]."
#: doc/classes/CheckBox.xml
msgid "The check icon to display when the [CheckBox] is checked."
@@ -15069,6 +15106,7 @@ msgstr "La couleur de la police du texte [CheckButton]."
#: doc/classes/CheckButton.xml
msgid "The [CheckButton] text's font color when it's disabled."
msgstr ""
+"La couleur de la police du texte du [CheckButton] quand il est désactivé."
#: doc/classes/CheckButton.xml
msgid ""
@@ -15080,6 +15118,7 @@ msgstr ""
#: doc/classes/CheckButton.xml
msgid "The [CheckButton] text's font color when it's hovered."
msgstr ""
+"La couleur de la police du texte du [CheckButton] quand il est survolé."
#: doc/classes/CheckButton.xml
msgid "The [CheckButton] text's font color when it's hovered and pressed."
@@ -15087,7 +15126,7 @@ msgstr ""
#: doc/classes/CheckButton.xml
msgid "The [CheckButton] text's font color when it's pressed."
-msgstr ""
+msgstr "La couleur de la police du texte du [CheckButton] quand il est appuyé."
#: doc/classes/CheckButton.xml
msgid "The vertical offset used when rendering the toggle icons (in pixels)."
@@ -15099,7 +15138,7 @@ msgstr ""
#: doc/classes/CheckButton.xml
msgid "The [Font] to use for the [CheckButton] text."
-msgstr ""
+msgstr "La [Font] à utilisé pour le texte du [CheckButton]."
#: doc/classes/CheckButton.xml
msgid "The icon to display when the [CheckButton] is unchecked."
@@ -15108,6 +15147,7 @@ msgstr ""
#: doc/classes/CheckButton.xml
msgid "The icon to display when the [CheckButton] is unchecked and disabled."
msgstr ""
+"L'icône à afficher quand le [CheckButton] est à la fois décoché et désactivé."
#: doc/classes/CheckButton.xml
msgid "The icon to display when the [CheckButton] is checked."
@@ -15278,6 +15318,8 @@ msgid ""
"Returns whether [code]class[/code] or its ancestry has a signal called "
"[code]signal[/code] or not."
msgstr ""
+"Retourne quand [code]class[/code] ou ses parents ont un signal nommé "
+"[code]signal[/code] ou non."
#: doc/classes/ClassDB.xml
msgid ""
@@ -15288,7 +15330,7 @@ msgstr ""
#: doc/classes/ClassDB.xml
msgid "Returns the names of all the classes available."
-msgstr ""
+msgstr "Retourne le nom de toutes les classes disponibles."
#: doc/classes/ClassDB.xml
msgid ""
@@ -15306,7 +15348,7 @@ msgstr "Crée une instance de [code]class[/code]."
#: doc/classes/ClassDB.xml
msgid "Returns whether this [code]class[/code] is enabled or not."
-msgstr ""
+msgstr "Retourne quand cette [code]class[/code] est active ou pas."
#: doc/classes/ClassDB.xml
msgid ""
@@ -15315,9 +15357,8 @@ msgid ""
msgstr ""
#: doc/classes/ClippedCamera.xml
-#, fuzzy
msgid "A [Camera] that includes collision."
-msgstr "Une [Camera3D] qui inclut la collision."
+msgstr "Une [Camera] qui inclut la collision."
#: doc/classes/ClippedCamera.xml
msgid ""
@@ -15330,12 +15371,16 @@ msgid ""
"Adds a collision exception so the camera does not collide with the specified "
"node."
msgstr ""
+"Ajoute une exception de collision pour que la caméra n'entre pas en "
+"collision avec le nœud spécifié."
#: doc/classes/ClippedCamera.xml
msgid ""
"Adds a collision exception so the camera does not collide with the specified "
"[RID]."
msgstr ""
+"Ajoute une exception de collision pour que la caméra n'entre pas en "
+"collision avec le [RID] spécifié."
#: doc/classes/ClippedCamera.xml
msgid "Removes all collision exceptions."
@@ -15344,6 +15389,7 @@ msgstr "Supprime toutes les exceptions de collision."
#: doc/classes/ClippedCamera.xml
msgid "Returns the distance the camera has been offset due to a collision."
msgstr ""
+"Retourne la distance de la caméra qui a été décalée à cause de la collision."
#: doc/classes/ClippedCamera.xml
msgid ""
@@ -15353,11 +15399,11 @@ msgstr ""
#: doc/classes/ClippedCamera.xml
msgid "Removes a collision exception with the specified node."
-msgstr ""
+msgstr "Retire une exception de collision avec le nœud spécifié."
#: doc/classes/ClippedCamera.xml
msgid "Removes a collision exception with the specified [RID]."
-msgstr ""
+msgstr "Retire une exception de collision avec le [RID] spécifié."
#: doc/classes/ClippedCamera.xml
msgid ""
@@ -15392,7 +15438,7 @@ msgstr ""
#: doc/classes/ClippedCamera.xml
msgid "The camera's process callback. See [enum ProcessMode]."
-msgstr ""
+msgstr "La méthode de mise à jour de la camera. Voir [enum ProcessMode]."
#: doc/classes/CollisionObject.xml
msgid "Base node for collision objects."
@@ -15474,7 +15520,7 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "Returns the [code]owner_id[/code] of the given shape."
-msgstr ""
+msgstr "Retourne le [code]owner_id[/code] de la forme spécifiée."
#: doc/classes/CollisionObject.xml
#, fuzzy
@@ -15511,7 +15557,7 @@ msgstr "Retourne le [Transform] du propriétaire de la forme."
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "Removes a shape from the given shape owner."
-msgstr ""
+msgstr "Retire la forme du propriétaire de forme donné."
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "If [code]true[/code], disables the given shape owner."
@@ -15566,7 +15612,7 @@ msgstr ""
#: doc/classes/CollisionObject.xml
msgid "Emitted when the mouse pointer enters any of this object's shapes."
-msgstr ""
+msgstr "Émis quand le curseur entre dans n'importe quelle forme de l'objet."
#: doc/classes/CollisionObject.xml
msgid "Emitted when the mouse pointer exits all this object's shapes."
@@ -15582,7 +15628,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -15598,6 +15647,8 @@ msgid ""
"Returns the [code]one_way_collision_margin[/code] of the shape owner "
"identified by given [code]owner_id[/code]."
msgstr ""
+"Retourne la [code]one_way_collision_margin[/code] du propriétaire de la "
+"forme identifié par le [code]owner_id[/code] spécifié."
#: doc/classes/CollisionObject2D.xml
msgid ""
@@ -15704,7 +15755,7 @@ msgstr ""
#: doc/classes/CollisionPolygon.xml
msgid "If [code]true[/code], no collision will be produced."
-msgstr ""
+msgstr "Si [code]true[/code], aucune collision ne sera produite."
#: doc/classes/CollisionPolygon.xml
msgid ""
@@ -15788,9 +15839,8 @@ msgstr ""
#: doc/classes/Physics2DDirectSpaceState.xml
#: doc/classes/PhysicsDirectBodyState.xml
#: doc/classes/PhysicsDirectSpaceState.xml doc/classes/RigidBody.xml
-#, fuzzy
msgid "Physics introduction"
-msgstr "Interpolation cubique."
+msgstr "Introduction à la physique"
#: doc/classes/CollisionShape.xml
#, fuzzy
@@ -15892,7 +15942,7 @@ msgstr ""
#: doc/classes/Color.xml doc/classes/ColorPicker.xml
msgid "Tween Demo"
-msgstr ""
+msgstr "Démo des Tween"
#: doc/classes/Color.xml doc/classes/ColorPickerButton.xml
msgid "GUI Drag And Drop Demo"
@@ -16399,12 +16449,10 @@ msgid "Dark sea green color."
msgstr "Couleur vert mer foncé."
#: doc/classes/Color.xml
-#, fuzzy
msgid "Dark slate blue color."
msgstr "Couleur bleu ardoise foncé."
#: doc/classes/Color.xml
-#, fuzzy
msgid "Dark slate gray color."
msgstr "Couleur gris ardoise foncé."
@@ -16560,7 +16608,6 @@ msgid "Light sky blue color."
msgstr "Couleur bleu ciel clair."
#: doc/classes/Color.xml
-#, fuzzy
msgid "Light slate gray color."
msgstr "Couleur gris ardoise clair."
@@ -16595,7 +16642,7 @@ msgstr "Couleur marron."
#: doc/classes/Color.xml
#, fuzzy
msgid "Medium aquamarine color."
-msgstr "Couleur aigue-marine moyenne."
+msgstr "Couleur bleu-marin moyenne."
#: doc/classes/Color.xml
msgid "Medium blue color."
@@ -16614,7 +16661,6 @@ msgid "Medium sea green color."
msgstr "Couleur vert mer moyen."
#: doc/classes/Color.xml
-#, fuzzy
msgid "Medium slate blue color."
msgstr "Couleur bleu ardoise moyen."
@@ -17211,7 +17257,7 @@ msgstr ""
#: doc/classes/ConeTwistJoint.xml doc/classes/Generic6DOFJoint.xml
#: doc/classes/HingeJoint.xml doc/classes/Light.xml doc/classes/SliderJoint.xml
msgid "Represents the size of the [enum Param] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum Param]."
#: doc/classes/ConfigFile.xml
msgid "Helper class to handle INI-style files."
@@ -17491,9 +17537,8 @@ msgid "GUI tutorial index"
msgstr ""
#: doc/classes/Control.xml
-#, fuzzy
msgid "Control node gallery"
-msgstr "Touche contrôle."
+msgstr "Galerie des nœuds de contrôle"
#: doc/classes/Control.xml
msgid "All GUI Demos"
@@ -18034,9 +18079,8 @@ msgstr ""
"existe, [code]false[/code] autrement."
#: doc/classes/Control.xml
-#, fuzzy
msgid "Returns [code]true[/code] if drag operation is successful."
-msgstr "Retourne [code]true[/code] si la sélection est active."
+msgstr "Retourne [code]true[/code] si l'opération de déposer-glisser a réussi."
#: doc/classes/Control.xml
msgid ""
@@ -18252,6 +18296,8 @@ msgid ""
"Moves the mouse cursor to [code]to_position[/code], relative to [member "
"rect_position] of this [Control]."
msgstr ""
+"Déplace le curseur de la souris à [code]to_position[/code], relatif à "
+"[member rect_position] de ce [Control]."
#: doc/classes/Control.xml
msgid ""
@@ -18622,6 +18668,8 @@ msgstr ""
msgid ""
"The node can only grab focus on mouse clicks. Use with [member focus_mode]."
msgstr ""
+"Le nœud ne reçoit le focus que pour les clics de la souris. À utiliser avec "
+"[membre focus_mode]."
#: doc/classes/Control.xml
msgid ""
@@ -18689,7 +18737,7 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's pointing hand mouse cursor when the user hovers the node."
-msgstr ""
+msgstr "Afficher le curseur de la main qui pointe quand il passe sur ce nœud."
#: doc/classes/Control.xml
msgid "Show the system's cross mouse cursor when the user hovers the node."
@@ -19072,6 +19120,7 @@ msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Returns the base value of the parameter specified by [enum Parameter]."
msgstr ""
+"Retourne la valeur de base pour le paramètre spécifie par [enum Parameter]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Returns the [Curve] of the parameter specified by [enum Parameter]."
@@ -19081,11 +19130,14 @@ msgstr ""
msgid ""
"Returns the randomness factor of the parameter specified by [enum Parameter]."
msgstr ""
+"Retourne le facteur d'aléatoire pour le paramètre spécifie par [enum "
+"Parameter]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Returns the enabled state of the given flag (see [enum Flags] for options)."
msgstr ""
+"Retourne l'état activé du drapeau donné (voir [enum Flags] pour les options)."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Restarts the particle emitter."
@@ -19094,6 +19146,7 @@ msgstr "Redémarre l'émetteur de particules."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Sets the base value of the parameter specified by [enum Parameter]."
msgstr ""
+"Définit la valeur de base pour le paramètre spécifié par [enum Parameter]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Sets the [Curve] of the parameter specified by [enum Parameter]."
@@ -19103,10 +19156,13 @@ msgstr ""
msgid ""
"Sets the randomness factor of the parameter specified by [enum Parameter]."
msgstr ""
+"Définit le facteur d'aléatoire pour le paramètre spécifie par [enum "
+"Parameter]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Enables or disables the given flag (see [enum Flags] for options)."
msgstr ""
+"Active ou désactive le drapeau donné (voir [enum Flags] pour les options)."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/Particles.xml doc/classes/Particles2D.xml
@@ -19226,6 +19282,8 @@ msgid ""
"The rectangle's extents if [member emission_shape] is set to [constant "
"EMISSION_SHAPE_BOX]."
msgstr ""
+"La taille de rectangle si [member emission_shape] est [constant "
+"EMISSION_SHAPE_BOX]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
@@ -19238,6 +19296,8 @@ msgid ""
"Sets the direction the particles will be emitted in when using [constant "
"EMISSION_SHAPE_DIRECTED_POINTS]."
msgstr ""
+"Définit la direction des particules qui seront émises quand [constant "
+"EMISSION_SHAPE_DIRECTED_POINTS] est utilisé."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
@@ -19274,12 +19334,16 @@ msgid ""
"Particles will be emitted inside this region. See [enum EmissionShape] for "
"possible values."
msgstr ""
+"Les particules seront émises à l'intérieur de cette région. Voir [enum "
+"EmissionShape] pour les valeurs possible."
#: doc/classes/CPUParticles.xml
msgid ""
"The sphere's radius if [enum EmissionShape] is set to [constant "
"EMISSION_SHAPE_SPHERE]."
msgstr ""
+"Le rayon de la sphere si [enum EmissionShape] est [constant "
+"EMISSION_SHAPE_SPHERE]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/Particles.xml doc/classes/Particles2D.xml
@@ -19312,10 +19376,14 @@ msgstr "Aligner l’axe Y de la particule avec la direction de sa vélocité."
#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
msgid "If [code]true[/code], particles will not move on the z axis."
msgstr ""
+"Si [code]true[/code], les particules ne se déplaceront pas le long de l'axe "
+"Z."
#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
msgid "If [code]true[/code], particles rotate around Y axis by [member angle]."
msgstr ""
+"Si [code]true[/code], les particules pivoteront autour de l'axe Y par "
+"[membre angle]."
#: doc/classes/CPUParticles.xml
msgid ""
@@ -19338,7 +19406,7 @@ msgstr "Gravité appliquée à chaque particule."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "Initial hue variation applied to each particle."
-msgstr ""
+msgstr "La variation de teinte appliquée à chaque particule."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's hue will vary along this [Curve]."
@@ -19346,9 +19414,8 @@ msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
-#, fuzzy
msgid "Hue variation randomness ratio."
-msgstr "Rapport de randomité de variation de teinte."
+msgstr "Facteur de l'aléatoire de la variation de la teinte."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -19502,15 +19569,17 @@ msgstr "Facteur d'aléatoire de l'accélération tangentielle."
#: doc/classes/Particles.xml doc/classes/Particles2D.xml
msgid "Particles are drawn in the order emitted."
msgstr ""
+"Les particules sont affichées dans l'ordre dans lequel elles ont été émises."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/Particles.xml doc/classes/Particles2D.xml
msgid "Particles are drawn in order of remaining lifetime."
msgstr ""
+"Les particules sont affichées dans l'ordre de la durée de vie restante."
#: doc/classes/CPUParticles.xml doc/classes/Particles.xml
msgid "Particles are drawn in order of depth."
-msgstr ""
+msgstr "Les particules sont affichées suivant leur profondeur à l'écran."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
@@ -19547,78 +19616,96 @@ msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set tangential acceleration properties."
msgstr ""
+"Utiliser avec [method set_param], [method set_param_randomness], et [method "
+"set_param_curve] pour définir les propriétés de l'accélération tangentielle."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set damping properties."
msgstr ""
+"À utiliser avec [method set_param], [method set_param_randomness], et "
+"[method set_param_curve] pour définir les propriétés d'amortissement."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set angle properties."
msgstr ""
+"Utiliser avec [method set_param], [method set_param_randomness], et [method "
+"set_param_curve] pour définir les propriétés de l'angle."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set scale properties."
msgstr ""
+"Utiliser avec [method set_param], [method set_param_randomness], et [method "
+"set_param_curve] pour définir les propriétés de mise à l'échelle."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set hue variation properties."
msgstr ""
+"Utiliser avec [method set_param], [method set_param_randomness], et [method "
+"set_param_curve] pour définir les propriétés de la variation de teinte."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set animation speed properties."
msgstr ""
+"Utiliser avec [method set_param], [method set_param_randomness], et [method "
+"set_param_curve] pour définir les propriétés de vitesse de l'animation."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set animation offset properties."
msgstr ""
+"Utiliser avec [method set_param], [method set_param_randomness], et [method "
+"set_param_curve] pour définir les propriétés du décalage de l'animation."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "Represents the size of the [enum Parameter] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum Parameter]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Use with [method set_particle_flag] to set [member flag_align_y]."
msgstr ""
+"Utiliser avec [method set_particle_flag] pour définir [member flag_align_y]."
#: doc/classes/CPUParticles.xml
msgid "Use with [method set_particle_flag] to set [member flag_rotate_y]."
msgstr ""
+"Utiliser avec [method set_particle_flag] pour définir [member flag_rotate_y]."
#: doc/classes/CPUParticles.xml
msgid "Use with [method set_particle_flag] to set [member flag_disable_z]."
msgstr ""
+"Utiliser avec [method set_particle_flag] pour définir [member "
+"flag_disable_z]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/GeometryInstance.xml doc/classes/ParticlesMaterial.xml
#: doc/classes/SpatialMaterial.xml
msgid "Represents the size of the [enum Flags] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum Flags]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "All particles will be emitted from a single point."
-msgstr ""
+msgstr "Toutes les particules seront émises depuis un seul point."
#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
msgid "Particles will be emitted in the volume of a sphere."
-msgstr ""
+msgstr "Toutes les particules seront émises depuis l'intérieur d'une sphère."
#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
msgid "Particles will be emitted in the volume of a box."
-msgstr ""
+msgstr "Toutes les particules seront émises depuis l'intérieur d'une boite."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
@@ -19637,12 +19724,12 @@ msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
msgid "Particles will be emitted in a ring or cylinder."
-msgstr ""
+msgstr "Toutes les particules seront émises depuis un anneau ou un cylindre."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "Represents the size of the [enum EmissionShape] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum EmissionShape]."
#: doc/classes/CPUParticles2D.xml
msgid "CPU-based 2D particle emitter."
@@ -19716,14 +19803,20 @@ msgid ""
"Each particle's initial direction range from [code]+spread[/code] to [code]-"
"spread[/code] degrees."
msgstr ""
+"La direction initiale de chaque particules sera comprise entre "
+"[code]+spread[/code] et [code]-spread[/code] degrés."
#: doc/classes/CPUParticles2D.xml doc/classes/Particles2D.xml
msgid "Particle texture. If [code]null[/code], particles will be squares."
msgstr ""
+"La texture des particules. Si [code]null[/code], les particules seront "
+"carrées."
#: doc/classes/CPUParticles2D.xml
msgid "Present for consistency with 3D particle nodes, not used in 2D."
msgstr ""
+"Présent pour des raisons de cohérence avec les nœuds de particules 3D, mais "
+"non utilisé en 2D."
#: doc/classes/CPUParticles2D.xml
msgid ""
@@ -19733,7 +19826,7 @@ msgstr ""
#: doc/classes/CPUParticles2D.xml
msgid "Particles will be emitted in the area of a rectangle."
-msgstr ""
+msgstr "Toutes les particules seront émises depuis l'aire d'un rectangle."
#: doc/classes/Crypto.xml
msgid "Access to advanced cryptographic functionalities."
@@ -19935,23 +20028,23 @@ msgstr ""
#: modules/csg/doc_classes/CSGBox.xml
msgid "Depth of the box measured from the center of the box."
-msgstr ""
+msgstr "La profondeur de la boite mesurée depuis son centre."
#: modules/csg/doc_classes/CSGBox.xml
msgid "Height of the box measured from the center of the box."
-msgstr ""
+msgstr "La hauteur de la boite mesuré depuis son centre."
#: modules/csg/doc_classes/CSGBox.xml
msgid "The material used to render the box."
-msgstr ""
+msgstr "Le matériau utilisé pour rendre la boite."
#: modules/csg/doc_classes/CSGBox.xml
msgid "Width of the box measured from the center of the box."
-msgstr ""
+msgstr "La longueur de la boite mesuré depuis son centre."
#: modules/csg/doc_classes/CSGCombiner.xml
msgid "A CSG node that allows you to combine other CSG modifiers."
-msgstr ""
+msgstr "Un nœud CSG qui permet de combiner plusieurs modificateurs CSG."
#: modules/csg/doc_classes/CSGCombiner.xml
msgid ""
@@ -20261,7 +20354,7 @@ msgstr ""
#: modules/csg/doc_classes/CSGShape.xml doc/classes/RayCast2D.xml
#: doc/classes/SoftBody.xml
msgid "Returns an individual bit on the collision mask."
-msgstr ""
+msgstr "Retourne un seul bit du masque de collision."
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
@@ -20454,13 +20547,12 @@ msgstr ""
#: modules/mono/doc_classes/CSharpScript.xml
#: modules/gdnative/doc_classes/PluginScript.xml
-#, fuzzy
msgid "Returns a new instance of the script."
-msgstr "Retourne une nouvelle instance du scénario."
+msgstr "Retourne une nouvelle instance du script."
#: doc/classes/CubeMap.xml
msgid "A CubeMap is a 6-sided 3D texture."
-msgstr ""
+msgstr "Un CubeMap est une texture à 6 faces en 3D."
#: doc/classes/CubeMap.xml
msgid ""
@@ -20523,37 +20615,32 @@ msgid ""
msgstr ""
#: doc/classes/CubeMap.xml
-#, fuzzy
msgid "Identifier for the left face of the [CubeMap]."
-msgstr "Inverser les faces du maillage."
+msgstr "L'identifiant de la face de gauche du [CubeMap]."
#: doc/classes/CubeMap.xml
-#, fuzzy
msgid "Identifier for the right face of the [CubeMap]."
-msgstr "Inverser les faces du maillage."
+msgstr "L'identifiant de la face de droite du [CubeMap]."
#: doc/classes/CubeMap.xml
msgid "Identifier for the bottom face of the [CubeMap]."
-msgstr ""
+msgstr "L'identifiant de la face du bas du [CubeMap]."
#: doc/classes/CubeMap.xml
-#, fuzzy
msgid "Identifier for the top face of the [CubeMap]."
-msgstr "Inverser les faces du maillage."
+msgstr "L'identifiant de la face du haut du [CubeMap]."
#: doc/classes/CubeMap.xml
-#, fuzzy
msgid "Identifier for the front face of the [CubeMap]."
-msgstr "Inverser les faces du maillage."
+msgstr "L'identifiant de la face de devant du [CubeMap]."
#: doc/classes/CubeMap.xml
-#, fuzzy
msgid "Identifier for the back face of the [CubeMap]."
-msgstr "Inverser les faces du maillage."
+msgstr "L'identifiant de la face de derrière du [CubeMap]."
#: doc/classes/CubeMap.xml
msgid "Generate mipmaps, to enable smooth zooming out of the texture."
-msgstr ""
+msgstr "Génère des mipmaps, pour lisser le zoom arrière de la texture."
#: doc/classes/CubeMap.xml
msgid "Repeat (instead of clamp to edge)."
@@ -20816,15 +20903,15 @@ msgstr ""
#: doc/classes/Curve.xml
msgid "The number of points to include in the baked (i.e. cached) curve data."
-msgstr ""
+msgstr "Le nombre de points à inclure dans les données de cache de la courbe."
#: doc/classes/Curve.xml
msgid "The maximum value the curve can reach."
-msgstr ""
+msgstr "La valeur maximale que la courbe peut atteindre."
#: doc/classes/Curve.xml
msgid "The minimum value the curve can reach."
-msgstr ""
+msgstr "La valeur minimale que la courbe peut atteindre."
#: doc/classes/Curve.xml
msgid "Emitted when [member max_value] or [member min_value] is changed."
@@ -20846,7 +20933,7 @@ msgstr ""
#: doc/classes/Curve2D.xml
msgid "Describes a Bézier curve in 2D space."
-msgstr ""
+msgstr "Décrit une courbe de Bézier dans l'espace 2D."
#: doc/classes/Curve2D.xml
msgid ""
@@ -20875,9 +20962,8 @@ msgid ""
msgstr ""
#: doc/classes/Curve2D.xml
-#, fuzzy
msgid "Returns the cache of points as a [PoolVector2Array]."
-msgstr "Retourne le cache de points sous forme de [PackedVector3Array]."
+msgstr "Retourne le cache de points sous forme de [PoolVector2Array]."
#: doc/classes/Curve2D.xml
msgid ""
@@ -21023,14 +21109,12 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
-msgstr "Retourne le cache de points sous forme de [PackedVector3Array]."
+msgstr "Retourne le cache de points sous forme de [PoolVector3Array]."
#: doc/classes/Curve3D.xml
-#, fuzzy
msgid "Returns the cache of tilts as a [PoolRealArray]."
-msgstr "Retourne le cache d’inclinaisons en tant que [PackedFloat32Array]."
+msgstr "Retourne le cache d’inclinaisons en tant que [PoolRealArray]."
#: doc/classes/Curve3D.xml
msgid ""
@@ -21251,7 +21335,7 @@ msgstr ""
#: doc/classes/Dictionary.xml
msgid "Dictionary type."
-msgstr "Type de dictionnaire."
+msgstr "Le type dictionnaire."
#: doc/classes/Dictionary.xml
msgid ""
@@ -21362,11 +21446,11 @@ msgstr ""
#: doc/classes/Dictionary.xml
msgid "GDScript basics: Dictionary"
-msgstr ""
+msgstr "Les bases de GDScript : Les dictionnaires"
#: doc/classes/Dictionary.xml
msgid "Clear the dictionary, removing all key/value pairs."
-msgstr ""
+msgstr "Efface le dictionnaire, retirant toutes les clés et valeurs."
#: doc/classes/Dictionary.xml
msgid ""
@@ -21374,10 +21458,15 @@ msgid ""
"parameter causes inner dictionaries and arrays to be copied recursively, but "
"does not apply to objects."
msgstr ""
+"Créé une copié du dictionnaire et la retourne. Le paramètre [code]deep[/"
+"code] permet de faire une copie en profondeur (de manière récursives) des "
+"valeurs si ce sont des dictionnaires ou des tableaux, où leurs éléments et "
+"sous-éléments sont aussi copiés si ce sont des dictionnaires ou des "
+"tableaux, mais ne s'applique pas au objets."
#: doc/classes/Dictionary.xml
msgid "Returns [code]true[/code] if the dictionary is empty."
-msgstr ""
+msgstr "Retourne [code]true[/code] si le dictionnaire est vide."
#: doc/classes/Dictionary.xml
msgid ""
@@ -21410,13 +21499,12 @@ msgid ""
msgstr ""
#: doc/classes/Dictionary.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the dictionary has all the keys in the given "
"array."
msgstr ""
-"Retourne [code]true[/code] (vrai) si la chaîne de caractères finit par la "
-"chaîne de caractères donnée."
+"Retourne [code]true[/code] si le dictionnaire contient toutes les clés "
+"contenues dans le tableau donné."
#: doc/classes/Dictionary.xml
msgid ""
@@ -21442,9 +21530,8 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr "Retourne la liste des clés dans le [Dictionary]."
#: doc/classes/Dictionary.xml
-#, fuzzy
msgid "Returns the number of keys in the dictionary."
-msgstr "Renvoie le nombre de textures dans l’atlas BitmapFont."
+msgstr "Retourne le nombre de clés dans le dictionnaire."
#: doc/classes/Dictionary.xml
msgid "Returns the list of values in the [Dictionary]."
@@ -21640,6 +21727,8 @@ msgid ""
"Returns the absolute path to the currently opened directory (e.g. "
"[code]res://folder[/code] or [code]C:\\tmp\\folder[/code])."
msgstr ""
+"Retourne le chemin absolu vers le dossier actuellement ouvert (ex.: "
+"[code]res://folder[/code] ou [code]C:\\tmp\\folder[/code])."
#: doc/classes/Directory.xml
msgid ""
@@ -21748,7 +21837,7 @@ msgstr ""
#: doc/classes/DTLSServer.xml
msgid "Helper class to implement a DTLS server."
-msgstr ""
+msgstr "Une classe d'aide pour implémenter un serveur DTLS."
#: doc/classes/DTLSServer.xml
msgid ""
@@ -21836,6 +21925,7 @@ msgstr ""
#: doc/classes/DynamicFont.xml
msgid "DynamicFont renders vector font files at runtime."
msgstr ""
+"Les DynamicFont font un rendu de fichier de police vectorielles au lancement."
#: doc/classes/DynamicFont.xml
msgid ""
@@ -21878,7 +21968,7 @@ msgstr ""
#: doc/classes/DynamicFont.xml
msgid "Returns the fallback font at index [code]idx[/code]."
-msgstr ""
+msgstr "Retourne la police de repli à la position [code]idx[/code]."
#: doc/classes/DynamicFont.xml
msgid "Returns the number of fallback fonts."
@@ -21891,11 +21981,11 @@ msgstr ""
#: doc/classes/DynamicFont.xml
msgid "Removes the fallback font at index [code]idx[/code]."
-msgstr ""
+msgstr "Retire la police de repli à la position [code]idx[/code]."
#: doc/classes/DynamicFont.xml
msgid "Sets the fallback font at index [code]idx[/code]."
-msgstr ""
+msgstr "Définit la police de repli pour la position [code]idx[/code]."
#: doc/classes/DynamicFont.xml
msgid ""
@@ -21905,7 +21995,7 @@ msgstr ""
#: doc/classes/DynamicFont.xml
msgid "Extra spacing at the bottom in pixels."
-msgstr ""
+msgstr "L'espacement supplémentaire en bas en pixels."
#: doc/classes/DynamicFont.xml
msgid ""
@@ -21923,7 +22013,7 @@ msgstr ""
#: doc/classes/DynamicFont.xml
msgid "Extra spacing at the top in pixels."
-msgstr ""
+msgstr "L'espacement supplémentaire en haut en pixels."
#: doc/classes/DynamicFont.xml
msgid "The font data."
@@ -21981,6 +22071,7 @@ msgstr "L'espacement pour le caractère d'espace."
#: doc/classes/DynamicFontData.xml
msgid "Used with [DynamicFont] to describe the location of a font file."
msgstr ""
+"Utiliser par [DynamicFont] pour spécifier l'emplacement du fichier de police."
#: doc/classes/DynamicFontData.xml
msgid ""
@@ -21993,10 +22084,13 @@ msgid ""
"If [code]true[/code], the font is rendered with anti-aliasing. This property "
"applies both to the main font and its outline (if it has one)."
msgstr ""
+"Si [code]true[/code], la police est rendue avec l'anticrénelage. Cette "
+"propriété s'applique à la fois à la police en elle-même et à son contour (si "
+"elle en a un)."
#: doc/classes/DynamicFontData.xml
msgid "The path to the vector font file."
-msgstr ""
+msgstr "Le chemin vers le fichier de police vectorielle."
#: doc/classes/DynamicFontData.xml
msgid "The font hinting mode used by FreeType. See [enum Hinting] for options."
@@ -22024,7 +22118,7 @@ msgstr ""
#: doc/classes/EditorExportPlugin.xml
msgid "A script that is executed when exporting the project."
-msgstr ""
+msgstr "Un script qui est exécuté à l'export du projet."
#: doc/classes/EditorExportPlugin.xml
msgid ""
@@ -22279,7 +22373,7 @@ msgstr ""
#: doc/classes/EditorFeatureProfile.xml doc/classes/SpatialMaterial.xml
msgid "Represents the size of the [enum Feature] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum Feature]."
#: doc/classes/EditorFileDialog.xml
msgid "A modified version of [FileDialog] used by the editor."
@@ -22375,6 +22469,8 @@ msgid ""
"The [EditorFileDialog] can select multiple files. Accepting the window will "
"open all files."
msgstr ""
+"Le [EditorFileDialog] permet de sélectionner plusieurs fichiers. Valider le "
+"dialogue ouvrira toutes ces fichiers."
#: doc/classes/EditorFileDialog.xml
msgid ""
@@ -22653,7 +22749,7 @@ msgstr ""
#: doc/classes/EditorImportPlugin.xml
msgid "Gets the unique name of the importer."
-msgstr ""
+msgstr "Retourne le nom unique de l'importateur."
#: doc/classes/EditorImportPlugin.xml
msgid ""
@@ -22701,6 +22797,8 @@ msgid ""
"Gets the Godot resource type associated with this loader. e.g. "
"[code]\"Mesh\"[/code] or [code]\"Animation\"[/code]."
msgstr ""
+"Récupérer le type de ressource de Godot associé avec ce chargeur, ex.: "
+"[code]\"Mesh\"[/code] ou [code]\"Animation\"[/code]."
#: doc/classes/EditorImportPlugin.xml
msgid ""
@@ -22725,18 +22823,36 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+#, fuzzy
+msgid "A control used to edit properties of an object."
msgstr ""
+"Contrôle personnalisé pour modifier les propriétés à ajouter à l’inspecteur."
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -22811,7 +22927,7 @@ msgstr ""
#: doc/classes/EditorInspectorPlugin.xml
msgid "Inspector plugins"
-msgstr ""
+msgstr "Les greffons de l'inspecteur"
#: doc/classes/EditorInspectorPlugin.xml
msgid "Adds a custom control, which is not necessarily a property editor."
@@ -22831,19 +22947,19 @@ msgstr ""
#: doc/classes/EditorInspectorPlugin.xml
msgid "Returns [code]true[/code] if this object can be handled by this plugin."
-msgstr ""
+msgstr "Retourne [code]true[/code] si cet objet peut être géré par ce greffon."
#: doc/classes/EditorInspectorPlugin.xml
msgid "Called to allow adding controls at the beginning of the list."
-msgstr ""
+msgstr "Appelé pour autoriser l'ajout de contrôle au début de la liste."
#: doc/classes/EditorInspectorPlugin.xml
msgid "Called to allow adding controls at the beginning of the category."
-msgstr ""
+msgstr "Appelé pour autoriser l'ajout de contrôle au début de la catégorie."
#: doc/classes/EditorInspectorPlugin.xml
msgid "Called to allow adding controls at the end of the list."
-msgstr ""
+msgstr "Appelé pour autoriser l'ajout de contrôle en fin de liste."
#: doc/classes/EditorInspectorPlugin.xml
msgid ""
@@ -23009,7 +23125,7 @@ msgstr ""
#: doc/classes/EditorInterface.xml
msgid "Opens the scene at the given path."
-msgstr ""
+msgstr "Ouvre la scène à l'emplacement spécifié."
#: doc/classes/EditorInterface.xml
msgid "Plays the currently active scene."
@@ -23017,7 +23133,7 @@ msgstr "Joue la scène actuellement active."
#: doc/classes/EditorInterface.xml
msgid "Plays the scene specified by its filepath."
-msgstr ""
+msgstr "Joue la scène spécifiée par son chemin de fichier."
#: doc/classes/EditorInterface.xml
msgid "Plays the main scene."
@@ -23025,13 +23141,15 @@ msgstr "Joue la scène principale."
#: doc/classes/EditorInterface.xml
msgid "Reloads the scene at the given path."
-msgstr ""
+msgstr "Recharge la scène à l'emplacement spécifié."
#: doc/classes/EditorInterface.xml
msgid ""
"Saves the scene. Returns either [code]OK[/code] or [code]ERR_CANT_CREATE[/"
"code] (see [@GlobalScope] constants)."
msgstr ""
+"Enregistre la scène. Retourne soit [code]OK[/code] ou [code]ERR_CANT_CREATE[/"
+"code] (voir les constantes [@GlobalScope])."
#: doc/classes/EditorInterface.xml
msgid "Saves the scene as a file at [code]path[/code]."
@@ -23042,6 +23160,8 @@ msgid ""
"Selects the file, with the path provided by [code]file[/code], in the "
"FileSystem dock."
msgstr ""
+"Sélectionne le fichier, avec le chemin spécifié dans [code]file[/code], dans "
+"la barre d'outils « FileSystem »."
#: doc/classes/EditorInterface.xml
msgid ""
@@ -23675,6 +23795,8 @@ msgstr ""
msgid ""
"Do not emit this manually, use the [method emit_changed] method instead."
msgstr ""
+"Ne l'émettez pas manuellement, utilisez plutôt la méthode [method "
+"emit_changed]."
#: doc/classes/EditorProperty.xml
msgid "Emitted when a property was checked. Used internally."
@@ -23894,6 +24016,8 @@ msgid ""
"Returns [code]true[/code] if your generator supports the resource of type "
"[code]type[/code]."
msgstr ""
+"Retourne [code]true[/code] si votre générateur supporte les ressources du "
+"type [code]type[/code]."
#: doc/classes/EditorSceneImporter.xml
msgid "Imports scenes from third-parties' 3D files."
@@ -23939,6 +24063,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr "Post-traite les scènes après l'importation."
@@ -23979,6 +24111,8 @@ msgstr ""
#: doc/classes/EditorScenePostImport.xml
msgid "Returns the resource folder the imported scene file is located in."
msgstr ""
+"Retourne le dossier de ressources où le fichier de la scène importée est "
+"placé."
#: doc/classes/EditorScenePostImport.xml
msgid ""
@@ -23988,7 +24122,7 @@ msgstr ""
#: doc/classes/EditorScript.xml
msgid "Base script that can be used to add extension functions to the editor."
-msgstr ""
+msgstr "Script de base qui permet d'étendre les fonctionnalités de l'éditeur."
#: doc/classes/EditorScript.xml
msgid ""
@@ -24014,6 +24148,8 @@ msgstr ""
#: doc/classes/EditorScript.xml
msgid "This method is executed by the Editor when [b]File > Run[/b] is used."
msgstr ""
+"Cette méthode est exécutée par l'éditeur quand [b]Ficher > Exécuter[/b] est "
+"utilisé."
#: doc/classes/EditorScript.xml
msgid ""
@@ -24209,7 +24345,7 @@ msgstr ""
#: doc/classes/EditorSettings.xml
msgid "Sets the list of favorite files and directories for this project."
-msgstr ""
+msgstr "Définit la liste des fichiers et dossiers favoris pour ce projet."
#: doc/classes/EditorSettings.xml
msgid ""
@@ -24244,7 +24380,7 @@ msgstr ""
#: doc/classes/EditorSettings.xml
msgid "Emitted after any editor setting has changed."
-msgstr ""
+msgstr "Émis après qu'une préférence de l'éditeur a changé."
#: doc/classes/EditorSettings.xml
msgid ""
@@ -24623,9 +24759,8 @@ msgid ""
msgstr "Retourne une représentation [String] de l'évènement."
#: doc/classes/EditorVCSInterface.xml
-#, fuzzy
msgid "Returns the name of the underlying VCS provider."
-msgstr "Retourne le nom du nœud à [code]idx[/code]."
+msgstr "Retourne le nom du fournisseur VCS utilisé."
#: doc/classes/EditorVCSInterface.xml
msgid ""
@@ -24637,6 +24772,8 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid "Pulls changes from the remote. This can give rise to merge conflicts."
msgstr ""
+"Tire les modifications depuis le dépôt distant. Cela peut provoquer des "
+"conflits de fusion."
#: doc/classes/EditorVCSInterface.xml
msgid ""
@@ -24651,9 +24788,8 @@ msgid "Remove a branch from the local VCS."
msgstr "Supprime un nœud de la sélection."
#: doc/classes/EditorVCSInterface.xml
-#, fuzzy
msgid "Remove a remote from the local VCS."
-msgstr "Supprime un nœud de la sélection."
+msgstr "Supprimer un dépôt distant du VCS local."
#: doc/classes/EditorVCSInterface.xml
msgid ""
@@ -24737,9 +24873,8 @@ msgid ""
msgstr ""
#: doc/classes/EditorVCSInterface.xml
-#, fuzzy
msgid "Pops up an error message in the edior."
-msgstr "Utilisé pour rassembler des propriétés ensemble dans l'éditeur."
+msgstr "Affiche un message d'erreur dans l'éditeur."
#: doc/classes/EditorVCSInterface.xml
msgid "A new file has been added."
@@ -24747,19 +24882,19 @@ msgstr "Un nouveau fichier a été ajouté."
#: doc/classes/EditorVCSInterface.xml
msgid "An earlier added file has been modified."
-msgstr ""
+msgstr "Un fichier précédemment ajouté a été modifié."
#: doc/classes/EditorVCSInterface.xml
msgid "An earlier added file has been renamed."
-msgstr ""
+msgstr "Un fichier précédemment ajouté a été renommé."
#: doc/classes/EditorVCSInterface.xml
msgid "An earlier added file has been deleted."
-msgstr ""
+msgstr "Un fichier précédemment ajouté a été supprimé."
#: doc/classes/EditorVCSInterface.xml
msgid "An earlier added file has been typechanged."
-msgstr ""
+msgstr "Un fichier précédemment ajouté a changé de type."
#: doc/classes/EditorVCSInterface.xml
msgid "A file is left unmerged."
@@ -25065,7 +25200,7 @@ msgstr ""
#: doc/classes/Environment.xml doc/classes/WorldEnvironment.xml
#, fuzzy
msgid "Environment and post-processing"
-msgstr "$DOCS_URL/tutorials/3d/environment_and_post_processing.html"
+msgstr "Les environnements et les effets post-rendu"
#: doc/classes/Environment.xml
msgid "Light transport in game engines"
@@ -25081,6 +25216,8 @@ msgid ""
"Returns [code]true[/code] if the glow level [code]idx[/code] is specified, "
"[code]false[/code] otherwise."
msgstr ""
+"Retourne [code]true[/code] si le niveau de lueur à l'index [code]idx[/code] "
+"est définit, ou [code]false[/code] sinon."
#: doc/classes/Environment.xml
msgid ""
@@ -25174,7 +25311,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid "The ID of the camera feed to show in the background."
-msgstr ""
+msgstr "L'identifiant du flux de la caméra à afficher en arrière-plan."
#: doc/classes/Environment.xml
msgid ""
@@ -25202,11 +25339,11 @@ msgstr "La ressource du [Sky] définit pour l’arrière-plan."
#: doc/classes/Environment.xml
msgid "The [Sky] resource's custom field of view."
-msgstr ""
+msgstr "Le champ de vision personnalisé de cette ressource [Sky]."
#: doc/classes/Environment.xml
msgid "The [Sky] resource's rotation expressed as a [Basis]."
-msgstr ""
+msgstr "La rotation du [Sky] exprimée par un [Basis]."
#: doc/classes/Environment.xml
#, fuzzy
@@ -25256,9 +25393,8 @@ msgstr ""
"La distance de la caméra à laquelle l'effet de flou proche affecte le rendu."
#: doc/classes/Environment.xml
-#, fuzzy
msgid "If [code]true[/code], enables the depth-of-field near blur effect."
-msgstr "Si [code]true[/code], active le drapeau spécifié."
+msgstr "Si [code]true[/code], active l'effet de flou de champ proche."
#: doc/classes/Environment.xml
msgid ""
@@ -25609,6 +25745,8 @@ msgid ""
"Clears the background using the clear color defined in [member "
"ProjectSettings.rendering/environment/default_clear_color]."
msgstr ""
+"Efface l'arrière-plan en utilisant la couleur d'effacement définie par "
+"[member ProjectSettings.rendering/environment/default_clear_color]."
#: doc/classes/Environment.xml
msgid "Clears the background using a custom clear color."
@@ -25616,7 +25754,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid "Displays a user-defined sky in the background."
-msgstr ""
+msgstr "Affiche un ciel personnalisé en arrière-plan."
#: doc/classes/Environment.xml
msgid ""
@@ -25632,11 +25770,11 @@ msgstr "Affiche un [CanvasLayer] en arrière-plan."
#: doc/classes/Environment.xml
msgid "Displays a camera feed in the background."
-msgstr ""
+msgstr "Afficher le flux de la caméra en arrière-plan."
#: doc/classes/Environment.xml
msgid "Represents the size of the [enum BGMode] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum BGMode]."
#: doc/classes/Environment.xml
msgid ""
@@ -25784,7 +25922,7 @@ msgstr ""
#: doc/classes/Expression.xml
msgid "Returns [code]true[/code] if [method execute] has failed."
-msgstr ""
+msgstr "Retourne [code]true[/code] si [method execute] a échoué."
#: doc/classes/Expression.xml
msgid ""
@@ -25807,9 +25945,8 @@ msgid ""
msgstr ""
#: doc/classes/ExternalTexture.xml
-#, fuzzy
msgid "Returns the external texture name."
-msgstr "Retourne la texture de la tuile."
+msgstr "Retourne le nom de la texture externe."
#: doc/classes/ExternalTexture.xml
msgid "External texture size."
@@ -25856,7 +25993,7 @@ msgstr ""
#: doc/classes/File.xml
msgid "File system"
-msgstr ""
+msgstr "Le système de fichiers"
#: doc/classes/File.xml
msgid ""
@@ -25972,7 +26109,7 @@ msgstr ""
#: doc/classes/File.xml
msgid "Returns the size of the file in bytes."
-msgstr ""
+msgstr "Retourne la taille du fichier en octets."
#: doc/classes/File.xml
msgid ""
@@ -26003,6 +26140,7 @@ msgstr ""
#: doc/classes/File.xml
msgid "Returns the path as a [String] for the current open file."
msgstr ""
+"Retourne le chemin en tant que [String] du fichier actuellement ouvert."
#: doc/classes/File.xml
msgid "Returns the absolute path as a [String] for the current open file."
@@ -26038,6 +26176,7 @@ msgstr ""
#: doc/classes/File.xml
msgid "Opens the file for writing or reading, depending on the flags."
msgstr ""
+"Ouvre un fichier pour écriture ou lecture, suivant le drapeau spécifié."
#: doc/classes/File.xml
msgid ""
@@ -26300,7 +26439,7 @@ msgstr ""
#: doc/classes/FileDialog.xml
msgid "Clear currently selected items in the dialog."
-msgstr ""
+msgstr "Efface l'élément actuellement sélectionné dans le dialogue."
#: doc/classes/FileDialog.xml
msgid ""
@@ -26334,11 +26473,11 @@ msgstr ""
#: doc/classes/FileDialog.xml
msgid "The current working directory of the file dialog."
-msgstr ""
+msgstr "L'actuel dossier dans le dialogue de choix de fichier."
#: doc/classes/FileDialog.xml
msgid "The currently selected file of the file dialog."
-msgstr ""
+msgstr "L'actuel fichier sélectionné dans le dialogue de choix de fichier."
#: doc/classes/FileDialog.xml
msgid "The currently selected file path of the file dialog."
@@ -26368,11 +26507,11 @@ msgstr ""
#: doc/classes/FileDialog.xml
msgid "If [code]true[/code], the dialog will show hidden files."
-msgstr ""
+msgstr "Si [code]true[/code], le dialogue affichera les fichiers masqués."
#: doc/classes/FileDialog.xml
msgid "Emitted when the user selects a directory."
-msgstr ""
+msgstr "Émis quand l'utilisateur sélectionne un dossier."
#: doc/classes/FileDialog.xml
msgid ""
@@ -26382,7 +26521,7 @@ msgstr ""
#: doc/classes/FileDialog.xml
msgid "Emitted when the user selects multiple files."
-msgstr ""
+msgstr "Émis quand l'utilisateur sélectionne plusieurs fichiers."
#: doc/classes/FileDialog.xml
msgid "The dialog allows selecting one, and only one file."
@@ -26397,14 +26536,15 @@ msgid ""
"The dialog only allows selecting a directory, disallowing the selection of "
"any file."
msgstr ""
+"Le dialogue ne permet de sélectionner que des dossiers, et aucun fichier."
#: doc/classes/FileDialog.xml
msgid "The dialog allows selecting one file or directory."
-msgstr ""
+msgstr "Le dialogue permet de sélectionner un fichier ou dossier."
#: doc/classes/FileDialog.xml
msgid "The dialog will warn when a file exists."
-msgstr ""
+msgstr "Le dialogue avertira si un fichier existe déjà."
#: doc/classes/FileDialog.xml
msgid ""
@@ -26434,7 +26574,7 @@ msgstr ""
#: doc/classes/FileDialog.xml
msgid "The color modulation applied to the folder icon."
-msgstr ""
+msgstr "La couleur de modulation appliquée à l'icône de dossier."
#: doc/classes/FileDialog.xml
msgid "Custom icon for files."
@@ -26446,7 +26586,7 @@ msgstr "Icône personnalisée pour les dossiers."
#: doc/classes/FileDialog.xml
msgid "Custom icon for the parent folder arrow."
-msgstr ""
+msgstr "L'icône personnalisée pour la flèche du dossier parent."
#: doc/classes/FileDialog.xml
msgid "Custom icon for the reload button."
@@ -26454,7 +26594,7 @@ msgstr "Icône personnalisée pour le bouton de rechargement."
#: doc/classes/FileDialog.xml
msgid "Custom icon for the toggle hidden button."
-msgstr ""
+msgstr "L'icône personnalisé pour le bouton d'affichage."
#: doc/classes/float.xml
msgid "Float built-in type."
@@ -26491,12 +26631,15 @@ msgid ""
"Cast a [bool] value to a floating-point value, [code]float(true)[/code] will "
"be equal to 1.0 and [code]float(false)[/code] will be equal to 0.0."
msgstr ""
+"Transforme un [bool] en flottant, donc [code]float(true)[/code] sera égal à "
+"1.0 et [code]float(false)[/code] à 0.0."
#: doc/classes/float.xml
msgid ""
"Cast an [int] value to a floating-point value, [code]float(1)[/code] will be "
"equal to 1.0."
msgstr ""
+"Transforme un [int] en flottant, [code]float(1)[/code] sera égal à 1.0."
#: doc/classes/float.xml
msgid ""
@@ -26526,7 +26669,7 @@ msgstr ""
#: doc/classes/FlowContainer.xml
#, fuzzy
msgid "Returns the current line count."
-msgstr "Retourne la position de défilement actuelle."
+msgstr "Retourne le numéro de la ligne actuelle."
#: doc/classes/Font.xml
msgid "Internationalized font and text drawing support."
@@ -26603,7 +26746,7 @@ msgstr ""
#: doc/classes/Font.xml
msgid "Returns [code]true[/code] if the font has an outline."
-msgstr ""
+msgstr "Retourne [code]true[/code] si la police a une bordure."
#: doc/classes/Font.xml
msgid ""
@@ -26613,7 +26756,7 @@ msgstr ""
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
-msgstr ""
+msgstr "Référence une fonction située dans un objet."
#: doc/classes/FuncRef.xml
msgid ""
@@ -26725,7 +26868,7 @@ msgstr ""
#: modules/gdscript/doc_classes/GDScript.xml
msgid "A script implemented in the GDScript programming language."
-msgstr ""
+msgstr "Un script implémenté dans le langage de programmation GDScript."
#: modules/gdscript/doc_classes/GDScript.xml
msgid ""
@@ -26738,7 +26881,7 @@ msgstr ""
#: modules/gdscript/doc_classes/GDScript.xml
msgid "Returns byte code for the script source code."
-msgstr ""
+msgstr "Retourne code en octets du code source du script."
#: modules/gdscript/doc_classes/GDScript.xml
msgid ""
@@ -27131,7 +27274,7 @@ msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "The velocity the linear motor will try to reach."
-msgstr ""
+msgstr "Le vitesse linéaire que le moteur essayera d'atteindre."
#: doc/classes/Generic6DOFJoint.xml
msgid ""
@@ -27204,11 +27347,11 @@ msgstr ""
#: doc/classes/Generic6DOFJoint.xml doc/classes/HingeJoint.xml
msgid "Represents the size of the [enum Flag] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum Flag]."
#: doc/classes/Geometry.xml
msgid "Helper node to calculate generic geometry operations."
-msgstr ""
+msgstr "Un nœud d'aide pour faire des opérations géométriques génériques."
#: doc/classes/Geometry.xml
msgid ""
@@ -27378,6 +27521,8 @@ msgid ""
"Returns [code]true[/code] if [code]polygon[/code]'s vertices are ordered in "
"clockwise order, otherwise returns [code]false[/code]."
msgstr ""
+"Retourne [code]true[/code] si les sommets du [code]polygon[/code] sont dans "
+"le sens horaire, et retourne [code]false[/code] pour le sens anti-horaire."
#: doc/classes/Geometry.xml
msgid ""
@@ -27453,6 +27598,8 @@ msgid ""
"Returns if [code]point[/code] is inside the triangle specified by [code]a[/"
"code], [code]b[/code] and [code]c[/code]."
msgstr ""
+"Retourne si [code]point[/code] est à l'intérieur du triangle défini par les "
+"points [code]a[/code], [code]b[/code] et [code]c[/code]."
#: doc/classes/Geometry.xml
msgid ""
@@ -27593,15 +27740,15 @@ msgstr ""
#: doc/classes/Geometry.xml
msgid "Endpoints are squared off with no extension."
-msgstr ""
+msgstr "Les bouts sont carrés sans être allongés."
#: doc/classes/Geometry.xml
msgid "Endpoints are squared off and extended by [code]delta[/code] units."
-msgstr ""
+msgstr "Les bouts seront carrés et allongés de [code]delta[/code] unités."
#: doc/classes/Geometry.xml
msgid "Endpoints are rounded off and extended by [code]delta[/code] units."
-msgstr ""
+msgstr "Les bouts seront arrondis et allongés de [code]delta[/code] unités."
#: doc/classes/GeometryInstance.xml
msgid "Base node for geometry-based visual instances."
@@ -27617,6 +27764,7 @@ msgstr ""
msgid ""
"Returns the [enum GeometryInstance.Flags] that have been set for this object."
msgstr ""
+"Retourne le [enum GeometryInstance.Flags] qui a été définit pour cet objet."
#: doc/classes/GeometryInstance.xml
msgid ""
@@ -27926,6 +28074,50 @@ msgstr ""
#: doc/classes/GIProbe.xml
msgid "Represents the size of the [enum Subdiv] enum."
+msgstr "Représente la taille de l'énumération [enum Subdiv]."
+
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
msgstr ""
#: modules/gltf/doc_classes/GLTFLight.xml
@@ -27977,6 +28169,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -28070,15 +28305,17 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid "Returns the color of the ramp color at index [code]point[/code]."
-msgstr ""
+msgstr "Retourne la couleur du dégradé à la position [code]point[/code]."
#: doc/classes/Gradient.xml
msgid "Returns the offset of the ramp color at index [code]point[/code]."
msgstr ""
+"Définit la position de la couleur du dégradé à la position [code]point[/"
+"code]."
#: doc/classes/Gradient.xml
msgid "Returns the number of colors in the ramp."
-msgstr ""
+msgstr "Retourne le nombre de couleurs du dégradé."
#: doc/classes/Gradient.xml
msgid "Returns the interpolated color specified by [code]offset[/code]."
@@ -28091,11 +28328,13 @@ msgstr "Retourne la position du point à l'index [code]point[/code]."
#: doc/classes/Gradient.xml
msgid "Sets the color of the ramp color at index [code]point[/code]."
-msgstr ""
+msgstr "Définit la couleur du dégradé à la position [code]point[/code]."
#: doc/classes/Gradient.xml
msgid "Sets the offset for the ramp color at index [code]point[/code]."
msgstr ""
+"Définit la position de la couleur du dégradé à la position [code]point[/"
+"code]."
#: doc/classes/Gradient.xml
msgid "Gradient's colors returned as a [PoolColorArray]."
@@ -28154,15 +28393,18 @@ msgstr ""
msgid ""
"The initial offset used to fill the texture specified in UV coordinates."
msgstr ""
+"Le décalage initial utilisé pour remplir la texture spécifiée dans les "
+"coordonnées UV."
#: doc/classes/GradientTexture2D.xml
msgid "The final offset used to fill the texture specified in UV coordinates."
msgstr ""
+"Le décalage final utilisé pour remplir la texture spécifiée dans les "
+"coordonnées UV."
#: doc/classes/GradientTexture2D.xml
-#, fuzzy
msgid "The [Gradient] used to fill the texture."
-msgstr "Texture remplie de gradients."
+msgstr "Le [Gradient] utilisé pour remplir la texture."
#: doc/classes/GradientTexture2D.xml
msgid ""
@@ -28328,6 +28570,7 @@ msgstr ""
#: doc/classes/GraphEdit.xml
msgid "Sets the specified [code]node[/code] as the one selected."
msgstr ""
+"Définit le nœud [code]node[/code] spécifié comme étant celui sélectionné."
#: doc/classes/GraphEdit.xml
msgid "If [code]true[/code], the minimap is visible."
@@ -28411,9 +28654,8 @@ msgid ""
msgstr ""
#: doc/classes/GraphEdit.xml
-#, fuzzy
msgid "Emitted when the user presses [code]Ctrl + C[/code]."
-msgstr "Émis lorsque le curseur change."
+msgstr "Émis quand l'utilisateur presse [code]Ctrl + C[/code]."
#: doc/classes/GraphEdit.xml
msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
@@ -28526,11 +28768,11 @@ msgstr ""
#: doc/classes/GraphNode.xml
msgid "Disables all input and output slots of the GraphNode."
-msgstr ""
+msgstr "Désactive toutes les entrées et sorties du GraphNode."
#: doc/classes/GraphNode.xml
msgid "Disables input and output slot whose index is [code]idx[/code]."
-msgstr ""
+msgstr "Désactive tous les entrées et sorties à l'index [code]idx[/code]."
#: doc/classes/GraphNode.xml
msgid "Returns the [Color] of the input connection [code]idx[/code]."
@@ -28751,11 +28993,11 @@ msgstr ""
#: doc/classes/GraphNode.xml
msgid "The color modulation applied to the close button icon."
-msgstr ""
+msgstr "La couleur de modulation appliquée à l'icône du bouton fermer."
#: doc/classes/GraphNode.xml
msgid "The color modulation applied to the resizer icon."
-msgstr ""
+msgstr "La couleur de modulation appliquée à l'icône de redimensionnement."
#: doc/classes/GraphNode.xml
msgid "Color of the title text."
@@ -28803,13 +29045,15 @@ msgstr ""
#: doc/classes/GraphNode.xml
msgid "The [StyleBox] used when [member comment] is enabled."
-msgstr ""
+msgstr "La [StyleBox] utilisée quand [member comment] est activé."
#: doc/classes/GraphNode.xml
msgid ""
"The [StyleBox] used when [member comment] is enabled and the [GraphNode] is "
"focused."
msgstr ""
+"La [StyleBox] utilisée quand [member comment] est activé et que le "
+"[GraphNode] a le focus."
#: doc/classes/GraphNode.xml
msgid "The default background for [GraphNode]."
@@ -28823,7 +29067,7 @@ msgstr ""
#: doc/classes/GraphNode.xml
msgid "The background used when the [GraphNode] is selected."
-msgstr ""
+msgstr "L'arrière-plan utilisé quand le [GraphNode] est sélectionné."
#: doc/classes/GridContainer.xml
msgid ""
@@ -28885,7 +29129,7 @@ msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid "Using gridmaps"
-msgstr ""
+msgstr "Utiliser les gridmaps"
#: modules/gridmap/doc_classes/GridMap.xml
msgid "Clear all cells."
@@ -29103,7 +29347,7 @@ msgstr ""
#: doc/classes/HashingContext.xml
msgid "Closes the current context, and return the computed hash."
-msgstr ""
+msgstr "Finalise l'actuel contexte, et retourne le hachage calculé."
#: doc/classes/HashingContext.xml
msgid ""
@@ -29114,6 +29358,7 @@ msgstr ""
#: doc/classes/HashingContext.xml
msgid "Updates the computation with the given [code]chunk[/code] of data."
msgstr ""
+"Met à jour le calcul avec la partie de données [code]chunk[/code] renseignée."
#: doc/classes/HashingContext.xml
msgid "Hashing algorithm: MD5."
@@ -29137,7 +29382,7 @@ msgstr "Conteneur de boîte horizontale. Voir [BoxContainer]."
#: doc/classes/HBoxContainer.xml
msgid "The horizontal space between the [HBoxContainer]'s elements."
-msgstr ""
+msgstr "L'espace horizontal entre les éléments du [HBoxContainer]."
#: doc/classes/HeightMapShape.xml
#, fuzzy
@@ -29190,12 +29435,12 @@ msgstr ""
#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
-msgstr ""
+msgstr "Retourne la valeur de l'option donnée."
#: doc/classes/HingeJoint.xml doc/classes/ParticlesMaterial.xml
#: doc/classes/PinJoint.xml
msgid "Returns the value of the specified parameter."
-msgstr ""
+msgstr "Retourne la valeur du paramètre donné."
#: doc/classes/HingeJoint.xml
msgid "If [code]true[/code], enables the specified flag."
@@ -29222,16 +29467,20 @@ msgid ""
"The minimum rotation. Only active if [member angular_limit/enable] is "
"[code]true[/code]."
msgstr ""
+"La rotation minimale. Uniquement actif quand[member angular_limit/enable] "
+"est [code]true[/code]."
#: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml
msgid "The lower this value, the more the rotation gets slowed down."
-msgstr ""
+msgstr "Plus cette valeur sera basse, plus la rotation sera ralentie."
#: doc/classes/HingeJoint.xml
msgid ""
"The maximum rotation. Only active if [member angular_limit/enable] is "
"[code]true[/code]."
msgstr ""
+"La rotation maximale. Uniquement actif quand [member angular_limit/enable] "
+"est [code]true[/code]."
#: doc/classes/HingeJoint.xml
msgid "When activated, a motor turns the hinge."
@@ -29341,7 +29590,7 @@ msgstr ""
#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
msgid "Displayed when the mouse cursor hovers over the decrement button."
-msgstr ""
+msgstr "Affiché quand la souris survole le bouton de réduction."
#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
msgid "Displayed when the decrement button is being pressed."
@@ -29359,8 +29608,7 @@ msgstr ""
#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
msgid "Displayed when the mouse cursor hovers over the increment button."
-msgstr ""
-"S'affiche lorsque le curseur de la souris survole le bouton d'incrémentation."
+msgstr "Affiché quand la souris survole le bouton d'augmentation."
#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
msgid "Displayed when the increment button is being pressed."
@@ -29465,19 +29713,21 @@ msgid ""
"when it isn't under the cursor. If 0 ([code]false[/code]), it's always "
"visible."
msgstr ""
+"Une valeur booléenne. Si 1 ([code]true[/code]), le glisseur sera "
+"automatiquement masqué quand il n'est pas sous le curseur. Si 0 "
+"([code]false[/code]), il sera toujours visible."
#: doc/classes/HSplitContainer.xml doc/classes/VSplitContainer.xml
msgid "The space between sides of the container."
-msgstr ""
+msgstr "L'espace entre les côtés des conteneurs."
#: doc/classes/HSplitContainer.xml doc/classes/VSplitContainer.xml
msgid "The icon used for the grabber drawn in the middle area."
msgstr ""
#: doc/classes/HTTPClient.xml
-#, fuzzy
msgid "Low-level hyper-text transfer protocol client."
-msgstr "Client de protocole de transfert hypertexte."
+msgstr "Client de protocole de transfert hypertexte de bas niveau."
#: doc/classes/HTTPClient.xml
msgid ""
@@ -29517,6 +29767,8 @@ msgstr ""
#: doc/classes/HTTPClient.xml
msgid "Closes the current connection, allowing reuse of this [HTTPClient]."
msgstr ""
+"Ferme l'actuelle connexion, permettant de la réutiliser pour cet "
+"[HTTPClient]."
#: doc/classes/HTTPClient.xml
msgid ""
@@ -29539,9 +29791,8 @@ msgid ""
msgstr ""
#: doc/classes/HTTPClient.xml
-#, fuzzy
msgid "Returns the response's HTTP status code."
-msgstr "Renvoie le code d’état HTTP de la réponse."
+msgstr "Retourne le code d’état de la réponse HTTP."
#: doc/classes/HTTPClient.xml
msgid "Returns the response headers."
@@ -29567,6 +29818,8 @@ msgid ""
"Returns a [enum Status] constant. Need to call [method poll] in order to get "
"status updates."
msgstr ""
+"Retourne la constance de [enum Status]. Vous devez appeler [method poll] "
+"pour mettre à jour ce status."
#: doc/classes/HTTPClient.xml
msgid "If [code]true[/code], this [HTTPClient] has a response available."
@@ -29575,6 +29828,8 @@ msgstr "Si [code]true[/code], ce [HTTPClient] a une réponse disponible."
#: doc/classes/HTTPClient.xml
msgid "If [code]true[/code], this [HTTPClient] has a response that is chunked."
msgstr ""
+"Si [code]true[/code], cet [HTTPClient] reçoit une réponse en différentes "
+"parties."
#: doc/classes/HTTPClient.xml
msgid ""
@@ -29669,13 +29924,15 @@ msgstr ""
#: doc/classes/HTTPClient.xml
msgid "The connection to use for this client."
-msgstr ""
+msgstr "La connexion à utiliser pour ce client."
#: doc/classes/HTTPClient.xml
msgid ""
"The size of the buffer used and maximum bytes to read per iteration. See "
"[method read_response_body_chunk]."
msgstr ""
+"La taille de la mémoire tampon utilisée et le nombre maximal d'octets à lire "
+"à chaque itération. Voir [method read_response_body_chunk]."
#: doc/classes/HTTPClient.xml
msgid ""
@@ -29921,12 +30178,16 @@ msgstr ""
msgid ""
"HTTP status code [code]305 Use Proxy[/code]. [i]Deprecated. Do not use.[/i]"
msgstr ""
+"Code de status HTTP [code]305 Use Proxy[/code]. [i]Obsolète. Ne pas utiliser."
+"[/i]"
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]306 Switch Proxy[/code]. [i]Deprecated. Do not use.[/"
"i]"
msgstr ""
+"Code de status HTTP [code]306 Switch Proxy[/code]. [i]Obsolète. Ne pas "
+"utiliser.[/i]"
#: doc/classes/HTTPClient.xml
msgid ""
@@ -30228,7 +30489,7 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid "A node with the ability to send HTTP(S) requests."
-msgstr ""
+msgstr "Un nœud qui permet d'envoyer des requêtes HTTP(S)."
#: doc/classes/HTTPRequest.xml
msgid ""
@@ -30418,6 +30679,7 @@ msgstr "La demande n'a pas (encore) de réponse."
#: doc/classes/HTTPRequest.xml
msgid "Request exceeded its maximum size limit, see [member body_size_limit]."
msgstr ""
+"La requête a dépassé la taille maximale, voir [member body_size_limit]."
#: doc/classes/HTTPRequest.xml
msgid "Request failed (currently unused)."
@@ -30425,15 +30687,17 @@ msgstr "Échec de la demande (actuellement inutilisé)."
#: doc/classes/HTTPRequest.xml
msgid "HTTPRequest couldn't open the download file."
-msgstr "[HTTPRequest] n'a pu ouvrir le fichier téléchargé."
+msgstr "La HTTPRequest n'a pu ouvrir le fichier téléchargé."
#: doc/classes/HTTPRequest.xml
msgid "HTTPRequest couldn't write to the download file."
-msgstr ""
+msgstr "La HTTPRequest n'a pu écrire dans un fichier de téléchargement."
#: doc/classes/HTTPRequest.xml
msgid "Request reached its maximum redirect limit, see [member max_redirects]."
msgstr ""
+"La requête a atteint le nombre de redirections autorisée, voir [member "
+"max_redirects]."
#: doc/classes/Image.xml
#, fuzzy
@@ -30455,7 +30719,7 @@ msgstr ""
#: doc/classes/Image.xml doc/classes/ImageTexture.xml
msgid "Importing images"
-msgstr ""
+msgstr "Importer des images"
#: doc/classes/Image.xml
msgid ""
@@ -30601,7 +30865,7 @@ msgstr "Retourne une copie des données brutes de l’image."
#: doc/classes/Image.xml
msgid "Returns the image's format. See [enum Format] constants."
-msgstr ""
+msgstr "Retourne le format de l'image. Voir [enum Format] pour les constantes."
#: doc/classes/Image.xml
msgid "Returns the image's height."
@@ -30634,10 +30898,12 @@ msgid ""
"Returns a new image that is a copy of the image's area specified with "
"[code]rect[/code]."
msgstr ""
+"Retourne une nouvelle image qui est le copie de la zone définie par "
+"[code]rect[/code] de l'image."
#: doc/classes/Image.xml
msgid "Returns the image's size (width and height)."
-msgstr ""
+msgstr "Retourne la taille de l'image (la largeur et la hauteur)."
#: doc/classes/Image.xml
msgid ""
@@ -30651,15 +30917,15 @@ msgstr "Retourne la largeur de l'image."
#: doc/classes/Image.xml
msgid "Returns [code]true[/code] if the image has generated mipmaps."
-msgstr ""
+msgstr "Retourne [code]true[/code] si l'image à des mipmaps de générés."
#: doc/classes/Image.xml
msgid "Returns [code]true[/code] if the image is compressed."
-msgstr ""
+msgstr "Retourne [code]true[/code] si l'image est compressée."
#: doc/classes/Image.xml
msgid "Returns [code]true[/code] if the image has no data."
-msgstr ""
+msgstr "Retourne [code]true[/code] si l'image n'a aucun donnée."
#: doc/classes/Image.xml
msgid ""
@@ -30755,6 +31021,7 @@ msgstr ""
#: doc/classes/Image.xml
msgid "Saves the image as a PNG file to [code]path[/code]."
msgstr ""
+"Enregistre l'image dans un fichier PNG à l'emplacement [code]path[/code]."
#: doc/classes/Image.xml
msgid ""
@@ -30786,7 +31053,7 @@ msgstr ""
#: doc/classes/Image.xml
msgid "Shrinks the image by a factor of 2."
-msgstr ""
+msgstr "Réduit la taille de l'image par 2."
#: doc/classes/Image.xml
msgid "Converts the raw data from the sRGB colorspace to a linear scale."
@@ -30805,21 +31072,24 @@ msgstr "Convertit le format de l’image. Voir les constantes [enum Format]."
#: doc/classes/Image.xml
msgid "The maximal width allowed for [Image] resources."
-msgstr ""
+msgstr "La largeur maximale autorisée pour les [Image]."
#: doc/classes/Image.xml
msgid "The maximal height allowed for [Image] resources."
-msgstr ""
+msgstr "La hauteur maximale autorisée pour les [Image]."
#: doc/classes/Image.xml
msgid "Texture format with a single 8-bit depth representing luminance."
msgstr ""
+"Un format de texture 8-bit représentant la luminance (niveaux de gris)."
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format with two values, luminance and alpha each stored with "
"8 bits."
msgstr ""
+"Le format de texture OpenGL où il y a deux composants, la luminance et "
+"l'opacité, chacun de 8 bits."
#: doc/classes/Image.xml
msgid ""
@@ -30834,6 +31104,8 @@ msgid ""
"OpenGL texture format [code]RG[/code] with two components and a bitdepth of "
"8 for each."
msgstr ""
+"Le format de texture OpenGL [code]RG[/code] où il y a deux composants, "
+"chacun de 8 bits."
#: doc/classes/Image.xml
msgid ""
@@ -30856,6 +31128,8 @@ msgid ""
"OpenGL texture format [code]RGBA[/code] with four components, each with a "
"bitdepth of 4."
msgstr ""
+"Le format de texture OpenGL [code]RGBA[/code] où il y a quatre composants, "
+"chacun de 4 bits."
#: doc/classes/Image.xml
msgid ""
@@ -30868,48 +31142,64 @@ msgid ""
"OpenGL texture format [code]GL_R32F[/code] where there's one component, a 32-"
"bit floating-point value."
msgstr ""
+"Le format de texture OpenGL [code]GL_RGBA32F[/code] où il n'y a qu'un seul "
+"composant, un flottant de 32 bits."
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format [code]GL_RG32F[/code] where there are two components, "
"each a 32-bit floating-point values."
msgstr ""
+"Le format de texture OpenGL [code]GL_RG32F[/code] où il y a deux composants, "
+"chacun un flottant de 32 bits."
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format [code]GL_RGB32F[/code] where there are three "
"components, each a 32-bit floating-point values."
msgstr ""
+"Le format de texture OpenGL [code]GL_RGB32F[/code] où il y a trois "
+"composants, chacun un flottant de 32 bits."
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format [code]GL_RGBA32F[/code] where there are four "
"components, each a 32-bit floating-point values."
msgstr ""
+"Le format de texture OpenGL [code]GL_RGBA32F[/code] où il y a quatre "
+"composants, chacun un flottant de 32 bits."
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format [code]GL_R32F[/code] where there's one component, a 16-"
"bit \"half-precision\" floating-point value."
msgstr ""
+"Le format de texture OpenGL [code]GL_R32F[/code] où il n'y a qu'un seul "
+"composant, un flottant de demi-précision de 16 bits."
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format [code]GL_RG32F[/code] where there are two components, "
"each a 16-bit \"half-precision\" floating-point value."
msgstr ""
+"Le format de texture OpenGL [code]GL_RG32F[/code] où il y a deux composants, "
+"chacun un flottant de demi-précision de 16 bits."
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format [code]GL_RGB32F[/code] where there are three "
"components, each a 16-bit \"half-precision\" floating-point value."
msgstr ""
+"Le format de texture OpenGL [code]GL_RGB32F[/code] où il y a trois "
+"composants, chacun un flottant de demi-précision de 16 bits."
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format [code]GL_RGBA32F[/code] where there are four "
"components, each a 16-bit \"half-precision\" floating-point value."
msgstr ""
+"Le format de texture OpenGL [code]GL_RGA32F[/code] où il y a quatre "
+"composants, chacun un flottant de demi-précision de 16 bits."
#: doc/classes/Image.xml
msgid ""
@@ -31001,8 +31291,8 @@ msgid ""
"Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], but with an "
"alpha component."
msgstr ""
-"Même chose que [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], mais "
-"avec une composante alpha."
+"C'est la même chose que [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/"
+"url], mais avec une composante alpha."
#: doc/classes/Image.xml
msgid ""
@@ -31015,6 +31305,8 @@ msgid ""
"Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC4[/url], but with an "
"alpha component."
msgstr ""
+"C'est la même chose que [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC4[/"
+"url], mais avec une composante alpha."
#: doc/classes/Image.xml
msgid ""
@@ -31089,13 +31381,15 @@ msgstr ""
#: doc/classes/Image.xml
msgid "Represents the size of the [enum Format] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum Format]."
#: doc/classes/Image.xml
msgid ""
"Performs nearest-neighbor interpolation. If the image is resized, it will be "
"pixelated."
msgstr ""
+"Fait une interpolation du voisin le plus proche. Si l'image est "
+"redimensionnée, elle sera pixelisée."
#: doc/classes/Image.xml
msgid ""
@@ -31134,11 +31428,11 @@ msgstr ""
#: doc/classes/Image.xml
msgid "Image does not have alpha."
-msgstr "L’image n’a pas d’alpha."
+msgstr "L’image n’a pas d'opacité."
#: doc/classes/Image.xml
msgid "Image stores alpha in a single bit."
-msgstr ""
+msgstr "L'image stocke l'opacité sur un seul bit."
#: doc/classes/Image.xml
msgid "Image uses alpha."
@@ -31146,43 +31440,47 @@ msgstr "L'image utilise l'opacité."
#: doc/classes/Image.xml
msgid "Use S3TC compression."
-msgstr "Utilisez la compression ST3TC."
+msgstr "Utilise la compression ST3TC."
#: doc/classes/Image.xml
msgid "Use PVRTC2 compression."
-msgstr "Utilisez la compression PVRTC2."
+msgstr "Utilise la compression PVRTC2."
#: doc/classes/Image.xml
msgid "Use PVRTC4 compression."
-msgstr "Utilisez la compression PVRTC4."
+msgstr "Utilise la compression PVRTC4."
#: doc/classes/Image.xml
msgid "Use ETC compression."
-msgstr "Utilisez la compression ETC."
+msgstr "Utilise la compression ETC."
#: doc/classes/Image.xml
msgid "Use ETC2 compression."
-msgstr "Utilisez la compression ETC2."
+msgstr "Utilise la compression ETC2."
#: doc/classes/Image.xml
msgid ""
"Source texture (before compression) is a regular texture. Default for all "
"textures."
msgstr ""
+"La texture d'origine (avant la compression) est une texture classique. C'est "
+"le choix par défaut de toutes les textures."
#: doc/classes/Image.xml
msgid "Source texture (before compression) is in sRGB space."
-msgstr ""
+msgstr "La texture d'origine (avant la compression) est dans l'espace sRGB."
#: doc/classes/Image.xml
msgid ""
"Source texture (before compression) is a normal texture (e.g. it can be "
"compressed into two channels)."
msgstr ""
+"La texture d'origine (avant la compression) est une texture pour les "
+"normales (elle peut être compressée en n'utilisant que deux canaux)."
#: doc/classes/Image.xml
msgid "Source texture (before compression) is a [TextureLayered]."
-msgstr ""
+msgstr "La texture d'origine (avant la compression) est une [TextureLayered]."
#: doc/classes/ImageTexture.xml
msgid "A [Texture] based on an [Image]."
@@ -31324,11 +31622,15 @@ msgstr ""
msgid ""
"Simple helper to draw an UV sphere with given latitude, longitude and radius."
msgstr ""
+"Une aide simple pour afficher des sphères UV avec le nombre de latitudes, de "
+"longitudes et le rayon spécifiés."
#: doc/classes/ImmediateGeometry.xml
msgid ""
"Adds a vertex in local coordinate space with the currently set color/uv/etc."
msgstr ""
+"Ajoute une sommet dans les coordonnées locale avec la couleur/uv/etc. déjà "
+"définit."
#: doc/classes/ImmediateGeometry.xml
msgid ""
@@ -31344,7 +31646,7 @@ msgstr "Efface tout ce qui a été dessiné en utilisant le début / la fin."
#: doc/classes/ImmediateGeometry.xml
msgid "Ends a drawing context and displays the results."
-msgstr ""
+msgstr "Termine le contexte de dessin et affiche le résultat."
#: doc/classes/ImmediateGeometry.xml
msgid "The current drawing color."
@@ -31468,6 +31770,7 @@ msgstr ""
#: doc/classes/Input.xml
msgid "Returns the currently assigned cursor shape (see [enum CursorShape])."
msgstr ""
+"Retourne la forme du curseur actuellement assignée (voir [enum CursorShape])."
#: doc/classes/Input.xml
msgid ""
@@ -31497,7 +31800,7 @@ msgstr "Retourne l'état actuel de ce canal, voir [enum ChannelState]."
#: doc/classes/Input.xml
msgid "Returns the index of the provided axis name."
-msgstr ""
+msgstr "Retourne l'index du nom d'axe renseigné."
#: doc/classes/Input.xml
msgid ""
@@ -31507,7 +31810,7 @@ msgstr ""
#: doc/classes/Input.xml
msgid "Returns the index of the provided button name."
-msgstr ""
+msgstr "Retourne l'index du nom de bouton renseigné."
#: doc/classes/Input.xml
msgid ""
@@ -31527,7 +31830,7 @@ msgstr ""
#: doc/classes/Input.xml
msgid "Returns the duration of the current vibration effect in seconds."
-msgstr ""
+msgstr "Retourne la durée de l'effet de vibration actuel en secondes."
#: doc/classes/Input.xml
msgid ""
@@ -31561,6 +31864,7 @@ msgstr ""
#: doc/classes/Input.xml
msgid "Returns the mouse mode. See the constants for more information."
msgstr ""
+"Retourne le mode de la souris. Voir les constantes pour plus d'informations."
#: doc/classes/Input.xml
msgid ""
@@ -31761,6 +32065,7 @@ msgstr ""
#: doc/classes/Input.xml
msgid "Sets the mouse mode. See the constants for more information."
msgstr ""
+"Définit le mode de la souris. Voir les constantes pour plus d'informations."
#: doc/classes/Input.xml
msgid ""
@@ -31811,15 +32116,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
-msgstr ""
+msgstr "Émis quand un contrôleur a été connecté ou déconnecté."
#: doc/classes/Input.xml
msgid "Makes the mouse cursor visible if it is hidden."
-msgstr ""
+msgstr "Rend le curseur visible de la souris s'il caché."
#: doc/classes/Input.xml
msgid "Makes the mouse cursor hidden if it is visible."
-msgstr ""
+msgstr "Masque le curseur de la souris s'il visible."
#: doc/classes/Input.xml
msgid ""
@@ -32054,6 +32359,8 @@ msgid ""
"Returns [code]true[/code] if this input event is an echo event (only for "
"events of type [InputEventKey])."
msgstr ""
+"Retourne [code]true[/code] si cet événement d'entrée est un écho (uniquement "
+"pour les événements de type [InputEventKey])."
#: doc/classes/InputEvent.xml
msgid ""
@@ -32111,7 +32418,7 @@ msgstr "Type d’évènement d’entrée pour les actions."
#: doc/classes/InputEventAction.xml
msgid "The action's name. Actions are accessed via this [String]."
-msgstr ""
+msgstr "Le nom de l'action. Les actions sont accessibles par cette [String]."
#: doc/classes/InputEventAction.xml
msgid ""
@@ -32196,6 +32503,8 @@ msgid ""
"Stores key presses on the keyboard. Supports key presses, key releases and "
"[member echo] events."
msgstr ""
+"Enregistre la touche du clavier appuyée. Supporte les événements de touches "
+"appuyées, relâchées et [membre echo]."
#: doc/classes/InputEventKey.xml
msgid ""
@@ -32419,6 +32728,8 @@ msgid ""
"If [code]true[/code], the mouse button's state is pressed. If [code]false[/"
"code], the mouse button's state is released."
msgstr ""
+"Si [code]true[/code], le bouton de la souris est appuyé. Si [code]false[/"
+"code], le bouton de la souris est relâché."
#: doc/classes/InputEventMouseMotion.xml
msgid "Input event type for mouse motion events."
@@ -32478,6 +32789,8 @@ msgstr ""
#: doc/classes/InputEventScreenDrag.xml
msgid "Contains screen drag information. See [method Node._input]."
msgstr ""
+"Contient les informations de déposé-glissé à l'écran. Voir [method Node."
+"_input]."
#: doc/classes/InputEventScreenDrag.xml
msgid "The drag event index in the case of a multi-drag event."
@@ -32515,6 +32828,8 @@ msgstr ""
msgid ""
"The touch index in the case of a multi-touch event. One index = one finger."
msgstr ""
+"L'index du touché dans le cas d'un événement de multi-touch. Un index = un "
+"doigt (un point de contact)."
#: doc/classes/InputEventScreenTouch.xml
msgid "The touch position."
@@ -32535,35 +32850,33 @@ msgid ""
"Contains keys events information with modifiers support like [code]Shift[/"
"code] or [code]Alt[/code]. See [method Node._input]."
msgstr ""
+"Contient les informations des événements des touches avec les touches "
+"modificatrices comme [code]Shift[/code] (Majuscule) ou [code]Alt[/code] "
+"(Alternative). Voir [method Node._input]."
#: doc/classes/InputEventWithModifiers.xml
-#, fuzzy
msgid "State of the [code]Alt[/code] modifier."
-msgstr "État du modificateur [kbd]Alt[/kbd]."
+msgstr "L'état du modificateur [code]Alt[/code]."
#: doc/classes/InputEventWithModifiers.xml
-#, fuzzy
msgid "State of the [code]Command[/code] modifier."
-msgstr "État du modificateur [kbd]Cmd[/kbd]."
+msgstr "L'état du modificateur [code]Command[/code]."
#: doc/classes/InputEventWithModifiers.xml
-#, fuzzy
msgid "State of the [code]Ctrl[/code] modifier."
-msgstr "État du modificateur [kbd]Ctrl[/kbd]."
+msgstr "L'état du modificateur [code]Ctrl[/code] (Contrôle)."
#: doc/classes/InputEventWithModifiers.xml
-#, fuzzy
msgid "State of the [code]Meta[/code] modifier."
-msgstr "État du modificateur [kbd]Meta[/kbd]."
+msgstr "L'état du modificateur [code]Meta[/code]."
#: doc/classes/InputEventWithModifiers.xml
-#, fuzzy
msgid "State of the [code]Shift[/code] modifier."
-msgstr "État du modificateur [kbd]Shift[/kbd]."
+msgstr "L'état du modificateur [code]Shift[/code] (Majuscule)."
#: doc/classes/InputMap.xml
msgid "Singleton that manages [InputEventAction]."
-msgstr "Singleton qui gère [InputEventAction]."
+msgstr "L'instance unique qui gère les [InputEventAction]."
#: doc/classes/InputMap.xml
msgid ""
@@ -32627,11 +32940,11 @@ msgstr ""
#: doc/classes/InputMap.xml
msgid "Returns an array of [InputEvent]s associated with a given action."
-msgstr ""
+msgstr "Retourne une tableau des [InputEvent] associés à cette action."
#: doc/classes/InputMap.xml
msgid "Returns an array of all actions in the [InputMap]."
-msgstr ""
+msgstr "Retourne la liste de toutes les actions dans le [InputMap]."
#: doc/classes/InputMap.xml
msgid ""
@@ -32900,6 +33213,8 @@ msgstr ""
msgid ""
"Invalid ID constant. Returned if [constant RESOLVER_MAX_QUERIES] is exceeded."
msgstr ""
+"La constante pour un identifiant invalide. Retourné si [constant "
+"RESOLVER_MAX_QUERIES] est dépassé."
#: doc/classes/IP.xml
msgid "Address type: None."
@@ -32971,7 +33286,7 @@ msgstr ""
#: doc/classes/ItemList.xml
msgid "Returns the number of items currently in the list."
-msgstr ""
+msgstr "Retourne le nombre d'éléments actuellement dans la liste."
#: doc/classes/ItemList.xml
msgid ""
@@ -32987,11 +33302,13 @@ msgstr ""
#: doc/classes/ItemList.xml
msgid "Returns the icon associated with the specified index."
-msgstr ""
+msgstr "Retourne l'icône associée avec l'index donné."
#: doc/classes/ItemList.xml
msgid "Returns a [Color] modulating item's icon at the specified index."
msgstr ""
+"Retourne la [Color] de modulation pour l'icône de l'élément à la position "
+"donnée."
#: doc/classes/ItemList.xml
msgid ""
@@ -33004,17 +33321,16 @@ msgid "Returns the metadata value of the specified index."
msgstr "Renvoie la valeur de métadonnées de l’index spécifié."
#: doc/classes/ItemList.xml
-#, fuzzy
msgid "Returns the text associated with the specified index."
-msgstr "Renvoie le texte associé à l’index spécifié."
+msgstr "Retourne le texte associé à l’index spécifié."
#: doc/classes/ItemList.xml
msgid "Returns the tooltip hint associated with the specified index."
-msgstr ""
+msgstr "Retourne l'infobulle d'aide associée à l'index donné."
#: doc/classes/ItemList.xml
msgid "Returns an array with the indexes of the selected items."
-msgstr ""
+msgstr "Retourne un tableau des positions pour les éléments sélectionnés."
#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml
msgid ""
@@ -33044,17 +33360,23 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if the item at the specified index is selectable."
msgstr ""
+"Retourne [code]true[/code] si l'élément à la position donnée est "
+"sélectionnable."
#: doc/classes/ItemList.xml
msgid ""
"Returns [code]true[/code] if the tooltip is enabled for specified item index."
msgstr ""
+"Retourne [code]true[/code] si une infobulle est active pour la position "
+"donnée."
#: doc/classes/ItemList.xml
msgid ""
"Returns [code]true[/code] if the item at the specified index is currently "
"selected."
msgstr ""
+"Retourne [code]true[/code] si l'élément à la position donnée est "
+"actuellement sélectionné."
#: doc/classes/ItemList.xml
msgid "Moves item from index [code]from_idx[/code] to [code]to_idx[/code]."
@@ -33064,6 +33386,7 @@ msgstr ""
#: doc/classes/ItemList.xml
msgid "Removes the item specified by [code]idx[/code] index from the list."
msgstr ""
+"Retire l'élément spécifié par la position [code]idx[/code] de la liste."
#: doc/classes/ItemList.xml
msgid ""
@@ -33078,12 +33401,16 @@ msgid ""
"Sets the background color of the item specified by [code]idx[/code] index to "
"the specified [Color]."
msgstr ""
+"Définit la couleur d'arrière-plan de l'élément à la position [code]idx[/"
+"code] par la [Color] donnée."
#: doc/classes/ItemList.xml
msgid ""
"Sets the foreground color of the item specified by [code]idx[/code] index to "
"the specified [Color]."
msgstr ""
+"Définit la couleur d'avant-plan de l'élément à la position [code]idx[/"
+"code] par la [Color] donnée."
#: doc/classes/ItemList.xml
msgid ""
@@ -33093,15 +33420,16 @@ msgid ""
msgstr ""
#: doc/classes/ItemList.xml
-#, fuzzy
msgid ""
"Sets (or replaces) the icon's [Texture] associated with the specified index."
-msgstr "Définit le texte de l’élément associé à l’index spécifié."
+msgstr ""
+"Définit (on remplace) la [Texture] de l'icône associée à la position donnée."
#: doc/classes/ItemList.xml
msgid ""
"Sets a modulating [Color] of the item associated with the specified index."
msgstr ""
+"Définit la [Color] de modulation de l'élément associé à la position donnée."
#: doc/classes/ItemList.xml
msgid ""
@@ -33136,17 +33464,16 @@ msgstr "Définit l’indice d’info-bulle de l’élément associé à l’inde
#: doc/classes/ItemList.xml
msgid "Sets whether the tooltip hint is enabled for specified item index."
-msgstr ""
-"Définit si l’indice de l’info-bulle est activé pour l’index d’élément "
-"spécifié."
+msgstr "Définit si l’infobulle est active pour la position donnée."
#: doc/classes/ItemList.xml
msgid "Sorts items in the list by their text."
-msgstr ""
+msgstr "Tri les éléments de la liste par leur texte."
#: doc/classes/ItemList.xml
msgid "Ensures the item associated with the specified index is not selected."
msgstr ""
+"Assure que l'élément associé à la position donnée n'est pas sélectionné."
#: doc/classes/ItemList.xml
msgid "Ensures there are no items selected."
@@ -33156,16 +33483,20 @@ msgstr "S'assure qu'aucun élément n'est sélectionné."
msgid ""
"If [code]true[/code], the currently selected item can be selected again."
msgstr ""
+"Si [code]true[/code], l'élément actuellement sélectionné peut être "
+"sélectionné à nouveau."
#: doc/classes/ItemList.xml
msgid "If [code]true[/code], right mouse button click can select items."
-msgstr ""
+msgstr "Si [code]true[/code], un clic-droit peut sélectionner les éléments."
#: doc/classes/ItemList.xml
msgid ""
"If [code]true[/code], the control will automatically resize the height to "
"fit its content."
msgstr ""
+"Si [code]true[/code], le taille du contrôle sera automatiquement ajusté pour "
+"s'adapter à la hauteur de son contenu."
#: doc/classes/ItemList.xml
msgid ""
@@ -33226,6 +33557,8 @@ msgid ""
"Allows single or multiple item selection. See the [enum SelectMode] "
"constants."
msgstr ""
+"Autorise une sélection d'un ou plusieurs éléments. Voir les constantes [enum "
+"SelectMode]."
#: doc/classes/ItemList.xml
msgid ""
@@ -33269,11 +33602,11 @@ msgstr ""
#: doc/classes/ItemList.xml
msgid "Icon is drawn above the text."
-msgstr "L'icône est affiché au-dessus du texte."
+msgstr "L'icône est affichée au-dessus du texte."
#: doc/classes/ItemList.xml
msgid "Icon is drawn to the left of the text."
-msgstr ""
+msgstr "L'icône est affichée à gauche du texte."
#: doc/classes/ItemList.xml
msgid "Only allow selecting a single item."
@@ -33282,6 +33615,7 @@ msgstr "Ne permet de sélectionner qu'un seul élément."
#: doc/classes/ItemList.xml
msgid "Allows selecting multiple items by holding Ctrl or Shift."
msgstr ""
+"Autorise la sélection de plusieurs élément en maintenant Ctrl ou Maj appuyé."
#: doc/classes/ItemList.xml doc/classes/Tree.xml
msgid "Default text [Color] of the item."
@@ -33289,13 +33623,15 @@ msgstr "La [Color] par défaut du texte de l'élément."
#: doc/classes/ItemList.xml doc/classes/Tree.xml
msgid "Text [Color] used when the item is selected."
-msgstr ""
+msgstr "La [Color] du texte utilisée quand l'élément est sélectionné."
#: doc/classes/ItemList.xml
msgid ""
"[Color] of the guideline. The guideline is a line drawn between each row of "
"items."
msgstr ""
+"La [Color] de la ligne de guide. Cette ligne est affichée entre chaque ligne "
+"d'élément."
#: doc/classes/ItemList.xml
msgid "The horizontal spacing between items."
@@ -33307,7 +33643,7 @@ msgstr "L'espacement entre l'icône de l'élément et le texte."
#: doc/classes/ItemList.xml
msgid "The vertical spacing between each line of text."
-msgstr ""
+msgstr "L'espacement vertical entre chaque ligne de texte."
#: doc/classes/ItemList.xml
msgid "The vertical spacing between items."
@@ -33325,27 +33661,34 @@ msgstr ""
#: doc/classes/ItemList.xml
msgid "[StyleBox] used when the [ItemList] is being focused."
-msgstr ""
+msgstr "La [StyleBox] utilisée quand le [ItemList] n'a pas le focus."
#: doc/classes/ItemList.xml
msgid "[StyleBox] used for the cursor, when the [ItemList] is being focused."
msgstr ""
+"La [StyleBox] utilisée pour le curseur, quand le [ItemList] est en focus."
#: doc/classes/ItemList.xml
msgid ""
"[StyleBox] used for the cursor, when the [ItemList] is not being focused."
msgstr ""
+"La [StyleBox] utilisée pour le curseur, quand le [ItemList] n'est pas en "
+"focus."
#: doc/classes/ItemList.xml
msgid ""
"[StyleBox] for the selected items, used when the [ItemList] is not being "
"focused."
msgstr ""
+"La [StyleBox] utilisée pour les éléments sélectionnés, quand le [ItemList] "
+"n'est pas en focus."
#: doc/classes/ItemList.xml
msgid ""
"[StyleBox] for the selected items, used when the [ItemList] is being focused."
msgstr ""
+"La [StyleBox] utilisée pour les éléments sélectionnés, quand le [ItemList] "
+"est en focus."
#: doc/classes/JavaScript.xml
msgid ""
@@ -33484,6 +33827,8 @@ msgid ""
"Singleton that connects the engine with Android plugins to interface with "
"native Android code."
msgstr ""
+"L'instance unique qui connecte le moteur de jeu avec les greffons Android "
+"pour s'interfacer sur du code natif Android."
#: doc/classes/JNISingleton.xml
msgid ""
@@ -33497,7 +33842,7 @@ msgstr ""
#: doc/classes/JNISingleton.xml
msgid "Creating Android plugins"
-msgstr ""
+msgstr "Créer des greffons Android"
#: doc/classes/Joint.xml
msgid "Base class for all 3D joints."
@@ -33794,7 +34139,7 @@ msgstr ""
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid "Kinematic character (2D)"
-msgstr ""
+msgstr "Caractère cinématique (2D)"
#: doc/classes/KinematicBody.xml
#, fuzzy
@@ -33996,18 +34341,24 @@ msgid ""
"Lock the body's X axis movement. Deprecated alias for [member "
"axis_lock_motion_x]."
msgstr ""
+"Verrouille l'axe X de mouvement du corps. C'est un raccourcis obsolète vers "
+"[member axis_lock_motion_x]."
#: doc/classes/KinematicBody.xml
msgid ""
"Lock the body's Y axis movement. Deprecated alias for [member "
"axis_lock_motion_y]."
msgstr ""
+"Verrouille l'axe Y de mouvement du corps. C'est un raccourcis obsolète vers "
+"[member axis_lock_motion_Y]."
#: doc/classes/KinematicBody.xml
msgid ""
"Lock the body's Z axis movement. Deprecated alias for [member "
"axis_lock_motion_z]."
msgstr ""
+"Verrouille l'axe Z de mouvement du corps. C'est un raccourcis obsolète vers "
+"[member axis_lock_motion_z]."
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid ""
@@ -34055,9 +34406,8 @@ msgid ""
msgstr ""
#: doc/classes/KinematicBody2D.xml
-#, fuzzy
msgid "Using KinematicBody2D"
-msgstr "Nœud 2D du corps cinématique."
+msgstr "Utiliser KinematicBody2D"
#: doc/classes/KinematicBody2D.xml
msgid ""
@@ -34161,9 +34511,8 @@ msgid ""
msgstr ""
#: doc/classes/KinematicCollision.xml
-#, fuzzy
msgid "Collision data for [KinematicBody] collisions."
-msgstr "Constante pour les corps cinématiques."
+msgstr "Les données lors des collisions des [KinematicBody]."
#: doc/classes/KinematicCollision.xml
msgid ""
@@ -34190,15 +34539,16 @@ msgstr "Le corps en collision."
msgid ""
"The colliding body's unique instance ID. See [method Object.get_instance_id]."
msgstr ""
+"L'identifiant unique d'instance du corps entrant en collision. Voir [method "
+"Object.get_instance_id]."
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The colliding body's metadata. See [Object]."
msgstr ""
#: doc/classes/KinematicCollision.xml
-#, fuzzy
msgid "The colliding body's [RID] used by the [PhysicsServer]."
-msgstr "La forme du corps en collision."
+msgstr "Le [RID] du corps entrant en collision utilisé par le [PhysicsServer]."
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The colliding body's shape."
@@ -34219,6 +34569,8 @@ msgstr "La forme de collision de l’objet en mouvement."
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The colliding body's shape's normal at the point of collision."
msgstr ""
+"La normale de la forme du corps qui entre en collision à l'endroit de la "
+"collision."
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The point of collision, in global coordinates."
@@ -34230,7 +34582,7 @@ msgstr ""
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The distance the moving object traveled before collision."
-msgstr ""
+msgstr "La distance que l'objet qui se déplace a bougé avant la collision."
#: doc/classes/KinematicCollision2D.xml
msgid "Collision data for [KinematicBody2D] collisions."
@@ -34252,10 +34604,13 @@ msgid ""
"The collision angle according to [code]up_direction[/code], which is "
"[code]Vector2.UP[/code] by default. This value is always positive."
msgstr ""
+"L'angle de collision suivant [code]up_direction[/code], qui est "
+"[code]Vector2.UP[/code] par défaut. Cette valeur est toujours positive."
#: doc/classes/KinematicCollision2D.xml
msgid "The colliding body's [RID] used by the [Physics2DServer]."
msgstr ""
+"Le [RID] du corps qui entre en collision utilisé par [Physics2DServer]."
#: doc/classes/KinematicCollision2D.xml
msgid "The colliding shape's index. See [CollisionObject2D]."
@@ -34285,7 +34640,7 @@ msgstr ""
#: doc/classes/Label.xml
msgid "Returns the amount of lines of text the Label has."
-msgstr ""
+msgstr "Retourne le nombre de lignes de texte qu'a le Label."
#: doc/classes/Label.xml
msgid "Returns the font size in pixels."
@@ -34330,7 +34685,7 @@ msgstr ""
#: doc/classes/Label.xml
msgid "Limits the lines of text the node shows on screen."
-msgstr ""
+msgstr "Limite le nombre de lignes de texte que le nœud affiche à l'écran."
#: doc/classes/Label.xml
msgid ""
@@ -34345,7 +34700,7 @@ msgstr "Le texte à afficher à l'écran."
#: doc/classes/Label.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
-msgstr ""
+msgstr "Si [code]true[/code], tous les textes seront en MAJUSCULE."
#: doc/classes/Label.xml
msgid ""
@@ -34356,6 +34711,8 @@ msgstr ""
#: doc/classes/Label.xml
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
+"Limite le nombre de caractères affichés. Mettez la valeur à -1 pour "
+"désactiver."
#: doc/classes/Label.xml
msgid "Align rows to the left (default)."
@@ -34371,19 +34728,19 @@ msgstr "Aligne les lignes à droite."
#: doc/classes/Label.xml
msgid "Expand row whitespaces to fit the width."
-msgstr ""
+msgstr "Ajoute des espaces à la ligne pour remplir en largeur."
#: doc/classes/Label.xml
msgid "Align the whole text to the top."
-msgstr "Alignez l’ensemble du texte en haut."
+msgstr "Aligne l’ensemble du texte en haut."
#: doc/classes/Label.xml
msgid "Align the whole text to the center."
-msgstr "Alignez l'ensemble du texte au centre."
+msgstr "Aligne l'ensemble du texte au centre."
#: doc/classes/Label.xml
msgid "Align the whole text to the bottom."
-msgstr "Alignez l’ensemble du texte vers le bas."
+msgstr "Aligne l’ensemble du texte vers le bas."
#: doc/classes/Label.xml
msgid "Align the whole text by spreading the rows."
@@ -34400,10 +34757,12 @@ msgstr "La [Color] de l'ombre du texte."
#: doc/classes/Label.xml
msgid "The tint of [Font]'s outline. See [member DynamicFont.outline_color]."
msgstr ""
+"La teinte de la bordure de la [Font]. Voir [member DynamicFont."
+"outline_color]."
#: doc/classes/Label.xml
msgid "Vertical space between lines in multiline [Label]."
-msgstr "Espace vertical entre les lignes en multiligne [Label]."
+msgstr "L'espace vertical entre les lignes en multiligne [Label]."
#: doc/classes/Label.xml
msgid ""
@@ -34432,6 +34791,8 @@ msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
"offsets."
msgstr ""
+"[i]Obsolète[/i]. Une [Texture] capable de stocker plusieurs textures plus "
+"petites avec des positions."
#: doc/classes/LargeTexture.xml
msgid ""
@@ -34446,6 +34807,8 @@ msgid ""
"Adds [code]texture[/code] to this [LargeTexture], starting on offset "
"[code]ofs[/code]."
msgstr ""
+"Ajoute [code]texture[/code] à cette [LargeTexture], démarrant à la position "
+"[code]ofs[/code]."
#: doc/classes/LargeTexture.xml
msgid "Clears the [LargeTexture]."
@@ -34453,11 +34816,11 @@ msgstr "Efface la [LargeTexture]."
#: doc/classes/LargeTexture.xml
msgid "Returns the number of pieces currently in this [LargeTexture]."
-msgstr ""
+msgstr "Retourne le nombre de pièces actuellement dans cette [LargeTexture]."
#: doc/classes/LargeTexture.xml
msgid "Returns the offset of the piece with the index [code]idx[/code]."
-msgstr ""
+msgstr "Retourne le décalage de la pièce à l'index [code]idx[/code]."
#: doc/classes/LargeTexture.xml
#, fuzzy
@@ -34469,6 +34832,8 @@ msgid ""
"Sets the offset of the piece with the index [code]idx[/code] to [code]ofs[/"
"code]."
msgstr ""
+"Définit le décalage de la pièce à l'index [code]idx[/code] avec [code]ofs[/"
+"code]."
#: doc/classes/LargeTexture.xml
#, fuzzy
@@ -34496,17 +34861,15 @@ msgstr ""
#: doc/classes/Light.xml doc/classes/SpotLight.xml
msgid "3D lights and shadows"
-msgstr ""
+msgstr "Les lumières et ombres 3D"
#: doc/classes/Light.xml
-#, fuzzy
msgid "Returns the value of the specified [enum Light.Param] parameter."
-msgstr "Renvoie la valeur de métadonnées de l’index spécifié."
+msgstr "Retourne la valeur du paramètre [enum Light.Param] spécifié."
#: doc/classes/Light.xml
-#, fuzzy
msgid "Sets the value of the specified [enum Light.Param] parameter."
-msgstr "Renvoie la valeur de métadonnées de l’index spécifié."
+msgstr "Définit la valeur du paramètre [enum Light.Param] spécifié."
#: doc/classes/Light.xml
msgid ""
@@ -34526,7 +34889,7 @@ msgstr ""
#: doc/classes/Light.xml
msgid "The light will affect objects in the selected layers."
-msgstr ""
+msgstr "La lumière affectera les objets dans les claques sélectionnés."
#: doc/classes/Light.xml
msgid ""
@@ -34572,7 +34935,7 @@ msgstr ""
#: doc/classes/Light.xml
msgid "The color of shadows cast by this light."
-msgstr ""
+msgstr "La couleur de l'ombre projeté par cette lumière."
#: doc/classes/Light.xml
msgid ""
@@ -34585,7 +34948,7 @@ msgstr ""
#: doc/classes/Light.xml
msgid "If [code]true[/code], the light will cast shadows."
-msgstr ""
+msgstr "Si [code]true[/code], la lumière produira des ombres."
#: doc/classes/Light.xml
msgid ""
@@ -34597,100 +34960,95 @@ msgstr ""
#: doc/classes/Light.xml
msgid "Constant for accessing [member light_energy]."
-msgstr "Constante pour accéder à [member light_energy]."
+msgstr "La constante pour accéder à [member light_energy]."
#: doc/classes/Light.xml
msgid "Constant for accessing [member light_indirect_energy]."
-msgstr "Constante pour accéder à [member light_indirect_energy]."
+msgstr "La constante pour accéder à [member light_indirect_energy]."
#: doc/classes/Light.xml
msgid "Constant for accessing [member light_size]."
-msgstr "Constante pour accéder à [member light_size]."
+msgstr "La constante pour accéder à [member light_size]."
#: doc/classes/Light.xml
msgid "Constant for accessing [member light_specular]."
-msgstr "Constante pour accéder à [member light_specular]."
+msgstr "La constante pour accéder à [member light_specular]."
#: doc/classes/Light.xml
-#, fuzzy
msgid ""
"Constant for accessing [member OmniLight.omni_range] or [member SpotLight."
"spot_range]."
-msgstr "Constante pour accéder à [member light_indirect_energy]."
+msgstr ""
+"La constante pour accéder à [member OmniLight.omni_range] ou [member "
+"SpotLight.spot_range]."
#: doc/classes/Light.xml
-#, fuzzy
msgid ""
"Constant for accessing [member OmniLight.omni_attenuation] or [member "
"SpotLight.spot_attenuation]."
-msgstr "Constante pour accéder à [member light_indirect_energy]."
+msgstr ""
+"La constante pour accéder à [member OmniLight.omni_attenuation] ou [member "
+"SpotLight.spot_attenuation]."
#: doc/classes/Light.xml
-#, fuzzy
msgid "Constant for accessing [member SpotLight.spot_angle]."
-msgstr "Constante pour accéder à [member light_energy]."
+msgstr "La constante pour accéder à [member SpotLight.spot_angle]."
#: doc/classes/Light.xml
-#, fuzzy
msgid "Constant for accessing [member SpotLight.spot_angle_attenuation]."
-msgstr "Constante pour accéder à [member light_energy]."
+msgstr "La constante pour accéder à [member SpotLight.spot_angle_attenuation]."
#: doc/classes/Light.xml
-#, fuzzy
msgid "Constant for accessing [member shadow_contact]."
-msgstr "Constante pour l'accès à [member shadow_normal_bias]."
+msgstr "La constante pour accéder à [member shadow_contact]."
#: doc/classes/Light.xml
-#, fuzzy
msgid ""
"Constant for accessing [member DirectionalLight."
"directional_shadow_max_distance]."
msgstr ""
-"Constante pour accéder à [member DirectionalLight3D."
-"directional_shadow_fade_start]."
+"La constante pour accéder à [member DirectionalLight."
+"directional_shadow_max_distance]."
#: doc/classes/Light.xml
-#, fuzzy
msgid ""
"Constant for accessing [member DirectionalLight.directional_shadow_split_1]."
msgstr ""
-"Constante pour accéder à [member DirectionalLight3D."
-"directional_shadow_fade_start]."
+"La constante pour accéder à [member DirectionalLight."
+"directional_shadow_split_1]."
#: doc/classes/Light.xml
-#, fuzzy
msgid ""
"Constant for accessing [member DirectionalLight.directional_shadow_split_2]."
msgstr ""
-"Constante pour accéder à [member DirectionalLight3D."
-"directional_shadow_fade_start]."
+"La constante pour accéder à [member DirectionalLight."
+"directional_shadow_split_2]."
#: doc/classes/Light.xml
-#, fuzzy
msgid ""
"Constant for accessing [member DirectionalLight.directional_shadow_split_3]."
msgstr ""
-"Constante pour accéder à [member DirectionalLight3D."
-"directional_shadow_fade_start]."
+"La constante pour accéder à [member DirectionalLight."
+"directional_shadow_split_3]."
#: doc/classes/Light.xml
msgid ""
"Constant for accessing [member DirectionalLight."
"directional_shadow_normal_bias]."
msgstr ""
-"Constante pour accéder à [member DirectionalLight."
+"La constante pour accéder à [member DirectionalLight."
"directional_shadow_normal_bias]."
#: doc/classes/Light.xml
msgid "Constant for accessing [member shadow_bias]."
-msgstr "Constante pour accéder à [member shadow_bias]."
+msgstr "La constante pour accéder à [member shadow_bias]."
#: doc/classes/Light.xml
msgid ""
"Constant for accessing [member DirectionalLight."
"directional_shadow_bias_split_scale]."
msgstr ""
-"Constante pour accéder à [member DirectionalLight."
+"La constante pour accéder à [member DirectionalLight."
"directional_shadow_bias_split_scale]."
#: doc/classes/Light.xml
@@ -34763,20 +35121,26 @@ msgstr ""
#: doc/classes/Light2D.xml
msgid "Maximum layer value of objects that are affected by the Light2D."
msgstr ""
+"La niveau de calque maximum pour qu'un objet soit éclairé par la Light2D."
#: doc/classes/Light2D.xml
msgid "Minimum layer value of objects that are affected by the Light2D."
msgstr ""
+"La niveau de calque minimum pour qu'un objet soit éclairé par la Light2D."
#: doc/classes/Light2D.xml
msgid ""
"Maximum [code]z[/code] value of objects that are affected by the Light2D."
msgstr ""
+"La valeur [code]z[/code] maximale pour que les objets soient affectés pour "
+"les Light2D."
#: doc/classes/Light2D.xml
msgid ""
"Minimum [code]z[/code] value of objects that are affected by the Light2D."
msgstr ""
+"La valeur [code]z[/code] minimale pour que les objets soient affectés pour "
+"les Light2D."
#: doc/classes/Light2D.xml
#, fuzzy
@@ -34785,15 +35149,17 @@ msgstr "Taille du tampon d'ombre."
#: doc/classes/Light2D.xml
msgid "[Color] of shadows cast by the Light2D."
-msgstr ""
+msgstr "La [Color] de l'ombre affichée par la Light2D."
#: doc/classes/Light2D.xml
msgid "If [code]true[/code], the Light2D will cast shadows."
-msgstr ""
+msgstr "Si [code]true[/code], la Light2D affichera les ombres."
#: doc/classes/Light2D.xml
msgid "Shadow filter type. See [enum ShadowFilter] for possible values."
msgstr ""
+"Le type de filtre pour les ombres. Voir [enum ShadowFilter] pour les valeurs "
+"possibles."
#: doc/classes/Light2D.xml
msgid "Smoothing value for shadows."
@@ -34978,7 +35344,7 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid "The style for the points between the start and the end."
-msgstr ""
+msgstr "Le style des points entre le début et la fin."
#: doc/classes/Line2D.xml
msgid ""
@@ -35116,6 +35482,8 @@ msgid ""
"Deletes one character at the cursor's current position (equivalent to "
"pressing the [code]Delete[/code] key)."
msgstr ""
+"Supprime un caractère à la position actuelle du curseur (revient à appuyer "
+"sur la touche suppression [code]Delete[/code])."
#: doc/classes/LineEdit.xml
msgid ""
@@ -35124,7 +35492,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr "Efface la sélection actuelle."
@@ -35143,9 +35511,23 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr "Retourne la colonne de début de sélection."
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr "Retourne la colonne de fin de sélection."
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Retourne [code]true[/code] si le minuteur est arrêté."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
+"Exécute l'action donnée comme définit par l'énumération [enum MenuItems]."
#: doc/classes/LineEdit.xml
msgid ""
@@ -35166,7 +35548,7 @@ msgstr "Sélectionne l’ensemble [String]."
#: doc/classes/LineEdit.xml
msgid "Text alignment as defined in the [enum Align] enum."
-msgstr ""
+msgstr "L'alignement du texte tel que défini dans l'énumération [enum Align]."
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "If [code]true[/code], the caret (visual cursor) blinks."
@@ -35174,7 +35556,7 @@ msgstr "Si [code]true[/code], le curseur de texte clignote."
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "Duration (in seconds) of a caret's blinking cycle."
-msgstr ""
+msgstr "La durée (en secondes) de l'animation de clignotement du curseur."
#: doc/classes/LineEdit.xml
msgid ""
@@ -35190,7 +35572,7 @@ msgstr ""
#: doc/classes/LineEdit.xml
msgid "If [code]true[/code], the context menu will appear when right-clicked."
-msgstr ""
+msgstr "Si [code]true[/code], le menu contextuel apparaitra au clic-droit."
#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
#: doc/classes/TextEdit.xml
@@ -35249,6 +35631,8 @@ msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
"code]."
msgstr ""
+"L'opacité du [member placeholder_text]. Entre [code]0[/code] et [code]1[/"
+"code]."
#: doc/classes/LineEdit.xml
msgid ""
@@ -35321,7 +35705,7 @@ msgstr ""
#: doc/classes/LineEdit.xml
msgid "Centers the text in the middle of the [LineEdit]."
-msgstr ""
+msgstr "Centre le texte au milieu de la [LineEdit]."
#: doc/classes/LineEdit.xml
msgid "Aligns the text on the right-hand side of the [LineEdit]."
@@ -35365,7 +35749,7 @@ msgstr "Inverser la dernière action d'annulation."
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "Represents the size of the [enum MenuItems] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum MenuItems]."
#: doc/classes/LineEdit.xml
msgid "Color used as default tint for the clear button."
@@ -35408,7 +35792,7 @@ msgstr "Police utilisée pour le texte."
#: doc/classes/LineEdit.xml
msgid "Texture for the clear button. See [member clear_button_enabled]."
-msgstr ""
+msgstr "La texture pour le bouton effacer. Voir [member clear_button_enabled]."
#: doc/classes/LineEdit.xml
msgid "Background used when [LineEdit] has GUI focus."
@@ -35563,9 +35947,8 @@ msgid ""
msgstr ""
#: doc/classes/Listener2D.xml
-#, fuzzy
msgid "Returns [code]true[/code] if this [Listener2D] is currently active."
-msgstr "Retourne [code]true[/code] si une animation joue présentement."
+msgstr "Retourne [code]true[/code] si le [Listener2D] est actuellement actif."
#: doc/classes/Listener2D.xml
msgid ""
@@ -35903,11 +36286,9 @@ msgid ""
msgstr ""
#: doc/classes/Marshalls.xml
-#, fuzzy
msgid "Returns a Base64-encoded string of a given [PoolByteArray]."
msgstr ""
-"Construit une nouvelle chaîne de caractères à partir du [PackedByteArray] "
-"donné."
+"Retourne la chaine de caractères encodée en Base64 du [PoolByteArray] donné."
#: doc/classes/Marshalls.xml
msgid ""
@@ -36006,7 +36387,7 @@ msgstr "La [Color] par défaut du texte du [MenuButton]."
#: doc/classes/MenuButton.xml
msgid "Text [Color] used when the [MenuButton] is disabled."
-msgstr ""
+msgstr "La [Color] du texte utilisée quand le [MenuButton] est désactivé."
#: doc/classes/MenuButton.xml
msgid ""
@@ -36025,7 +36406,7 @@ msgstr "La [Color] du texte utilisée quand le [MenuButton] est appuyé."
#: doc/classes/MenuButton.xml
msgid "The horizontal space between [MenuButton]'s icon and text."
-msgstr ""
+msgstr "L'espace horizontal entre l'icône et le texte du [MenuButton]."
#: doc/classes/MenuButton.xml
msgid "[Font] of the [MenuButton]'s text."
@@ -36182,6 +36563,8 @@ msgid ""
"Mesh array contains vertices. All meshes require a vertex array so this "
"should always be present."
msgstr ""
+"Un maillage de points contient des sommets. Tous les maillages nécessitent "
+"un tableau des sommets donc ce tableau doit être présent."
#: doc/classes/Mesh.xml
#, fuzzy
@@ -36274,7 +36657,7 @@ msgstr "L'option pour marquer un tableau d'indices compressé."
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark that the array contains 2D vertices."
-msgstr ""
+msgstr "Un marqueur pour spécifier que ce tableau contient des sommets 2D."
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark that the array uses 16-bit bones instead of 8-bit."
@@ -36297,48 +36680,53 @@ msgid ""
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
msgstr ""
+"Utilisé pour marquer rapidement l'usage de [constant ARRAY_COMPRESS_VERTEX], "
+"[constant ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], "
+"[constant ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
+"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], et [constant "
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION]."
#: doc/classes/Mesh.xml
msgid "Array of vertices."
-msgstr "Tableau de sommets."
+msgstr "Le tableau des sommets."
#: doc/classes/Mesh.xml
msgid "Array of normals."
-msgstr "Tableau de normales."
+msgstr "Le tableau des normales."
#: doc/classes/Mesh.xml
msgid "Array of tangents as an array of floats, 4 floats per tangent."
msgstr ""
-"Tableau de tangentes sous la forme d'un tableau de nombres flottants, 4 de "
-"ces nombres par tangente."
+"Le tableau des tangentes sous la forme de nombres flottants, soit 4 "
+"flottants par tangente."
#: doc/classes/Mesh.xml
msgid "Array of colors."
-msgstr "Tableau de couleurs."
+msgstr "Le tableau des couleurs."
#: doc/classes/Mesh.xml
msgid "Array of UV coordinates."
-msgstr "Tableau de coordonnées UV."
+msgstr "Le tableau des coordonnées UV."
#: doc/classes/Mesh.xml
msgid "Array of second set of UV coordinates."
-msgstr ""
+msgstr "Le tableau de coordonnées UV secondaires."
#: doc/classes/Mesh.xml
msgid "Array of bone data."
-msgstr "Tableau de données sur les os."
+msgstr "Le tableau des données sur les os."
#: doc/classes/Mesh.xml
msgid "Array of weights."
-msgstr "Tableau de poids."
+msgstr "Le tableau des poids."
#: doc/classes/Mesh.xml
msgid "Array of indices."
-msgstr "Tableau d'indices."
+msgstr "Le tableau des indices."
#: doc/classes/MeshDataTool.xml
msgid "Helper tool to access and edit [Mesh] data."
-msgstr ""
+msgstr "Un outil d'aide pour accéder et modifier les données des [Mesh]."
#: doc/classes/MeshDataTool.xml
msgid ""
@@ -36380,10 +36768,9 @@ msgid "Clears all data currently in MeshDataTool."
msgstr "Efface toutes les données actuellement dans le MeshDataTool."
#: doc/classes/MeshDataTool.xml
-#, fuzzy
msgid "Adds a new surface to specified [Mesh] with edited data."
msgstr ""
-"Ajoute une nouvelle surface au [Mesh] spécifié avec des données modifiées."
+"Ajoute une nouvelle surface au [Mesh] spécifié avec les données modifiées."
#: doc/classes/MeshDataTool.xml
msgid ""
@@ -36392,17 +36779,16 @@ msgid ""
msgstr ""
#: doc/classes/MeshDataTool.xml
-#, fuzzy
msgid "Returns the number of edges in this [Mesh]."
-msgstr "Renvoie le nombre d'arêtes dans ce [Mesh]."
+msgstr "Retourne le nombre d'arêtes dans ce [Mesh]."
#: doc/classes/MeshDataTool.xml
msgid "Returns array of faces that touch given edge."
-msgstr ""
+msgstr "Retourne le tableau des faces qui touchent l'arête donnée."
#: doc/classes/MeshDataTool.xml
msgid "Returns meta information assigned to given edge."
-msgstr ""
+msgstr "Retourne les méta-données assignées à l'arête donnée."
#: doc/classes/MeshDataTool.xml
msgid ""
@@ -36413,7 +36799,7 @@ msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Returns the number of faces in this [Mesh]."
-msgstr ""
+msgstr "Retourne le nombre de faces dans ce [Mesh]."
#: doc/classes/MeshDataTool.xml
msgid ""
@@ -36423,11 +36809,11 @@ msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Returns the metadata associated with the given face."
-msgstr ""
+msgstr "Retourne les méta-données associées à la face donnée."
#: doc/classes/MeshDataTool.xml
msgid "Calculates and returns the face normal of the given face."
-msgstr ""
+msgstr "Calcule et retourne la normale de la face donnée."
#: doc/classes/MeshDataTool.xml
msgid ""
@@ -36448,7 +36834,7 @@ msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Returns the material assigned to the [Mesh]."
-msgstr ""
+msgstr "Retourne la matériau assigné au [Mesh]."
#: doc/classes/MeshDataTool.xml
msgid "Returns the vertex at given index."
@@ -36456,95 +36842,95 @@ msgstr "Retourne le sommet à l’index donné."
#: doc/classes/MeshDataTool.xml
msgid "Returns the bones of the given vertex."
-msgstr ""
+msgstr "Retourne les os du sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Returns the color of the given vertex."
-msgstr ""
+msgstr "Retourne la couleur du sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Returns the total number of vertices in [Mesh]."
-msgstr ""
+msgstr "Retourne le nombre total de sommet dans le [Mesh]."
#: doc/classes/MeshDataTool.xml
msgid "Returns an array of edges that share the given vertex."
-msgstr ""
+msgstr "Retourne une liste des bords incluant le sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Returns an array of faces that share the given vertex."
-msgstr ""
+msgstr "Retourne le tableau des faces qui partagent le sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Returns the metadata associated with the given vertex."
-msgstr ""
+msgstr "Retourne les méta-données associées au sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Returns the normal of the given vertex."
-msgstr ""
+msgstr "Retourne la normale du sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Returns the tangent of the given vertex."
-msgstr ""
+msgstr "Retourne la tangente du sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Returns the UV of the given vertex."
-msgstr ""
+msgstr "Retourne l'UV du sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Returns the UV2 of the given vertex."
-msgstr ""
+msgstr "Retourne l'UV2 du sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Returns bone weights of the given vertex."
-msgstr ""
+msgstr "Retourne le poids des os du sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Sets the metadata of the given edge."
-msgstr ""
+msgstr "Définit les méta-données pour le sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Sets the metadata of the given face."
-msgstr ""
+msgstr "Définit les méta-données pour la face donnée."
#: doc/classes/MeshDataTool.xml
msgid "Sets the material to be used by newly-constructed [Mesh]."
-msgstr ""
+msgstr "Définit le matériau à utiliser pour le nouveau [Mesh] construit."
#: doc/classes/MeshDataTool.xml
msgid "Sets the position of the given vertex."
-msgstr ""
+msgstr "Définit la position du sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Sets the bones of the given vertex."
-msgstr ""
+msgstr "Définit les os du sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Sets the color of the given vertex."
-msgstr ""
+msgstr "Définit la couleur du sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Sets the metadata associated with the given vertex."
-msgstr ""
+msgstr "Définit les méta-données associées du sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Sets the normal of the given vertex."
-msgstr ""
+msgstr "Définit la normale du sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Sets the tangent of the given vertex."
-msgstr ""
+msgstr "Définit la tangente du sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Sets the UV of the given vertex."
-msgstr ""
+msgstr "Définit l'UV du sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Sets the UV2 of the given vertex."
-msgstr ""
+msgstr "Définit l'UV2 du sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Sets the bone weights of the given vertex."
-msgstr ""
+msgstr "Définit les poids des os du sommet donné."
#: doc/classes/MeshInstance.xml
msgid "Node that instances meshes into a scenario."
@@ -36652,9 +37038,8 @@ msgid "The [Mesh] resource for the instance."
msgstr "La ressource du [Mesh] pour cette instance."
#: doc/classes/MeshInstance.xml
-#, fuzzy
msgid "[NodePath] to the [Skeleton] associated with the instance."
-msgstr "Retourne le chemin d’accès au nœud associé à l’os spécifié."
+msgstr "Le [NodePath] vers le [Skeleton] associé à cette instance."
#: doc/classes/MeshInstance.xml
msgid "Sets the skin to be used by this instance."
@@ -36672,7 +37057,7 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid "Node used for displaying a [Mesh] in 2D."
-msgstr ""
+msgstr "Un nœud utilisé pour afficher des [Mesh] en 2D."
#: doc/classes/MeshInstance2D.xml
msgid ""
@@ -36683,7 +37068,7 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid "The [Mesh] that will be drawn by the [MeshInstance2D]."
-msgstr ""
+msgstr "Le [Mesh] qui sera affiché par le [MeshInstance2D]."
#: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml
msgid ""
@@ -36702,7 +37087,7 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml
msgid "Emitted when the [member texture] is changed."
-msgstr ""
+msgstr "Émis quand la [member texture] a changé."
#: doc/classes/MeshLibrary.xml
msgid "Library of meshes."
@@ -36727,11 +37112,11 @@ msgstr ""
#: doc/classes/MeshLibrary.xml
msgid "Returns the first item with the given name."
-msgstr ""
+msgstr "Retourne le premier élément avec le nom donné."
#: doc/classes/MeshLibrary.xml
msgid "Returns the list of item IDs in use."
-msgstr ""
+msgstr "Retourne la liste des identifiants d'élément à utiliser."
#: doc/classes/MeshLibrary.xml
msgid "Returns the item's mesh."
@@ -36771,7 +37156,7 @@ msgstr ""
#: doc/classes/MeshLibrary.xml
msgid "Gets an unused ID for a new item."
-msgstr ""
+msgstr "Récupère un identifiant inutilisé pour un nouvel élément."
#: doc/classes/MeshLibrary.xml
msgid "Removes the item."
@@ -36866,7 +37251,7 @@ msgstr ""
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "The width of the display in centimeters."
-msgstr ""
+msgstr "La largeur de l'écran en centimètres."
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid ""
@@ -36885,6 +37270,9 @@ msgid ""
"The k1 lens factor is one of the two constants that define the strength of "
"the lens used and directly influences the lens distortion effect."
msgstr ""
+"Le facteur de lentille k1 est l'une des deux constantes qui définisse "
+"l'intensité de la lentille utilisée et influence directement l'effet de "
+"déformation des lentilles."
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "The k2 lens factor, see k1."
@@ -36929,6 +37317,8 @@ msgstr "Retourne la couleur de l'instance spécifiée."
#: doc/classes/MultiMesh.xml
msgid "Returns the custom data that has been set for a specific instance."
msgstr ""
+"Retourne les données personnalisées qui ont été définies pour cette instance "
+"spécifique."
#: doc/classes/MultiMesh.xml
msgid "Returns the [Transform] of a specific instance."
@@ -37465,7 +37855,7 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid "The cell height to use for fields."
-msgstr ""
+msgstr "La hauteur de la cellule utilisée pour les champs."
#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml
msgid "The XZ plane cell size to use for fields."
@@ -37496,7 +37886,7 @@ msgstr ""
#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml
#: doc/classes/NavigationPolygon.xml
msgid "2D Navigation Demo"
-msgstr ""
+msgstr "Démo de navigation 2D"
#: doc/classes/Navigation2D.xml
msgid ""
@@ -37682,7 +38072,7 @@ msgstr "Retourne la matrice de transformation globale de cet élément."
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
-msgstr ""
+msgstr "Un agent 3D utilisé dans les navigations pour esquiver les collisions."
#: doc/classes/NavigationAgent.xml
msgid ""
@@ -38108,9 +38498,8 @@ msgid ""
msgstr ""
#: doc/classes/NavigationMesh.xml
-#, fuzzy
msgid "Represents the size of the [enum SamplePartitionType] enum."
-msgstr "Représente la taille de l'énumération [enum Variant.Type]."
+msgstr "Représente la taille de l'énumération [enum SamplePartitionType]."
#: doc/classes/NavigationMesh.xml
msgid ""
@@ -38135,9 +38524,8 @@ msgstr ""
"PARSED_GEOMETRY_STATIC_COLLIDERS]."
#: doc/classes/NavigationMesh.xml
-#, fuzzy
msgid "Represents the size of the [enum ParsedGeometryType] enum."
-msgstr "Représente la taille de l’enum [enum ArrayType]."
+msgstr "Représente la taille de l’enum [enum ParsedGeometryType]."
#: doc/classes/NavigationMesh.xml
msgid ""
@@ -38157,9 +38545,8 @@ msgid ""
msgstr ""
#: doc/classes/NavigationMesh.xml
-#, fuzzy
msgid "Represents the size of the [enum SourceGeometryMode] enum."
-msgstr "Représente la taille de l'énumération [enum Method]."
+msgstr "Représente la taille de l'énumération [enum SourceGeometryMode]."
#: doc/classes/NavigationMeshGenerator.xml
msgid "This class is responsible for creating and clearing navigation meshes."
@@ -38534,12 +38921,12 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Returns the IP address of the given peer."
-msgstr ""
+msgstr "Retourne l'adresse IP du pair donné."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Returns the remote port of the given peer."
-msgstr ""
+msgstr "Retourne le port distant du pair spécifié."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -38704,9 +39091,8 @@ msgid ""
msgstr ""
#: doc/classes/NetworkedMultiplayerPeer.xml
-#, fuzzy
msgid "High-level multiplayer"
-msgstr "API multijoueur de haut niveau."
+msgstr "API multijoueur de haut niveau"
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "WebRTC Signaling Demo"
@@ -38746,6 +39132,8 @@ msgid ""
"If [code]true[/code], this [NetworkedMultiplayerPeer] refuses new "
"connections."
msgstr ""
+"Si [code]true[/code], ce [NetworkedMultiplayerPeer] refuse les nouvelles "
+"connexions."
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid ""
@@ -38763,15 +39151,15 @@ msgstr "Émis quand une tentative de connexion réussie."
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "Emitted by the server when a client connects."
-msgstr ""
+msgstr "Émis par le serveur quand un client se connecte."
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "Emitted by the server when a client disconnects."
-msgstr ""
+msgstr "Émis par le serveur quand un client se déconnecte."
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "Emitted by clients when the server disconnects."
-msgstr ""
+msgstr "Émis par les clients quand le serveur se déconnecte."
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid ""
@@ -38818,7 +39206,7 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "Packets are sent to the server alone."
-msgstr ""
+msgstr "Les paquets sont envoyés uniquement au serveur."
#: doc/classes/NinePatchRect.xml
msgid ""
@@ -39005,7 +39393,7 @@ msgstr "Nœuds et scènes"
#: doc/classes/Node.xml
msgid "All Demos"
-msgstr ""
+msgstr "Toutes les démos"
#: doc/classes/Node.xml
msgid ""
@@ -39307,7 +39695,7 @@ msgstr "Retourne le nombre de nœuds enfant."
#: doc/classes/Node.xml
msgid "Returns an array of references to node's children."
-msgstr ""
+msgstr "Retourne la liste des références des enfants du nœud."
#: doc/classes/Node.xml
msgid ""
@@ -39445,7 +39833,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Returns the [SceneTree] that contains this node."
-msgstr ""
+msgstr "Retourne le [SceneTree] qui contient ce nœud."
#: doc/classes/Node.xml
msgid "Returns the node's [Viewport]."
@@ -39987,7 +40375,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
-msgstr ""
+msgstr "La notification reçue quand un nœud entre dans le [SceneTree]."
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
@@ -40003,11 +40391,11 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is paused."
-msgstr ""
+msgstr "La notification reçue quand ce nœud est en pause."
#: doc/classes/Node.xml
msgid "Notification received when the node is unpaused."
-msgstr ""
+msgstr "La notification reçue quand le nœud n'est plus en pause."
#: doc/classes/Node.xml
msgid ""
@@ -40035,7 +40423,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is instanced."
-msgstr ""
+msgstr "La notification reçue quand ce nœud est instancié."
#: doc/classes/Node.xml
msgid "Notification received when a drag begins."
@@ -40047,7 +40435,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node's [NodePath] changed."
-msgstr ""
+msgstr "La notification reçue quand le [NodePath] de ce nœud a changé."
#: doc/classes/Node.xml
msgid ""
@@ -40082,7 +40470,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Stops processing when the [SceneTree] is paused."
-msgstr ""
+msgstr "Arrête la mise à jour quand le [SceneTree] est en pause."
#: doc/classes/Node.xml
msgid "Continue to process regardless of the [SceneTree] pause state."
@@ -40123,11 +40511,12 @@ msgstr ""
#: doc/classes/Node2D.xml doc/classes/Vector2.xml
msgid "All 2D Demos"
-msgstr ""
+msgstr "Toutes les démos 2D"
#: doc/classes/Node2D.xml
msgid "Multiplies the current scale by the [code]ratio[/code] vector."
msgstr ""
+"Multiplie la mise à l'échelle actuelle par le vecteur [code]ratio[/code]."
#: doc/classes/Node2D.xml
msgid ""
@@ -40138,7 +40527,7 @@ msgstr ""
#: doc/classes/Node2D.xml
msgid "Returns the [Transform2D] relative to this node's parent."
-msgstr ""
+msgstr "Retourne la [Transform2D] relative au parent de ce nœud."
#: doc/classes/Node2D.xml
msgid "Adds the [code]offset[/code] vector to the node's global position."
@@ -40219,15 +40608,17 @@ msgstr ""
#: doc/classes/Node2D.xml
msgid "Rotation in radians, relative to the node's parent."
-msgstr ""
+msgstr "La rotation en radians, relative au parent de ce nœud."
#: doc/classes/Node2D.xml
msgid "Rotation in degrees, relative to the node's parent."
-msgstr ""
+msgstr "La rotation en degrés, relative au parent de ce nœud."
#: doc/classes/Node2D.xml
msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
msgstr ""
+"La mise à l'échelle du nœud. La valeur sans mise à l'échelle est [code](1, 1)"
+"[/code]."
#: doc/classes/Node2D.xml
msgid "Local [Transform2D]."
@@ -40398,7 +40789,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid "Returns [code]true[/code] if the node path is empty."
-msgstr ""
+msgstr "Retourne [code]true[/code] si le chemin du nœud est vide."
#: modules/opensimplex/doc_classes/NoiseTexture.xml
msgid "[OpenSimplexNoise] filled texture."
@@ -40505,7 +40896,7 @@ msgstr ""
#: doc/classes/Object.xml doc/classes/Reference.xml doc/classes/Resource.xml
msgid "When and how to avoid using nodes for everything"
-msgstr ""
+msgstr "Quand et comment éviter d'utiliser des nœuds pour tout"
#: doc/classes/Object.xml
msgid "Advanced exports using _get_property_list()"
@@ -40734,7 +41125,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -40768,23 +41162,26 @@ msgstr ""
#: doc/classes/Object.xml
msgid "Returns the list of signals as an [Array] of dictionaries."
-msgstr ""
+msgstr "Retourne la liste des signaux dans un [Array] de dictionnaires."
#: doc/classes/Object.xml
msgid ""
"Returns [code]true[/code] if a metadata entry is found with the given "
"[code]name[/code]."
msgstr ""
+"Retourne [code]true[/code] si une entrée de méta-donnée existe avec le nom "
+"[code]name[/code] donné."
#: doc/classes/Object.xml
msgid ""
"Returns [code]true[/code] if the object contains the given [code]method[/"
"code]."
msgstr ""
+"Retourne [code]true[/code] si l'objet contient la [code]method[/code] donnée."
#: doc/classes/Object.xml
msgid "Returns [code]true[/code] if the given [code]signal[/code] exists."
-msgstr ""
+msgstr "Retourne [code]true[/code] si le [code]signal[/code] donné existe."
#: doc/classes/Object.xml
msgid ""
@@ -40795,7 +41192,7 @@ msgstr ""
#: doc/classes/Object.xml
msgid "Returns [code]true[/code] if signal emission blocking is enabled."
-msgstr ""
+msgstr "Retourne [code]true[/code] si l'émission de signal est bloquée."
#: doc/classes/Object.xml
msgid ""
@@ -40820,6 +41217,8 @@ msgid ""
"Returns [code]true[/code] if the [method Node.queue_free] method was called "
"for the object."
msgstr ""
+"Retourne [code]true[/code] si la méthode [method Node.queue_free] a été "
+"appelée pour cet objet."
#: doc/classes/Object.xml
msgid ""
@@ -40861,7 +41260,7 @@ msgstr ""
#: doc/classes/Object.xml
msgid "If set to [code]true[/code], signal emission is blocked."
-msgstr ""
+msgstr "Si définit à [code]true[/code], l'émission de signal est bloquée."
#: doc/classes/Object.xml
msgid ""
@@ -41073,12 +41472,12 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
#, fuzzy
msgid "Sets an individual hole point position."
-msgstr "Définit un bit individuel sur le [member collision_mask]."
+msgstr "Définit la position d'un trou simple."
#: doc/classes/OccluderShapePolygon.xml
#, fuzzy
msgid "Sets an individual polygon point position."
-msgstr "Définit un bit individuel sur le [member collision_mask]."
+msgstr "Définit la position d'un polygone simple."
#: doc/classes/OccluderShapePolygon.xml
#, fuzzy
@@ -41179,11 +41578,11 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid "Use more detail vertically when computing the shadow."
-msgstr ""
+msgstr "Utilise plus de détails verticalement lors du calcul des ombres."
#: doc/classes/OmniLight.xml
msgid "Use more detail horizontally when computing the shadow."
-msgstr ""
+msgstr "Utilise plus de détails horizontalement lors du calcul des ombres."
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid "Noise generator based on Open Simplex."
@@ -41511,9 +41910,10 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-#, fuzzy
msgid "Returns [code]true[/code] if the host OS allows drawing."
-msgstr "Retourne [code]true[/code] si l'[AABB] contient un point."
+msgstr ""
+"Retourne [code]true[/code] si le système d'exploitation hôte permet le "
+"dessin."
#: doc/classes/OS.xml
msgid ""
@@ -41658,9 +42058,8 @@ msgid "Returns the scancode of the given string (e.g. \"Escape\")."
msgstr "Renvoie le reste de deux vecteurs."
#: doc/classes/OS.xml
-#, fuzzy
msgid "Returns the total number of available audio drivers."
-msgstr "Renvoie le nombre de lignes visibles."
+msgstr "Retourne le nombre total de périphériques audio."
#: doc/classes/OS.xml
#, fuzzy
@@ -42576,7 +42975,7 @@ msgstr ""
#: doc/classes/OS.xml
msgid "The current screen index (starting from 0)."
-msgstr ""
+msgstr "L'index de l'écran actuel (commence à 0)."
#: doc/classes/OS.xml
msgid ""
@@ -42638,7 +43037,7 @@ msgstr "L'orientation de l'écran actuel."
#: doc/classes/OS.xml
msgid "The current tablet driver in use."
-msgstr ""
+msgstr "L'actuel pilote de tablette utilisé."
#: doc/classes/OS.xml
#, fuzzy
@@ -42908,9 +43307,8 @@ msgid "Ringtones directory path."
msgstr "Chemin d'accès au répertoire des sonneries."
#: doc/classes/OS.xml
-#, fuzzy
msgid "Unknown powerstate."
-msgstr "Nœud inconnu."
+msgstr "État de l'alimentation inconnu."
#: doc/classes/OS.xml
msgid "Unplugged, running on battery."
@@ -42922,7 +43320,7 @@ msgstr "Branché, aucune batterie installée."
#: doc/classes/OS.xml
msgid "Plugged in, battery charging."
-msgstr "Branché, la batterie charge."
+msgstr "Branché, la batterie se recharge."
#: doc/classes/OS.xml
msgid "Plugged in, battery fully charged."
@@ -43040,6 +43438,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr "Abstraction et classe de base pour les protocoles à base de paquets."
@@ -43156,7 +43562,7 @@ msgstr ""
#: doc/classes/PacketPeerDTLS.xml
msgid "Disconnects this peer, terminating the DTLS session."
-msgstr ""
+msgstr "Déconnecte ce pair, finissant la session DTLS."
#: doc/classes/PacketPeerDTLS.xml doc/classes/StreamPeerSSL.xml
msgid "Returns the status of the connection. See [enum Status] for values."
@@ -43170,7 +43576,7 @@ msgstr ""
#: doc/classes/PacketPeerDTLS.xml
msgid "A status representing a [PacketPeerDTLS] that is disconnected."
-msgstr ""
+msgstr "Un status représentant un [PacketPeerDTLS] qui est déconnecté."
#: doc/classes/PacketPeerDTLS.xml
msgid ""
@@ -43330,7 +43736,7 @@ msgstr ""
#: doc/classes/Panel.xml
msgid "Provides an opaque background for [Control] children."
-msgstr ""
+msgstr "Fournis un arrière-plan opaque pour le [Control] enfant."
#: doc/classes/Panel.xml
msgid ""
@@ -43497,7 +43903,7 @@ msgstr ""
#: doc/classes/Particles.xml
msgid "Controlling thousands of fish with Particles"
-msgstr "Contrôler des milliers de poissons avec Particles"
+msgstr "Contrôler des milliers de poissons en utilisant les Particles"
#: doc/classes/Particles.xml
msgid ""
@@ -43507,31 +43913,31 @@ msgstr ""
#: doc/classes/Particles.xml
msgid "Returns the [Mesh] that is drawn at index [code]pass[/code]."
-msgstr ""
+msgstr "Retourne le [Mesh] qui est affiché à l'index [code]pass[/code]."
#: doc/classes/Particles.xml
msgid "Restarts the particle emission, clearing existing particles."
-msgstr ""
+msgstr "Relance l'émission de particules, effaçant les particules existantes."
#: doc/classes/Particles.xml
msgid "Sets the [Mesh] that is drawn at index [code]pass[/code]."
-msgstr ""
+msgstr "Définit le [Mesh] qui à afficher pour l'index [code]pass[/code]."
#: doc/classes/Particles.xml
msgid "[Mesh] that is drawn for the first draw pass."
-msgstr ""
+msgstr "Le [Mesh] qui est affiché lors de la première passe."
#: doc/classes/Particles.xml
msgid "[Mesh] that is drawn for the second draw pass."
-msgstr ""
+msgstr "Le [Mesh] qui est affiché lors de la deuxième passe."
#: doc/classes/Particles.xml
msgid "[Mesh] that is drawn for the third draw pass."
-msgstr ""
+msgstr "Le [Mesh] qui est affiché lors de la troisième passe."
#: doc/classes/Particles.xml
msgid "[Mesh] that is drawn for the fourth draw pass."
-msgstr ""
+msgstr "Le [Mesh] qui est affiché lors de la quatrième passe."
#: doc/classes/Particles.xml
msgid "The number of draw passes when rendering particles."
@@ -43547,6 +43953,7 @@ msgstr ""
msgid ""
"If [code]true[/code], only [code]amount[/code] particles will be emitted."
msgstr ""
+"Si [code]true[/code], seuls [code]amount[/code] particules seront émises."
#: doc/classes/Particles.xml
msgid ""
@@ -43624,6 +44031,8 @@ msgstr ""
#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
+"Retourne un rectangle contenant la position de toutes les particules "
+"existantes."
#: doc/classes/Particles2D.xml
msgid "Restarts all the existing particles."
@@ -43660,35 +44069,35 @@ msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Returns [code]true[/code] if the specified flag is enabled."
-msgstr ""
+msgstr "Retourne [code]true[/code] si l'option spécifié est active."
#: doc/classes/ParticlesMaterial.xml
msgid "Returns the randomness ratio associated with the specified parameter."
msgstr "Retourne le facteur d'aléatoire associé avec le paramètre spécifié."
#: doc/classes/ParticlesMaterial.xml
-#, fuzzy
msgid "Returns the [Texture] used by the specified parameter."
-msgstr "Renvoie le texte associé à l’index spécifié."
+msgstr "Retourne la [Texture] utilisée par le paramètre donné."
#: doc/classes/ParticlesMaterial.xml
msgid ""
"If [code]true[/code], enables the specified flag. See [enum Flags] for "
"options."
msgstr ""
+"Si [code]true[/code], active l'option donné. Voir [enum Flags] pour ces "
+"options."
#: doc/classes/ParticlesMaterial.xml
msgid "Sets the specified [enum Parameter]."
-msgstr ""
+msgstr "Définit le [enum Parameter] donné."
#: doc/classes/ParticlesMaterial.xml
msgid "Sets the randomness ratio for the specified [enum Parameter]."
msgstr "Définit le facteur d'aléatoire pour le [enum Parameter] spécifié."
#: doc/classes/ParticlesMaterial.xml
-#, fuzzy
msgid "Sets the [Texture] for the specified [enum Parameter]."
-msgstr "Définit la position du nœud spécifié."
+msgstr "Définit la [Texture] pour le [enum Parameter] spécifié."
#: doc/classes/ParticlesMaterial.xml
msgid ""
@@ -43813,7 +44222,7 @@ msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Each particle's hue will vary along this [CurveTexture]."
-msgstr ""
+msgstr "La teinte de chaque particule variera suivant cette [CurveTexture]."
#: doc/classes/ParticlesMaterial.xml
msgid ""
@@ -43831,20 +44240,27 @@ msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Each particle's orbital velocity will vary along this [CurveTexture]."
msgstr ""
+"La vélocité orbitale de chaque particule variera suivant cette "
+"[CurveTexture]."
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Each particle's radial acceleration will vary along this [CurveTexture]."
msgstr ""
+"L'accélération radiale de chaque particule variera suivant cette "
+"[CurveTexture]."
#: doc/classes/ParticlesMaterial.xml
msgid "Each particle's scale will vary along this [CurveTexture]."
msgstr ""
+"La mise à l'échelle de chaque particule variera suivant cette [CurveTexture]."
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Each particle's tangential acceleration will vary along this [CurveTexture]."
msgstr ""
+"L'accélération tangentielle de chaque particule variera suivant cette "
+"[CurveTexture]."
#: doc/classes/ParticlesMaterial.xml
msgid "Trail particles' color will vary along this [GradientTexture]."
@@ -43937,15 +44353,16 @@ msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Use with [method set_flag] to set [member flag_align_y]."
-msgstr ""
+msgstr "À utiliser avec [method set_flag] pour définir [member flag_align_y]."
#: doc/classes/ParticlesMaterial.xml
msgid "Use with [method set_flag] to set [member flag_rotate_y]."
-msgstr ""
+msgstr "À utiliser avec [method set_flag] pour définir [member flag_rotate_y]."
#: doc/classes/ParticlesMaterial.xml
msgid "Use with [method set_flag] to set [member flag_disable_z]."
msgstr ""
+"À utiliser avec [method set_flag] pour définir [member flag_disable_z]."
#: doc/classes/ParticlesMaterial.xml
msgid ""
@@ -43985,7 +44402,7 @@ msgstr "Émis quand cette [member curve] change."
#: doc/classes/Path2D.xml
msgid "Contains a [Curve2D] path for [PathFollow2D] nodes to follow."
-msgstr ""
+msgstr "Contient un chemin [Curve2D] que suivront les nœuds [PathFollow2D]."
#: doc/classes/Path2D.xml
msgid ""
@@ -44076,9 +44493,8 @@ msgid "Allows the PathFollow to rotate in both the X, and Y axes."
msgstr "Autorise le PathFollow à pivoter selon les axes X et Y."
#: doc/classes/PathFollow.xml
-#, fuzzy
msgid "Allows the PathFollow to rotate in any axis."
-msgstr "Interdit au PathFollow3D de tourner."
+msgstr "Autorise le PathFollow à pivoter suivant n'importe quel axe."
#: doc/classes/PathFollow.xml
msgid ""
@@ -44123,7 +44539,7 @@ msgstr ""
#: doc/classes/PathFollow2D.xml
msgid "The distance along the path in pixels."
-msgstr ""
+msgstr "La distance le long du chemin en pixels."
#: doc/classes/PathFollow2D.xml
msgid ""
@@ -44210,7 +44626,7 @@ msgstr "Nombre d’images par seconde."
#: doc/classes/Performance.xml
msgid "Time it took to complete one frame, in seconds."
-msgstr ""
+msgstr "Le temps que cela prend de compléter une trame, en seconde."
#: doc/classes/Performance.xml
msgid "Time it took to complete one physics frame, in seconds."
@@ -44227,12 +44643,17 @@ msgid ""
msgstr ""
#: doc/classes/Performance.xml
+#, fuzzy
msgid "Available static memory. Not available in release builds."
msgstr ""
+"La mémoire statique disponible. N'est pas utilisable dans les versions "
+"finales."
#: doc/classes/Performance.xml
msgid "Available dynamic memory. Not available in release builds."
msgstr ""
+"La mémoire dynamique disponible. N'est pas utilisable dans les versions "
+"finales."
#: doc/classes/Performance.xml
msgid ""
@@ -44242,7 +44663,7 @@ msgstr ""
#: doc/classes/Performance.xml
msgid "Number of objects currently instanced (including nodes)."
-msgstr ""
+msgstr "Le nombre d'objets actuellement instanciés (nœuds inclus)."
#: doc/classes/Performance.xml
msgid "Number of resources currently used."
@@ -44314,7 +44735,7 @@ msgstr ""
#: doc/classes/Performance.xml
msgid "Number of active [RigidBody2D] nodes in the game."
-msgstr ""
+msgstr "Le nombre de nœuds [RigidBody2D] actifs dans le jeu."
#: doc/classes/Performance.xml
msgid "Number of collision pairs in the 2D physics engine."
@@ -44322,7 +44743,7 @@ msgstr ""
#: doc/classes/Performance.xml
msgid "Number of islands in the 2D physics engine."
-msgstr ""
+msgstr "Le nombre d'îles dans le moteur physique 2D."
#: doc/classes/Performance.xml
msgid "Number of active [RigidBody] and [VehicleBody] nodes in the game."
@@ -44334,7 +44755,7 @@ msgstr ""
#: doc/classes/Performance.xml
msgid "Number of islands in the 3D physics engine."
-msgstr ""
+msgstr "Le nombre d'îles dans le moteur physique 3D."
#: doc/classes/Performance.xml
msgid "Output latency of the [AudioServer]."
@@ -44342,7 +44763,7 @@ msgstr "Latence de sortie de l'[AudioServer]."
#: doc/classes/Performance.xml
msgid "Represents the size of the [enum Monitor] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum Monitor]."
#: doc/classes/PHashTranslation.xml
msgid "Optimized translation."
@@ -44383,7 +44804,7 @@ msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml
msgid "Adds a constant directional force without affecting rotation."
-msgstr ""
+msgstr "Ajoute une force directionnelle constante sans affecter la rotation."
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml doc/classes/RigidBody2D.xml
@@ -44461,12 +44882,12 @@ msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the local normal at the contact point."
-msgstr ""
+msgstr "Retourne la normale locale au point de contact."
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the local position of the contact point."
-msgstr ""
+msgstr "Retourne la position locale au point de contact."
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
@@ -44497,12 +44918,12 @@ msgstr "La vitesse de rotation du corps en [i]radians[/i] par seconde."
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "The inverse of the inertia of the body."
-msgstr ""
+msgstr "L'inverse de l'inertie du corps."
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "The inverse of the mass of the body."
-msgstr ""
+msgstr "L'inverse de la masse du corps."
#: doc/classes/Physics2DDirectBodyState.xml
msgid "The body's linear velocity in pixels per second."
@@ -44819,7 +45240,7 @@ msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Assigns a space to the area."
-msgstr ""
+msgstr "Assigne un espace pour l'aire."
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -44829,7 +45250,7 @@ msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Sets the transform matrix for an area."
-msgstr ""
+msgstr "Définit la matrice de transformation pour l'aire."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Adds a body to the list of bodies exempt from collisions."
@@ -44857,7 +45278,7 @@ msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Removes all shapes from a body."
-msgstr ""
+msgstr "Retire toutes les formes du corps."
#: doc/classes/Physics2DServer.xml
msgid "Creates a physics body."
@@ -45004,6 +45425,7 @@ msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Disables shape in body if [code]disable[/code] is [code]true[/code]."
msgstr ""
+"Désactive la forme du corps si [code]disable[/code] est [code]true[/code]."
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -45013,7 +45435,7 @@ msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Sets the transform matrix for a body shape."
-msgstr ""
+msgstr "Définit la matrice de transformation pour la forme du corps."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Assigns a space to the body (see [method space_create])."
@@ -45095,7 +45517,7 @@ msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Activates or deactivates the 2D physics engine."
-msgstr ""
+msgstr "Active ou désactive le moteur physique 2D."
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -45112,7 +45534,7 @@ msgstr "Retourne les données de forme."
#: doc/classes/Physics2DServer.xml
msgid "Returns a shape's type (see [enum ShapeType])."
-msgstr ""
+msgstr "Retourne le type de forme (voir [enum ShapeType])."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
@@ -45139,7 +45561,7 @@ msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns whether the space is active."
-msgstr ""
+msgstr "Retourne quand cet espace est actif."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
@@ -45346,23 +45768,25 @@ msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's bounce factor."
-msgstr ""
+msgstr "La constante pour définir/obtenir le facteur de rebond."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's friction."
-msgstr ""
+msgstr "Constante pour définir/récupérer la friction du corps."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's mass."
-msgstr ""
+msgstr "La constante pour définir/obtenir la masse du corps."
#: doc/classes/Physics2DServer.xml
msgid "Constant to set/get a body's inertia."
-msgstr ""
+msgstr "La constante pour définir/obtenir l'inertie du corps."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's gravity multiplier."
msgstr ""
+"La constante pour définir/obtenir le facteur de multiplication de la gravité "
+"du corps."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's linear dampening factor."
@@ -45374,7 +45798,7 @@ msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Represents the size of the [enum BodyParameter] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum BodyParameter]."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get the current transform matrix of the body."
@@ -45394,7 +45818,7 @@ msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get whether the body can sleep."
-msgstr ""
+msgstr "La constante pour définir/obtenir si le corps peut être au repos."
#: doc/classes/Physics2DServer.xml
#, fuzzy
@@ -45465,7 +45889,7 @@ msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to get the number of possible collisions."
-msgstr ""
+msgstr "La constante pour obtenir le nombre possible de collisions."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
@@ -45519,9 +45943,8 @@ msgid "The collision margin for the shape."
msgstr "La marge de collision de la forme."
#: doc/classes/Physics2DShapeQueryParameters.xml
-#, fuzzy
msgid "The motion of the shape being queried for."
-msgstr "Le mouvement de la forme qui a été demandé"
+msgstr "Le mouvement de la forme qui a été demandée."
#: doc/classes/Physics2DShapeQueryParameters.xml
#: doc/classes/PhysicsShapeQueryParameters.xml
@@ -45597,7 +46020,7 @@ msgstr ""
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Adds a constant rotational force without affecting position."
-msgstr ""
+msgstr "Ajoute une force de rotation constante sans affecter la position."
#: doc/classes/PhysicsDirectBodyState.xml
msgid ""
@@ -45839,7 +46262,7 @@ msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Gives the body a push to rotate it."
-msgstr ""
+msgstr "Pousse le corps pour le faire pivoter."
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -45899,7 +46322,7 @@ msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Sets a body state (see [enum BodyState] constants)."
-msgstr ""
+msgstr "Définit l'état du corps (voir les constantes [enum BodyState])."
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -46032,7 +46455,7 @@ msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Activates or deactivates the 3D physics engine."
-msgstr ""
+msgstr "Active ou désactive le moteur physique 3D."
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -46507,7 +46930,7 @@ msgstr ""
#: doc/classes/Plane.xml
msgid "Returns a copy of the plane, normalized."
-msgstr ""
+msgstr "Retourne une copie du plan, normalisé."
#: doc/classes/Plane.xml
msgid ""
@@ -46582,15 +47005,15 @@ msgstr "Taille du plan généré."
#: doc/classes/PlaneMesh.xml
msgid "Number of subdivision along the Z axis."
-msgstr ""
+msgstr "Le nombre de sous-divisions suivant l'axe Z."
#: doc/classes/PlaneMesh.xml
msgid "Number of subdivision along the X axis."
-msgstr ""
+msgstr "Le nombre de sous-divisions suivant l'axe X."
#: doc/classes/PlaneShape.xml
msgid "Infinite plane shape for 3D collisions."
-msgstr ""
+msgstr "Forme de plan infini pour les collision 3D."
#: doc/classes/PlaneShape.xml
msgid ""
@@ -46601,10 +47024,8 @@ msgid ""
msgstr ""
#: doc/classes/PlaneShape.xml
-#, fuzzy
msgid "The [Plane] used by the [PlaneShape] for collision."
-msgstr ""
-"Les calques de physique que cette forme de CSG analyse pour les collisions."
+msgstr "Le [Plane] utilisé par le [PlaneShape] pour les collisions."
#: doc/classes/PointMesh.xml
msgid "Mesh with a single Point primitive."
@@ -46653,7 +47074,7 @@ msgstr "Retire tous les os pour ce [Polygon2D]."
#: doc/classes/Polygon2D.xml
msgid "Removes the specified bone from this [Polygon2D]."
-msgstr ""
+msgstr "Retire les os spécifiés de ce [Polygon2D]."
#: doc/classes/Polygon2D.xml
msgid "Returns the number of bones in this [Polygon2D]."
@@ -46679,6 +47100,8 @@ msgstr "Définit le poids pour l'os spécifié."
#: doc/classes/Polygon2D.xml
msgid "If [code]true[/code], polygon edges will be anti-aliased."
msgstr ""
+"Si [code]true[/code], l'anticrénelage sera activé pour les bordures du "
+"polygone."
#: doc/classes/Polygon2D.xml
msgid ""
@@ -46847,7 +47270,7 @@ msgstr ""
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Removes an element from the array by index."
-msgstr ""
+msgstr "Retire l' élément du tableau à l'index donné."
#: doc/classes/PoolByteArray.xml doc/classes/PoolIntArray.xml
#: doc/classes/PoolRealArray.xml
@@ -47503,10 +47926,8 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
-#, fuzzy
msgid "Replaces the [Texture] icon of the specified [code]idx[/code]."
-msgstr ""
-"Active l'état de contrôle de l'élément de l'index spécifié [code]idx[/code]."
+msgstr "Remplacer la [Texture] de l'icône à l'index [code]idx[/code] donnée."
#: doc/classes/PopupMenu.xml
msgid "Sets the [code]id[/code] of the item at index [code]idx[/code]."
@@ -47560,7 +47981,6 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
-#, fuzzy
msgid "If [code]true[/code], allows navigating [PopupMenu] with letter keys."
msgstr ""
"Si [code]true[/code], permet de naviguer dans le [PopupMenu] avec des "
@@ -47611,7 +48031,7 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid "The default text [Color] for menu items' names."
-msgstr ""
+msgstr "La [Color] par défaut du texte pour les noms des éléments du menu."
#: doc/classes/PopupMenu.xml
msgid ""
@@ -47621,9 +48041,8 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
-#, fuzzy
msgid "[Color] used for disabled menu items' text."
-msgstr "[Color] utilisée pour le texte des éléments de menu désactivés."
+msgstr "La [Color] utilisée pour le texte des éléments désactivés du menu."
#: doc/classes/PopupMenu.xml
msgid "[Color] used for the hovered text."
@@ -47699,6 +48118,8 @@ msgstr ""
#: doc/classes/PopupPanel.xml
msgid "Class for displaying popups with a panel background."
msgstr ""
+"La classe pour afficher des fenêtres contextuelles avec un panneau en "
+"arrière-plan."
#: doc/classes/PopupPanel.xml
msgid ""
@@ -47709,7 +48130,7 @@ msgstr ""
#: doc/classes/PopupPanel.xml
msgid "The background panel style of this [PopupPanel]."
-msgstr ""
+msgstr "Le style du panneau d'arrière-plan de ce [PopupPanel]."
#: doc/classes/Portal.xml
msgid "Portal nodes are used to enable visibility between [Room]s."
@@ -48899,7 +49320,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49040,6 +49461,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Timer for detecting idle in [TextEdit] (in seconds)."
msgstr ""
+"Le minuteur pour la détection de l'inactivité dans le [TextEdit] (en "
+"secondes)."
#: doc/classes/ProjectSettings.xml
msgid "Default delay for tooltips (in seconds)."
@@ -49243,39 +49666,39 @@ msgstr "Le nom facultatif pour le claque 20 de physique 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 21."
-msgstr ""
+msgstr "Le nom optionnel pour le claque physique 2D numéro 21."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 22."
-msgstr ""
+msgstr "Le nom optionnel pour le claque physique 2D numéro 22."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 23."
-msgstr ""
+msgstr "Le nom optionnel pour le claque physique 2D numéro 23."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 24."
-msgstr ""
+msgstr "Le nom optionnel pour le claque physique 2D numéro 24."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 25."
-msgstr ""
+msgstr "Le nom optionnel pour le claque physique 2D numéro 25."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 26."
-msgstr ""
+msgstr "Le nom optionnel pour le claque physique 2D numéro 26."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 27."
-msgstr ""
+msgstr "Le nom optionnel pour le claque physique 2D numéro 27."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 28."
-msgstr ""
+msgstr "Le nom optionnel pour le claque physique 2D numéro 28."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 29."
-msgstr ""
+msgstr "Le nom optionnel pour le claque physique 2D numéro 29."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 3."
@@ -49283,15 +49706,15 @@ msgstr "Le nom facultatif pour le claque 3 de physique 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 30."
-msgstr ""
+msgstr "Le nom optionnel pour le claque physique 2D numéro 30."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 31."
-msgstr ""
+msgstr "Le nom optionnel pour le claque physique 2D numéro 31."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 32."
-msgstr ""
+msgstr "Le nom optionnel pour le claque physique 2D numéro 32."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 4."
@@ -49451,39 +49874,39 @@ msgstr "Le nom facultatif pour le claque 20 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 21."
-msgstr ""
+msgstr "Le nom facultatif pour le claque 21 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 22."
-msgstr ""
+msgstr "Le nom facultatif pour le claque 22 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 23."
-msgstr ""
+msgstr "Le nom facultatif pour le claque 23 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 24."
-msgstr ""
+msgstr "Le nom facultatif pour le claque 24 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 25."
-msgstr ""
+msgstr "Le nom facultatif pour le claque 25 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 26."
-msgstr ""
+msgstr "Le nom facultatif pour le claque 26 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 27."
-msgstr ""
+msgstr "Le nom facultatif pour le claque 27 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 28."
-msgstr ""
+msgstr "Le nom facultatif pour le claque 28 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 29."
-msgstr ""
+msgstr "Le nom facultatif pour le claque 29 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 3."
@@ -49491,15 +49914,15 @@ msgstr "Le nom facultatif pour le claque 3 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 30."
-msgstr ""
+msgstr "Le nom facultatif pour le claque 30 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 31."
-msgstr ""
+msgstr "Le nom facultatif pour le claque 31 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 32."
-msgstr ""
+msgstr "Le nom facultatif pour le claque 32 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 4."
@@ -49546,7 +49969,8 @@ msgid "Optional name for the 3D render layer 13."
msgstr "Le nom facultatif pour le claque 13 de rendu 3D."
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+#, fuzzy
+msgid "Optional name for the 3D render layer 14."
msgstr "Le nom facultatif pour le claque 14 de rendu 3D"
#: doc/classes/ProjectSettings.xml
@@ -49620,9 +50044,8 @@ msgstr ""
"depuis l'éditeur."
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid "If [code]true[/code], logs all output to files."
-msgstr "Si [code]true[/code], enregistre toutes les sorties aux fichiers."
+msgstr "Si [code]true[/code], enregistre toutes les sorties dans des fichiers."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -49750,7 +50173,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Page size used by remote filesystem (in bytes)."
-msgstr ""
+msgstr "La taille des pages pour les systèmes de fichier distants (en octets)."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -50829,16 +51252,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51077,9 +51508,8 @@ msgid "2D in 3D Demo"
msgstr ""
#: doc/classes/QuadMesh.xml
-#, fuzzy
msgid "Offset of the generated Quad. Useful for particles."
-msgstr "Hauteur de la texture générée."
+msgstr "Le décalage du Quad généré. Utile pour les particules."
#: doc/classes/QuadMesh.xml
msgid "Size on the X and Y axes."
@@ -51282,9 +51712,8 @@ msgid ""
msgstr ""
#: doc/classes/RandomNumberGenerator.xml
-#, fuzzy
msgid "Random number generation"
-msgstr "Réglez la graine pour le générateur de nombres aléatoires."
+msgstr "Génération de nombres aléatoires"
#: doc/classes/RandomNumberGenerator.xml
msgid ""
@@ -51433,7 +51862,7 @@ msgstr ""
#: doc/classes/Range.xml
msgid "The value mapped between 0 and 1."
-msgstr ""
+msgstr "La valeur définit entre 0 et 1."
#: doc/classes/Range.xml
msgid ""
@@ -51474,7 +51903,7 @@ msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid "Query the closest object intersecting a ray."
-msgstr ""
+msgstr "Demande l'objet le plus proche entrant en intersection avec le rayon."
#: doc/classes/RayCast.xml
msgid ""
@@ -51508,7 +51937,7 @@ msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid "Removes all collision exceptions for this ray."
-msgstr ""
+msgstr "Retire tous les exceptions de collision pour ce rayon."
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
@@ -51660,10 +52089,13 @@ msgstr ""
#: doc/classes/RayCast2D.xml
msgid "If [code]true[/code], collision with [Area2D]s will be reported."
msgstr ""
+"Si [code]true[/code], les collisions avec les [Area2D] seront rapportées."
#: doc/classes/RayCast2D.xml
msgid "If [code]true[/code], collision with [PhysicsBody2D]s will be reported."
msgstr ""
+"Si [code]true[/code], les collisions avec les [PhysicBody2D] seront "
+"rapportées."
#: doc/classes/RayCast2D.xml
msgid ""
@@ -51724,11 +52156,11 @@ msgstr ""
#: doc/classes/Rect2.xml
msgid "Constructs a [Rect2] by position and size."
-msgstr ""
+msgstr "Construit un [Rect2] avec sa position et sa taille."
#: doc/classes/Rect2.xml
msgid "Constructs a [Rect2] by x, y, width, and height."
-msgstr ""
+msgstr "Construit un [Rect2] avec x, y, largeur, et hauteur."
#: doc/classes/Rect2.xml
msgid ""
@@ -51739,12 +52171,12 @@ msgstr ""
#: doc/classes/Rect2.xml
msgid "Returns the intersection of this [Rect2] and b."
-msgstr ""
+msgstr "Retourne l'intersection de ce [Rect2] et de b."
#: doc/classes/Rect2.xml
msgid ""
"Returns [code]true[/code] if this [Rect2] completely encloses another one."
-msgstr ""
+msgstr "Retourne [code]true[/code] si ce [Rect2] entoure complètement l'autre."
#: doc/classes/Rect2.xml
msgid ""
@@ -51904,7 +52336,7 @@ msgstr ""
#: doc/classes/ReferenceRect.xml
msgid "Sets the border [Color] of the [ReferenceRect]."
-msgstr ""
+msgstr "Définit la [Color] de la bordure de ce [ReferenceRect]."
#: doc/classes/ReferenceRect.xml
msgid ""
@@ -52200,7 +52632,7 @@ msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
msgid "Contains the results of a [RegEx] search."
-msgstr ""
+msgstr "Contient le résultat d'une recherche avec une [RegEx]."
#: modules/regex/doc_classes/RegExMatch.xml
msgid ""
@@ -52286,15 +52718,15 @@ msgstr ""
#: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml
msgid "If [code]true[/code], the remote node's position is updated."
-msgstr ""
+msgstr "Si [code]true[/code], la position du nœud distant a changé."
#: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml
msgid "If [code]true[/code], the remote node's rotation is updated."
-msgstr ""
+msgstr "Si [code]true[/code], la rotation du nœud distant a changé."
#: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml
msgid "If [code]true[/code], the remote node's scale is updated."
-msgstr ""
+msgstr "Si [code]true[/code], la mise à l'échelle du nœud distant a changé."
#: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml
msgid ""
@@ -52351,7 +52783,7 @@ msgstr ""
#: doc/classes/Resource.xml
msgid "Resources"
-msgstr ""
+msgstr "Ressources"
#: doc/classes/Resource.xml
msgid ""
@@ -52758,7 +53190,7 @@ msgstr ""
#: doc/classes/ResourcePreloader.xml
msgid "Returns the list of resources inside the preloader."
-msgstr ""
+msgstr "Retourne la liste des ressources actuellement dans le preloader."
#: doc/classes/ResourcePreloader.xml
msgid ""
@@ -52843,7 +53275,7 @@ msgstr ""
#: doc/classes/RichTextEffect.xml
msgid "A custom effect for use with [RichTextLabel]."
-msgstr ""
+msgstr "Un effet personnalisé à utilisé pour ce [RichTextLabel]."
#: doc/classes/RichTextEffect.xml
msgid ""
@@ -52916,6 +53348,7 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Adds raw non-BBCode-parsed text to the tag stack."
msgstr ""
+"Ajoute du texte BBCode brut (non interprété) dans le pile des marqueurs."
#: doc/classes/RichTextLabel.xml
msgid ""
@@ -52946,6 +53379,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Retourne le numéro de la ligne actuelle."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -52963,7 +53401,7 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Adds a newline tag to the tag stack."
-msgstr ""
+msgstr "Ajouter un marqueur de retour à la ligne dans la pile des marqueurs."
#: doc/classes/RichTextLabel.xml
msgid ""
@@ -52999,6 +53437,8 @@ msgstr ""
msgid ""
"Adds a [code][font][/code] tag with a bold italics font to the tag stack."
msgstr ""
+"Ajouter un marqueur [code][font][/code] avec une police italique gras dans "
+"la pile des marqueurs."
#: doc/classes/RichTextLabel.xml
msgid ""
@@ -53008,13 +53448,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Adds a [code][color][/code] tag to the tag stack."
-msgstr ""
+msgstr "Ajouter un marqueur [code][color][/code] dans la pile des marqueurs."
#: doc/classes/RichTextLabel.xml
msgid ""
"Adds a [code][font][/code] tag to the tag stack. Overrides default fonts for "
"its duration."
msgstr ""
+"Ajouter un marqueur [code][font][/code] dans la pile des marqueurs. Est "
+"utilisé à la place de la police par défaut tant que le marqueur est ouvert."
#: doc/classes/RichTextLabel.xml
msgid ""
@@ -53035,6 +53477,9 @@ msgid ""
"[code][ol][/code] or [code][ul][/code], but supports more list types. Not "
"fully implemented!"
msgstr ""
+"Ajoute un marqueur [code][list[/code] dans la pile des marqueurs. Similaire "
+"à [code][ol][/code] ou [code][ul][/code], mais support plus de types de "
+"liste. Pas entièrement implémenté !"
#: doc/classes/RichTextLabel.xml
msgid ""
@@ -53045,27 +53490,27 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Adds a [code][font][/code] tag with a monospace font to the tag stack."
msgstr ""
-"Ajouter un marqueur [code][font][/code] avec une police monospace dans la "
+"Ajoute un marqueur [code][font][/code] avec une police monospace dans la "
"pile des marqueurs."
#: doc/classes/RichTextLabel.xml
msgid "Adds a [code][font][/code] tag with a normal font to the tag stack."
msgstr ""
-"Ajouter un marqueur [code][font][/code] avec une police normale dans la pile "
+"Ajoute un marqueur [code][font][/code] avec une police normale dans la pile "
"des marqueurs."
#: doc/classes/RichTextLabel.xml
msgid "Adds a [code][s][/code] tag to the tag stack."
-msgstr "Ajouter un marqueur [code][s][/code] dans la pile des marqueurs."
+msgstr "Ajoute un marqueur [code][s][/code] dans la pile des marqueurs."
#: doc/classes/RichTextLabel.xml
msgid "Adds a [code][table=columns][/code] tag to the tag stack."
msgstr ""
-"Ajouter un marqueur [code][table=columns][/code] dans la pile des marqueurs."
+"Ajoute un marqueur [code][table=columns][/code] dans la pile des marqueurs."
#: doc/classes/RichTextLabel.xml
msgid "Adds a [code][u][/code] tag to the tag stack."
-msgstr "Ajouter un marqueur [code][u][/code] dans la pile des marqueurs."
+msgstr "Ajoute un marqueur [code][u][/code] dans la pile des marqueurs."
#: doc/classes/RichTextLabel.xml
msgid ""
@@ -53161,7 +53606,7 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "If [code]true[/code], the label allows text selection."
-msgstr ""
+msgstr "Si [code]true[/code], le label autorise la sélection du texte."
#: doc/classes/RichTextLabel.xml
msgid ""
@@ -53194,14 +53639,12 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
-#, fuzzy
msgid "Triggers when the mouse exits a meta tag."
-msgstr "Se déclenche lorsque la souris sort d'une méta-tag."
+msgstr "Se déclenche lorsque la souris sort d'une méta-marqueur."
#: doc/classes/RichTextLabel.xml
-#, fuzzy
msgid "Triggers when the mouse enters a meta tag."
-msgstr "Se déclenche lorsque la souris entre dans une balise meta."
+msgstr "Se déclenche lorsque la souris entre dans un méta-marqueur."
#: doc/classes/RichTextLabel.xml
msgid "Makes text left aligned."
@@ -53221,11 +53664,11 @@ msgstr "Rempli le texte en largeur."
#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
-msgstr ""
+msgstr "Chaque élément de la liste à un chiffre comme marqueur."
#: doc/classes/RichTextLabel.xml
msgid "Each list item has a letter marker."
-msgstr ""
+msgstr "Chaque élément de la liste à une lettre comme marqueur."
#: doc/classes/RichTextLabel.xml
msgid "Each list item has a filled circle marker."
@@ -53261,19 +53704,17 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "The horizontal offset of the font's shadow."
-msgstr ""
+msgstr "Le décalage horizontal pour l'ombre de la police."
#: doc/classes/RichTextLabel.xml
msgid "The vertical offset of the font's shadow."
-msgstr ""
+msgstr "Le décalage vertical pour l'ombre de la police."
#: doc/classes/RichTextLabel.xml
-#, fuzzy
msgid "The horizontal separation of elements in a table."
msgstr "La séparation horizontale des éléments dans un tableau."
#: doc/classes/RichTextLabel.xml
-#, fuzzy
msgid "The vertical separation of elements in a table."
msgstr "La séparation verticale des éléments dans un tableau."
@@ -53283,7 +53724,7 @@ msgstr "La police utilisée pour le texte en gras."
#: doc/classes/RichTextLabel.xml
msgid "The font used for bold italics text."
-msgstr ""
+msgstr "La police utilisée pour les textes italiques gras."
#: doc/classes/RichTextLabel.xml
msgid "The font used for italics text."
@@ -53325,7 +53766,7 @@ msgstr ""
#: doc/classes/RID.xml
msgid "Returns the ID of the referenced resource."
-msgstr ""
+msgstr "Retourne l'identifiant de la ressource référencée."
#: doc/classes/RigidBody.xml
msgid ""
@@ -53387,6 +53828,8 @@ msgid ""
"Applies a directional impulse without affecting rotation.\n"
"This is equivalent to [code]apply_impulse(Vector3(0,0,0), impulse)[/code]."
msgstr ""
+"Appliquer un impulsion directionnelle sans affecter la rotation.\n"
+"C'est équivalent à [code]apply_impulse(Vector3(0,0,0), impulse)[/code]."
#: doc/classes/RigidBody.xml
msgid ""
@@ -53550,7 +53993,7 @@ msgstr "La masse du corps."
#: doc/classes/RigidBody.xml
msgid "The body mode. See [enum Mode] for possible values."
-msgstr ""
+msgstr "Le mode du corps. Voir [enum Mode] pour les valeurs possibles."
#: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml
#: doc/classes/StaticBody.xml doc/classes/StaticBody2D.xml
@@ -53704,7 +54147,7 @@ msgstr ""
#: doc/classes/RigidBody2D.xml doc/classes/Sprite.xml
msgid "Instancing Demo"
-msgstr ""
+msgstr "Démo des instanciations"
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -53843,7 +54286,7 @@ msgstr ""
#: doc/classes/RigidBody2D.xml
msgid "The body's mode. See [enum Mode] for possible values."
-msgstr ""
+msgstr "Le mode du corps. Voir [enum Mode] pour les valeurs possibles."
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -54368,7 +54811,7 @@ msgstr ""
#: doc/classes/SceneState.xml
msgid "Returns the method connected to the signal at [code]idx[/code]."
-msgstr ""
+msgstr "Retourne la méthode connecté au signal à [code]idx[/code]."
#: doc/classes/SceneState.xml
msgid "Returns the name of the signal at [code]idx[/code]."
@@ -54614,7 +55057,7 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid "Returns [code]true[/code] if the given group exists."
-msgstr ""
+msgstr "Retourne [code]true[/code] si le groupe donné existe."
#: doc/classes/SceneTree.xml
#, fuzzy
@@ -54726,7 +55169,7 @@ msgstr "La racine de la scène éditée."
#: doc/classes/SceneTree.xml
msgid "The default [MultiplayerAPI] instance for this [SceneTree]."
-msgstr ""
+msgstr "L'instance [MultiplayerAPI] par défaut pour ce [SceneTree]."
#: doc/classes/SceneTree.xml
msgid ""
@@ -54884,11 +55327,11 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid "Call a group with no flags (default)."
-msgstr ""
+msgstr "Appelle un groupe sans drapeau (la valeur par défaut)."
#: doc/classes/SceneTree.xml
msgid "Call a group in reverse scene order."
-msgstr ""
+msgstr "Appelle un groupe dans l'ordre inversé de la scène."
#: doc/classes/SceneTree.xml
msgid "Call a group immediately (calls are normally made on idle)."
@@ -54900,7 +55343,7 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid "No stretching."
-msgstr ""
+msgstr "Aucun étirement."
#: doc/classes/SceneTree.xml
msgid "Render stretching in higher resolution (interpolated)."
@@ -54985,11 +55428,11 @@ msgstr ""
#: doc/classes/Script.xml
msgid "Returns [code]true[/code] if the script can be instanced."
-msgstr ""
+msgstr "Retourne [code]true[/code] si une instance du script peut être créée."
#: doc/classes/Script.xml
msgid "Returns the script directly inherited by this script."
-msgstr ""
+msgstr "Retourne le script directement hérité par ce script."
#: doc/classes/Script.xml
msgid "Returns the script's base type."
@@ -54997,39 +55440,45 @@ msgstr "Retourne le type de base du script."
#: doc/classes/Script.xml
msgid "Returns the default value of the specified property."
-msgstr ""
+msgstr "Retourne la valeur par défaut de la propriété spécifiée."
#: doc/classes/Script.xml
msgid "Returns a dictionary containing constant names and their values."
-msgstr ""
+msgstr "Retourne un dictionnaire contenant le nom et valeur des constantes."
#: doc/classes/Script.xml
msgid "Returns the list of methods in this [Script]."
-msgstr ""
+msgstr "Retourne la liste des méthodes dans ce [Script]."
#: doc/classes/Script.xml
msgid "Returns the list of properties in this [Script]."
-msgstr ""
+msgstr "Retourne la liste des propriétés dans ce [Script]."
#: doc/classes/Script.xml
msgid "Returns the list of user signals defined in this [Script]."
msgstr ""
+"Retourne la liste des signaux définit par l'utilisateur dans ce [Script]."
#: doc/classes/Script.xml
msgid ""
"Returns [code]true[/code] if the script, or a base class, defines a signal "
"with the given name."
msgstr ""
+"Retourne [code]true[/code] si le script, ou sa classe parente, définit un "
+"signal avec le nom donné."
#: doc/classes/Script.xml
msgid "Returns [code]true[/code] if the script contains non-empty source code."
msgstr ""
+"Retourne [code]true[/code] si le script contient un code source non vide."
#: doc/classes/Script.xml
msgid ""
"Returns [code]true[/code] if [code]base_object[/code] is an instance of this "
"script."
msgstr ""
+"Retourne [code]true[/code] si [code]base_object[/code] est une instance de "
+"ce script."
#: doc/classes/Script.xml
msgid ""
@@ -55071,7 +55520,7 @@ msgstr ""
#: doc/classes/ScriptCreateDialog.xml
msgid "Emitted when the user clicks the OK button."
-msgstr ""
+msgstr "Émis quand un utilisateur clique sur le bouton OK."
#: doc/classes/ScriptEditor.xml
msgid "Godot editor's script editor."
@@ -55206,7 +55655,6 @@ msgid "The current horizontal scroll value."
msgstr "La valeur de défilement horizontal actuelle."
#: doc/classes/ScrollContainer.xml
-#, fuzzy
msgid "If [code]true[/code], enables horizontal scrolling."
msgstr "Si [code]true[/code], permet le défilement horizontal."
@@ -55260,22 +55708,25 @@ msgid ""
msgstr ""
#: doc/classes/Semaphore.xml
-#, fuzzy
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
-"Essaie de verrouiller ce [Mutex], mais ne le bloque pas. Retourne [constant "
-"OK] en cas de succès, [constant ERR_BUSY] dans le cas contraire."
#: doc/classes/Semaphore.xml
-#, fuzzy
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
-"Essaie de verrouiller ce [Mutex], mais ne le bloque pas. Retourne [constant "
-"OK] en cas de succès, [constant ERR_BUSY] dans le cas contraire."
#: doc/classes/Separator.xml
msgid "Base class for separators."
@@ -55347,11 +55798,11 @@ msgstr ""
#: doc/classes/Shader.xml
msgid "Mode used to draw all 3D objects."
-msgstr ""
+msgstr "Le mode utilise pour afficher tous les objets 3D."
#: doc/classes/Shader.xml
msgid "Mode used to draw all 2D objects."
-msgstr ""
+msgstr "Le mode utilise pour afficher tous les objets 2D."
#: doc/classes/Shader.xml
msgid ""
@@ -55361,7 +55812,7 @@ msgstr ""
#: doc/classes/ShaderMaterial.xml
msgid "A material that uses a custom [Shader] program."
-msgstr ""
+msgstr "Un matériau que utilise un programme de [Shader] personnalisé."
#: doc/classes/ShaderMaterial.xml
msgid ""
@@ -55400,11 +55851,11 @@ msgstr ""
#: doc/classes/ShaderMaterial.xml
msgid "The [Shader] program used to render this material."
-msgstr ""
+msgstr "Le programme [Shader] utilisé pour le rendu de ce matériau."
#: doc/classes/Shape.xml
msgid "Base class for all 3D shape resources."
-msgstr ""
+msgstr "La classe de base pour toutes les ressources de formes 3D."
#: doc/classes/Shape.xml
msgid ""
@@ -55490,9 +55941,8 @@ msgid "The shape's custom solver bias."
msgstr "Le biais du solveur personnalisé de la forme."
#: doc/classes/ShortCut.xml
-#, fuzzy
msgid "A shortcut for binding input."
-msgstr "Un raccourci pour la liaison d'entrée."
+msgstr "Un raccourci lié à une entrée."
#: doc/classes/ShortCut.xml
msgid ""
@@ -55503,17 +55953,19 @@ msgstr ""
#: doc/classes/ShortCut.xml
msgid "Returns the shortcut's [InputEvent] as a [String]."
-msgstr ""
+msgstr "Retourne le [InputEvent] de ce raccourci comme [String]."
#: doc/classes/ShortCut.xml
msgid ""
"Returns [code]true[/code] if the shortcut's [InputEvent] equals [code]event[/"
"code]."
msgstr ""
+"Retourne [code]true[/code] si le [InputEvent] du raccourci correspond à "
+"[code]event[/code]."
#: doc/classes/ShortCut.xml
msgid "If [code]true[/code], this shortcut is valid."
-msgstr ""
+msgstr "Si [code]true[/code], ce raccourci est valide."
#: doc/classes/ShortCut.xml
msgid ""
@@ -55524,7 +55976,7 @@ msgstr ""
#: doc/classes/Skeleton.xml
msgid "Skeleton for characters and animated objects."
-msgstr ""
+msgstr "Le squelette pour les caractères et les objets animés."
#: doc/classes/Skeleton.xml
msgid ""
@@ -55543,22 +55995,24 @@ msgid ""
"Adds a bone, with name [code]name[/code]. [method get_bone_count] will "
"become the bone index."
msgstr ""
+"Ajoute un os, nommé [code]name[/code]. [method get_bone_count] deviendra "
+"l'index de cet os."
#: doc/classes/Skeleton.xml
msgid "[i]Deprecated soon.[/i]"
-msgstr "[i]Déprécié bientôt.[/i]"
+msgstr "[i]Bientôt obsolète.[/i]"
#: doc/classes/Skeleton.xml
msgid "Clear all the bones in this skeleton."
-msgstr ""
+msgstr "Efface tous les os de ce squelette."
#: doc/classes/Skeleton.xml
msgid "Returns the bone index that matches [code]name[/code] as its name."
-msgstr ""
+msgstr "Retourne l'index de l'os qui se nomme [code]name[/code]."
#: doc/classes/Skeleton.xml
msgid "Returns the amount of bones in the skeleton."
-msgstr ""
+msgstr "Retourne le nombre d'os dans ce squelette."
#: doc/classes/Skeleton.xml
msgid ""
@@ -55601,6 +56055,8 @@ msgstr ""
#: doc/classes/Skeleton.xml
msgid "Returns the rest transform for a bone [code]bone_idx[/code]."
msgstr ""
+"Retourne la transformation de repos pour l'os à l'index [code]bone_idx[/"
+"code]."
#: doc/classes/Skeleton.xml
msgid ""
@@ -55617,10 +56073,11 @@ msgstr "Définit le décalage à partir de [code]0.5[/code]."
#: doc/classes/Skeleton.xml
msgid "Sets the rest transform for bone [code]bone_idx[/code]."
msgstr ""
+"Définit la transformation de repos de l'os à l'index [code]bone_idx[/code]."
#: doc/classes/Skeleton2D.xml
msgid "Skeleton for 2D characters and animated objects."
-msgstr ""
+msgstr "Le squelette pour les caractères et les objets animés en 2D."
#: doc/classes/Skeleton2D.xml
msgid ""
@@ -55645,7 +56102,7 @@ msgstr ""
#: doc/classes/Skeleton2D.xml
msgid "Returns the [RID] of a Skeleton2D instance."
-msgstr ""
+msgstr "Retourne le [RID] de l'instance du Skeleton2D."
#: doc/classes/SkeletonIK.xml
msgid ""
@@ -55786,7 +56243,7 @@ msgstr ""
#: doc/classes/Sky.xml
msgid "The base class for [PanoramaSky] and [ProceduralSky]."
-msgstr ""
+msgstr "La classe de base pour les [PanoramaSky] et [ProceduralSky]."
#: doc/classes/Sky.xml
msgid ""
@@ -55837,12 +56294,11 @@ msgstr ""
#: doc/classes/Sky.xml
msgid "Represents the size of the [enum RadianceSize] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum RadianceSize]."
#: doc/classes/Slider.xml
-#, fuzzy
msgid "Base class for GUI sliders."
-msgstr "Classe de base pour les curseurs GUI."
+msgstr "Classe de base pour les curseurs d'interface."
#: doc/classes/Slider.xml
msgid ""
@@ -55999,9 +56455,8 @@ msgstr ""
"l’état de la clé est libéré."
#: doc/classes/SoftBody.xml
-#, fuzzy
msgid "If [code]true[/code], the [SoftBody] will respond to [RayCast]s."
-msgstr "Si [code]true[/code], l'interpolation fait une boucle."
+msgstr "Si [code]true[/code], le [SoftBody] répondra aux [RayCast]."
#: doc/classes/SoftBody.xml
msgid ""
@@ -56035,11 +56490,11 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid "Introduction to 3D"
-msgstr ""
+msgstr "Introduction à la 3D"
#: doc/classes/Spatial.xml doc/classes/Vector3.xml
msgid "All 3D Demos"
-msgstr ""
+msgstr "Toutes les démos 3D"
#: doc/classes/Spatial.xml
msgid ""
@@ -56258,9 +56713,8 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-#, fuzzy
msgid "World space (global) [Transform] of this node."
-msgstr "Retourne la matrice de transformation globale de cet élément."
+msgstr "La [Transform] globale de ce nœud."
#: doc/classes/Spatial.xml
msgid ""
@@ -56291,7 +56745,7 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid "Local translation of this node."
-msgstr ""
+msgstr "La translation locale de ce nœud."
#: doc/classes/Spatial.xml
msgid ""
@@ -56368,6 +56822,8 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Returns [code]true[/code], if the specified [enum Feature] is enabled."
msgstr ""
+"Retourne [code]true[/code] si la fonctionnalité [enum Feature] spécifiée est "
+"active."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -56378,7 +56834,7 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Returns the [Texture] associated with the specified [enum TextureParam]."
-msgstr ""
+msgstr "Retourne la [Texture] associée avec le [enum TextureParam] spécifié."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -56646,7 +57102,7 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "The emitted light's color. See [member emission_enabled]."
-msgstr ""
+msgstr "La couleur de la lumière émise. Voir [member emission_enabled]."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -56658,11 +57114,12 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "The emitted light's strength. See [member emission_enabled]."
-msgstr ""
+msgstr "L'intensité de la lumière émise. Voir [member emission_enabled]."
#: doc/classes/SpatialMaterial.xml
msgid "Use [code]UV2[/code] to read from the [member emission_texture]."
msgstr ""
+"Utiliser [code]UV2[/code] pour lire depuis la [member emission_texture]."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -56685,7 +57142,7 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
-msgstr ""
+msgstr "Si [code]trye[/code], l'objet ne reçoit aucune lumière ambiante."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -56721,9 +57178,8 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-#, fuzzy
msgid "If [code]true[/code], the object is unaffected by lighting."
-msgstr "Si [code]true[/code], le GraphNode est sélectionné."
+msgstr "Si [code]true[/code], l'objet n'est pas affecté par les lumières."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -56743,7 +57199,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -56939,6 +57409,8 @@ msgid ""
"Texture that controls the strength of the refraction per-pixel. Multiplied "
"by [member refraction_scale]."
msgstr ""
+"La texture qui contrôle l'intensité de la réfraction par pixel. Elle est "
+"multipliée par [member refraction_scale]."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -56986,6 +57458,8 @@ msgid ""
"Texture used to control the roughness per-pixel. Multiplied by [member "
"roughness]."
msgstr ""
+"La texture utilisée pour contrôler la rugosité par pixel. Multipliée par "
+"[membre roughness]."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -57010,9 +57484,8 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-#, fuzzy
msgid "If [code]true[/code], the transmission effect is enabled."
-msgstr "Si [code]true[/code], le filtrage est activé."
+msgstr "Si [code]true[/code], l'effet de transmission est actif."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -57096,6 +57569,8 @@ msgstr ""
msgid ""
"If [code]true[/code], the model's vertex colors are processed as sRGB mode."
msgstr ""
+"Si [code]true[/code], les couleurs de sommets du modèle seront gérées en "
+"mode sRGB."
#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the vertex color is used as albedo color."
@@ -57250,6 +57725,8 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Default depth draw mode. Depth is drawn only for opaque objects."
msgstr ""
+"Le mode par défaut pour la profondeur. La profondeur n'est dessinée que pour "
+"les objets opaques."
#: doc/classes/SpatialMaterial.xml
msgid "Depth draw is calculated for both opaque and transparent objects."
@@ -57268,15 +57745,16 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Default cull mode. The back of the object is culled when not visible."
msgstr ""
+"Le mode de cull par défaut. Le cull définit quand l'arrière d'un objet n'est "
+"pas visible."
#: doc/classes/SpatialMaterial.xml
msgid "The front of the object is culled when not visible."
msgstr ""
#: doc/classes/SpatialMaterial.xml
-#, fuzzy
msgid "No culling is performed."
-msgstr "Aucun abattage n’est effectué."
+msgstr "Aucun culling n’est effectué."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -57332,12 +57810,16 @@ msgid ""
"Use triplanar texture lookup for all texture lookups that would normally use "
"[code]UV[/code]."
msgstr ""
+"Utiliser la projection triplanaire pour les textures qui normalement "
+"utilisent [code]UV[/code]."
#: doc/classes/SpatialMaterial.xml
msgid ""
"Use triplanar texture lookup for all texture lookups that would normally use "
"[code]UV2[/code]."
msgstr ""
+"Utiliser la projection triplanaire pour les textures qui normalement "
+"utilisent [code]UV2[/code]."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -57400,6 +57882,8 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Uses a hard cut for lighting, with smoothing affected by roughness."
msgstr ""
+"Utilise une transition abrupte pour les lumières, la rugosité permet "
+"d'ajuster cette transition."
#: doc/classes/SpatialMaterial.xml
msgid "Default specular blob."
@@ -57424,7 +57908,7 @@ msgstr "Le mode d'affichage est désactivé."
#: doc/classes/SpatialMaterial.xml
msgid "The object's Z axis will always face the camera."
-msgstr ""
+msgstr "L'axe Z de l'objet fera toujours face à la caméra."
#: doc/classes/SpatialMaterial.xml
msgid "The object's X axis will always face the camera."
@@ -57456,11 +57940,11 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Adds the emission color to the color from the emission texture."
-msgstr ""
+msgstr "Ajouter la couleur d'émission à la texture d'émission."
#: doc/classes/SpatialMaterial.xml
msgid "Multiplies the emission color by the color from the emission texture."
-msgstr ""
+msgstr "Multiplie la couleur d'émission par la texture d'émission."
#: doc/classes/SpatialMaterial.xml
msgid "Do not use distance fade."
@@ -57524,15 +58008,15 @@ msgstr ""
#: doc/classes/SphereMesh.xml
msgid "Number of radial segments on the sphere."
-msgstr ""
+msgstr "Le nombre de latitudes de la sphère."
#: doc/classes/SphereMesh.xml
msgid "Radius of sphere."
-msgstr "Rayon de la sphère."
+msgstr "Le rayon de la sphère."
#: doc/classes/SphereMesh.xml
msgid "Number of segments along the height of the sphere."
-msgstr ""
+msgstr "Le nombre de longitudes de la sphère."
#: doc/classes/SphereShape.xml
msgid "Sphere shape for 3D collisions."
@@ -57547,6 +58031,7 @@ msgstr ""
#: doc/classes/SphereShape.xml
msgid "The sphere's radius. The shape's diameter is double the radius."
msgstr ""
+"Le rayon de la sphère. Le diamètre de la sphère est le double du rayon."
#: doc/classes/SpinBox.xml
msgid "Numerical input text field."
@@ -57568,12 +58053,15 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
msgid "Applies the current value of this [SpinBox]."
-msgstr ""
+msgstr "Appliquer la valeur actuelle à cette [SpinBox]."
#: doc/classes/SpinBox.xml
msgid ""
@@ -57586,7 +58074,7 @@ msgstr ""
#: doc/classes/SpinBox.xml
msgid "Sets the text alignment of the [SpinBox]."
-msgstr ""
+msgstr "Définit l'alignement du texte de cette [SpinBox]."
#: doc/classes/SpinBox.xml
msgid ""
@@ -57658,7 +58146,7 @@ msgstr "Émis lorsque le dragueur est glissé par l'utilisateur."
#: doc/classes/SplitContainer.xml
msgid "The split dragger is visible when the cursor hovers it."
-msgstr ""
+msgstr "Le dragueur fractionné est visible quand le curseur le survole."
#: doc/classes/SplitContainer.xml
#, fuzzy
@@ -57693,13 +58181,12 @@ msgid "The spotlight's angle in degrees."
msgstr "L’angle du projecteur en degrés."
#: doc/classes/SpotLight.xml
-#, fuzzy
msgid "The spotlight's angular attenuation curve."
msgstr "La courbe d’atténuation angulaire du projecteur."
#: doc/classes/SpotLight.xml
msgid "The spotlight's light energy attenuation curve."
-msgstr ""
+msgstr "La courbe d’atténuation de l'énergie de la lumière du projecteur."
#: doc/classes/SpotLight.xml
msgid ""
@@ -57871,11 +58358,11 @@ msgstr "Le nombre de lignes dans la feuille de sprites."
#: doc/classes/Sprite.xml doc/classes/Sprite3D.xml
msgid "Emitted when the [member frame] changes."
-msgstr ""
+msgstr "Émis quand une [member frame] changes."
#: doc/classes/Sprite.xml
msgid "Emitted when the [member texture] changes."
-msgstr ""
+msgstr "Émis quand une [member texture] change."
#: doc/classes/Sprite3D.xml
msgid "2D sprite node in a 3D world."
@@ -57915,7 +58402,7 @@ msgstr "Retourne le rectangle représentant ce sprite."
#: doc/classes/SpriteBase3D.xml
msgid "If [code]true[/code], the specified flag will be enabled."
-msgstr ""
+msgstr "Si [code]true[/code], le drapeau spécifié sera actif."
#: doc/classes/SpriteBase3D.xml
msgid "The direction in which the front of the texture faces."
@@ -57989,12 +58476,11 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid "Represents the size of the [enum DrawFlags] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum DrawFlags]."
#: doc/classes/SpriteFrames.xml
-#, fuzzy
msgid "Sprite frame library for AnimatedSprite and AnimatedSprite3D."
-msgstr "Bibliothèque de cadres Sprite pour AnimatedSprite2D."
+msgstr "La bibliothèque de sprites pour AnimatedSprite et AnimatedSprite3D."
#: doc/classes/SpriteFrames.xml
msgid ""
@@ -58008,19 +58494,19 @@ msgstr ""
#: doc/classes/SpriteFrames.xml
msgid "Adds a new animation to the library."
-msgstr ""
+msgstr "Ajoute une nouvelle animation à la bibliothèque."
#: doc/classes/SpriteFrames.xml
msgid "Adds a frame to the given animation."
-msgstr ""
+msgstr "Ajoute une trame à l'animation donnée."
#: doc/classes/SpriteFrames.xml
msgid "Removes all frames from the given animation."
-msgstr ""
+msgstr "Retire toutes les trames de l'animation donnée."
#: doc/classes/SpriteFrames.xml
msgid "Removes all animations. A \"default\" animation will be created."
-msgstr ""
+msgstr "Retire toutes les animations. Une animation \"défaut\" sera créée."
#: doc/classes/SpriteFrames.xml
#, fuzzy
@@ -58039,7 +58525,7 @@ msgstr ""
#: doc/classes/SpriteFrames.xml
msgid "The animation's speed in frames per second."
-msgstr ""
+msgstr "Le vitesse de l'animation en trames par seconde."
#: doc/classes/SpriteFrames.xml
msgid "Returns the animation's selected frame."
@@ -58047,11 +58533,11 @@ msgstr "Retourne l'image sélectionnée de l'animation."
#: doc/classes/SpriteFrames.xml
msgid "Returns the number of frames in the animation."
-msgstr ""
+msgstr "Retourne le nombre de trames de l'animation."
#: doc/classes/SpriteFrames.xml
msgid "If [code]true[/code], the named animation exists."
-msgstr ""
+msgstr "Si [code]true[/code], l'animation nommée existe."
#: doc/classes/SpriteFrames.xml
msgid "Removes the given animation."
@@ -58063,19 +58549,21 @@ msgstr "Supprime l'image sélectionnée de l'animation."
#: doc/classes/SpriteFrames.xml
msgid "Changes the animation's name to [code]newname[/code]."
-msgstr ""
+msgstr "Change le nom de l'animation par [code]newname[/code]."
#: doc/classes/SpriteFrames.xml
msgid "If [code]true[/code], the animation will loop."
-msgstr ""
+msgstr "Si [code]true[/code], l'animation bouclera."
#: doc/classes/SpriteFrames.xml
msgid "Sets the texture of the given frame."
-msgstr ""
+msgstr "Définit la texture de la trame spécifiée."
#: doc/classes/SpriteFrames.xml
msgid "Compatibility property, always equals to an empty array."
msgstr ""
+"Une propriété pour maintenir la compatibilité, mais toujours égal à un "
+"tableau vide."
#: doc/classes/StaticBody.xml
msgid "Static body for 3D physics."
@@ -58157,23 +58645,23 @@ msgstr ""
#: doc/classes/StreamPeer.xml
msgid "Gets a signed 16-bit value from the stream."
-msgstr ""
+msgstr "Obtenir une valeur 16 bits signée depuis le flux."
#: doc/classes/StreamPeer.xml
msgid "Gets a signed 32-bit value from the stream."
-msgstr ""
+msgstr "Obtenir une valeur 32 bits signée depuis le flux."
#: doc/classes/StreamPeer.xml
msgid "Gets a signed 64-bit value from the stream."
-msgstr ""
+msgstr "Obtenir une valeur 64 bits signée depuis le flux."
#: doc/classes/StreamPeer.xml
msgid "Gets a signed byte from the stream."
-msgstr ""
+msgstr "Récupérer un octet signé depuis le flux."
#: doc/classes/StreamPeer.xml
msgid "Returns the amount of bytes this [StreamPeer] has available."
-msgstr ""
+msgstr "Retourne le nombre d'octets que ce [StreamPeer] a de disponible."
#: doc/classes/StreamPeer.xml
msgid ""
@@ -58186,11 +58674,11 @@ msgstr ""
#: doc/classes/StreamPeer.xml
msgid "Gets a double-precision float from the stream."
-msgstr ""
+msgstr "Récupérer un flottant à double-précision depuis le flux."
#: doc/classes/StreamPeer.xml
msgid "Gets a single-precision float from the stream."
-msgstr ""
+msgstr "Récupérer un flottant à simple précision depuis le flux."
#: doc/classes/StreamPeer.xml
msgid ""
@@ -58210,19 +58698,19 @@ msgstr ""
#: doc/classes/StreamPeer.xml
msgid "Gets an unsigned 16-bit value from the stream."
-msgstr ""
+msgstr "Obtenir une valeur 16 bits non signée depuis le flux."
#: doc/classes/StreamPeer.xml
msgid "Gets an unsigned 32-bit value from the stream."
-msgstr ""
+msgstr "Obtenir une valeur 32 bits non signée depuis le flux."
#: doc/classes/StreamPeer.xml
msgid "Gets an unsigned 64-bit value from the stream."
-msgstr ""
+msgstr "Obtenir une valeur 64 bits non signée depuis le flux."
#: doc/classes/StreamPeer.xml
msgid "Gets an unsigned byte from the stream."
-msgstr ""
+msgstr "Récupérer un octet non signé depuis le flux."
#: doc/classes/StreamPeer.xml
msgid ""
@@ -58255,7 +58743,7 @@ msgstr "Ajoute une valeur de 64 bits dans le flux."
#: doc/classes/StreamPeer.xml
msgid "Puts a signed byte into the stream."
-msgstr ""
+msgstr "Ajoute un octet signé dans le flux."
#: doc/classes/StreamPeer.xml
msgid ""
@@ -58266,11 +58754,11 @@ msgstr ""
#: doc/classes/StreamPeer.xml
msgid "Puts a double-precision float into the stream."
-msgstr ""
+msgstr "Ajouter un flottant double précision dans le flux."
#: doc/classes/StreamPeer.xml
msgid "Puts a single-precision float into the stream."
-msgstr ""
+msgstr "Ajouter un flottant single précision dans le flux."
#: doc/classes/StreamPeer.xml
msgid ""
@@ -58305,7 +58793,7 @@ msgstr "Ajoute une valeur de 64 bits non signée dans le flux."
#: doc/classes/StreamPeer.xml
msgid "Puts an unsigned byte into the stream."
-msgstr ""
+msgstr "Ajouter un octet non signé dans le flux."
#: doc/classes/StreamPeer.xml
msgid ""
@@ -58347,7 +58835,7 @@ msgstr ""
#: doc/classes/StreamPeerBuffer.xml
msgid "Clears the [member data_array] and resets the cursor."
-msgstr ""
+msgstr "Efface le [member data_array] et rétablit le curseur."
#: doc/classes/StreamPeerBuffer.xml
msgid ""
@@ -58359,9 +58847,8 @@ msgid "Returns the current cursor position."
msgstr "Retourne la position actuelle du curseur."
#: doc/classes/StreamPeerBuffer.xml
-#, fuzzy
msgid "Returns the size of [member data_array]."
-msgstr "Renvoie le sinus du paramètre."
+msgstr "Retourne la taille de [member data_array]."
#: doc/classes/StreamPeerBuffer.xml
msgid "Resizes the [member data_array]. This [i]doesn't[/i] update the cursor."
@@ -58417,11 +58904,11 @@ msgstr ""
#: doc/classes/StreamPeerSSL.xml
msgid "A status representing a [StreamPeerSSL] that is disconnected."
-msgstr ""
+msgstr "Le status représentant un [StreamPeerSSL] qui est déconnecté."
#: doc/classes/StreamPeerSSL.xml
msgid "A status representing a [StreamPeerSSL] during handshaking."
-msgstr ""
+msgstr "Le status représentant un [StreamPeerSSL] durant la poignée de main."
#: doc/classes/StreamPeerSSL.xml
msgid "A status representing a [StreamPeerSSL] that is connected to a host."
@@ -58429,7 +58916,7 @@ msgstr ""
#: doc/classes/StreamPeerSSL.xml
msgid "A status representing a [StreamPeerSSL] in error state."
-msgstr ""
+msgstr "Un status représentant un état d'erreur du [StreamPeerSSL]."
#: doc/classes/StreamPeerSSL.xml
msgid ""
@@ -58456,15 +58943,15 @@ msgstr ""
#: doc/classes/StreamPeerTCP.xml
msgid "Returns the IP of this peer."
-msgstr ""
+msgstr "Retourne l'adresse IP de ce pair."
#: doc/classes/StreamPeerTCP.xml
msgid "Returns the port of this peer."
-msgstr ""
+msgstr "Retourne le port de ce pair."
#: doc/classes/StreamPeerTCP.xml
msgid "Returns the status of the connection, see [enum Status]."
-msgstr ""
+msgstr "Retourne le status de la connexion, voir [enum Status]."
#: doc/classes/StreamPeerTCP.xml
#, fuzzy
@@ -58491,18 +58978,20 @@ msgid ""
"The initial status of the [StreamPeerTCP]. This is also the status after "
"disconnecting."
msgstr ""
+"Le status initial du [StreamPeerTCP]. C'est aussi le status après la "
+"déconnexion."
#: doc/classes/StreamPeerTCP.xml
msgid "A status representing a [StreamPeerTCP] that is connecting to a host."
-msgstr ""
+msgstr "Un status représentant un [StreamPeerTCP] qui se connecte un à hôte."
#: doc/classes/StreamPeerTCP.xml
msgid "A status representing a [StreamPeerTCP] that is connected to a host."
-msgstr ""
+msgstr "Un status représentant un [StreamPeerTCP] qui est connecté un à hôte."
#: doc/classes/StreamPeerTCP.xml
msgid "A status representing a [StreamPeerTCP] in error state."
-msgstr ""
+msgstr "Un status représentant un état d'erreur du [StreamPeerTCP]."
#: doc/classes/StreamTexture.xml
msgid "A [code].stex[/code] texture."
@@ -58510,19 +58999,19 @@ msgstr "Une texture [code].stex [/code]."
#: doc/classes/StreamTexture.xml
msgid "A texture that is loaded from a [code].stex[/code] file."
-msgstr ""
+msgstr "Une texture qui est chargée depuis un fichier [code].stex[/code]."
#: doc/classes/StreamTexture.xml
msgid "Loads the texture from the given path."
-msgstr ""
+msgstr "Charge la texture à l'emplacement spécifié."
#: doc/classes/StreamTexture.xml
msgid "The StreamTexture's file path to a [code].stex[/code] file."
-msgstr ""
+msgstr "Le chemin du fichier StreamTexture en [code].stex[/code]."
#: doc/classes/String.xml
msgid "Built-in string class."
-msgstr "Classe de chaîne de caractères intégrée."
+msgstr "Classe intégrée de chaîne de caractères."
#: doc/classes/String.xml
msgid ""
@@ -58617,48 +59106,44 @@ msgid "Constructs a new String from the given [Array]."
msgstr "Construit une nouvelle chaîne de caractères à partir du [Array] donné."
#: doc/classes/String.xml
-#, fuzzy
msgid "Constructs a new String from the given [PoolByteArray]."
msgstr ""
-"Construit une nouvelle chaîne de caractères à partir du [PackedByteArray] "
+"Construit une nouvelle chaîne de caractères à partir du [PoolByteArray] "
"donné."
#: doc/classes/String.xml
-#, fuzzy
msgid "Constructs a new String from the given [PoolIntArray]."
-msgstr "Construit une nouvelle chaîne de caractères à partir du [Array] donné."
+msgstr ""
+"Construit une nouvelle chaîne de caractères à partir du [PoolIntArray] donné."
#: doc/classes/String.xml
-#, fuzzy
msgid "Constructs a new String from the given [PoolRealArray]."
-msgstr "Construit une nouvelle chaîne de caractères à partir du [Array] donné."
+msgstr ""
+"Construit une nouvelle chaîne de caractères à partir du [PoolRealArray] "
+"donné."
#: doc/classes/String.xml
-#, fuzzy
msgid "Constructs a new String from the given [PoolStringArray]."
msgstr ""
-"Construit une nouvelle chaîne de caractères à partir du [PackedStringArray] "
+"Construit une nouvelle chaîne de caractères à partir du [PoolStringArray] "
"donné."
#: doc/classes/String.xml
-#, fuzzy
msgid "Constructs a new String from the given [PoolVector2Array]."
msgstr ""
-"Construit une nouvelle chaîne de caractères à partir du [PackedVector2Array] "
+"Construit une nouvelle chaîne de caractères à partir du [PoolVector2Array] "
"donné."
#: doc/classes/String.xml
-#, fuzzy
msgid "Constructs a new String from the given [PoolVector3Array]."
msgstr ""
-"Construit une nouvelle chaîne de caractères à partir du [PackedVector3Array] "
+"Construit une nouvelle chaîne de caractères à partir du [PoolVector3Array] "
"donné."
#: doc/classes/String.xml
-#, fuzzy
msgid "Constructs a new String from the given [PoolColorArray]."
msgstr ""
-"Construit une nouvelle chaîne de caractères à partir du [PackedColorArray] "
+"Construit une nouvelle chaîne de caractères à partir du [PoolColorArray] "
"donné."
#: doc/classes/String.xml
@@ -58675,15 +59160,19 @@ msgid ""
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
+"Retourne un tableau contenant les « bigrams » (paires de lettres "
+"consécutives) de cette chaîne de caractères.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Affiche \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
#: doc/classes/String.xml
-#, fuzzy
msgid ""
"Returns a copy of the string with special characters escaped using the C "
"language standard."
msgstr ""
-"Renvoie une copie de la chaîne de caractères avec des caractères spéciaux "
-"échappés en utilisant le standard du langage C."
+"Renvoie une copie de la chaîne de caractères avec les caractères spéciaux "
+"échappés suivant le standard du langage C."
#: doc/classes/String.xml
msgid ""
@@ -58827,6 +59316,8 @@ msgstr ""
#: doc/classes/String.xml
msgid "If the string is a valid file path, returns the base directory name."
msgstr ""
+"Si le chaine de caractères est un chemin valide, retourne le nom du dossier "
+"à la base."
#: doc/classes/String.xml
msgid ""
@@ -58943,6 +59434,8 @@ msgid ""
"Returns a copy of the string with the substring [code]what[/code] inserted "
"at the given position."
msgstr ""
+"Retourne une copie de la chaîne de caractères avec la sous-chaîne "
+"[code]what[/code] inséré à la position spécifiée."
#: doc/classes/String.xml
msgid ""
@@ -58967,6 +59460,8 @@ msgid ""
"Returns [code]true[/code] if this string is a subsequence of the given "
"string, without considering case."
msgstr ""
+"Retourne [code]true[/code] si une chaîne de caractères est une sous-séquence "
+"de la chaîne donnée, en ignorant les différences de casse."
#: doc/classes/String.xml
msgid ""
@@ -58983,7 +59478,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -59058,7 +59552,7 @@ msgstr ""
#: doc/classes/String.xml
msgid "Returns the string's amount of characters."
-msgstr ""
+msgstr "Retourne le nombre de caractères de cette chaine de caractères."
#: doc/classes/String.xml
msgid ""
@@ -59141,23 +59635,29 @@ msgstr ""
#: doc/classes/String.xml
msgid "Returns the character code at position [code]at[/code]."
-msgstr ""
+msgstr "Retourne le code du caractère à la position [code]at[/code]."
#: doc/classes/String.xml
msgid ""
"Formats a number to have an exact number of [code]digits[/code] after the "
"decimal point."
msgstr ""
+"Formate un nombre pour avoir exactement le nombre [code]digits[/code] de "
+"chiffres après la virgule."
#: doc/classes/String.xml
msgid ""
"Formats a number to have an exact number of [code]digits[/code] before the "
"decimal point."
msgstr ""
+"Formate un nombre pour avoir exactement le nombre [code]digits[/code] de "
+"chiffres avant la virgule."
#: doc/classes/String.xml
msgid "Decode a percent-encoded string. See [method percent_encode]."
msgstr ""
+"Décode une chaine de caractères codée avec des pourcent. Voir [method "
+"percent_encode]."
#: doc/classes/String.xml
msgid ""
@@ -59177,34 +59677,48 @@ msgid ""
"Returns original string repeated a number of times. The number of "
"repetitions is given by the argument."
msgstr ""
+"Retourne la chaine d'origine répétée un certain nombre de fois. Ce nombre de "
+"répétitions est donné en argument."
#: doc/classes/String.xml
+#, fuzzy
msgid ""
"Replaces occurrences of a case-sensitive substring with the given one inside "
"the string."
msgstr ""
+"Remplacer les occurrences d'une sous-chaine sensible à la casse avec l'autre "
+"donnée."
#: doc/classes/String.xml
+#, fuzzy
msgid ""
"Replaces occurrences of a case-insensitive substring with the given one "
"inside the string."
msgstr ""
+"Remplacer les occurrences d'une sous-chaine insensible à la casse avec "
+"l'autre donnée."
#: doc/classes/String.xml
msgid ""
"Performs a case-sensitive search for a substring, but starts from the end of "
"the string instead of the beginning."
msgstr ""
+"Lance la recherche d'une sous-chaine sensible à la casse, en commençant "
+"depuis la fin de la chaine plutôt que le début."
#: doc/classes/String.xml
msgid ""
"Performs a case-insensitive search for a substring, but starts from the end "
"of the string instead of the beginning."
msgstr ""
+"Lance la recherche d'une sous-chaine insensible à la casse, en commençant "
+"depuis la fin de la chaine plutôt que le début."
#: doc/classes/String.xml
msgid "Returns the right side of the string from a given position."
msgstr ""
+"Retourne toute la partie droite de la chaine de caractère après la position "
+"donnée."
#: doc/classes/String.xml
msgid ""
@@ -59238,25 +59752,33 @@ msgstr ""
#: doc/classes/String.xml
msgid "Returns the SHA-1 hash of the string as an array of bytes."
msgstr ""
+"Retourne le hachage SHA-1 de la chaine de caractères sous forme de tableau "
+"d'octets."
#: doc/classes/String.xml
msgid "Returns the SHA-1 hash of the string as a string."
msgstr ""
+"Retourne le hachage SHA-1 de la chaine de caractères sous forme de chaine de "
+"caractères."
#: doc/classes/String.xml
msgid "Returns the SHA-256 hash of the string as an array of bytes."
msgstr ""
+"Retourne le hachage SHA-256 de la chaine de caractères sous forme de tableau "
+"d'octets."
#: doc/classes/String.xml
msgid "Returns the SHA-256 hash of the string as a string."
msgstr ""
+"Retourne le hachage SHA-256 de la chaine de caractères sous forme de chaine "
+"de caractères."
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -59452,7 +59974,7 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid "Returns the size of this [StyleBox] without the margins."
-msgstr ""
+msgstr "Retourne la taille de cette [StyleBox] sans les marges."
#: doc/classes/StyleBox.xml
msgid ""
@@ -59462,7 +59984,7 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid "Returns the default value of the specified [enum Margin]."
-msgstr ""
+msgstr "Retourne la valeur de défaut de la [enum Margin] spécifiée."
#: doc/classes/StyleBox.xml
msgid ""
@@ -59536,11 +60058,11 @@ msgstr ""
#: doc/classes/StyleBoxEmpty.xml
msgid "Empty stylebox (does not display anything)."
-msgstr ""
+msgstr "Stylebox vide (n'affiche rien)."
#: doc/classes/StyleBoxEmpty.xml
msgid "Empty stylebox (really does not display anything)."
-msgstr ""
+msgstr "Stylebox vide (n'affiche vraiment rien)."
#: doc/classes/StyleBoxFlat.xml
msgid ""
@@ -59660,7 +60182,7 @@ msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid "The background color of the stylebox."
-msgstr ""
+msgstr "La couleur d'arrière-plan de la stylebox."
#: doc/classes/StyleBoxFlat.xml
msgid "If [code]true[/code], the border will fade into the background color."
@@ -59668,23 +60190,23 @@ msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid "Sets the color of the border."
-msgstr ""
+msgstr "Définit la couleur de la bordure."
#: doc/classes/StyleBoxFlat.xml
msgid "Border width for the bottom border."
-msgstr ""
+msgstr "L'épaisseur de la bordure du bas."
#: doc/classes/StyleBoxFlat.xml
msgid "Border width for the left border."
-msgstr ""
+msgstr "L'épaisseur de la bordure de gauche."
#: doc/classes/StyleBoxFlat.xml
msgid "Border width for the right border."
-msgstr ""
+msgstr "L'épaisseur de la bordure de droite."
#: doc/classes/StyleBoxFlat.xml
msgid "Border width for the top border."
-msgstr ""
+msgstr "L'épaisseur de la bordure du haut."
#: doc/classes/StyleBoxFlat.xml
msgid ""
@@ -59771,7 +60293,7 @@ msgstr "La taille de l'ombre en pixels."
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
-msgstr ""
+msgstr "Une [StyleBox] qui n'affiche qu'une seule ligne."
#: doc/classes/StyleBoxLine.xml
msgid ""
@@ -59936,7 +60458,7 @@ msgstr ""
#: doc/classes/StyleBoxTexture.xml
msgid "Emitted when the stylebox's texture is changed."
-msgstr ""
+msgstr "Émis quand la texture du stylebox a changé."
#: doc/classes/StyleBoxTexture.xml
msgid ""
@@ -60108,7 +60630,7 @@ msgstr ""
#: doc/classes/SurfaceTool.xml
msgid "Creates a vertex array from an existing [Mesh]."
-msgstr ""
+msgstr "Crée un tableau de sommets depuis un [Mesh] existant."
#: doc/classes/SurfaceTool.xml
msgid ""
@@ -60146,7 +60668,7 @@ msgstr ""
#: doc/classes/SurfaceTool.xml
msgid "Sets [Material] to be used by the [Mesh] you are constructing."
-msgstr ""
+msgstr "Définit le [Material] à utiliser pour le [Mesh] qui vous construisez."
#: doc/classes/TabContainer.xml
msgid "Tabbed container."
@@ -60165,7 +60687,7 @@ msgstr ""
#: doc/classes/TabContainer.xml
msgid "Returns the child [Control] node located at the active tab index."
-msgstr ""
+msgstr "Retourne le nœud [Control] enfant dans l'onglet actif."
#: doc/classes/TabContainer.xml
msgid ""
@@ -60178,7 +60700,7 @@ msgstr ""
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
msgid "Returns the previously active tab index."
-msgstr ""
+msgstr "Retourne l'index de l'onglet précédemment actif."
#: doc/classes/TabContainer.xml
msgid "Returns the [Control] node from the tab at index [code]tab_idx[/code]."
@@ -60447,7 +60969,7 @@ msgstr ""
#: doc/classes/Tabs.xml
msgid "Returns tab [Rect2] with local position and size."
-msgstr ""
+msgstr "Retourne l'onglet [Rect2] avec la position et la taille locales."
#: doc/classes/Tabs.xml
#, fuzzy
@@ -60464,12 +60986,14 @@ msgstr "Déplace un onglet de [code]from[/code] à [code]to[/code]."
#: doc/classes/Tabs.xml
msgid "Removes the tab at index [code]tab_idx[/code]."
-msgstr ""
+msgstr "Retire l'onglet à la position [code]tab_idx[/code]."
#: doc/classes/Tabs.xml
msgid ""
"If [code]true[/code], enables selecting a tab with the right mouse button."
msgstr ""
+"Si [code]true[/code], active la possibilité de sélectionner les onglets avec "
+"le clic droit."
#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
@@ -60516,7 +61040,7 @@ msgstr ""
#: doc/classes/Tabs.xml
msgid "Emitted when a tab is right-clicked."
-msgstr ""
+msgstr "Émis quand un onglet a été cliqué-droit."
#: doc/classes/Tabs.xml
msgid "Emitted when a tab is clicked, even if it is the current tab."
@@ -60524,7 +61048,7 @@ msgstr ""
#: doc/classes/Tabs.xml
msgid "Emitted when a tab is closed."
-msgstr ""
+msgstr "Émis quant un onglet est fermé."
#: doc/classes/Tabs.xml
msgid "Emitted when a tab is hovered by the mouse."
@@ -60718,9 +61242,8 @@ msgid "Returns an array containing the line number of each breakpoint."
msgstr "Retourne la liste du numéro de ligne de chaque point d'arrêt."
#: doc/classes/TextEdit.xml
-#, fuzzy
msgid "Returns the [Color] of the specified [code]keyword[/code]."
-msgstr "Retourne la position du point à l'index [code]point[/code]."
+msgstr "Retourne la [Color] du mot-clé [code]keyword[/code] donné."
#: doc/classes/TextEdit.xml
msgid "Returns the text of a specific line."
@@ -60790,10 +61313,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr "Retourne la colonne de début de sélection."
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr "Retourne la ligne de début de sélection."
@@ -60802,10 +61321,6 @@ msgid "Returns the text inside the selection."
msgstr "Retourne le texte de la sélection."
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr "Retourne la colonne de fin de sélection."
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr "Retourne la ligne de fin de sélection."
@@ -60857,11 +61372,11 @@ msgid "Returns whether the line at the specified index is hidden or not."
msgstr ""
#: doc/classes/TextEdit.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] when the specified [code]line[/code] is bookmarked."
msgstr ""
-"Retourne [code]true[/code] si la piste à l'index [code]idx[/code] est active."
+"Retourne [code]true[/code] si la piste à l'index [code]idx[/code] est en "
+"marque-page."
#: doc/classes/TextEdit.xml
#, fuzzy
@@ -60949,7 +61464,7 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid "Sets the text for a specific line."
-msgstr ""
+msgstr "Définit le texte pour la ligne spécifiée."
#: doc/classes/TextEdit.xml
msgid ""
@@ -60957,6 +61472,10 @@ msgid ""
"the bookmark if [code]bookmark[/code] is false.\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
+"Ajoute un marque-page pour la ligne [code]line[/code] si [code]bookmark[/"
+"code] est [code]true[/code]. Supprime le marque-page si [code]bookmark[/"
+"code] est [code]false[/code].\n"
+"Les marque-pages sont affichés dans [member breakpoint_gutter]."
#: doc/classes/TextEdit.xml
msgid ""
@@ -60985,7 +61504,7 @@ msgstr "Effectuer une opération d'annulation."
#: doc/classes/TextEdit.xml
msgid "Unfolds the given line, if folded."
-msgstr ""
+msgstr "Développe la ligne spécifiée, si réduite."
#: doc/classes/TextEdit.xml
msgid ""
@@ -60994,13 +61513,12 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-#, fuzzy
msgid "If [code]true[/code], the bookmark gutter is visible."
-msgstr "Si [code]true[/code], les titres des colonnes sont visibles."
+msgstr "Si [code]true[/code], le bandeau des marque-pages est visible."
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], the breakpoint gutter is visible."
-msgstr ""
+msgstr "Si [code]true[/code], le bandeau des points d'arrêt est visible."
#: doc/classes/TextEdit.xml
msgid ""
@@ -61052,6 +61570,7 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], the line containing the cursor is highlighted."
msgstr ""
+"Si [code]true[/code], la ligne contenant le curseur de texte est surlignée."
#: doc/classes/TextEdit.xml
msgid ""
@@ -61061,7 +61580,7 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid "The width, in pixels, of the minimap."
-msgstr ""
+msgstr "La largeur, en pixels, de la mini-carte."
#: doc/classes/TextEdit.xml
msgid ""
@@ -61195,6 +61714,8 @@ msgid ""
"Sets the [Color] of the bookmark marker. [member syntax_highlighting] has to "
"be enabled."
msgstr ""
+"Définit la [Color] du marque-page. Pour cela, [member syntax_highlighting] "
+"doit être actif."
#: doc/classes/TextEdit.xml
msgid ""
@@ -61220,7 +61741,7 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid "Sets the [Color] of marked text."
-msgstr ""
+msgstr "Définit la [Color] du texte marqué."
#: doc/classes/TextEdit.xml
msgid "Sets the highlight [Color] of text selections."
@@ -61252,6 +61773,7 @@ msgstr "Définit la [StyleBox] pour ce [TextEdit]."
msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+"Définit le [StyleBox] de ce [TextEdit] quand [member readonly] est activé."
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
@@ -61293,6 +61815,8 @@ msgid ""
"Returns an [Image] that is a copy of data from this [Texture]. [Image]s can "
"be accessed and manipulated directly."
msgstr ""
+"Retourne une [Image] qui est une copie des données de cette [Texture]. Les "
+"[Image] peuvent être accédées et manipulées directement."
#: doc/classes/Texture.xml
msgid "Returns the texture height."
@@ -61328,6 +61852,8 @@ msgid ""
"Generates mipmaps, which are smaller versions of the same texture to use "
"when zoomed out, keeping the aspect ratio."
msgstr ""
+"Génère les mipmaps, qui sont des versions plus petites de la même texture "
+"utilisées lors de zoom arrière, gardant le même aspect."
#: doc/classes/Texture.xml
msgid ""
@@ -61485,9 +62011,9 @@ msgstr ""
"disabled]."
#: doc/classes/TextureButton.xml
-#, fuzzy
msgid "Texture to display when the node has mouse or keyboard focus."
-msgstr "Texture à afficher lorsque le nœud cible la souris ou le clavier."
+msgstr ""
+"Texture à afficher lorsque le nœud a le focus de la souris ou du clavier."
#: doc/classes/TextureButton.xml
msgid "Texture to display when the mouse hovers the node."
@@ -61550,7 +62076,7 @@ msgstr ""
#: doc/classes/TextureLayered.xml
msgid "Base class for 3D texture types."
-msgstr ""
+msgstr "La classe de base pour toutes les textures 3D."
#: doc/classes/TextureLayered.xml
msgid ""
@@ -61611,7 +62137,7 @@ msgstr ""
#: doc/classes/TextureLayered.xml
msgid "Specifies which [enum Flags] apply to this texture."
-msgstr ""
+msgstr "Définir quels [enum Flags] s'appliquent à cette texture."
#: doc/classes/TextureLayered.xml
msgid ""
@@ -61622,6 +62148,7 @@ msgstr ""
#: doc/classes/TextureLayered.xml
msgid "Default flags for [Texture3D]. [constant FLAG_FILTER] is enabled."
msgstr ""
+"Les options par défaut des [Texture3D]. [constant FLAG_FILTER] est activé."
#: doc/classes/TextureLayered.xml
msgid "Texture will generate mipmaps on creation."
@@ -61697,15 +62224,15 @@ msgstr ""
#: doc/classes/TextureProgress.xml
msgid "The width of the 9-patch's left column."
-msgstr ""
+msgstr "La largeur de la colonne gauche du 9-patch."
#: doc/classes/TextureProgress.xml
msgid "The width of the 9-patch's right column."
-msgstr ""
+msgstr "La largeur de la colonne droite du 9-patch."
#: doc/classes/TextureProgress.xml
msgid "The height of the 9-patch's top row."
-msgstr ""
+msgstr "La hauteur de la colonne du haut du 9-patch."
#: doc/classes/TextureProgress.xml
msgid ""
@@ -61865,6 +62392,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr "Efface toutes les valeurs de ce thème."
@@ -62160,6 +62695,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -62389,7 +62931,7 @@ msgstr ""
#: doc/classes/TileMap.xml doc/classes/TileSet.xml
msgid "Using Tilemaps"
-msgstr ""
+msgstr "Utiliser les tilemaps"
#: doc/classes/TileMap.xml doc/classes/TileSet.xml
msgid "2D Hexagonal Demo"
@@ -62682,7 +63224,7 @@ msgstr "Le [TileSet] assigné."
#: doc/classes/TileMap.xml
msgid "Emitted when a tilemap setting has changed."
-msgstr ""
+msgstr "Émis quand les préférences du catalogue de tuiles a changé."
#: doc/classes/TileMap.xml
msgid "Returned when a cell doesn't exist."
@@ -62702,23 +63244,23 @@ msgstr "Mode d’orientation personnalisé."
#: doc/classes/TileMap.xml
msgid "Half offset on the X coordinate."
-msgstr "Demi-décalage sur la coordonnée X."
+msgstr "Le demi-décalage selon l'axe X."
#: doc/classes/TileMap.xml
msgid "Half offset on the Y coordinate."
-msgstr "Demi-décalage sur la coordonnée Y."
+msgstr "Le demi-décalage selon l'axe Y."
#: doc/classes/TileMap.xml
msgid "Half offset disabled."
-msgstr "Demi-décalage désactivé."
+msgstr "Le demi-décalage est désactivé."
#: doc/classes/TileMap.xml
msgid "Half offset on the X coordinate (negative)."
-msgstr ""
+msgstr "Le demi-décalage selon l'axe X (négatif)."
#: doc/classes/TileMap.xml
msgid "Half offset on the Y coordinate (negative)."
-msgstr ""
+msgstr "Le demi-décalage selon l'axe Y (négatif)."
#: doc/classes/TileMap.xml
msgid "Tile origin at its top-left corner."
@@ -62880,11 +63422,11 @@ msgstr "Efface toutes les tuiles."
#: doc/classes/TileSet.xml
msgid "Creates a new tile with the given ID."
-msgstr ""
+msgstr "Crée une nouvelle tuile avec l'identifiant donné."
#: doc/classes/TileSet.xml
msgid "Returns the first tile matching the given name."
-msgstr ""
+msgstr "Retourne la première tuile qui correspond au nom donné."
#: doc/classes/TileSet.xml
msgid ""
@@ -62895,6 +63437,8 @@ msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns an array of all currently used tile IDs."
msgstr ""
+"Retourne la liste des identifiants de toutes les tuiles actuellement "
+"utilisées."
#: doc/classes/TileSet.xml
msgid "Removes the given tile ID."
@@ -62922,11 +63466,11 @@ msgstr "Retourne le nom de la tuile."
#: doc/classes/TileSet.xml
msgid "Returns the navigation polygon of the tile."
-msgstr ""
+msgstr "Retourne le polygone de navigation de la tuile."
#: doc/classes/TileSet.xml
msgid "Returns the offset of the tile's navigation polygon."
-msgstr ""
+msgstr "Retourne le décalage du polygone de navigation de la tuile."
#: doc/classes/TileSet.xml
msgid "Returns the tile's normal map texture."
@@ -62946,7 +63490,7 @@ msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the number of shapes assigned to a tile."
-msgstr ""
+msgstr "Retourne le nombre de formes assignées à une tuile."
#: doc/classes/TileSet.xml
msgid "Returns the offset of a tile's shape."
@@ -62981,11 +63525,11 @@ msgstr "Retourne la texture de la tuile."
#: doc/classes/TileSet.xml
msgid "Returns the texture offset of the tile."
-msgstr ""
+msgstr "Retourne le décalage de la texture de la tuile."
#: doc/classes/TileSet.xml
msgid "Returns the tile's [enum TileMode]."
-msgstr ""
+msgstr "Retourne le [enum TileMode] de la tuile."
#: doc/classes/TileSet.xml
msgid "Returns the tile's Z index (drawing layer)."
@@ -63052,7 +63596,7 @@ msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets a [Transform2D] on a tile's shape."
-msgstr ""
+msgstr "Définit la [Transform2D] de la forme de la tuile."
#: doc/classes/TileSet.xml
msgid "Sets an array of shapes for the tile, enabling collision."
@@ -63068,7 +63612,7 @@ msgstr "Définit le décalage de texture de la tuile."
#: doc/classes/TileSet.xml
msgid "Sets the tile's [enum TileMode]."
-msgstr ""
+msgstr "Définit le [enum TileMode] de la tuile."
#: doc/classes/TileSet.xml
msgid "Sets the tile's drawing index."
@@ -63128,7 +63672,7 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
"Converts the given Unix timestamp to an ISO 8601 date string (YYYY-MM-DD)."
-msgstr ""
+msgstr "Convertit l'horodatage Unix au format de date ISO 8601 (AAAA-MM-JJ)."
#: doc/classes/Time.xml
msgid ""
@@ -63241,7 +63785,7 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
"Converts the given Unix timestamp to an ISO 8601 time string (HH:MM:SS)."
-msgstr ""
+msgstr "Convertit l'horodatage Unix au format d'heure ISO 8601 (HH:MM:SS)."
#: doc/classes/Time.xml
msgid ""
@@ -63386,7 +63930,7 @@ msgstr ""
#: doc/classes/Timer.xml
msgid "Returns [code]true[/code] if the timer is stopped."
-msgstr ""
+msgstr "Retourne [code]true[/code] si le minuteur est arrêté."
#: doc/classes/Timer.xml
msgid ""
@@ -63477,9 +64021,8 @@ msgid "Default text [Color] of the [ToolButton]."
msgstr "Le [StyleBox] par défaut pour le [ToolButton]."
#: doc/classes/ToolButton.xml
-#, fuzzy
msgid "Text [Color] used when the [ToolButton] is disabled."
-msgstr "Icône à afficher lorsque le [CheckButton] est coché et désactivé."
+msgstr "La [Color] du texte utilisée quand le [ToolButton] est désactivé."
#: doc/classes/ToolButton.xml
msgid ""
@@ -63493,11 +64036,11 @@ msgstr ""
#: doc/classes/ToolButton.xml
msgid "Text [Color] used when the [ToolButton] is being hovered."
-msgstr "La [Color] du texte utilisé quand un [ToolButton] est survolé."
+msgstr "La [Color] du texte utilisée quand le [ToolButton] est survolé."
#: doc/classes/ToolButton.xml
msgid "Text [Color] used when the [ToolButton] is being pressed."
-msgstr "La [Color] du texte utilisé quand un [ToolButton] est appuyé."
+msgstr "La [Color] du texte utilisée quand le [ToolButton] est appuyé."
#: doc/classes/ToolButton.xml
msgid "The horizontal space between [ToolButton]'s icon and text."
@@ -63508,11 +64051,8 @@ msgid "[Font] of the [ToolButton]'s text."
msgstr "La [Font] du texte du [ToolButton]."
#: doc/classes/ToolButton.xml
-#, fuzzy
msgid "[StyleBox] used when the [ToolButton] is disabled."
-msgstr ""
-"Le [StyleBox] qui s'affiche en arrière-plan lorsque l'on appuie sur le "
-"[CheckButton]."
+msgstr "La [StyleBox] utilisée quand le [ToolButton] est désactivé."
#: doc/classes/ToolButton.xml
msgid ""
@@ -63523,15 +64063,15 @@ msgstr ""
#: doc/classes/ToolButton.xml
msgid "[StyleBox] used when the [ToolButton] is being hovered."
-msgstr "Le [StyleBox] utilisé quand le [CheckButton] est survolé."
+msgstr "La [StyleBox] utilisée quand le [CheckButton] est survolé."
#: doc/classes/ToolButton.xml
msgid "Default [StyleBox] for the [ToolButton]."
-msgstr "Le [StyleBox] par défaut pour le [ToolButton]."
+msgstr "La [StyleBox] par défaut pour le [ToolButton]."
#: doc/classes/ToolButton.xml
msgid "[StyleBox] used when the [ToolButton] is being pressed."
-msgstr "Le [StyleBox] utilisé quand le [CheckButton] est appuyé."
+msgstr "La [StyleBox] utilisée quand le [CheckButton] est appuyé."
#: doc/classes/TouchScreenButton.xml
msgid "Button for touch screen devices for gameplay use."
@@ -63569,7 +64109,7 @@ msgstr "Le masque binaire du bouton."
#: doc/classes/TouchScreenButton.xml
msgid "The button's texture for the normal state."
-msgstr ""
+msgstr "La texture du bouton pour l'état normal."
#: doc/classes/TouchScreenButton.xml
msgid ""
@@ -63581,7 +64121,7 @@ msgstr ""
#: doc/classes/TouchScreenButton.xml
msgid "The button's texture for the pressed state."
-msgstr ""
+msgstr "La texture du bouton pour l'état appuyé."
#: doc/classes/TouchScreenButton.xml
msgid "The button's shape."
@@ -63595,7 +64135,7 @@ msgstr ""
#: doc/classes/TouchScreenButton.xml
msgid "If [code]true[/code], the button's shape is visible."
-msgstr ""
+msgstr "Si [code]true[/code], la forme du bouton est visible."
#: doc/classes/TouchScreenButton.xml
msgid ""
@@ -63606,11 +64146,11 @@ msgstr ""
#: doc/classes/TouchScreenButton.xml
msgid "Emitted when the button is pressed (down)."
-msgstr ""
+msgstr "Émis quand le bouton est pressé."
#: doc/classes/TouchScreenButton.xml
msgid "Emitted when the button is released (up)."
-msgstr ""
+msgstr "Émis quand le bouton est relâché."
#: doc/classes/TouchScreenButton.xml
msgid "Always visible."
@@ -63641,16 +64181,14 @@ msgid ""
msgstr ""
#: doc/classes/Transform.xml
-#, fuzzy
msgid "Constructs a Transform from a [Basis] and [Vector3]."
msgstr ""
-"Construit une nouvelle chaîne de caractères à partir du [Vector3] donné."
+"Construit une Transform à partir de la [Basis] et du [Vector3] (la position) "
+"donnés."
#: doc/classes/Transform.xml
-#, fuzzy
msgid "Constructs a Transform from a [Transform2D]."
-msgstr ""
-"Construit une nouvelle chaîne de caractères à partir du [Transform2D] donné."
+msgstr "Construit une Transform à partir de la [Transform2D] donnée."
#: doc/classes/Transform.xml
msgid ""
@@ -63829,7 +64367,6 @@ msgid "Returns the transform's origin (translation)."
msgstr "Retourne l’origine de la transformation (position)."
#: doc/classes/Transform2D.xml
-#, fuzzy
msgid "Returns the transform's rotation (in radians)."
msgstr "Retourne la rotation du transform (en radians)."
@@ -63973,7 +64510,7 @@ msgstr ""
#: doc/classes/TranslationServer.xml
msgid "Removes the given translation from the server."
-msgstr ""
+msgstr "Retire la translation donnée du serveur."
#: doc/classes/TranslationServer.xml
msgid ""
@@ -63990,7 +64527,7 @@ msgstr "Retourne la traduction du langage actuel pour le message (clé) donnée.
#: doc/classes/Tree.xml
msgid "Control to show a tree of items."
-msgstr ""
+msgstr "Un contrôle pour afficher l'arborescence d'éléments."
#: doc/classes/Tree.xml
msgid ""
@@ -64019,7 +64556,7 @@ msgstr ""
#: doc/classes/Tree.xml
msgid "Clears the tree. This removes all items."
-msgstr ""
+msgstr "Efface l'arborescence. Cela retire tous les éléments."
#: doc/classes/Tree.xml
msgid ""
@@ -64097,9 +64634,8 @@ msgid ""
msgstr ""
#: doc/classes/Tree.xml
-#, fuzzy
msgid "Returns the column for the currently edited item."
-msgstr "Renvoyez le port IP de l’hôte actuellement connecté."
+msgstr "Retourne la colonne de l'élément actuellement modifié."
#: doc/classes/Tree.xml
msgid ""
@@ -64211,11 +64747,11 @@ msgstr ""
#: doc/classes/Tree.xml
msgid "If [code]true[/code], the folding arrow is hidden."
-msgstr ""
+msgstr "Si [code]true[/code], la flèche de réduction est masquée."
#: doc/classes/Tree.xml
msgid "If [code]true[/code], the tree's root is hidden."
-msgstr ""
+msgstr "Si [code]true[/code], la racine de l'arborescence est masquée."
#: doc/classes/Tree.xml
msgid ""
@@ -64236,7 +64772,7 @@ msgstr "Émis lorsqu’une cellule est sélectionnée."
#: doc/classes/Tree.xml
msgid "Emitted when a column's title is pressed."
-msgstr ""
+msgstr "Émis quand le titre d'une colonne est appuyé."
#: doc/classes/Tree.xml
msgid ""
@@ -64258,7 +64794,7 @@ msgstr ""
#: doc/classes/Tree.xml
msgid "Emitted when an item's label is double-clicked."
-msgstr ""
+msgstr "Émis quand la label d'un élément est double-cliqué."
#: doc/classes/Tree.xml
msgid "Emitted when an item is collapsed by a click on the folding arrow."
@@ -64272,7 +64808,7 @@ msgstr ""
#: doc/classes/Tree.xml
msgid "Emitted when an item's icon is double-clicked."
-msgstr ""
+msgstr "Émis quand l'icône d'un élément est double-cliqué."
#: doc/classes/Tree.xml
msgid "Emitted when an item is edited."
@@ -64280,11 +64816,12 @@ msgstr "Émis lors de la modification d’un élément."
#: doc/classes/Tree.xml
msgid "Emitted when an item is edited using the right mouse button."
-msgstr ""
+msgstr "Émis quand un élément est modifié avec le bouton droit de la souris."
#: doc/classes/Tree.xml
msgid "Emitted when an item is selected with the right mouse button."
msgstr ""
+"Émis quand un élément est sélectionné avec le bouton droit de la souris."
#: doc/classes/Tree.xml
msgid "Emitted when an item is selected."
@@ -64295,6 +64832,8 @@ msgid ""
"Emitted instead of [code]item_selected[/code] if [code]select_mode[/code] is "
"[constant SELECT_MULTI]."
msgstr ""
+"Émis au lieu de [code]item_selected[/code] si [code]select_mode[/code] est "
+"[constant SELECT_MULTI]."
#: doc/classes/Tree.xml
msgid "Emitted when a left mouse button click does not select any item."
@@ -64359,6 +64898,8 @@ msgid ""
"Text [Color] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's "
"hovered."
msgstr ""
+"La [Color] du texte pour le mode de cellule [constant TreeItem."
+"CELL_MODE_CUSTOM] quand survolé."
#: doc/classes/Tree.xml
msgid ""
@@ -64372,7 +64913,7 @@ msgstr "[Color] de la ligne directrice."
#: doc/classes/Tree.xml
msgid "[Color] of the relationship lines."
-msgstr ""
+msgstr "La [Color] des lignes de lien."
#: doc/classes/Tree.xml
msgid "Default text [Color] of the title button."
@@ -64380,7 +64921,7 @@ msgstr "La [Color] par défaut du titre du bouton."
#: doc/classes/Tree.xml
msgid "The horizontal space between each button in a cell."
-msgstr ""
+msgstr "L'espacement horizontal entre chaque bouton dans la cellule."
#: doc/classes/Tree.xml
msgid ""
@@ -64428,7 +64969,7 @@ msgstr "[Font] du texte du bouton de titre."
#: doc/classes/Tree.xml
msgid "The arrow icon used when a foldable item is not collapsed."
-msgstr ""
+msgstr "L'icône de la flèche utilisée quand un élément n'est pas réduit."
#: doc/classes/Tree.xml
msgid "The arrow icon used when a foldable item is collapsed."
@@ -64451,12 +64992,16 @@ msgid ""
"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode "
"cell is unchecked."
msgstr ""
+"L'icône de la coche à afficher quand la cellule en mode [constant TreeItem."
+"CELL_MODE_CHECK] n'est pas cochée."
#: doc/classes/Tree.xml
msgid ""
"The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] "
"mode cell."
msgstr ""
+"L'icône de la flèche haut-bas à afficher quand la cellule en mode [constant "
+"TreeItem.CELL_MODE_CHECK]."
#: doc/classes/Tree.xml
msgid ""
@@ -64474,16 +65019,19 @@ msgstr "Le [StyleBox] utilisé quand un bouton dans l'arborescence est appuyé."
#: doc/classes/Tree.xml
msgid "[StyleBox] used for the cursor, when the [Tree] is being focused."
-msgstr ""
+msgstr "Le [StyleBox] utilisé pour le curseur, quand le [Tree] a le focus."
#: doc/classes/Tree.xml
msgid "[StyleBox] used for the cursor, when the [Tree] is not being focused."
msgstr ""
+"Le [StyleBox] utilisé pour le curseur, quand le [Tree] n'a pas le focus."
#: doc/classes/Tree.xml
msgid ""
"Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell."
msgstr ""
+"La [StyleBox] par défaut pour la cellule en mode [constant TreeItem."
+"CELL_MODE_CUSTOM]."
#: doc/classes/Tree.xml
msgid ""
@@ -64505,27 +65053,30 @@ msgstr ""
msgid ""
"[StyleBox] for the selected items, used when the [Tree] is not being focused."
msgstr ""
+"La [StyleBox] pour les éléments sélectionnés, quand le [Tree] n'est pas en "
+"focus."
#: doc/classes/Tree.xml
msgid ""
"[StyleBox] for the selected items, used when the [Tree] is being focused."
msgstr ""
+"La [StyleBox] pour les éléments sélectionnés, quand le [Tree] est en focus."
#: doc/classes/Tree.xml
msgid "[StyleBox] used when the title button is being hovered."
-msgstr ""
+msgstr "La [StyleBox] utilisée quand le titre du bouton est survolé."
#: doc/classes/Tree.xml
msgid "Default [StyleBox] for the title button."
-msgstr ""
+msgstr "La [StyleBox] par défaut pour le titre du bouton."
#: doc/classes/Tree.xml
msgid "[StyleBox] used when the title button is being pressed."
-msgstr ""
+msgstr "La [StyleBox] utilisée quand le titre du bouton est appuyé."
#: doc/classes/TreeItem.xml
msgid "Control for a single item inside a [Tree]."
-msgstr ""
+msgstr "Le contrôle pour un seul élément à l'intérieur du [Tree]."
#: doc/classes/TreeItem.xml
msgid ""
@@ -64586,9 +65137,8 @@ msgstr ""
"est préssé. Voir [enum JoyButtonList]."
#: doc/classes/TreeItem.xml
-#, fuzzy
msgid "Returns the number of buttons in column [code]column[/code]."
-msgstr "Sélectionne la colonne [code]column[/code]."
+msgstr "Retourne le nombre de boutons dans la colonne [code]column[/code]."
#: doc/classes/TreeItem.xml
#, fuzzy
@@ -64604,6 +65154,8 @@ msgid ""
"Returns the tooltip string for the button at index [code]button_idx[/code] "
"in column [code]column[/code]."
msgstr ""
+"Retourne le texte de l'infobulle pour le bouton à la position "
+"[code]button_idx[/code] dans la colonne [code]column[/code]."
#: doc/classes/TreeItem.xml
#, fuzzy
@@ -64688,7 +65240,7 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid "Returns the value of a [constant CELL_MODE_RANGE] column."
-msgstr ""
+msgstr "Retourne la valeur d'une colonne [constant CELL_MODE_RANGE]."
#: doc/classes/TreeItem.xml
msgid ""
@@ -64698,7 +65250,7 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid "Gets the suffix string shown after the column value."
-msgstr ""
+msgstr "Retourne le suffixe affiché après la valeur de la colonne."
#: doc/classes/TreeItem.xml
msgid "Returns the given column's text."
@@ -64717,6 +65269,8 @@ msgid ""
"Returns [code]true[/code] if the button at index [code]button_idx[/code] for "
"the given column is disabled."
msgstr ""
+"Retourne [code]true[/code] si le bouton à la position [code]button_idx[/"
+"code] pour la colonne donnée est désactivé."
#: doc/classes/TreeItem.xml
msgid "Returns [code]true[/code] if the given column is checked."
@@ -64730,10 +65284,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid "Returns [code]true[/code] if column [code]column[/code] is selectable."
msgstr ""
+"Retourne [code]true[/code] si la colonne [code]column[/code] peut être "
+"sélectionnée."
#: doc/classes/TreeItem.xml
msgid "Returns [code]true[/code] if column [code]column[/code] is selected."
msgstr ""
+"Retourne [code]true[/code] si la colonne [code]column[/code] est "
+"sélectionnée."
#: doc/classes/TreeItem.xml
msgid "Moves this TreeItem to the bottom in the [Tree] hierarchy."
@@ -64767,6 +65325,8 @@ msgid ""
"If [code]true[/code], disables the button at index [code]button_idx[/code] "
"in column [code]column[/code]."
msgstr ""
+"Si [code]true[/code], désactive le bouton à la position [code]button_idx[/"
+"code] dans la colonne [code]column[/code]."
#: doc/classes/TreeItem.xml
msgid ""
@@ -64776,7 +65336,7 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid "If [code]true[/code], the column [code]column[/code] is checked."
-msgstr ""
+msgstr "Si [code]true[/code], la colonne [code]column[/code] est cochée."
#: doc/classes/TreeItem.xml
msgid ""
@@ -64804,6 +65364,8 @@ msgstr "Si [code]true[/code], la colonne [code]column[/code] est modifiable."
msgid ""
"If [code]true[/code], column [code]column[/code] is expanded to the right."
msgstr ""
+"Si [code]true[/code], la colonne [code]column[/code] s’élargit vers la "
+"droite."
#: doc/classes/TreeItem.xml
msgid "Sets the given column's icon [Texture]."
@@ -64811,11 +65373,12 @@ msgstr "Définit la [Texture] d'icône pour la colonne donnée."
#: doc/classes/TreeItem.xml
msgid "Sets the given column's icon's maximum width."
-msgstr ""
+msgstr "Définit la largeur maximale de l'icône de la colonne donnée."
#: doc/classes/TreeItem.xml
msgid "Modulates the given column's icon with [code]modulate[/code]."
msgstr ""
+"Module l'icône de la colonne donnée avec la couleur [code]modulate[/code]."
#: doc/classes/TreeItem.xml
msgid "Sets the given column's icon's texture region."
@@ -64830,7 +65393,7 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid "Sets the value of a [constant CELL_MODE_RANGE] column."
-msgstr ""
+msgstr "Définit la valeur d'une colonne [constant CELL_MODE_RANGE]."
#: doc/classes/TreeItem.xml
msgid ""
@@ -64874,7 +65437,7 @@ msgstr "La hauteur minimale personnalisée."
#: doc/classes/TreeItem.xml
msgid "If [code]true[/code], folding is disabled for this TreeItem."
-msgstr ""
+msgstr "Si [code]true[/code], la réduction est désactivée pour ce TreeItem."
#: doc/classes/TreeItem.xml
msgid "Cell contains a string."
@@ -65068,7 +65631,7 @@ msgstr "Continuer d'animer tous les tweens arrêtés."
#: doc/classes/Tween.xml
msgid "Sets the interpolation to the given [code]time[/code] in seconds."
-msgstr ""
+msgstr "Définit l'interpolation au moment [code]time[/code] en secondes."
#: doc/classes/Tween.xml
msgid ""
@@ -65116,7 +65679,7 @@ msgstr ""
#: doc/classes/Tween.xml
msgid "Returns the current time of the tween."
-msgstr ""
+msgstr "Retourne le temps actuel du tween."
#: doc/classes/Tween.xml
msgid "The tween's animation process thread. See [enum TweenProcessMode]."
@@ -65148,15 +65711,16 @@ msgstr "Émis quand un tween démarre."
#: doc/classes/Tween.xml
msgid "Emitted at each step of the animation."
-msgstr ""
+msgstr "Émis à chaque étape de l'animation."
#: doc/classes/Tween.xml
msgid "The tween updates with the [code]_physics_process[/code] callback."
msgstr ""
+"Le tween se met à jour lors de l'appel à [code]_physics_process[/code]."
#: doc/classes/Tween.xml
msgid "The tween updates with the [code]_process[/code] callback."
-msgstr ""
+msgstr "Le tween se met à jour lors de l'appel à [code]_process[/code]."
#: doc/classes/Tween.xml
msgid "The animation is interpolated linearly."
@@ -65170,22 +65734,27 @@ msgstr "L'animation est interpolée à l'aide d'une fonction sinusoïdale."
msgid ""
"The animation is interpolated with a quintic (to the power of 5) function."
msgstr ""
+"L'animation est interpolée avec une fonction quintique (à la puissance 5)."
#: doc/classes/Tween.xml
msgid ""
"The animation is interpolated with a quartic (to the power of 4) function."
msgstr ""
+"L'animation est interpolée avec une fonction quartique (à la puissance 4)."
#: doc/classes/Tween.xml
msgid ""
"The animation is interpolated with a quadratic (to the power of 2) function."
msgstr ""
+"L'animation est interpolée avec une fonction quadratique (à la puissance 2)."
#: doc/classes/Tween.xml
msgid ""
"The animation is interpolated with an exponential (to the power of x) "
"function."
msgstr ""
+"L'animation est interpolée avec une fonction exponentielle (à la puissance "
+"x)."
#: doc/classes/Tween.xml
msgid ""
@@ -65196,14 +65765,15 @@ msgstr ""
msgid ""
"The animation is interpolated with a cubic (to the power of 3) function."
msgstr ""
+"L'animation est interpolée avec une fonction cubique (à la puissance 3)."
#: doc/classes/Tween.xml
msgid "The animation is interpolated with a function using square roots."
-msgstr ""
+msgstr "L'animation est interpolée avec la fonction de racine carrée."
#: doc/classes/Tween.xml
msgid "The animation is interpolated by bouncing at the end."
-msgstr ""
+msgstr "L'animation est interpolée en rebondissant à la fin."
#: doc/classes/Tween.xml
msgid "The animation is interpolated backing out at ends."
@@ -65211,27 +65781,31 @@ msgstr "L’animation est interpolée en reculant aux extrémités."
#: doc/classes/Tween.xml
msgid "The interpolation starts slowly and speeds up towards the end."
-msgstr ""
+msgstr "L'interpolation démarre lentement puis s'accélère à la fin."
#: doc/classes/Tween.xml
msgid "The interpolation starts quickly and slows down towards the end."
-msgstr ""
+msgstr "L'interpolation démarre rapidement puis ralentit à la fin."
#: doc/classes/Tween.xml
msgid ""
"A combination of [constant EASE_IN] and [constant EASE_OUT]. The "
"interpolation is slowest at both ends."
msgstr ""
+"Une combinaison de [constant EASE_IN] et de [constant EASE_OUT]. "
+"L'interpolation est plus lente au début et à la fin."
#: doc/classes/Tween.xml
msgid ""
"A combination of [constant EASE_IN] and [constant EASE_OUT]. The "
"interpolation is fastest at both ends."
msgstr ""
+"Une combinaison de [constant EASE_IN] et de [constant EASE_OUT]. "
+"L'interpolation est plus rapide au début et à la fin."
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
-msgstr ""
+msgstr "Une classe d'aide pour implémenter un serveur UDP."
#: doc/classes/UDPServer.xml
msgid ""
@@ -65346,6 +65920,8 @@ msgstr ""
#: doc/classes/UndoRedo.xml
msgid "Helper to manage undo/redo operations in the editor or custom tools."
msgstr ""
+"Un aide pour gérer les opérations d'annulation/refaire dans l'éditeur ou les "
+"outils personnalisés."
#: doc/classes/UndoRedo.xml
msgid ""
@@ -65389,7 +65965,7 @@ msgstr ""
#: doc/classes/UndoRedo.xml
msgid "Register a property value change for \"do\"."
-msgstr ""
+msgstr "Enregistre un changement de valeur de propriété pour \"annuler\"."
#: doc/classes/UndoRedo.xml
msgid ""
@@ -65404,7 +65980,7 @@ msgstr ""
#: doc/classes/UndoRedo.xml
msgid "Register a property value change for \"undo\"."
-msgstr ""
+msgstr "Enregistre un changement de valeur de propriété pour \"refaire\"."
#: doc/classes/UndoRedo.xml
msgid ""
@@ -65438,7 +66014,7 @@ msgstr ""
#: doc/classes/UndoRedo.xml
msgid "Gets the name of the current action."
-msgstr ""
+msgstr "Récupère le nom de l'action actuelle."
#: doc/classes/UndoRedo.xml
msgid ""
@@ -65464,11 +66040,14 @@ msgstr "Annule la dernière action."
#: doc/classes/UndoRedo.xml
msgid "Called when [method undo] or [method redo] was called."
-msgstr ""
+msgstr "Appelé quand [method undo] ou [method redo] sont appelés."
#: doc/classes/UndoRedo.xml
+#, fuzzy
msgid "Makes \"do\"/\"undo\" operations stay in separate actions."
msgstr ""
+"Définit les opérations \"annuler\"/\"refaire\" utilisant des actions "
+"séparées."
#: doc/classes/UndoRedo.xml
msgid ""
@@ -65479,7 +66058,7 @@ msgstr ""
#: doc/classes/UndoRedo.xml
msgid "Makes subsequent actions with the same name be merged into one."
-msgstr ""
+msgstr "Fusionne les actions suivantes avec le même nom dans une seule."
#: modules/upnp/doc_classes/UPNP.xml
msgid "UPNP network functions."
@@ -65594,10 +66173,11 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "Returns the [UPNPDevice] at the given [code]index[/code]."
msgstr ""
+"Retourne l'appareil [UPNPDevice] à la position [code]index[/code] donnée."
#: modules/upnp/doc_classes/UPNP.xml
msgid "Returns the number of discovered [UPNPDevice]s."
-msgstr ""
+msgstr "Retourne le nombre de [UPNPDevice] découverts."
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
@@ -65615,6 +66195,7 @@ msgstr ""
msgid ""
"Removes the device at [code]index[/code] from the list of discovered devices."
msgstr ""
+"Retire l'appareil à [code]index[/code] de la liste des appareils découverts."
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
@@ -65625,6 +66206,8 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "If [code]true[/code], IPv6 is used for [UPNPDevice] discovery."
msgstr ""
+"Si [code]true[/code], l'IPv6 est utilisée pour la découverte des "
+"[UPNPDevice]."
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
@@ -65852,7 +66435,7 @@ msgstr "La réponse retournée ne contenait pas d’URL."
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Not a valid IGD."
-msgstr ""
+msgstr "Ce n'est pas un IGD valide."
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Disconnected."
@@ -65872,7 +66455,7 @@ msgstr "Erreur d’allocation de mémoire."
#: doc/classes/Variant.xml
msgid "The most important data type in Godot."
-msgstr ""
+msgstr "Le plus important type de donnée dans Godot."
#: doc/classes/Variant.xml
msgid ""
@@ -66090,7 +66673,7 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid "Returns the distance between this vector and [code]to[/code]."
-msgstr ""
+msgstr "Retourne la distance entre ce vecteur et [code]to[/code]."
#: doc/classes/Vector2.xml
msgid ""
@@ -66121,11 +66704,12 @@ msgid ""
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the vector is normalized, [code]false[/code] "
"otherwise."
-msgstr "Retourne [code]true[/code] si le vecteur est normalisé, et faux sinon."
+msgstr ""
+"Retourne [code]true[/code] si le vecteur est normalisé, et [code]false[/"
+"code] sinon."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
#, fuzzy
@@ -66195,6 +66779,8 @@ msgid ""
"Returns the vector rotated by [code]phi[/code] radians. See also [method "
"@GDScript.deg2rad]."
msgstr ""
+"Retourne le vecteur pivoté par [code]phi[/code] en radians. Voir aussi "
+"[method @GDScript.deg2rad]."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
#, fuzzy
@@ -66275,19 +66861,23 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid "Left unit vector. Represents the direction of left."
-msgstr ""
+msgstr "Le vecteur unitaire gauche. Représente la direction vers la gauche."
#: doc/classes/Vector2.xml
msgid "Right unit vector. Represents the direction of right."
-msgstr ""
+msgstr "Le vecteur unitaire droit. Représente la direction vers la droite."
#: doc/classes/Vector2.xml
msgid "Up unit vector. Y is down in 2D, so this vector points -Y."
msgstr ""
+"Le vecteur unitaire vers le haut. Y représente le bas en 2D, donc ce vecteur "
+"pointe vers -Y."
#: doc/classes/Vector2.xml
msgid "Down unit vector. Y is down in 2D, so this vector points +Y."
msgstr ""
+"Le vecteur unitaire vers le bas. Y représente le bas en 2D, donc ce vecteur "
+"pointe vers +Y."
#: doc/classes/Vector3.xml
msgid "Vector used for 3D math."
@@ -66307,13 +66897,12 @@ msgid "Returns a Vector3 with the given components."
msgstr "Retourne un Vector3 avec les coordonnées spécifiées."
#: doc/classes/Vector3.xml
-#, fuzzy
msgid "Returns the unsigned minimum angle to the given vector, in radians."
-msgstr "Renvoie le reste de deux vecteurs."
+msgstr "Retourne l'angle non signé minimum avec le vecteur donné, en radians."
#: doc/classes/Vector3.xml
msgid "Returns the cross product of this vector and [code]b[/code]."
-msgstr "Calcule le produit vectoriel de ce vecteur et[code]b[/code]."
+msgstr "Calcule le produit vectoriel de ce vecteur et de [code]b[/code]."
#: doc/classes/Vector3.xml
msgid ""
@@ -66325,7 +66914,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid "Returns the distance between this vector and [code]b[/code]."
-msgstr ""
+msgstr "Retourne la distance entre ce vecteur et [code]b[/code]."
#: doc/classes/Vector3.xml
msgid ""
@@ -66347,6 +66936,8 @@ msgid ""
"Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / "
"v.x, 1.0 / v.y, 1.0 / v.z )[/code]."
msgstr ""
+"Retourne l'inverse du vecteur. Ça correspond à [code]Vector3( 1.0 / v.x, "
+"1.0 / v.y, 1.0 / v.z )[/code]."
#: doc/classes/Vector3.xml
msgid ""
@@ -66552,6 +67143,7 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid "Returns [code]true[/code] if this wheel is in contact with a surface."
msgstr ""
+"Retourne [code]true[/code] si cette roue est en contact avec une surface."
#: doc/classes/VehicleWheel.xml
msgid ""
@@ -66793,6 +67385,7 @@ msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid "Returns the video file handled by this [VideoStreamGDNative]."
msgstr ""
+"Retourne le fichier vidéo pris en charge pour ce [VideoStreamGDNative]."
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
@@ -66890,7 +67483,7 @@ msgstr "Démo pour la 3D dans la 2D"
#: doc/classes/Viewport.xml
msgid "Screen Capture Demo"
-msgstr ""
+msgstr "Démo de capture d'écran"
#: doc/classes/Viewport.xml
msgid "Dynamic Split Screen Demo"
@@ -66964,6 +67557,7 @@ msgstr "Retourne le RID de la caméra depuis le [VisualServer]."
#: doc/classes/Viewport.xml
msgid "Returns the visible rectangle in global screen coordinates."
msgstr ""
+"Retourne le rectangle de visibilité à l'écran dans les coordonnées globales."
#: doc/classes/Viewport.xml
msgid ""
@@ -66977,9 +67571,8 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr "Retourne [code]true[/code] si la colonne donnée est cochée."
#: doc/classes/Viewport.xml
-#, fuzzy
msgid "Returns [code]true[/code] if the drag operation is successful."
-msgstr "Retourne [code]true[/code] si la sélection est active."
+msgstr "Retourne [code]true[/code] si l'opération de déposer-glisser a réussi."
#: doc/classes/Viewport.xml
msgid ""
@@ -66988,11 +67581,12 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the size override is enabled. See [method "
"set_size_override]."
-msgstr "Retourne [code]true[/code] si le vecteur est normalisé, et faux sinon."
+msgstr ""
+"Retourne [code]true[/code] si la taille a été surchargée. Voir [method "
+"set_size_override]."
#: doc/classes/Viewport.xml
msgid ""
@@ -67025,7 +67619,7 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid "Forces update of the 2D and 3D worlds."
-msgstr ""
+msgstr "Force la mise à jour des mondes 2D et 3D."
#: doc/classes/Viewport.xml
msgid ""
@@ -67091,9 +67685,10 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-#, fuzzy
msgid "If [code]true[/code], the viewport will not receive input events."
-msgstr "Si [code]true[/code], la texture sera centrée."
+msgstr ""
+"Si [code]true[/code], la fenêtre d'affichage ne recevra pas les événements "
+"d'entrée."
#: doc/classes/Viewport.xml
msgid ""
@@ -67134,13 +67729,12 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-#, fuzzy
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
msgstr ""
-"Retourne [code]true[/code] si la chaîne de caractères est vide, ou "
-"[code]false[/code] le cas échéant."
+"Si [code]true[/code], la fenêtre d'affichage utilisera le [World] défini par "
+"la propriété [code]world[/code]."
#: doc/classes/Viewport.xml
msgid ""
@@ -67254,10 +67848,12 @@ msgstr "Une constante [Transform], qui peut être utilisée comme nœud d’entr
#: doc/classes/Viewport.xml
msgid "The custom [World2D] which can be used as 2D environment source."
msgstr ""
+"Le [World3D] personnalisé qui peut être utilisé comme source pour "
+"l'environnement 2D."
#: doc/classes/Viewport.xml
msgid "Emitted when a Control node grabs keyboard focus."
-msgstr ""
+msgstr "Émis quand un nœud de Control obtient le focus du clavier."
#: doc/classes/Viewport.xml
msgid ""
@@ -67280,9 +67876,8 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-#, fuzzy
msgid "Always update the render target."
-msgstr "Mettez toujours à jour la cible de rendu."
+msgstr "Met toujours à jour la cible de rendu."
#: doc/classes/Viewport.xml
msgid "This quadrant will not be used."
@@ -67321,6 +67916,7 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid "Represents the size of the [enum ShadowAtlasQuadrantSubdiv] enum."
msgstr ""
+"Représente la taille de l'énumération [enum ShadowAtlasQuadrantSubdiv]."
#: doc/classes/Viewport.xml
msgid "Amount of objects in frame."
@@ -67354,7 +67950,7 @@ msgstr "Quantité d’objets dans le cadre."
#: doc/classes/Viewport.xml
msgid "Represents the size of the [enum RenderInfo] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum RenderInfo]."
#: doc/classes/Viewport.xml
msgid "Objects are displayed normally."
@@ -67391,12 +67987,16 @@ msgid ""
"Use 8x Multisample Antialiasing. Likely unsupported on low-end and older "
"hardware."
msgstr ""
+"Utilisez l'anticrénelage multi-échantillons 8x. Sans doute pas supporté sur "
+"les anciens appareils ou ceux peu puissants."
#: doc/classes/Viewport.xml
msgid ""
"Use 16x Multisample Antialiasing. Likely unsupported on medium and low-end "
"hardware."
msgstr ""
+"Utilisez l'anticrénelage multi-échantillons 8x. Sans doute pas supporté sur "
+"les appareils peu et moyennement puissants."
#: doc/classes/Viewport.xml
msgid ""
@@ -67428,7 +68028,7 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid "Always clear the render target before drawing."
-msgstr ""
+msgstr "Toujours effacer la cible de rendu avant d'y dessiner."
#: doc/classes/Viewport.xml
msgid "Never clear the render target."
@@ -67439,6 +68039,8 @@ msgid ""
"Clear the render target next frame, then switch to [constant "
"CLEAR_MODE_NEVER]."
msgstr ""
+"Nettoie la cible de rendu pour la trame suivante, puis passe en [constant "
+"CLEAR_MODE_NEVER]."
#: doc/classes/ViewportContainer.xml
msgid "Control for holding [Viewport]s."
@@ -67454,10 +68056,10 @@ msgid ""
msgstr ""
#: doc/classes/ViewportContainer.xml
-#, fuzzy
msgid ""
"If [code]true[/code], the viewport will be scaled to the control's size."
-msgstr "Si [code]true[/code], la frontière de la ligne sera anti-aliasée."
+msgstr ""
+"Si [code]true[/code], la fenêtre d'affichage utilisera la taille du contrôle."
#: doc/classes/ViewportContainer.xml
msgid ""
@@ -67472,7 +68074,7 @@ msgstr ""
#: doc/classes/ViewportTexture.xml
msgid "Texture which displays the content of a [Viewport]."
-msgstr ""
+msgstr "La texture qui affiche le contenu du [Viewport]."
#: doc/classes/ViewportTexture.xml
msgid ""
@@ -67491,6 +68093,7 @@ msgstr ""
#: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
msgid "Enables certain nodes only when approximately visible."
msgstr ""
+"Active certains nœuds uniquement quand il est approximativement visible."
#: doc/classes/VisibilityEnabler.xml
msgid ""
@@ -67759,7 +68362,7 @@ msgstr ""
#: doc/classes/VisualInstance.xml
msgid "Enables a particular layer in [member layers]."
-msgstr ""
+msgstr "Active un claque spécifique dans [member layers]."
#: doc/classes/VisualInstance.xml
msgid ""
@@ -67784,7 +68387,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Add a custom signal with the specified name to the VisualScript."
-msgstr ""
+msgstr "Ajoute un signal personnalisé avec le nom spécifié au VisualScript."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Add a function with the specified name to the VisualScript."
@@ -67807,19 +68410,19 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Get the count of a custom signal's arguments."
-msgstr ""
+msgstr "Récupère le nombre d'arguments du signal personnalisé."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Get the name of a custom signal's argument."
-msgstr ""
+msgstr "Récupère le nom de l'argument du signal personnalisé."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Get the type of a custom signal's argument."
-msgstr ""
+msgstr "Récupère le type de l'argument du signal personnalisé."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Remove a specific custom signal's argument."
-msgstr ""
+msgstr "Supprime l'argument spécifié du signal personnalisé."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Rename a custom signal's argument."
@@ -67827,7 +68430,7 @@ msgstr "Renommer l'argument d'un signal personnalisé."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Change the type of a custom signal's argument."
-msgstr ""
+msgstr "Change le type de l'argument du signal personnalisé."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Swap two of the arguments of a custom signal."
@@ -67863,7 +68466,7 @@ msgstr "Retourne la position du nœud en pixels."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns the default (initial) value of a variable."
-msgstr ""
+msgstr "Retourne la valeur par défaut (initiale) de la variable."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns whether a variable is exported."
@@ -67901,7 +68504,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Remove a custom signal with the given name."
-msgstr ""
+msgstr "Supprime un signal personnalisé avec le nom donné."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Remove a specific function and its nodes from the script."
@@ -67913,11 +68516,11 @@ msgstr "Supprimez un nœud spécifique."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Remove a variable with the given name."
-msgstr ""
+msgstr "Retirer une variable avec le nom donné."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Change the name of a custom signal."
-msgstr ""
+msgstr "Change le nom d'un signal personnalisé."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Change the name of a function."
@@ -67947,19 +68550,19 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Set the base type of the script."
-msgstr ""
+msgstr "Définit le type de base du script."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Position a node on the screen."
-msgstr ""
+msgstr "Positionne un nœud à l'écran."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Change the default (initial) value of a variable."
-msgstr ""
+msgstr "Modifie la valeur par défaut (initiale) d'un variable."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Change whether a variable is exported."
-msgstr ""
+msgstr "Modifie quand une variable est exportée."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid ""
@@ -67986,7 +68589,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml
msgid "The name of the constant to return."
-msgstr ""
+msgstr "Le nom de la constante à retourner."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "A Visual Script node used to call built-in functions."
@@ -68005,27 +68608,27 @@ msgstr "La fonction à exécuter."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the sine of the input."
-msgstr ""
+msgstr "Retourne le sinus de l'entrée."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the cosine of the input."
-msgstr ""
+msgstr "Retourne le cosinus de l'entrée."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the tangent of the input."
-msgstr ""
+msgstr "Retourne la tangent de l'entrée."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the hyperbolic sine of the input."
-msgstr ""
+msgstr "Retourne le sinus hyperbolique de l'entrée."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the hyperbolic cosine of the input."
-msgstr ""
+msgstr "Retourne le cosinus hyperbolique de l'entrée."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the hyperbolic tangent of the input."
-msgstr ""
+msgstr "Retourne la tangent hyperbolique de l'entrée."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the arc sine of the input."
@@ -68047,7 +68650,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the square root of the input."
-msgstr ""
+msgstr "Retourne la racine carrée de l'entrée."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
@@ -68071,11 +68674,11 @@ msgstr "Retourner la saisie arrondie au chiffre supérieur."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the input rounded to the nearest integer."
-msgstr ""
+msgstr "Retourne l'entrée arrondie à l'entier le plus proche."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the absolute value of the input."
-msgstr ""
+msgstr "Retourne la valeur absolue de l'entrée."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
@@ -68085,7 +68688,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the input raised to a given power."
-msgstr ""
+msgstr "Retourne l'entrée à la puissance donnée."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
@@ -68223,7 +68826,7 @@ msgstr "Retourne la puissance de 2 la plus proche de l'entrée."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Create a [WeakRef] from the input."
-msgstr ""
+msgstr "Crée une référence faible [WeakRef] de l'entrée."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Create a [FuncRef] from the input."
@@ -68388,7 +68991,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptConstant.xml
msgid "Gets a contant's value."
-msgstr ""
+msgstr "Obtenir la valeur de la constante."
#: modules/visual_script/doc_classes/VisualScriptConstant.xml
msgid ""
@@ -68438,11 +69041,12 @@ msgid "Return the count of input value ports."
msgstr "Renvoie le nombre de ports de valeur d’entrée."
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
-#, fuzzy
msgid ""
"Return the specified input port's hint. See the [enum @GlobalScope."
"PropertyHint] hints."
-msgstr "Renvoie le nom du port d'entrée spécifié."
+msgstr ""
+"Retourne l'indice du port d'entrée spécifié. Voir les indices dans [enum "
+"@GlobalScope.PropertyHint]."
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "Return the specified input port's hint string."
@@ -68677,9 +69281,8 @@ msgid ""
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
-#, fuzzy
msgid "The name of the function to be called."
-msgstr "La fonction à exécuter."
+msgstr "Le nom de la fonction à appeler."
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
@@ -68715,7 +69318,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The method will be called on this [Object]."
-msgstr ""
+msgstr "La méthode sera appelée sur cet [Object]."
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The method will be called on the given [Node] in the scene tree."
@@ -68730,10 +69333,11 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The method will be called on a GDScript basic type (e.g. [Vector2])."
msgstr ""
+"Cette méthode sera appelée sur un type de base GDScript (ex. [Vector2])."
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The method will be called on a singleton."
-msgstr ""
+msgstr "La méthode sera appelée sur une instance unique."
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The method will be called locally."
@@ -68758,9 +69362,8 @@ msgid ""
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
-#, fuzzy
msgid "A Visual Script node representing a function state."
-msgstr "Un nœud Visual Script utilisé pour annoter le script."
+msgstr "Un nœud Visual Script représentant l'état d'une fonction."
#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
msgid ""
@@ -68842,23 +69445,20 @@ msgid "[code]True[/code] if action is pressed."
msgstr "Si [code]true[/code], l'action est pressée."
#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
-#, fuzzy
msgid "[code]True[/code] if action is released (i.e. not pressed)."
-msgstr "[code]true[/code] (vrai) si c'est l'interface principale."
+msgstr "[code]True[/code] si l'action est relâchée (non appuyée)."
#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
-#, fuzzy
msgid "[code]True[/code] on the frame the action was pressed."
-msgstr "Si [code]true[/code], le GraphNode est sélectionné."
+msgstr "[code]True[/code] lors de la trame où l'action était appuyée."
#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
-#, fuzzy
msgid "[code]True[/code] on the frame the action was released."
-msgstr "Si [code]true[/code], le GraphNode est sélectionné."
+msgstr "[code]True[/code] lors de la trame où l'action était relâchée."
#: modules/visual_script/doc_classes/VisualScriptIterator.xml
msgid "Steps through items in a given input."
-msgstr ""
+msgstr "Fait défiler les éléments de l'entrée spécifiée."
#: modules/visual_script/doc_classes/VisualScriptIterator.xml
msgid ""
@@ -69045,7 +69645,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptNode.xml
msgid "Change the default value of a given port."
-msgstr ""
+msgstr "Modifier la valeur par défaut du port spécifié."
#: modules/visual_script/doc_classes/VisualScriptNode.xml
msgid "Emitted when the available input/output ports are changed."
@@ -69161,9 +69761,8 @@ msgid ""
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
-#, fuzzy
msgid "The property will be retrieved from this [Object]."
-msgstr "Émis lorsqu'une interface est supprimée."
+msgstr "La propriété sera récupérée depuis cet [Object]."
#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
#, fuzzy
@@ -69181,6 +69780,8 @@ msgstr ""
msgid ""
"The property will be retrieved from a GDScript basic type (e.g. [Vector2])."
msgstr ""
+"Cette propriété sera récupérée depuis un type de base GDScript (ex. "
+"[Vector2])."
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
#, fuzzy
@@ -69220,9 +69821,8 @@ msgid ""
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
-#, fuzzy
msgid "The property will be set on this [Object]."
-msgstr "La propriété est coché dans l'inspecteur de l'éditeur."
+msgstr "La propriété sera définie dans cet [Object]."
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
#, fuzzy
@@ -69238,6 +69838,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid "The property will be set on a GDScript basic type (e.g. [Vector2])."
msgstr ""
+"Cette propriété sera définie depuis un type de base GDScript (ex. [Vector2])."
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid "The property will be assigned regularly."
@@ -69247,24 +69848,31 @@ msgstr "La propriété sera assignée régulièrement."
msgid ""
"The value will be added to the property. Equivalent of doing [code]+=[/code]."
msgstr ""
+"Cette valeur sera ajouté à la propriété. Ça revient à faire [code]+=[/code]."
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"The value will be subtracted from the property. Equivalent of doing [code]-"
"=[/code]."
msgstr ""
+"Cette valeur sera retirée de la propriété. Ça revient à faire [code]-=[/"
+"code]."
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"The property will be multiplied by the value. Equivalent of doing [code]*=[/"
"code]."
msgstr ""
+"Cette propriété sera multipliée par la valeur. Ça revient à faire [code]*=[/"
+"code]."
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"The property will be divided by the value. Equivalent of doing [code]/=[/"
"code]."
msgstr ""
+"Cette propriété sera divisée par la valeur. Ça revient à faire [code]/=[/"
+"code]."
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
@@ -69304,7 +69912,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptReturn.xml
msgid "Exits a function and returns an optional value."
-msgstr ""
+msgstr "Quitte une fonction et peut retourner une valeur optionnelle."
#: modules/visual_script/doc_classes/VisualScriptReturn.xml
msgid ""
@@ -69320,6 +69928,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptReturn.xml
msgid "If [code]true[/code], the [code]return[/code] input port is available."
msgstr ""
+"Si [code]true[/code], le port d'entrée du [code]return[/code] est disponible."
#: modules/visual_script/doc_classes/VisualScriptReturn.xml
msgid "The return value's data type."
@@ -69340,12 +69949,11 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptSceneNode.xml
msgid "The node's path in the scene tree."
-msgstr ""
+msgstr "Le chemin du nœud dans l'arborescence de la scène."
#: modules/visual_script/doc_classes/VisualScriptSceneTree.xml
-#, fuzzy
msgid "A Visual Script node for accessing [SceneTree] methods."
-msgstr "Un nœud Visual Script utilisé pour annoter le script."
+msgstr "Un nœud de Visual Script pour accéder aux méthodes du [SceneTree]."
#: modules/visual_script/doc_classes/VisualScriptSelect.xml
msgid "Chooses between two input values."
@@ -69368,7 +69976,7 @@ msgstr "Le type des variables d'entrée."
#: modules/visual_script/doc_classes/VisualScriptSelf.xml
msgid "Outputs a reference to the current instance."
-msgstr ""
+msgstr "Produit une référence de l'actuelle instance."
#: modules/visual_script/doc_classes/VisualScriptSelf.xml
msgid ""
@@ -69400,9 +70008,8 @@ msgid "The number of steps in the sequence."
msgstr "Nombre d’étapes de la séquence."
#: modules/visual_script/doc_classes/VisualScriptSubCall.xml
-#, fuzzy
msgid "Calls a method called [code]_subcall[/code] in this object."
-msgstr "Appelle [method bake] avec [code]create_visual_debug[/code] activé."
+msgstr "Appelle la méthode nommée [code]_subcall[/code] sur cet objet."
#: modules/visual_script/doc_classes/VisualScriptSubCall.xml
msgid ""
@@ -69525,7 +70132,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptYield.xml
msgid "The time to wait when [member mode] is set to [constant YIELD_WAIT]."
-msgstr ""
+msgstr "La durée à attendre quand [member mode] est à [constant YIELD_WAIT]."
#: modules/visual_script/doc_classes/VisualScriptYield.xml
msgid "Yields during an idle frame."
@@ -69549,6 +70156,8 @@ msgid ""
"[VisualScriptYieldSignal] will pause the function execution until the "
"provided signal is emitted."
msgstr ""
+"[VisualScriptYieldSignal] mettra l'exécution de la fonction en pause jusqu'à "
+"ce que le signal spécifié soit émis."
#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
msgid ""
@@ -69562,7 +70171,7 @@ msgstr "Le nom du signal à attendre."
#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
msgid "A signal from this [Object] will be used."
-msgstr ""
+msgstr "Un signal depuis cet [Object] sera utilisé."
#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
msgid "A signal from the given [Node] in the scene tree will be used."
@@ -69736,7 +70345,7 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Adds a polygon to the [CanvasItem]'s draw commands."
-msgstr ""
+msgstr "Ajouter un polygone aux commandes de dessin du [CanvasItem]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -69746,11 +70355,11 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Adds a primitive to the [CanvasItem]'s draw commands."
-msgstr ""
+msgstr "Ajouter une primitive aux commandes de dessin du [CanvasItem]."
#: doc/classes/VisualServer.xml
msgid "Adds a rectangle to the [CanvasItem]'s draw commands."
-msgstr ""
+msgstr "Ajouter un rectangle aux commandes de dessin du [CanvasItem]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -69796,16 +70405,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
#, fuzzy
msgid "Sets clipping for the [CanvasItem]."
-msgstr "Définit la coupure du [CanvasItem]."
+msgstr "Définit la coupure pour le [CanvasItem]."
#: doc/classes/VisualServer.xml
msgid "Sets the [CanvasItem] to copy a rect to the backbuffer."
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Defines a custom drawing rectangle for the [CanvasItem]."
-msgstr "Définit l’index du [CanvasItem]."
+msgstr "Définit un rectangle personnalisé à dessiner sur le [CanvasItem]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -69815,7 +70423,7 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets [CanvasItem] to be drawn behind its parent."
-msgstr ""
+msgstr "Définit le [CanvasItem] comme étant dessiné derrière son parent."
#: doc/classes/VisualServer.xml
msgid "Sets the index for the [CanvasItem]."
@@ -69830,7 +70438,7 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets a new material to the [CanvasItem]."
-msgstr ""
+msgstr "Définit un nouveau matériau pour le [CanvasItem]."
#: doc/classes/VisualServer.xml
msgid "Sets the color that modulates the [CanvasItem] and its children."
@@ -69845,6 +70453,7 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the color that modulates the [CanvasItem] without children."
msgstr ""
+"Définit la couleur qui module le [CanvasItem] sans affecter ses enfants."
#: doc/classes/VisualServer.xml
msgid "Sets if [CanvasItem]'s children should be sorted by y-position."
@@ -69856,7 +70465,7 @@ msgstr "Définit la [Transform2D] du [CanvasItem]."
#: doc/classes/VisualServer.xml
msgid "Sets if the [CanvasItem] uses its parent's material."
-msgstr ""
+msgstr "Définit si le [CanvasItem] utilise le même matériau que son parent."
#: doc/classes/VisualServer.xml
#, fuzzy
@@ -69976,7 +70585,7 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the color of the canvas light's shadow."
-msgstr ""
+msgstr "Définit la couleur de l'ombre du canevas."
#: doc/classes/VisualServer.xml
msgid "Enables or disables the canvas light's shadow."
@@ -70013,7 +70622,7 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the canvas light's [Transform2D]."
-msgstr ""
+msgstr "Définit la [Transform2D] de la lumière du canevas."
#: doc/classes/VisualServer.xml
msgid ""
@@ -70084,6 +70693,8 @@ msgid ""
"Draws a frame. [i]This method is deprecated[/i], please use [method "
"force_draw] instead."
msgstr ""
+"Affiche une trame. [i]Cette méthode est obsolète[/i], veuillez plutôt "
+"utiliser [method force_draw]."
#: doc/classes/VisualServer.xml
#, fuzzy
@@ -70205,7 +70816,6 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Removes buffers and clears testcubes."
msgstr "Supprime les tampons et efface les testcubes."
@@ -70224,7 +70834,7 @@ msgstr "Synchronise les fils."
#: doc/classes/VisualServer.xml
msgid "Tries to free an object in the VisualServer."
-msgstr ""
+msgstr "Essaye de supprimer un objet dans le VisualServer."
#: doc/classes/VisualServer.xml
msgid "Returns a certain information, see [enum RenderInfo] for options."
@@ -70289,9 +70899,9 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Returns the cell size set by [method gi_probe_set_cell_size]."
-msgstr "Restaurer l’état enregistré par [method get_state]."
+msgstr ""
+"Retourne la taille de la cellule définit par [method gi_probe_set_cell_size]."
#: doc/classes/VisualServer.xml
#, fuzzy
@@ -70437,6 +71047,8 @@ msgid ""
"Sets up [ImmediateGeometry] internals to prepare for drawing. Equivalent to "
"[method ImmediateGeometry.begin]."
msgstr ""
+"Prépare la [ImmediateGeometry] en interne pour commencer son affichage. "
+"Équivalent à [method ImmediateGeometry.begin]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -70661,17 +71273,20 @@ msgid ""
"Sets the world space transform of the instance. Equivalent to [member "
"Spatial.transform]."
msgstr ""
+"Définit la transformation globale de l'instance. Équivalent à [member "
+"Spatial.transform]."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Sets the lightmap to use with this instance."
-msgstr "Règle le mode de ce shader."
+msgstr "Définit la texture de lumière à utiliser pour cette instance."
#: doc/classes/VisualServer.xml
msgid ""
"Sets whether an instance is drawn or not. Equivalent to [member Spatial."
"visible]."
msgstr ""
+"Définit quand l'instance est affichée ou pas. Équivalent à [member Spatial."
+"visible]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -70855,9 +71470,8 @@ msgid "Returns the cell transform for this lightmap capture's octree."
msgstr "Retourne la matrice de transformation de la toile de cet objet."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Returns [code]true[/code] if capture is in \"interior\" mode."
-msgstr "Retourne [code]true[/code] lors de la lecture d'une animation."
+msgstr "Retourne [code]true[/code] si la capture est en mode \"intérieur\"."
#: doc/classes/VisualServer.xml
msgid ""
@@ -70921,7 +71535,7 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the value of a certain material's parameter."
-msgstr ""
+msgstr "Retourne la valeur du paramètre du matériau."
#: doc/classes/VisualServer.xml
msgid ""
@@ -71302,6 +71916,8 @@ msgid ""
"Sets the number of draw passes to use. Equivalent to [member Particles."
"draw_passes]."
msgstr ""
+"Définit le nombre de passes de dessin à utiliser. Équivalent à [member "
+"Particles.draw_passes]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -71319,6 +71935,8 @@ msgstr ""
msgid ""
"Sets the explosiveness ratio. Equivalent to [member Particles.explosiveness]."
msgstr ""
+"Définit le facteur d'explosion. Équivalent à [member Particles."
+"explosiveness]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -71375,6 +71993,8 @@ msgid ""
"Sets the speed scale of the particle system. Equivalent to [member Particles."
"speed_scale]."
msgstr ""
+"Définit le facteur de vitesse des particules. Équivalent à [member Particles."
+"speed_scale]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -71767,9 +72387,8 @@ msgid "Returns the texture's path."
msgstr "Retourne le chemin de la texture."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Returns the opengl id of the texture's image."
-msgstr "Retourne la longueur du quaternion."
+msgstr "Retourne l'identifiant OpenGL de l'image de cette texture."
#: doc/classes/VisualServer.xml
#, fuzzy
@@ -71910,9 +72529,10 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "If [code]true[/code], a viewport's 3D rendering is disabled."
-msgstr "Si [code]true[/code], le filtrage est activé."
+msgstr ""
+"Si [code]true[/code], le rendu 3D de cette fenêtre d'affichage est "
+"désactivée."
#: doc/classes/VisualServer.xml
msgid ""
@@ -72019,6 +72639,8 @@ msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
+"Si [code]true[/code], la fenêtre d'affichage utilise la réalité augmentée ou "
+"virtuelle. Voir [ARVRInterface]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -72042,9 +72664,10 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "If [code]true[/code], the viewport's rendering is flipped vertically."
-msgstr "Si [code]vrai[/code], la texture est inversée verticalement."
+msgstr ""
+"Si [code]vrai[/code], le rendu de cette fenêtre d'affichage est inversée "
+"verticalement."
#: doc/classes/VisualServer.xml
msgid ""
@@ -72127,7 +72750,7 @@ msgstr "Définit le côté arrière d'un cubemap."
#: doc/classes/VisualServer.xml
msgid "Normal texture with 2 dimensions, width and height."
-msgstr ""
+msgstr "Une texture à 2 dimensions, largeur et hauteur."
#: doc/classes/VisualServer.xml
msgid ""
@@ -72141,11 +72764,12 @@ msgstr "Un tableau de textures 2D."
#: doc/classes/VisualServer.xml
msgid "A 3-dimensional texture with width, height, and depth."
-msgstr ""
+msgstr "Une texture à 3 dimensions, largeur et hauteur, et profondeur."
#: doc/classes/VisualServer.xml
+#, fuzzy
msgid "Repeats the texture (instead of clamp to edge)."
-msgstr ""
+msgstr "Répète la texture (plutôt que de s'arrêter aux bordures)."
#: doc/classes/VisualServer.xml
msgid "Repeats the texture with alternate sections mirrored."
@@ -72158,23 +72782,20 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Shader is a 3D shader."
-msgstr "Shader est un shader 3D."
+msgstr "Ce shader est utilisé en 3D."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Shader is a 2D shader."
-msgstr "Shader est un shader 2D."
+msgstr "Ce shader est utilisé en 2D."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Shader is a particle shader."
-msgstr "Shader est un shader de particules."
+msgstr "Ce shader est utilisé pour les particules."
#: doc/classes/VisualServer.xml
msgid "Represents the size of the [enum ShaderMode] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum ShaderMode]."
#: doc/classes/VisualServer.xml
msgid "Array is a vertex array."
@@ -72247,9 +72868,8 @@ msgid "Flag used to mark a weights array."
msgstr "Drapeau utilisé pour marquer un tableau de poids."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Flag used to mark an index array."
-msgstr "Drapeau utilisé pour marquer un tableau d’index."
+msgstr "Le drapeau utilisé pour marquer un tableau d’index."
#: doc/classes/VisualServer.xml
msgid ""
@@ -72296,7 +72916,7 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Represents the size of the [enum PrimitiveType] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum PrimitiveType]."
#: doc/classes/VisualServer.xml
msgid "Is a directional (sun) light."
@@ -72383,7 +73003,7 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Represents the size of the [enum LightParam] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum LightParam]."
#: doc/classes/VisualServer.xml
msgid "Use a dual paraboloid shadow map for omni lights."
@@ -72434,7 +73054,7 @@ msgstr "Ne pas mettre à jour le viewport."
#: doc/classes/VisualServer.xml
msgid "Update the viewport once then set to disabled."
-msgstr ""
+msgstr "Met à jour le fenêtre d'affichage une fois puis arrête les mis à jour."
#: doc/classes/VisualServer.xml
msgid "Update the viewport whenever it is visible."
@@ -72536,20 +73156,18 @@ msgid "Number of 2d items drawn this frame."
msgstr "Nombre de changements de surface pendant cette image."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Number of 2d draw calls during this frame."
-msgstr "Nombre de changements de surface pendant cette image."
+msgstr "Le nombre d'appels de dessin 2D pendant cette trame."
#: doc/classes/VisualServer.xml
msgid "Represents the size of the [enum ViewportRenderInfo] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum ViewportRenderInfo]."
#: doc/classes/VisualServer.xml
msgid "Debug draw is disabled. Default setting."
msgstr "L'affichage de débogage est désactivé. C'est la valeur par défaut."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Debug draw sets objects to unshaded."
msgstr "L'affichage de débogage est sans matériau."
@@ -72620,7 +73238,7 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Represents the size of the [enum InstanceType] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum InstanceType]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -72647,9 +73265,8 @@ msgid "Disable shadows from this instance."
msgstr "Désactiver les ombres de cette instance."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Cast shadows from this instance."
-msgstr "Projette les ombres depuis cette instance."
+msgstr "Cette instance affiche une ombre."
#: doc/classes/VisualServer.xml
msgid ""
@@ -72734,36 +73351,35 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "The amount of objects in the frame."
-msgstr "Le quantité d'objet dans le trame."
+msgstr "Le nombre d'objet dans cette trame."
#: doc/classes/VisualServer.xml
msgid "The amount of vertices in the frame."
-msgstr "Le quantité de sommets dans le trame."
+msgstr "Le nombre de sommets dans cette trame."
#: doc/classes/VisualServer.xml
msgid "The amount of modified materials in the frame."
-msgstr "Le quantité de matériaux modifiés dans le trame."
+msgstr "Le nombre de matériaux modifiés dans cette trame."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "The amount of shader rebinds in the frame."
-msgstr "Le quantité de shaders reconnectés dans le trame."
+msgstr "Le nombre de shaders reconnectés dans cette trame."
#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
-msgstr "Le quantité de changements de surface dans le trame."
+msgstr "Le nombre de changements de surface dans la trame."
#: doc/classes/VisualServer.xml
msgid "The amount of draw calls in frame."
-msgstr "Le quantité d'appels de dessin dans le trame."
+msgstr "Le nombre d'appels de dessin durant la trame."
#: doc/classes/VisualServer.xml
msgid "The amount of 2d items in the frame."
-msgstr "La quantité d'éléments 2D dans la trame."
+msgstr "Le nombre d'éléments 2D dans cette trame."
#: doc/classes/VisualServer.xml
msgid "The amount of 2d draw calls in frame."
-msgstr "La quantité d'appels de dessin 2D dans la trame."
+msgstr "Le nombre d'appels de dessin 2D dans cette trame."
#: doc/classes/VisualServer.xml
msgid "Hardware supports shaders. This enum is currently unused in Godot 3.x."
@@ -72871,7 +73487,7 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Represents the size of the [enum EnvironmentBG] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum EnvironmentBG]."
#: doc/classes/VisualServer.xml
msgid "Use lowest blur quality. Fastest, but may look bad."
@@ -72940,15 +73556,17 @@ msgstr "Désactive le flou pour le SSAO. Cela affiche plus de bruits."
#: doc/classes/VisualServer.xml
msgid "Perform a 1x1 blur on the SSAO output."
-msgstr ""
+msgstr "Utilise un flou de 1x1 pour le rendu du SSAO."
#: doc/classes/VisualServer.xml
msgid "Performs a 2x2 blur on the SSAO output."
-msgstr ""
+msgstr "Utilise un flou de 2x2 pour le rendu du SSAO."
#: doc/classes/VisualServer.xml
msgid "Performs a 3x3 blur on the SSAO output. Use this for smoothest SSAO."
msgstr ""
+"Utilise un flou de 3x3 pour le rendu du SSAO. C'est le plus résultat le plus "
+"lisse."
#: doc/classes/VisualServer.xml
msgid ""
@@ -72986,6 +73604,8 @@ msgid ""
"Returns [code]true[/code] if the specified nodes and ports can be connected "
"together."
msgstr ""
+"Retourne [code]true[/code] si les nœuds spécifiés et les ports peuvent être "
+"connectés ensemble."
#: doc/classes/VisualShader.xml
msgid "Connects the specified nodes and ports."
@@ -73072,7 +73692,7 @@ msgstr ""
#: doc/classes/VisualShaderNode.xml
msgid "Returns the default value of the input [code]port[/code]."
-msgstr ""
+msgstr "Retourne la valeur par défaut de l'entrée [code]port[/code]."
#: doc/classes/VisualShaderNode.xml
msgid ""
@@ -73083,7 +73703,7 @@ msgstr ""
#: doc/classes/VisualShaderNode.xml
msgid "Sets the default value for the selected input [code]port[/code]."
-msgstr ""
+msgstr "Définit la valeur par défaut de l'entrée [code]port[/code]."
#: doc/classes/VisualShaderNode.xml
msgid ""
@@ -73103,20 +73723,27 @@ msgstr ""
msgid ""
"Floating-point scalar. Translated to [code]float[/code] type in shader code."
msgstr ""
+"Un nombre flottant. Sera traduit en [code]float[/code] dans le code du "
+"shader."
#: doc/classes/VisualShaderNode.xml
msgid ""
"3D vector of floating-point values. Translated to [code]vec3[/code] type in "
"shader code."
msgstr ""
+"Un vecteur 3D avec des composants flottants. Le type [code]vec3[/code] sera "
+"utilisé dans le code du shader."
#: doc/classes/VisualShaderNode.xml
msgid "Boolean type. Translated to [code]bool[/code] type in shader code."
msgstr ""
+"Un booléen. Le type [code]bool[/code] sera utilisé dans le code du shader."
#: doc/classes/VisualShaderNode.xml
msgid "Transform type. Translated to [code]mat4[/code] type in shader code."
msgstr ""
+"Le type Transform. Le type [code]mat4[/code] sera utilisé dans le code du "
+"shader."
#: doc/classes/VisualShaderNode.xml
msgid ""
@@ -73126,7 +73753,7 @@ msgstr ""
#: doc/classes/VisualShaderNode.xml
msgid "Represents the size of the [enum PortType] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum PortType]."
#: doc/classes/VisualShaderNodeBooleanConstant.xml
msgid "A boolean constant to be used within the visual shader graph."
@@ -73137,6 +73764,8 @@ msgid ""
"Has only one output port and no inputs.\n"
"Translated to [code]bool[/code] in the shader language."
msgstr ""
+"N'a qu'une seule sortie et aucun entrée.\n"
+"Sera traduit en [code]bool[/code] dans le code du shader."
#: doc/classes/VisualShaderNodeBooleanConstant.xml
msgid "A boolean constant which represents a state of this node."
@@ -73148,7 +73777,7 @@ msgstr ""
#: doc/classes/VisualShaderNodeBooleanUniform.xml
msgid "Translated to [code]uniform bool[/code] in the shader language."
-msgstr ""
+msgstr "Sera traduit en [code]uniform bool[/code] dans le code du shader."
#: doc/classes/VisualShaderNodeBooleanUniform.xml
#: doc/classes/VisualShaderNodeColorUniform.xml
@@ -73338,7 +73967,7 @@ msgstr ""
#: doc/classes/VisualShaderNodeColorUniform.xml
msgid "Translated to [code]uniform vec4[/code] in the shader language."
-msgstr ""
+msgstr "Sera traduit en [code]uniform vec4[/code] dans le code du shader."
#: doc/classes/VisualShaderNodeCompare.xml
msgid "A comparison function for common types within the visual shader graph."
@@ -73359,7 +73988,7 @@ msgstr ""
#: doc/classes/VisualShaderNodeCompare.xml
msgid "A comparison function. See [enum Function] for options."
-msgstr ""
+msgstr "Un fonction de comparaison. Voir [enum Function] pour les options."
#: doc/classes/VisualShaderNodeCompare.xml
msgid ""
@@ -73445,6 +74074,8 @@ msgid ""
"Translated to [code]texture(cubemap, vec3)[/code] in the shader language. "
"Returns a color vector and alpha channel as scalar."
msgstr ""
+"Sera traduit en [code]texture(cubemap, vec3)[/code] dans le code du shader. "
+"Retourne une couleur dans un vecteur et le canal alpha comme scalaire."
#: doc/classes/VisualShaderNodeCubeMap.xml
msgid ""
@@ -73482,7 +74113,7 @@ msgstr ""
#: doc/classes/VisualShaderNodeTexture.xml
#: doc/classes/VisualShaderNodeTextureUniform.xml
msgid "No hints are added to the uniform declaration."
-msgstr ""
+msgstr "Aucun indice n'a été ajouté à la déclaration de l'uniform."
#: doc/classes/VisualShaderNodeCubeMap.xml
#: doc/classes/VisualShaderNodeTexture.xml
@@ -73670,9 +74301,8 @@ msgstr ""
"Calcule le déterminant d’un [Transform] dans le graphique du nuanceur visuel."
#: doc/classes/VisualShaderNodeDeterminant.xml
-#, fuzzy
msgid "Translates to [code]determinant(x)[/code] in the shader language."
-msgstr "Traduit vers [code]deteminant(x)[/code] dans le langage du shader."
+msgstr "Sera traduit en [code]deteminant(x)[/code] dans le code du shader."
#: doc/classes/VisualShaderNodeDotProduct.xml
msgid "Calculates a dot product of two vectors within the visual shader graph."
@@ -73682,7 +74312,7 @@ msgstr ""
#: doc/classes/VisualShaderNodeDotProduct.xml
msgid "Translates to [code]dot(a, b)[/code] in the shader language."
-msgstr ""
+msgstr "Sera traduit en [code]dot(a, b)[/code] dans le code du shader."
#: doc/classes/VisualShaderNodeExpression.xml
msgid ""
@@ -73977,12 +74607,12 @@ msgstr ""
#: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml
#: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
msgid "Derivative in [code]x[/code] using local differencing."
-msgstr ""
+msgstr "Dérive selon [code]x[/code] par différenciation locale."
#: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml
#: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
msgid "Derivative in [code]y[/code] using local differencing."
-msgstr ""
+msgstr "Dérive selon [code]y[/code] par différenciation locale."
#: doc/classes/VisualShaderNodeScalarInterp.xml
msgid ""
@@ -73991,7 +74621,7 @@ msgstr ""
#: doc/classes/VisualShaderNodeScalarInterp.xml
msgid "Translates to [code]mix(a, b, weight)[/code] in the shader language."
-msgstr ""
+msgstr "Sera traduit en [code]mix(a, b, weight)[/code] dans le code du shader."
#: doc/classes/VisualShaderNodeScalarSmoothStep.xml
msgid "Calculates a scalar SmoothStep function within the visual shader graph."
@@ -74060,9 +74690,8 @@ msgid ""
msgstr ""
#: doc/classes/VisualShaderNodeScalarUniform.xml
-#, fuzzy
msgid "Represents the size of the [enum Hint] enum."
-msgstr "Représente la taille de l’enum [enum TabAlign]."
+msgstr "Représente la taille de l'énumération [enum Hint]."
#: doc/classes/VisualShaderNodeSwitch.xml
msgid "A boolean/vector function for use within the visual shader graph."
@@ -74283,9 +74912,8 @@ msgid "A [Transform] uniform for use within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeTransformUniform.xml
-#, fuzzy
msgid "Translated to [code]uniform mat4[/code] in the shader language."
-msgstr "Traduit en [code]uniform mat4[/code] dans la langue de shader."
+msgstr "Sera traduit en [code]uniform mat4[/code] dans le code du shader."
#: doc/classes/VisualShaderNodeTransformVecMult.xml
#, fuzzy
@@ -74309,10 +74937,12 @@ msgstr ""
#: doc/classes/VisualShaderNodeTransformVecMult.xml
msgid "Multiplies transform [code]a[/code] by the vector [code]b[/code]."
msgstr ""
+"Multiplie la transformation [code]a[/code] par le vecteur [code]b[/code]."
#: doc/classes/VisualShaderNodeTransformVecMult.xml
msgid "Multiplies vector [code]b[/code] by the transform [code]a[/code]."
msgstr ""
+"Multiplie le vecteur [code]b[/code] par la transformation [code]a[/code]."
#: doc/classes/VisualShaderNodeTransformVecMult.xml
msgid ""
@@ -74376,7 +75006,7 @@ msgstr ""
#: doc/classes/VisualShaderNodeVec3Uniform.xml
msgid "Translated to [code]uniform vec3[/code] in the shader language."
-msgstr ""
+msgstr "Sera traduit en [code]uniform vec3[/code] dans le code du shader."
#: doc/classes/VisualShaderNodeVectorClamp.xml
msgid "Clamps a vector value within the visual shader graph."
@@ -74430,6 +75060,9 @@ msgid ""
"vector [code]p1[/code].\n"
"Translated to [code]distance(p0, p1)[/code] in the shader language."
msgstr ""
+"Calcule la distance entre le point représenté par le vecteur [code]p0[/code] "
+"et le vecteur [code]p1[/code].\n"
+"Sera traduit en [code]distance(p0, p1)[/code] dans le code du shader."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "A vector function to be used within the visual shader graph."
@@ -74451,7 +75084,7 @@ msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Clamps the value between [code]0.0[/code] and [code]1.0[/code]."
-msgstr ""
+msgstr "Limite la valeur entre [code]0.0[/code] et [code]1.0[/code]."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the opposite value of the parameter."
@@ -74604,6 +75237,8 @@ msgid ""
"Translates to [code]mix(a, b, weight)[/code] in the shader language, where "
"[code]weight[/code] is a [Vector3] with weights for each component."
msgstr ""
+"Sera traduit en [code]mix(a, b, weight)[/code] dans le code du shader, où "
+"[code]weight[/code] est un [Vector3] avec le poids de chacun des composants."
#: doc/classes/VisualShaderNodeVectorLen.xml
msgid "Returns the length of a [Vector3] within the visual shader graph."
@@ -74611,7 +75246,7 @@ msgstr ""
#: doc/classes/VisualShaderNodeVectorLen.xml
msgid "Translated to [code]length(p0)[/code] in the shader language."
-msgstr ""
+msgstr "Sera traduit en [code]length(p0)[/code] dans le code du shader."
#: doc/classes/VisualShaderNodeVectorOp.xml
msgid "A vector operator to be used within the visual shader graph."
@@ -74632,10 +75267,8 @@ msgid "Adds two vectors."
msgstr "Ajoute deux vecteurs."
#: doc/classes/VisualShaderNodeVectorOp.xml
-#, fuzzy
msgid "Subtracts a vector from a vector."
-msgstr ""
-"Construit une nouvelle chaîne de caractères à partir du [Vector2] donné."
+msgstr "Soustrait un vecteur d'un autre vecteur."
#: doc/classes/VisualShaderNodeVectorOp.xml
msgid "Multiplies two vectors."
@@ -74737,6 +75370,9 @@ msgid ""
"Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge[/code] "
"and [code]1.0[/code] otherwise."
msgstr ""
+"Sera traduit en [code]step(edge, x)[/code] dans le code du shader.\n"
+"Retourne [code]0.0[/code] si [code]x[/code] est inférieur à [code]edge[/"
+"code], et [code]1.0[/code] sinon."
#: doc/classes/VisualShaderNodeVectorSmoothStep.xml
msgid "Calculates a vector SmoothStep function within the visual shader graph."
@@ -75473,7 +76109,7 @@ msgstr ""
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid "Returns [code]true[/code] if this peer is currently connected."
-msgstr ""
+msgstr "Retourne [code]true[/code] si ce pair est actuellement connecté."
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid ""
@@ -75551,10 +76187,15 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
-msgid "Stops the server and clear its state."
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid "Stops the server and clear its state."
+msgstr "Arrête le serveur et efface son état."
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
"When not set to [code]*[/code] will restrict incoming connections to the "
"specified IP address. Setting [code]bind_ip[/code] to [code]127.0.0.1[/code] "
@@ -75646,6 +76287,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -75871,6 +76515,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -76005,9 +76656,8 @@ msgid "The color of the title text."
msgstr "La couleur du titre."
#: doc/classes/WindowDialog.xml
-#, fuzzy
msgid "The horizontal offset of the close button."
-msgstr "Le décalage horizontal de l'ombre du texte."
+msgstr "Le décalage horizontal du bouton fermer."
#: doc/classes/WindowDialog.xml
msgid ""
diff --git a/doc/translations/gl.po b/doc/translations/gl.po
index e7142860b2..8320f0535e 100644
--- a/doc/translations/gl.po
+++ b/doc/translations/gl.po
@@ -3470,7 +3470,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -6987,8 +6987,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -11715,8 +11716,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12514,8 +12515,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13604,7 +13608,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -20479,18 +20486,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21665,6 +21688,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -25559,6 +25590,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25608,6 +25683,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -32521,7 +32639,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32540,6 +32658,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -37956,7 +38086,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -40164,6 +40297,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -45867,7 +46008,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46514,7 +46655,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47784,16 +47925,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49828,6 +49977,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -52119,14 +52272,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -53572,7 +53734,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -54376,7 +54552,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -55694,7 +55873,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -55965,9 +56143,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57438,10 +57616,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57450,10 +57624,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -58474,6 +58644,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58733,6 +58911,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -71426,6 +71611,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71521,6 +71711,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71746,6 +71939,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/hi.po b/doc/translations/hi.po
index 4815357b4d..f8003a91b0 100644
--- a/doc/translations/hi.po
+++ b/doc/translations/hi.po
@@ -3469,7 +3469,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -6986,8 +6986,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -11714,8 +11715,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12513,8 +12514,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13603,7 +13607,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -20478,18 +20485,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21664,6 +21687,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -25558,6 +25589,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25607,6 +25682,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -32520,7 +32638,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32539,6 +32657,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -37955,7 +38085,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -40163,6 +40296,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -45866,7 +46007,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46513,7 +46654,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47783,16 +47924,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49827,6 +49976,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -52118,14 +52271,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -53571,7 +53733,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -54375,7 +54551,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -55693,7 +55872,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -55964,9 +56142,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57437,10 +57615,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57449,10 +57623,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -58473,6 +58643,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58732,6 +58910,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -71425,6 +71610,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71520,6 +71710,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71745,6 +71938,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/hu.po b/doc/translations/hu.po
index 66955be52e..1470c3727c 100644
--- a/doc/translations/hu.po
+++ b/doc/translations/hu.po
@@ -3487,7 +3487,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -7004,8 +7004,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -11732,8 +11733,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12531,8 +12532,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13621,7 +13625,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -20496,18 +20503,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21682,6 +21705,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -25576,6 +25607,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25625,6 +25700,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -32538,7 +32656,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32557,6 +32675,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -37973,7 +38103,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -40181,6 +40314,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -45884,7 +46025,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46531,7 +46672,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47801,16 +47942,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49845,6 +49994,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -52136,14 +52289,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -53589,7 +53751,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -54393,7 +54569,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -55711,7 +55890,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -55982,9 +56160,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57455,10 +57633,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57467,10 +57641,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -58491,6 +58661,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58750,6 +58928,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -71443,6 +71628,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71538,6 +71728,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71763,6 +71956,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/id.po b/doc/translations/id.po
index 8be5906ebd..f01667bef1 100644
--- a/doc/translations/id.po
+++ b/doc/translations/id.po
@@ -13,12 +13,13 @@
# Azizkhasyi 11 <azizkhasyi11@gmail.com>, 2021.
# zephyroths <ridho.hikaru@gmail.com>, 2022.
# ProgrammerIndonesia 44 <elo.jhy@gmail.com>, 2022.
+# Reza Almanda <rezaalmanda27@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-03-25 01:54+0000\n"
-"Last-Translator: Stephen Gunawan Susilo <gunawanstephen@yahoo.com>\n"
+"PO-Revision-Date: 2022-04-08 07:11+0000\n"
+"Last-Translator: Reza Almanda <rezaalmanda27@gmail.com>\n"
"Language-Team: Indonesian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/id/>\n"
"Language: id\n"
@@ -77,13 +78,12 @@ msgid "Inherits:"
msgstr "Mewarisi:"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "Inherited By:"
-msgstr "Diwariskan oleh:"
+msgstr "Diturunkan oleh:"
#: doc/tools/make_rst.py
msgid "(overrides %s)"
-msgstr ""
+msgstr "(menimpa %s)"
#: doc/tools/make_rst.py
msgid "Default"
@@ -3880,7 +3880,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -7398,8 +7398,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -12126,8 +12127,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12926,8 +12927,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14016,7 +14020,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -20891,18 +20898,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -22077,6 +22100,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -25977,6 +26008,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -26026,6 +26101,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -32940,7 +33058,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32959,6 +33077,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -38389,7 +38519,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -40600,6 +40733,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -46319,7 +46460,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46966,7 +47107,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48236,16 +48377,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50280,6 +50429,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -52571,14 +52725,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -54024,7 +54187,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -54828,7 +55005,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -56148,7 +56328,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -56419,9 +56598,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57894,10 +58073,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57906,10 +58081,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -58932,6 +59103,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -59191,6 +59370,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -71891,6 +72077,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71986,6 +72177,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -72211,6 +72405,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/is.po b/doc/translations/is.po
index a0c23c688b..e6a56827fe 100644
--- a/doc/translations/is.po
+++ b/doc/translations/is.po
@@ -3469,7 +3469,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -6986,8 +6986,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -11714,8 +11715,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12513,8 +12514,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13603,7 +13607,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -20478,18 +20485,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21664,6 +21687,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -25558,6 +25589,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25607,6 +25682,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -32520,7 +32638,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32539,6 +32657,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -37955,7 +38085,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -40163,6 +40296,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -45866,7 +46007,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46513,7 +46654,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47783,16 +47924,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49827,6 +49976,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -52118,14 +52271,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -53571,7 +53733,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -54375,7 +54551,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -55693,7 +55872,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -55964,9 +56142,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57437,10 +57615,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57449,10 +57623,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -58473,6 +58643,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58732,6 +58910,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -71425,6 +71610,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71520,6 +71710,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71745,6 +71938,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/it.po b/doc/translations/it.po
index 1239b8515c..94d2f52b5e 100644
--- a/doc/translations/it.po
+++ b/doc/translations/it.po
@@ -3,7 +3,7 @@
# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
-# Micila Micillotto <micillotto@gmail.com>, 2020, 2021.
+# Micila Micillotto <micillotto@gmail.com>, 2020, 2021, 2022.
# Bob <spiroski.boban@gmail.com>, 2020.
# Riccardo Ferro <Riccardo3Ferro@gmail.com>, 2020.
# Lorenzo Asolan <brixiumx@gmail.com>, 2020.
@@ -29,8 +29,8 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-03-26 23:26+0000\n"
-"Last-Translator: Alessandro Casalino <alessandro.casalino93@gmail.com>\n"
+"PO-Revision-Date: 2022-04-25 15:12+0000\n"
+"Last-Translator: Micila Micillotto <micillotto@gmail.com>\n"
"Language-Team: Italian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/it/>\n"
"Language: it\n"
@@ -38,7 +38,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 4.12-dev\n"
+"X-Generator: Weblate 4.12.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -112,7 +112,7 @@ msgstr "valore"
#: doc/tools/make_rst.py
#, fuzzy
msgid "Getter"
-msgstr "Acquisitore"
+msgstr "Acchiappatore"
#: doc/tools/make_rst.py
msgid ""
@@ -154,6 +154,8 @@ msgid ""
"This method describes a valid operator to use with this type as left-hand "
"operand."
msgstr ""
+"Questo metodo descrive un operatore valido da usare con questo tipo come "
+"operando di sinistra."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Built-in GDScript functions."
@@ -210,6 +212,7 @@ msgstr ""
"I nomi dei colori supportati sono uguali alle costanti definite in [Color]."
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Returns the absolute value of parameter [code]s[/code] (i.e. positive "
"value).\n"
@@ -218,7 +221,7 @@ msgid ""
"[/codeblock]"
msgstr ""
"Ritorna il valore assoluto del parametro [code]s[/code] (ovvero un numero "
-"positivo, sia intero che decimale).\n"
+"positivo).\n"
"[codeblock]\n"
"a = abs(-1) # a è 1\n"
"[/codeblock]"
@@ -289,11 +292,16 @@ msgid ""
"[/codeblock]"
msgstr ""
"Controlla che [code]condition[/code] sia [code]true[/code]. Se "
-"[code]condition[/code] è [code]false[/code], un errore è generato ed il "
-"programma viene fermato fin quando decidi di avviarlo di nuovo. Viene "
-"eseguito soltanto nelle build di debug, o quando il gioco viene eseguito "
-"nell'editor. È usato per il debug, oppure per essere sicuri che una "
-"condizione ritorni [code]true[/code] durante lo sviluppo.\n"
+"[code]condition[/code] è [code]false[/code], un errore è generato. Mentre si "
+"sta eseguendo dall'editor, il progetto corrente verrà interrotto finché non "
+"lo riprenderai. Questo può essere usato come una forma più forte di [method "
+"push_error] per riportare gli errori allo sviluppatore del progetto o agli "
+"utilizzatori di add-on.\n"
+"[b]Note:[/b] Per ragioni di performance, il codice dentro [method assert] "
+"viene eseguito sono nelle versione di debug o mentre si sta eseguendo il "
+"progetto dall'editor. Non includere codice che ha effetti collaterali mentre "
+"[method assert] viene chiamato. Altrimenti il progetto si comporterà "
+"diversamente quando viene esportato nella modalità di rilascio.\n"
"Il parametro [code]message[/code] opzionale, se passato, è mostrato insieme "
"al messaggio generico \"Assertion failed\". Puoi usarlo per dare dettagli "
"addizionali sul perché l'asserzione sia fallita.\n"
@@ -507,7 +515,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Compares two values by checking their actual contents, recursing into any "
"`Array` or `Dictionary` up to its deepest level.\n"
@@ -530,9 +537,9 @@ msgstr ""
"Paragona due valori controllando il loro contenuto attuale, ricorrendo in "
"ogni `Array` o `Dictionary` fino al suo livello più profondo.\n"
"Questo è simile a [code]==[/code] su molti aspetti:\n"
-"- Per [code]null[/code] , code]int[/code], [code]float[/code], [code]String[/"
-"code], [code]Object[/code] and [code]RID[/code] sia [code]deep_equal[/code] "
-"e [code]==[/code] funzionano allo stesso modo.\n"
+"- Per [code]null[/code] , [code]int[/code], [code]float[/code], "
+"[code]String[/code], [code]Object[/code] and [code]RID[/code] sia "
+"[code]deep_equal[/code] e [code]==[/code] funzionano allo stesso modo.\n"
"- Per [code]Dictionary[/code], [code]==[/code] sono considerati uguali solo "
"e solo se entrambe le variabili puntano allo stesso [code]Dictionary[/code], "
"senza alcuna ricorsione o consapevolezza di qualunque contenuto.\n"
@@ -833,6 +840,7 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Returns an interpolation or extrapolation factor considering the range "
"specified in [code]from[/code] and [code]to[/code], and the interpolated "
@@ -853,6 +861,22 @@ msgid ""
"[/codeblock]\n"
"See also [method lerp] which performs the reverse of this operation."
msgstr ""
+"Ritorna un'interpolazione o un fattore estrapolato considerando il raggio "
+"specificato nel [code]from[/code] e [code]to[/code], e i valori interpolati "
+"specificati in [code]weight[/code]. Il valore di ritorno sarà in mezzo tra "
+"[code]0.0[/code] e [code]1.0[/code] se [code]weight[/code] si trova tra "
+"[code]from[/code] e [code]to[/code] (inclusi).\n"
+"[codeblock]\n"
+"# Il rapporto di interpolazione nella chiamata di `lerp()` è minore di "
+"0.75.\n"
+"var middle = lerp(20, 30, 0.75)\n"
+"# `middle` ora vale 27.5.\n"
+"# Ora fingiamo di aver dimenticato il rapporto originale e lo vogliamo "
+"riottenere.\n"
+"var ratio = inverse_lerp(20, 30, 27.5)\n"
+"# `ratio` ora vale 0.75.\n"
+"[/codeblock]\n"
+"Vedi anche [method lerp] che esegue l'inverso di questa operazione."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -4437,7 +4461,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -7975,8 +7999,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -12717,8 +12742,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -13524,8 +13549,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14617,7 +14645,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -21590,18 +21621,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -22781,6 +22828,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -26690,6 +26745,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -26739,6 +26838,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -33684,7 +33826,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -33703,6 +33845,19 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Ritorna [code]true[/code] se [Rect2i] è piano o vuoto."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -37490,7 +37645,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
-msgstr "Nodi e scene"
+msgstr "Nodi e Scene"
#: doc/classes/Node.xml
msgid "All Demos"
@@ -39164,7 +39319,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -41399,6 +41557,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -47127,7 +47293,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47774,7 +47940,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49044,16 +49210,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51096,6 +51270,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Restituisce il seno del parametro."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -53389,14 +53568,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -54845,7 +55033,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -55652,7 +55854,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -56976,7 +57181,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -57247,9 +57451,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -58728,10 +58932,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -58740,10 +58940,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -59780,6 +59976,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -60058,6 +60262,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -72844,6 +73055,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -72939,6 +73155,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -73164,6 +73383,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -73472,16 +73698,21 @@ msgid ""
"Gets the name of the attribute specified by the index in [code]idx[/code] "
"argument."
msgstr ""
+"Prende il nome dell'attributo specificato dall'indice nell'argomento "
+"[code]idx[/code]."
#: doc/classes/XMLParser.xml
msgid ""
"Gets the value of the attribute specified by the index in [code]idx[/code] "
"argument."
msgstr ""
+"Prende il nome dell'attributo specificato dall'indice nell'argomento "
+"[code]idx[/code]."
#: doc/classes/XMLParser.xml
+#, fuzzy
msgid "Gets the current line in the parsed file (currently not implemented)."
-msgstr ""
+msgstr "Prende la linea corrente nel file analizzato (non ancora implementato)"
#: doc/classes/XMLParser.xml
msgid ""
@@ -73530,28 +73761,36 @@ msgid "Check whether the current element has a certain attribute."
msgstr "Verifica che l'elemento attuale abbia un certo attributo."
#: doc/classes/XMLParser.xml
+#, fuzzy
msgid ""
"Check whether the current element is empty (this only works for completely "
"empty tags, e.g. [code]<element \\>[/code])."
msgstr ""
+"Controlla se l'elemento corrente è vuoto (questo funziona solo per tags "
+"completamente vuoi, es. [code]<element \\>[/code])."
#: doc/classes/XMLParser.xml
msgid "Opens an XML file for parsing. This returns an error code."
msgstr "Apre un file XML per effettuarne il parsing. Può restituire un errore."
#: doc/classes/XMLParser.xml
+#, fuzzy
msgid "Opens an XML raw buffer for parsing. This returns an error code."
msgstr ""
+"Apre un buffer greggio di XML per analizzarlo. Questo ritorna un codice di "
+"errore."
#: doc/classes/XMLParser.xml
msgid "Reads the next node of the file. This returns an error code."
-msgstr ""
+msgstr "Legge il nodo seguente del file. Questo ritorna un codice di errore."
#: doc/classes/XMLParser.xml
msgid ""
"Moves the buffer cursor to a certain offset (since the beginning) and read "
"the next node there. This returns an error code."
msgstr ""
+"Muove il cursore del buffer di un certo margine (partendo dall'inizio) e lì "
+"legge il nodo seguente. Questo ritorna un codice errore."
#: doc/classes/XMLParser.xml
#, fuzzy
diff --git a/doc/translations/ja.po b/doc/translations/ja.po
index d6e4730c4c..f48940359e 100644
--- a/doc/translations/ja.po
+++ b/doc/translations/ja.po
@@ -4483,7 +4483,8 @@ msgid "The property is a translatable string."
msgstr "プロパティは翻訳可能な文字列です。"
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+#, fuzzy
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr "エディタ内でプロパティをグループ化するために使用します。"
#: doc/classes/@GlobalScope.xml
@@ -9078,8 +9079,9 @@ msgstr "配列が空の場合は[code]true[/code]を返します。"
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -14695,8 +14697,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -15510,8 +15512,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -16651,7 +16656,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -23634,18 +23642,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -24830,6 +24854,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -28764,6 +28796,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -28813,6 +28889,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -35818,7 +35937,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -35837,6 +35956,19 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "配列が空の場合は[code]true[/code]を返します。"
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -41324,7 +41456,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -43572,6 +43707,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -49343,7 +49486,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49990,7 +50133,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51260,16 +51403,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -53334,6 +53485,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "現在再生中のアニメーションステートを返します。"
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -55633,14 +55789,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -57188,7 +57353,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -58173,7 +58352,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -59521,7 +59703,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -59792,9 +59973,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -61285,10 +61466,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -61297,10 +61474,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -62343,6 +62516,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -62632,6 +62813,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -75495,6 +75683,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -75590,6 +75783,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -75815,6 +76011,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/ko.po b/doc/translations/ko.po
index b65860867d..f3091e3a36 100644
--- a/doc/translations/ko.po
+++ b/doc/translations/ko.po
@@ -3596,7 +3596,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -7116,8 +7116,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -11847,8 +11848,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12650,8 +12651,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13740,7 +13744,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -20716,18 +20723,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21902,6 +21925,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -25803,6 +25834,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25852,6 +25927,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -32778,7 +32896,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32797,6 +32915,19 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "매개변수의 코사인 값을 반환합니다."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -38365,7 +38496,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -40581,6 +40715,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -46304,7 +46446,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46951,7 +47093,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48221,16 +48363,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50266,6 +50416,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "매개변수의 탄젠트 값을 반환합니다."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -52557,14 +52712,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -54010,7 +54174,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -54814,7 +54992,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -56134,7 +56315,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -56405,9 +56585,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57882,10 +58062,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57894,10 +58070,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -58922,6 +59094,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -59182,6 +59362,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -71919,6 +72106,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -72014,6 +72206,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -72239,6 +72434,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/lv.po b/doc/translations/lv.po
index 6270b90115..8071e5caef 100644
--- a/doc/translations/lv.po
+++ b/doc/translations/lv.po
@@ -3484,7 +3484,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -7001,8 +7001,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -11729,8 +11730,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12528,8 +12529,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13618,7 +13622,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -20493,18 +20500,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21679,6 +21702,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -25576,6 +25607,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25625,6 +25700,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -32538,7 +32656,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32557,6 +32675,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -37973,7 +38103,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -40181,6 +40314,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -45884,7 +46025,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46531,7 +46672,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47801,16 +47942,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49845,6 +49994,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -52136,14 +52289,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -53589,7 +53751,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -54393,7 +54569,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -55711,7 +55890,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -55982,9 +56160,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57455,10 +57633,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57467,10 +57641,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -58491,6 +58661,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58750,6 +58928,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -71443,6 +71628,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71538,6 +71728,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71763,6 +71956,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/mr.po b/doc/translations/mr.po
index 34def67ab1..e6c0630d9f 100644
--- a/doc/translations/mr.po
+++ b/doc/translations/mr.po
@@ -3467,7 +3467,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -6984,8 +6984,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -11712,8 +11713,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12511,8 +12512,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13601,7 +13605,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -20476,18 +20483,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21662,6 +21685,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -25556,6 +25587,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25605,6 +25680,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -32518,7 +32636,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32537,6 +32655,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -37953,7 +38083,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -40161,6 +40294,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -45864,7 +46005,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46511,7 +46652,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47781,16 +47922,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49825,6 +49974,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -52116,14 +52269,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -53569,7 +53731,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -54373,7 +54549,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -55691,7 +55870,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -55962,9 +56140,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57435,10 +57613,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57447,10 +57621,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -58471,6 +58641,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58730,6 +58908,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -71423,6 +71608,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71518,6 +71708,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71743,6 +71936,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/nb.po b/doc/translations/nb.po
index 6951cf4b7d..10c78e4fcc 100644
--- a/doc/translations/nb.po
+++ b/doc/translations/nb.po
@@ -3479,7 +3479,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -6996,8 +6996,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -11724,8 +11725,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12523,8 +12524,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13613,7 +13617,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -20488,18 +20495,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21674,6 +21697,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -25568,6 +25599,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25617,6 +25692,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -32530,7 +32648,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32549,6 +32667,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -37965,7 +38095,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -40173,6 +40306,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -45876,7 +46017,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46523,7 +46664,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47793,16 +47934,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49837,6 +49986,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -52128,14 +52281,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -53581,7 +53743,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -54385,7 +54561,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -55703,7 +55882,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -55974,9 +56152,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57447,10 +57625,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57459,10 +57633,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -58483,6 +58653,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58742,6 +58920,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -71435,6 +71620,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71530,6 +71720,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71755,6 +71948,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/ne.po b/doc/translations/ne.po
index 3f5895e44a..201925ae35 100644
--- a/doc/translations/ne.po
+++ b/doc/translations/ne.po
@@ -3467,7 +3467,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -6984,8 +6984,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -11712,8 +11713,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12511,8 +12512,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13601,7 +13605,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -20476,18 +20483,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21662,6 +21685,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -25556,6 +25587,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25605,6 +25680,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -32518,7 +32636,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32537,6 +32655,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -37953,7 +38083,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -40161,6 +40294,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -45864,7 +46005,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46511,7 +46652,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47781,16 +47922,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49825,6 +49974,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -52116,14 +52269,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -53569,7 +53731,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -54373,7 +54549,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -55691,7 +55870,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -55962,9 +56140,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57435,10 +57613,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57447,10 +57621,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -58471,6 +58641,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58730,6 +58908,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -71423,6 +71608,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71518,6 +71708,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71743,6 +71936,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/nl.po b/doc/translations/nl.po
index 6066f9dcfd..d207e3fb09 100644
--- a/doc/translations/nl.po
+++ b/doc/translations/nl.po
@@ -3536,7 +3536,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -7053,8 +7053,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -11781,8 +11782,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12580,8 +12581,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13670,7 +13674,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -20545,18 +20552,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21731,6 +21754,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -25628,6 +25659,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25677,6 +25752,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -32590,7 +32708,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32609,6 +32727,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -38025,7 +38155,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -40233,6 +40366,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -45936,7 +46077,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46583,7 +46724,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47853,16 +47994,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49898,6 +50047,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -52189,14 +52342,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -53642,7 +53804,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -54446,7 +54622,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -55764,7 +55943,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -56035,9 +56213,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57508,10 +57686,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57520,10 +57694,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -58544,6 +58714,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58803,6 +58981,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -71496,6 +71681,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71591,6 +71781,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71816,6 +72009,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/pl.po b/doc/translations/pl.po
index 637579dfe4..f061c11aff 100644
--- a/doc/translations/pl.po
+++ b/doc/translations/pl.po
@@ -3945,7 +3945,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -7472,8 +7472,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -12204,8 +12205,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -13014,8 +13015,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14105,7 +14109,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -21000,18 +21007,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -22189,6 +22212,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -26092,6 +26123,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -26141,6 +26216,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -33082,7 +33200,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -33101,6 +33219,21 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest "
+"wyłączone."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -38563,7 +38696,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -40797,6 +40933,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -46524,7 +46668,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47171,7 +47315,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48441,16 +48585,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50494,6 +50646,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Zwraca obecną długość spring arm."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -52788,14 +52945,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -54242,7 +54408,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -55049,7 +55229,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -56369,7 +56552,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -56640,9 +56822,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -58118,10 +58300,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -58130,10 +58308,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -59163,6 +59337,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -59428,6 +59610,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -72174,6 +72363,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -72269,6 +72463,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -72494,6 +72691,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/pt.po b/doc/translations/pt.po
index 3c820efa23..80deea8cce 100644
--- a/doc/translations/pt.po
+++ b/doc/translations/pt.po
@@ -6,12 +6,13 @@
# Reubens Sanders <reubensst@protonmail.com>, 2021.
# ssantos <ssantos@web.de>, 2022.
# Felipe SiFa <felipe@logus.digital>, 2022.
+# Renu <ifpilucas@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-01-07 12:18+0000\n"
-"Last-Translator: Felipe SiFa <felipe@logus.digital>\n"
+"PO-Revision-Date: 2022-04-25 15:12+0000\n"
+"Last-Translator: Renu <ifpilucas@gmail.com>\n"
"Language-Team: Portuguese <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/pt/>\n"
"Language: pt\n"
@@ -19,11 +20,11 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
-"X-Generator: Weblate 4.10.1\n"
+"X-Generator: Weblate 4.12.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
-msgstr "Descrição"
+msgstr "“Descrição"
#: doc/tools/make_rst.py
msgid "Tutorials"
@@ -112,13 +113,15 @@ msgstr ""
#: doc/tools/make_rst.py
msgid "This method is used to construct a type."
-msgstr ""
+msgstr "Este método é usado para construir um tipo."
#: doc/tools/make_rst.py
msgid ""
"This method doesn't need an instance to be called, so it can be called "
"directly using the class name."
msgstr ""
+"Este método não precisa de uma instância para ser chamando, de maneira que "
+"pode ser chamado diretamente usando o nome da classe."
#: doc/tools/make_rst.py
msgid ""
@@ -3931,7 +3934,7 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "File: Missing dependencies error."
-msgstr ""
+msgstr "Ficheiro: Erro faltam dependências."
#: doc/classes/@GlobalScope.xml
msgid "File: End of file (EOF) error."
@@ -3987,7 +3990,7 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Invalid parameter error."
-msgstr ""
+msgstr "Erro, parâmetro inválido."
#: doc/classes/@GlobalScope.xml
msgid "Already exists error."
@@ -3995,15 +3998,15 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Does not exist error."
-msgstr ""
+msgstr "Não há erro."
#: doc/classes/@GlobalScope.xml
msgid "Database: Read error."
-msgstr ""
+msgstr "Banco de dados: Erro de leitura."
#: doc/classes/@GlobalScope.xml
msgid "Database: Write error."
-msgstr ""
+msgstr "Banco de dados: Erro de escrita."
#: doc/classes/@GlobalScope.xml
msgid "Compilation failed error."
@@ -4031,7 +4034,7 @@ msgstr "Erro de declaração inválida."
#: doc/classes/@GlobalScope.xml
msgid "Duplicate symbol error."
-msgstr ""
+msgstr "Erro de símbolo duplicado."
#: doc/classes/@GlobalScope.xml
msgid "Parse error."
@@ -4043,7 +4046,7 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Skip error."
-msgstr ""
+msgstr "Pular erro."
#: doc/classes/@GlobalScope.xml
msgid "Help error."
@@ -4061,7 +4064,7 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "No hint for the edited property."
-msgstr ""
+msgstr "Não há sugestão para a propriedade editada."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4113,7 +4116,7 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Deprecated hint, unused."
-msgstr ""
+msgstr "Dica defasada, não utilizada."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4232,8 +4235,9 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
-msgstr ""
+#, fuzzy
+msgid "Used to group properties together in the editor. See [EditorInspector]."
+msgstr "A propriedade pode ser checada no inspetor do editor."
#: doc/classes/@GlobalScope.xml
msgid "Used to categorize properties together in the editor."
@@ -7768,8 +7772,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -12501,8 +12506,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -13303,8 +13308,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14416,7 +14424,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -21315,18 +21326,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -22503,6 +22530,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -26405,6 +26440,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -26454,6 +26533,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -33372,7 +33494,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -33391,6 +33513,19 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Retorna [code]true[/code] se o script pode ser instanciado."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -38831,7 +38966,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -41044,6 +41182,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -46748,7 +46894,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47395,7 +47541,8 @@ msgid "Optional name for the 3D render layer 13."
msgstr "Nome opcional para a camada 13 da renderização 3D."
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+#, fuzzy
+msgid "Optional name for the 3D render layer 14."
msgstr "Nome opcional para a camada 14 da renderização 3D"
#: doc/classes/ProjectSettings.xml
@@ -48665,16 +48812,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50709,6 +50864,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Retorna o comprimento atual do braço da mola."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -53002,14 +53162,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -54461,7 +54630,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -55279,7 +55462,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -56599,7 +56785,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -56870,9 +57055,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -58345,10 +58530,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -58357,10 +58538,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -59383,6 +59560,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr "Limpa todos os valores no tema."
@@ -59647,6 +59832,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -72357,6 +72549,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -72452,6 +72649,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -72677,6 +72877,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/pt_BR.po b/doc/translations/pt_BR.po
index ef73551d07..df7d7969d1 100644
--- a/doc/translations/pt_BR.po
+++ b/doc/translations/pt_BR.po
@@ -37,12 +37,14 @@
# Kawan Weege <therealdragonofwar@gmail.com>, 2022.
# Schnippss <rian.uzum1901@gmail.com>, 2022.
# Gonçalo Pascoal <goncalojpascoal@gmail.com>, 2022.
+# Douglas S. Elias <douglassantoselias@gmail.com>, 2022.
+# Fabio Moura de Oliveira <ccmaismais@yahoo.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-01-15 22:14+0000\n"
-"Last-Translator: jak3z <jose_renato06@outlook.com>\n"
+"PO-Revision-Date: 2022-04-20 18:20+0000\n"
+"Last-Translator: Fabio Moura de Oliveira <ccmaismais@yahoo.com>\n"
"Language-Team: Portuguese (Brazil) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/pt_BR/>\n"
"Language: pt_BR\n"
@@ -50,7 +52,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
-"X-Generator: Weblate 4.10.1\n"
+"X-Generator: Weblate 4.12-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -114,7 +116,7 @@ msgstr "Padrão"
#: doc/tools/make_rst.py
msgid "Setter"
-msgstr ""
+msgstr "setter"
#: doc/tools/make_rst.py
msgid "value"
@@ -122,7 +124,7 @@ msgstr "Valor"
#: doc/tools/make_rst.py
msgid "Getter"
-msgstr ""
+msgstr "Getter"
#: doc/tools/make_rst.py
msgid ""
@@ -162,6 +164,8 @@ msgid ""
"This method describes a valid operator to use with this type as left-hand "
"operand."
msgstr ""
+"Este método descreve um operador válido pra utilizar com este tipo como "
+"operando do lado esquerdo."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Built-in GDScript functions."
@@ -4479,7 +4483,8 @@ msgid "The property is a translatable string."
msgstr "A propriedade é uma string traduzível."
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+#, fuzzy
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr "Usado para agrupar propriedade no editor."
#: doc/classes/@GlobalScope.xml
@@ -8038,8 +8043,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -12775,8 +12781,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -13583,8 +13589,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14697,7 +14706,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -21634,18 +21646,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -22823,6 +22851,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -26735,6 +26771,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -26784,6 +26864,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -33738,7 +33861,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -33757,6 +33880,19 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Retorna [code]true[/code] se o script pode ser instanciado."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -37548,7 +37684,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
-msgstr ""
+msgstr "Nós e cenas"
#: doc/classes/Node.xml
msgid "All Demos"
@@ -39218,7 +39354,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -41449,6 +41588,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -47183,7 +47330,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47830,7 +47977,8 @@ msgid "Optional name for the 3D render layer 13."
msgstr "Nome opcional para a camada 13 da renderização 3D."
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+#, fuzzy
+msgid "Optional name for the 3D render layer 14."
msgstr "Nome opcional para a camada 14 da renderização 3D"
#: doc/classes/ProjectSettings.xml
@@ -49100,16 +49248,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51152,6 +51308,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Retorna o comprimento atual do braço da mola."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -53446,16 +53607,24 @@ msgid ""
msgstr ""
#: doc/classes/Semaphore.xml
-#, fuzzy
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
-msgstr "Abaixa o [Semaphore], permitindo a entrada de mais um thread."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -54909,7 +55078,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -55730,7 +55913,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -57050,7 +57236,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -57321,9 +57506,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -58802,10 +58987,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -58814,10 +58995,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -59854,6 +60031,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr "Limpa todos os valores no tema."
@@ -60121,6 +60306,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -72879,6 +73071,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -72974,6 +73171,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -73199,6 +73399,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/ro.po b/doc/translations/ro.po
index fe5de66cec..8ed6c32878 100644
--- a/doc/translations/ro.po
+++ b/doc/translations/ro.po
@@ -3487,7 +3487,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -7004,8 +7004,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -11732,8 +11733,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12531,8 +12532,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13621,7 +13625,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -20496,18 +20503,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21682,6 +21705,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -25579,6 +25610,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25628,6 +25703,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -32541,7 +32659,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32560,6 +32678,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -37976,7 +38106,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -40184,6 +40317,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -45887,7 +46028,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46534,7 +46675,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47804,16 +47945,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49848,6 +49997,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -52139,14 +52292,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -53592,7 +53754,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -54396,7 +54572,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -55714,7 +55893,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -55985,9 +56163,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57458,10 +57636,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57470,10 +57644,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -58494,6 +58664,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58753,6 +58931,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -71446,6 +71631,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71541,6 +71731,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71766,6 +71959,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/ru.po b/doc/translations/ru.po
index 3205ad2cd3..f5ef5d7395 100644
--- a/doc/translations/ru.po
+++ b/doc/translations/ru.po
@@ -41,12 +41,15 @@
# Иван Гай <yfrde615@gmail.com>, 2022.
# Bebihindra <denisk.chebotarev@mail.ru>, 2022.
# Alex_Faction <creeponedead@gmail.com>, 2022.
+# Turok Chukchin <chukchinturok@gmail.com>, 2022.
+# Rish Alternative <ii4526668@gmail.com>, 2022.
+# Andrey <stre10k@mail.ru>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-03-13 22:11+0000\n"
-"Last-Translator: Alex_Faction <creeponedead@gmail.com>\n"
+"PO-Revision-Date: 2022-04-25 15:12+0000\n"
+"Last-Translator: Andrey <stre10k@mail.ru>\n"
"Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/ru/>\n"
"Language: ru\n"
@@ -55,7 +58,7 @@ msgstr ""
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && "
"n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n"
-"X-Generator: Weblate 4.12-dev\n"
+"X-Generator: Weblate 4.12.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -507,7 +510,6 @@ msgid "Deprecated alias for [method step_decimals]."
msgstr "Устаревший псевдоним для [method step_decimals]."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"[b]Note:[/b] [code]dectime[/code] has been deprecated and will be removed in "
"Godot 4.0, please use [method move_toward] instead.\n"
@@ -517,11 +519,12 @@ msgid ""
"a = dectime(60, 10, 0.1)) # a is 59.0\n"
"[/codeblock]"
msgstr ""
-"Возвращает [code]value[/code], уменьшенное на [code]step[/code] * "
+"[b]Примечание:[/b] [code]dectime[/code] был устаревшим и будет удален в "
+"Godot 4.0, пожалуйста, используйте [метод move_toward] вместо него.\n"
+"Возвращает результат [code]value[/code], уменьшенный на [code]step[/code] * "
"[code]amount[/code].\n"
"[codeblock]\n"
-"# a = 59\n"
-"a = dectime(60, 10, 0.1))\n"
+"a = dectime(60, 10, 0.1)) # a равно 59.0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -643,7 +646,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Rounds [code]s[/code] downward (towards negative infinity), returning the "
"largest whole number that is not more than [code]s[/code].\n"
@@ -658,16 +660,16 @@ msgid ""
"directly."
msgstr ""
"Округляет [code]s[/code] вниз (в сторону отрицательной бесконечности), "
-"возвращая наибольшее целое число, которое меньше или равно [code]s[/code].\n"
+"возвращая наибольшее целое число, которое не больше [code]s[/code].\n"
"[codeblock]\n"
-"# a равно 2.0\n"
-"a = floor(2.99)\n"
-"# a равно -3.0\n"
-"a = floor(-2.99)\n"
-"[/codeblock]\n"
-"[b]Примечание:[/b] Этот метод возвращает число с плавающей точкой (float). "
-"Если вам нужно целое число (int), вы можете использовать [code]int(s)[/code] "
-"напрямую."
+"a = floor(2.45) # a равно 2.0\n"
+"a = floor(2.99) # a равно 2.0\n"
+"a = floor(-2.99) # a равно -3.0\n"
+"[/codeblock].\n"
+"См. также [method ceil], [method round], [method stepify] и [int].\n"
+"[b]Примечание:[/b] Этот метод возвращает float. Если вам нужно целое число и "
+"[code]s[/code] является неотрицательным числом, вы можете использовать "
+"[code]int(s)[/code] напрямую."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -686,7 +688,6 @@ msgstr ""
"Для получения целочисленного остатка используйте оператор %."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the floating-point modulus of [code]a/b[/code] that wraps equally in "
"positive and negative.\n"
@@ -706,27 +707,22 @@ msgid ""
" 1.5 0.0 0.0\n"
"[/codeblock]"
msgstr ""
-"Возвращает вещественный остаток от деления [code]a/b[/code], который "
-"зациклен одинаково для положительных и отрицательных чисел.\n"
+"Возвращает модуль с плавающей точкой числа [code]a/b[/code], которое "
+"одинаково обертывается в положительную и отрицательную части.\n"
"[codeblock]\n"
-"var i = -6\n"
-"while i < 5:\n"
-" prints(i, fposmod(i, 3))\n"
-" i += 1\n"
-"[/codeblock]\n"
-"Выводит:\n"
+"for i in 7:\n"
+" var x = 0.5 * i - 1.5\n"
+" print(\"%4.1f %4.1f %4.1f %4.1f\" % [x, fmod(x, 1.5), fposmod(x, 1.5)])\n"
+"[/codeblock].\n"
+"Производит:\n"
"[codeblock]\n"
-"-6 0\n"
-"-5 1\n"
-"-4 2\n"
-"-3 0\n"
-"-2 1\n"
-"-1 2\n"
-"0 0\n"
-"1 1\n"
-"2 2\n"
-"3 0\n"
-"4 1\n"
+"-1.5 -0.0 0.0\n"
+"-1.0 -1.0 0.5\n"
+"-0.5 -0.5 1.0\n"
+" 0.0 0.0 0.0\n"
+" 0.5 0.5 0.5\n"
+" 1.0 1.0 1.0\n"
+" 1.5 0.0 0.0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3748,6 +3744,11 @@ msgid ""
"- Linux: Up to 80 buttons.\n"
"- Windows and macOS: Up to 128 buttons."
msgstr ""
+"Максимальное количество кнопок поддерживаемое движком для игрового "
+"контроллера. Фактический лимит может быть ниже на определенных платформах:\n"
+"- Android: до 36 кнопок.\n"
+"- Linux: до 80 кнопок.\n"
+"- Windows и macOS: до 128 кнопок."
#: doc/classes/@GlobalScope.xml
msgid "DualShock circle button."
@@ -4170,7 +4171,6 @@ msgid "Unconfigured error."
msgstr "Ошибка \"Не настроено\"."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Unauthorized error."
msgstr "Ошибка \"Не авторизовано\"."
@@ -4587,7 +4587,8 @@ msgid "The property is a translatable string."
msgstr "Свойство является переводимой строкой."
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+#, fuzzy
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr "Используется для группировки свойств в редакторе."
#: doc/classes/@GlobalScope.xml
@@ -8534,8 +8535,9 @@ msgstr "Возвращает [code]true[/code] если массив пусто
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -13357,8 +13359,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -14169,8 +14171,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -15274,7 +15279,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -22271,18 +22279,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -23464,6 +23488,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -27382,6 +27414,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -27431,6 +27507,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -34393,7 +34512,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -34412,6 +34531,19 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Возвращает [code]true[/code] если массив пустой."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -37604,21 +37736,26 @@ msgid "Returns the map cell height."
msgstr "Возвращает значение задержки данного кадра."
#: doc/classes/NavigationServer.xml
-#, fuzzy
msgid ""
"Returns the normal for the point returned by [method map_get_closest_point]."
-msgstr "Возвращает обратный квадратный корень из аргумента."
+msgstr ""
+"Возвращает нормаль для точки, возвращенной [методом map_get_closest_point]."
#: doc/classes/NavigationServer.xml
msgid ""
"Returns the closest point between the navigation surface and the segment."
msgstr ""
+"Возвращает ближайшую точку между навигационной поверхностью и сегментом."
#: doc/classes/NavigationServer.xml
+#, fuzzy
msgid ""
"Returns the edge connection margin of the map. This distance is the minimum "
"vertex distance needed to connect two edges from different regions."
msgstr ""
+"Возвращает расстояние соединения граней карты. Это расстояние - минимальное "
+"расстояние между вершинами, необходимое для соединения двух ребер из разных "
+"регионов."
#: doc/classes/NavigationServer.xml
#, fuzzy
@@ -37632,31 +37769,42 @@ msgstr ""
#: doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the map up direction."
-msgstr "Возвращает синус параметра."
+msgstr "Устанавливает направление движения карты вверх."
#: doc/classes/NavigationServer.xml
+#, fuzzy
msgid ""
"Process the collision avoidance agents.\n"
"The result of this process is needed by the physics server, so this must be "
"called in the main thread.\n"
"[b]Note:[/b] This function is not thread safe."
msgstr ""
+"Обработка агентов предотвращения столкновений.\n"
+"Результат этого процесса необходим физическому серверу, поэтому эта функция "
+"должна вызываться в главном потоке.\n"
+"[b]Примечание:[/b] Эта функция не является потокобезопасной."
#: doc/classes/NavigationServer.xml
+#, fuzzy
msgid "Bakes the navigation mesh."
-msgstr ""
+msgstr "Выпекает навигационную сетку."
#: doc/classes/NavigationServer.xml
+#, fuzzy
msgid "Control activation of this server."
-msgstr ""
+msgstr "Управление активацией данного сервера."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#, fuzzy
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
"html]ENet[/url] library."
msgstr ""
+"Реализация PacketPeer с использованием библиотеки [url=http://enet.bespin."
+"org/index.html]ENet[/url]."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#, fuzzy
msgid ""
"A PacketPeer implementation that should be passed to [member SceneTree."
"network_peer] after being initialized as either a client or server. Events "
@@ -37668,16 +37816,32 @@ msgid ""
"the server port in UDP. You can use the [UPNP] class to try to forward the "
"server port automatically when starting the server."
msgstr ""
+"Реализация PacketPeer, которая должна быть передана в [member SceneTree."
+"network_peer] после инициализации в качестве клиента или сервера. Затем "
+"события могут обрабатываться путем подключения к сигналам [SceneTree].\n"
+"Цель ENet - обеспечить относительно тонкий, простой и надежный сетевой "
+"коммуникационный уровень поверх UDP (User Datagram Protocol).\n"
+"[b]Примечание:[/b] ENet использует только UDP, а не TCP. При переадресации "
+"порта сервера, чтобы сделать ваш сервер доступным в публичном Интернете, вам "
+"нужно переадресовать только порт сервера в UDP. Вы можете использовать класс "
+"[UPNP], чтобы попытаться перенаправить порт сервера автоматически при "
+"запуске сервера."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#, fuzzy
msgid ""
"Closes the connection. Ignored if no connection is currently established. If "
"this is a server it tries to notify all clients before forcibly "
"disconnecting them. If this is a client it simply closes the connection to "
"the server."
msgstr ""
+"Закрывает соединение. Игнорируется, если в данный момент соединение не "
+"установлено. Если это сервер, он пытается уведомить всех клиентов, прежде "
+"чем принудительно отключить их. Если это клиент, он просто закрывает "
+"соединение с сервером."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#, fuzzy
msgid ""
"Create client that connects to a server at [code]address[/code] using "
"specified [code]port[/code]. The given address needs to be either a fully "
@@ -37698,8 +37862,29 @@ msgid ""
"code] is specified, the client will also listen to the given port; this is "
"useful for some NAT traversal techniques."
msgstr ""
+"Создайте клиент, который подключается к серверу по адресу [code]address[/"
+"code], используя указанный [code]port[/code]. Указанный адрес должен быть "
+"либо полным доменным именем (например, [code]\"www.example.com\"[/code]), "
+"либо IP-адресом в формате IPv4 или IPv6 (например, [code]\"192.168.1.1\"[/"
+"code]). [code]port[/code] - это порт, который прослушивает сервер. Параметры "
+"[code]in_bandwidth[/code] и [code]out_bandwidth[/code] могут быть "
+"использованы для ограничения входящей и исходящей полосы пропускания до "
+"заданного количества байт в секунду. Значение по умолчанию 0 означает "
+"неограниченную пропускную способность. Обратите внимание, что ENet будет "
+"стратегически отбрасывать пакеты на определенных сторонах соединения между "
+"пирами, чтобы гарантировать, что пропускная способность пиров не будет "
+"превышена. Параметры пропускной способности также определяют размер окна "
+"соединения, которое ограничивает количество надежных пакетов, которые могут "
+"находиться в пути в любой момент времени. Возвращает [константу OK], если "
+"клиент был создан, [константу ERR_ALREADY_IN_USE], если данный экземпляр "
+"NetworkedMultiplayerENet уже имеет открытое соединение (в этом случае "
+"необходимо сначала вызвать [метод close_connection]) или [константу "
+"ERR_CANT_CREATE], если клиент не может быть создан. Если указано "
+"[code]client_port[/code], клиент также будет слушать указанный порт; это "
+"полезно для некоторых методов обхода NAT."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#, fuzzy
msgid ""
"Create server that listens to connections via [code]port[/code]. The port "
"needs to be an available, unused port between 0 and 65535. Note that ports "
@@ -37716,29 +37901,55 @@ msgid ""
"case you need to call [method close_connection] first) or [constant "
"ERR_CANT_CREATE] if the server could not be created."
msgstr ""
+"Создайте сервер, который прослушивает соединения через [code]порт[/code]. "
+"Порт должен быть доступным, неиспользуемым портом в диапазоне от 0 до 65535. "
+"Обратите внимание, что порты ниже 1024 являются привилегированными и могут "
+"требовать повышенных прав в зависимости от платформы. Чтобы изменить "
+"интерфейс, на котором прослушивается сервер, используйте [method "
+"set_bind_ip]. IP по умолчанию - это подстановочный знак [code]\"*\"[/code], "
+"который прослушивает все доступные интерфейсы. [code]max_clients[/code] - "
+"максимальное количество клиентов, разрешенных одновременно, можно "
+"использовать любое число до 4095, хотя достижимое количество одновременных "
+"клиентов может быть гораздо меньше и зависит от приложения. Дополнительные "
+"сведения о параметрах пропускной способности см. в [метод create_client]. "
+"Возвращает [константу OK], если сервер был создан, [константу "
+"ERR_ALREADY_IN_USE], если данный экземпляр NetworkedMultiplayerENet уже "
+"имеет открытое соединение (в этом случае необходимо сначала вызвать [метод "
+"close_connection]) или [константу ERR_CANT_CREATE], если сервер не удалось "
+"создать."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#, fuzzy
msgid ""
"Disconnect the given peer. If \"now\" is set to [code]true[/code], the "
"connection will be closed immediately without flushing queued messages."
msgstr ""
+"Отключить указанный пир. Если \"now\" имеет значение [code]true[/code], "
+"соединение будет закрыто немедленно без сброса очередей сообщений."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#, fuzzy
msgid ""
"Returns the channel of the last packet fetched via [method PacketPeer."
"get_packet]."
msgstr ""
+"Возвращает канал последнего пакета, полученного через [метод PacketPeer."
+"get_packet]."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#, fuzzy
msgid ""
"Returns the channel of the next packet that will be retrieved via [method "
"PacketPeer.get_packet]."
msgstr ""
+"Возвращает канал следующего пакета, который будет получен через [метод "
+"PacketPeer.get_packet]."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
#: modules/websocket/doc_classes/WebSocketServer.xml
+#, fuzzy
msgid "Returns the IP address of the given peer."
-msgstr ""
+msgstr "Возвращает IP-адрес заданного аналога."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
#: modules/websocket/doc_classes/WebSocketServer.xml
@@ -39879,7 +40090,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -42117,6 +42331,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -47882,7 +48104,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48529,7 +48751,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49799,16 +50021,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51901,6 +52131,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Возвращает длину вектора."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -54193,14 +54428,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -55656,7 +55900,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -56461,7 +56719,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -57808,7 +58069,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -58079,9 +58339,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -59561,10 +59821,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -59573,10 +59829,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -60610,6 +60862,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -60896,6 +61156,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -73803,6 +74070,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -73898,6 +74170,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -74123,6 +74398,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/sk.po b/doc/translations/sk.po
index 92f360ecd2..c16d337a6a 100644
--- a/doc/translations/sk.po
+++ b/doc/translations/sk.po
@@ -3470,7 +3470,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -6987,8 +6987,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -11715,8 +11716,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12514,8 +12515,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13604,7 +13608,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -20479,18 +20486,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21665,6 +21688,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -25562,6 +25593,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25611,6 +25686,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -32524,7 +32642,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32543,6 +32661,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -37959,7 +38089,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -40167,6 +40300,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -45870,7 +46011,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46517,7 +46658,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47787,16 +47928,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49831,6 +49980,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -52122,14 +52275,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -53575,7 +53737,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -54379,7 +54555,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -55697,7 +55876,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -55968,9 +56146,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57441,10 +57619,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57453,10 +57627,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -58477,6 +58647,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58736,6 +58914,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -71429,6 +71614,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71524,6 +71714,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71749,6 +71942,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/sr_Cyrl.po b/doc/translations/sr_Cyrl.po
index 731e2c7bef..5f8878e056 100644
--- a/doc/translations/sr_Cyrl.po
+++ b/doc/translations/sr_Cyrl.po
@@ -3481,7 +3481,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -6998,8 +6998,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -11726,8 +11727,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12525,8 +12526,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13615,7 +13619,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -20490,18 +20497,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21676,6 +21699,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -25573,6 +25604,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25622,6 +25697,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -32535,7 +32653,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32554,6 +32672,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -37970,7 +38100,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -40178,6 +40311,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -45881,7 +46022,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46528,7 +46669,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47798,16 +47939,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49842,6 +49991,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -52133,14 +52286,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -53586,7 +53748,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -54390,7 +54566,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -55708,7 +55887,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -55979,9 +56157,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57452,10 +57630,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57464,10 +57638,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -58488,6 +58658,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58747,6 +58925,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -71440,6 +71625,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71535,6 +71725,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71760,6 +71953,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/sv.po b/doc/translations/sv.po
index fb7be00495..782a05a2e1 100644
--- a/doc/translations/sv.po
+++ b/doc/translations/sv.po
@@ -3470,7 +3470,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -6987,8 +6987,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -11715,8 +11716,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12514,8 +12515,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13604,7 +13608,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -20479,18 +20486,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21665,6 +21688,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -25559,6 +25590,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25608,6 +25683,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -32521,7 +32639,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32540,6 +32658,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -37956,7 +38086,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -40164,6 +40297,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -45867,7 +46008,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46514,7 +46655,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47784,16 +47925,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49828,6 +49977,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -52119,14 +52272,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -53572,7 +53734,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -54376,7 +54552,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -55694,7 +55873,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -55965,9 +56143,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57438,10 +57616,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57450,10 +57624,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -58474,6 +58644,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58733,6 +58911,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -71426,6 +71611,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71521,6 +71711,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71746,6 +71939,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/th.po b/doc/translations/th.po
index 924f45c368..712c89e797 100644
--- a/doc/translations/th.po
+++ b/doc/translations/th.po
@@ -9,12 +9,13 @@
# Kongfa Warorot <gongpha@hotmail.com>, 2020.
# PT 07 <porton555@gmail.com>, 2021.
# SysError_ <ictsanook@hotmail.com>, 2021.
+# Kanda Ninthfish <akkhaporn@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2021-12-10 10:42+0000\n"
-"Last-Translator: SysError_ <ictsanook@hotmail.com>\n"
+"PO-Revision-Date: 2022-04-18 06:11+0000\n"
+"Last-Translator: Kanda Ninthfish <akkhaporn@gmail.com>\n"
"Language-Team: Thai <https://hosted.weblate.org/projects/godot-engine/godot-"
"class-reference/th/>\n"
"Language: th\n"
@@ -22,7 +23,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 4.10-dev\n"
+"X-Generator: Weblate 4.12-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -38,7 +39,7 @@ msgstr "คุณสมบัติ"
#: doc/tools/make_rst.py
msgid "Methods"
-msgstr "เมธอด"
+msgstr "วิธีการ"
#: doc/tools/make_rst.py
msgid "Theme Properties"
@@ -71,23 +72,23 @@ msgstr "รายละเอียดของคุณสมบัติ"
#: doc/tools/make_rst.py
msgid "Inherits:"
-msgstr ""
+msgstr "สืบทอด:"
#: doc/tools/make_rst.py
msgid "Inherited By:"
-msgstr ""
+msgstr "สืบทอดโดย:"
#: doc/tools/make_rst.py
msgid "(overrides %s)"
-msgstr ""
+msgstr "(แทนที่ %s)"
#: doc/tools/make_rst.py
msgid "Default"
-msgstr ""
+msgstr "ค่าเริ่มต้น"
#: doc/tools/make_rst.py
msgid "Setter"
-msgstr ""
+msgstr "Setter"
#: doc/tools/make_rst.py
msgid "value"
@@ -95,7 +96,7 @@ msgstr ""
#: doc/tools/make_rst.py
msgid "Getter"
-msgstr ""
+msgstr "Getter"
#: doc/tools/make_rst.py
msgid ""
@@ -3563,7 +3564,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -7091,8 +7092,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -11820,8 +11822,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12621,8 +12623,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13711,7 +13716,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -20587,18 +20595,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21773,6 +21797,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -25672,6 +25704,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25721,6 +25797,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -32689,7 +32808,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32708,6 +32827,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -36464,7 +36595,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
-msgstr ""
+msgstr "โหนดและฉาก"
#: doc/classes/Node.xml
msgid "All Demos"
@@ -38184,7 +38315,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -40397,6 +40531,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -46105,7 +46247,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46757,7 +46899,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48027,16 +48169,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50072,6 +50222,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "คืนค่าการกำหนดค่าของลำโพง"
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -52363,14 +52518,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -53816,7 +53980,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -54620,7 +54798,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -55941,7 +56122,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -56212,9 +56392,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57687,10 +57867,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57699,10 +57875,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -58725,6 +58897,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58984,6 +59164,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -71697,6 +71884,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71792,6 +71984,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -72017,6 +72212,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/tl.po b/doc/translations/tl.po
index 961e99a30d..a1e69a9a36 100644
--- a/doc/translations/tl.po
+++ b/doc/translations/tl.po
@@ -3546,7 +3546,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -7063,8 +7063,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -11795,8 +11796,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12597,8 +12598,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13687,7 +13691,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -20565,18 +20572,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21751,6 +21774,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -25645,6 +25676,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25694,6 +25769,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -32607,7 +32725,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32626,6 +32744,21 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-"
+"so-sort ay hindi pinapagana."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -38048,7 +38181,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -40259,6 +40395,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -45962,7 +46106,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46609,7 +46753,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47879,16 +48023,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49923,6 +50075,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -52214,14 +52370,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -53667,7 +53832,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -54471,7 +54650,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -55789,7 +55971,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -56060,9 +56241,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57533,10 +57714,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57545,10 +57722,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -58572,6 +58745,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58831,6 +59012,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -71527,6 +71715,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71622,6 +71815,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71847,6 +72043,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/tr.po b/doc/translations/tr.po
index f4d2314886..2cc8ec84ec 100644
--- a/doc/translations/tr.po
+++ b/doc/translations/tr.po
@@ -16,12 +16,12 @@
# The Recon <reconmovyie@gmail.com>, 2021.
# ali aydın <alimxaydin@gmail.com>, 2021.
# yigithan <yigithanermet38@gmail.com>, 2021.
-# Yusuf Yavuzyigit <yusufyavuzyigit25@gmail.com>, 2021.
+# Yusuf Yavuzyigit <yusufyavuzyigit25@gmail.com>, 2021, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2021-11-17 12:59+0000\n"
+"PO-Revision-Date: 2022-04-03 08:10+0000\n"
"Last-Translator: Yusuf Yavuzyigit <yusufyavuzyigit25@gmail.com>\n"
"Language-Team: Turkish <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/tr/>\n"
@@ -30,7 +30,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 4.9.1-dev\n"
+"X-Generator: Weblate 4.12-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -4241,7 +4241,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -7760,8 +7760,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -12491,8 +12492,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -13301,8 +13302,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14391,7 +14395,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -21280,18 +21287,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -22468,6 +22491,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -26374,6 +26405,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -26423,6 +26498,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -33346,7 +33464,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -33365,6 +33483,20 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+"Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -37145,7 +37277,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
-msgstr ""
+msgstr "Düğüm ve Sahneler"
#: doc/classes/Node.xml
msgid "All Demos"
@@ -38815,7 +38947,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -41036,6 +41171,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -46765,7 +46908,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47412,7 +47555,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48682,16 +48825,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50734,6 +50885,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Verilen değerin tanjantını döndürür."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -53025,14 +53181,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -54478,7 +54643,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -55284,7 +55463,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -56604,7 +56786,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -56875,9 +57056,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -58352,10 +58533,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -58364,10 +58541,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -59394,6 +59567,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -59654,6 +59835,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -72388,6 +72576,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -72483,6 +72676,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -72708,6 +72904,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/uk.po b/doc/translations/uk.po
index e18b49c849..036708df66 100644
--- a/doc/translations/uk.po
+++ b/doc/translations/uk.po
@@ -12,12 +12,13 @@
# KazanskiyMaks <kazanskiy.maks@gmail.com>, 2022.
# Vladyslav Anisimov <uniss@ua.fm>, 2022.
# Мирослав <hlopukmyroslav@gmail.com>, 2022.
+# Гліб Соколов <ramithes@i.ua>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-03-23 04:18+0000\n"
-"Last-Translator: Yuri Chornoivan <yurchor@ukr.net>\n"
+"PO-Revision-Date: 2022-04-08 07:11+0000\n"
+"Last-Translator: Гліб Соколов <ramithes@i.ua>\n"
"Language-Team: Ukrainian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/uk/>\n"
"Language: uk\n"
@@ -3619,7 +3620,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -4266,7 +4267,7 @@ msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
msgid "2D Sprite animation"
-msgstr ""
+msgstr "Анімація 2D спрайтів"
#: doc/classes/AnimatedSprite.xml doc/classes/Area2D.xml
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
@@ -7144,8 +7145,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -11876,8 +11878,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12405,7 +12407,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml doc/classes/Control.xml doc/classes/Node2D.xml
msgid "Custom drawing in 2D"
-msgstr ""
+msgstr "Власне малювання в 2D"
#: doc/classes/CanvasItem.xml
msgid ""
@@ -12680,8 +12682,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13771,7 +13776,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -20657,18 +20665,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21843,6 +21867,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -22946,11 +22978,8 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml doc/classes/WorldEnvironment.xml
-#, fuzzy
msgid "Environment and post-processing"
-msgstr ""
-"https://docs.godotengine.org/uk/latest/tutorials/3d/"
-"environment_and_post_processing.html"
+msgstr "Середовище та пост-обробка"
#: doc/classes/Environment.xml
msgid "Light transport in game engines"
@@ -25743,6 +25772,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25792,6 +25865,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -32120,7 +32236,7 @@ msgstr ""
#: doc/classes/Light.xml doc/classes/SpotLight.xml
msgid "3D lights and shadows"
-msgstr ""
+msgstr "3D світло та тіні"
#: doc/classes/Light.xml
#, fuzzy
@@ -32719,7 +32835,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32738,6 +32854,19 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Повертає косинус параметра."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -38182,7 +38311,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -40398,6 +40530,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -46123,7 +46263,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46770,7 +46910,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48040,16 +48180,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50085,6 +50233,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Повертає синус параметра."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -52376,14 +52529,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -53830,7 +53992,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -54634,7 +54810,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -55955,7 +56134,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -56226,9 +56404,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57704,10 +57882,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57716,10 +57890,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -58744,6 +58914,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -59006,6 +59184,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -71737,6 +71922,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71832,6 +72022,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -72057,6 +72250,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/vi.po b/doc/translations/vi.po
index 0064bd5593..f3e1d290b9 100644
--- a/doc/translations/vi.po
+++ b/doc/translations/vi.po
@@ -12,7 +12,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-02-26 10:27+0000\n"
+"PO-Revision-Date: 2022-04-25 15:12+0000\n"
"Last-Translator: IoeCmcomc <hopdaigia2004@gmail.com>\n"
"Language-Team: Vietnamese <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/vi/>\n"
@@ -21,11 +21,11 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 4.11.1-dev\n"
+"X-Generator: Weblate 4.12.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
-msgstr "Nội dung"
+msgstr "Mô tả"
#: doc/tools/make_rst.py
msgid "Tutorials"
@@ -57,7 +57,7 @@ msgstr "Hằng"
#: doc/tools/make_rst.py
msgid "Property Descriptions"
-msgstr "Nội dung Thuộc tính"
+msgstr "Mô tả huộc tính"
#: doc/tools/make_rst.py
msgid "Method Descriptions"
@@ -3897,7 +3897,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -7440,8 +7440,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -12172,8 +12173,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12977,8 +12978,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14068,7 +14072,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -20957,18 +20964,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -22144,6 +22167,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -26043,6 +26074,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -26092,6 +26167,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -33014,7 +33132,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -33033,6 +33151,19 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -38480,7 +38611,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -40702,6 +40836,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -46433,7 +46575,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47080,7 +47222,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48350,16 +48492,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50400,6 +50550,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Trả về [Texture2D] của khung hình được cho."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -52691,14 +52846,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -54147,7 +54311,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -54952,7 +55130,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -56272,7 +56453,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -56543,9 +56723,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -58020,10 +58200,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -58032,10 +58208,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -59062,6 +59234,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -59322,6 +59502,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -72071,6 +72258,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -72166,6 +72358,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -72391,6 +72586,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po
index d3554843d1..ed6261ee35 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: 2022-03-28 09:56+0000\n"
+"PO-Revision-Date: 2022-04-25 15:12+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"
@@ -71,7 +71,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
-"X-Generator: Weblate 4.12-dev\n"
+"X-Generator: Weblate 4.12.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -310,9 +310,9 @@ msgstr ""
"[code]condition[/code] 为 [code]false[/code] ,则会生成一个错误。如果是从编辑"
"器运行的,正在运行的项目还会被暂停,直到手动恢复。该函数可以作为 [method "
"push_error] 的加强版,用于向项目开发者或插件用户报错。\n"
-"[b]注意:[/b] 出于对性能的考虑,[method assert] 中的代码只会在调试版本或者从"
-"编辑器运行项目时执行。所以不要在 [method assert] 调用中加入具有副作用的代码。"
-"否则,项目在以发行模式导出后将有不一致的行为。\n"
+"[b]注意:[/b]出于对性能的考虑,[method assert] 中的代码只会在调试版本或者从编"
+"辑器运行项目时执行。所以不要在 [method assert] 调用中加入具有副作用的代码。否"
+"则,项目在以发行模式导出后将有不一致的行为。\n"
"如果给出了可选的 [code]message[/code] 参数,在通用的“Assertion failed”消息之"
"外,还会显示该信息。你可以使用它来提供关于断言失败原因的其他详细信息。\n"
"[codeblock]\n"
@@ -1835,7 +1835,7 @@ msgid ""
"b = tanh(a) # b is 0.6\n"
"[/codeblock]"
msgstr ""
-"返回[code]s[/code]的双曲正切。\n"
+"返回 [code]s[/code] 的双曲正切。\n"
"[codeblock]\n"
"a = log(2.0) # a = 0.693147\n"
"b = tanh(a) # b = 0.6\n"
@@ -4181,6 +4181,11 @@ msgid ""
"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
"One,Three:3,Four,Six:6\"[/code]."
msgstr ""
+"提示整型、浮点型或字符串类型的属性为枚举值,由提示字符串指定的可选值列表。\n"
+"提示字符串为使用逗号分隔的名称列表,例如 [code]\"Hello,Something,Else\"[/"
+"code]。对于整型和浮点型属性,列表中第一个名称的值为 0、接下来是 1、以此类推。"
+"也可以通过在名称后接上 [code]:整数[/code] 显式指定取值,例如 [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]。"
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4348,7 +4353,8 @@ msgid "The property is a translatable string."
msgstr "该属性是一个可翻译的字符串。"
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+#, fuzzy
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr "在编辑器中用于为属性分组。"
#: doc/classes/@GlobalScope.xml
@@ -4844,7 +4850,7 @@ msgstr ""
"向对话框中添加一个带有标签[code]text[/code]和自定义[code]action[/code]的按"
"钮,并返回该创建的按钮。按下时,[code]action[/code]会被传递给[signal "
"custom_action]信号。\n"
-"如果[code]right[/code]为[code]true[/code],按钮会被放置在所有同级按钮的右"
+"如果[code]right[/code]为 [code]true[/code],按钮会被放置在所有同级按钮的右"
"边。\n"
"您可以使用 [method remove_button] 方法从对话框中删除使用此方法创建的按钮。"
@@ -4918,11 +4924,11 @@ msgid ""
"[FileDialog] to disable hiding the dialog when pressing OK."
msgstr ""
"如果为 [code]true[/code],按下OK按钮时对话框将隐藏。如果要在收到 [signal "
-"confirmed] 信号时执行类似输入验证的操作,则可以将其设置为[code]false[/code],"
-"然后在自己的逻辑中处理对话框的隐藏。\n"
-"[b]注意:[/b] 从此类派生的某些节点可以具有不同的默认值,并且可能有自己的内置"
-"逻辑会覆盖此设置。 例如,[FileDialog] 默认其为 [code]false[/code],并在按下OK"
-"时实现了自己的输入验证代码,如果输入有效,最终将隐藏对话框。因此,不能在 "
+"confirmed] 信号时执行类似输入验证的操作,则可以将其设置为 [code]false[/"
+"code],然后在自己的逻辑中处理对话框的隐藏。\n"
+"[b]注意:[/b]从此类派生的某些节点可以具有不同的默认值,并且可能有自己的内置逻"
+"辑会覆盖此设置。 例如,[FileDialog] 默认其为 [code]false[/code],并在按下OK时"
+"实现了自己的输入验证代码,如果输入有效,最终将隐藏对话框。因此,不能在 "
"[FileDialog] 中使用此属性来禁止在按OK时隐藏对话框。"
#: doc/classes/AcceptDialog.xml
@@ -5236,7 +5242,7 @@ msgstr ""
"第0帧重新开始。\n"
"[AnimatedTexture]目前要求所有帧的纹理具有相同的尺寸,否则较大的纹理会被裁剪,"
"与最小的纹理相匹配。\n"
-"[b]注意:[/b] AnimatedTexture不支持使用[AtlasTexture]。每一帧都需要是一个单独"
+"[b]注意:[/b]AnimatedTexture不支持使用[AtlasTexture]。每一帧都需要是一个单独"
"的[Texture]。"
#: doc/classes/AnimatedTexture.xml
@@ -5335,7 +5341,7 @@ msgid ""
"paused when changing this property to [code]false[/code]."
msgstr ""
"如果[code]true[/code],则动画将暂停在当前位置(即[member current_frame])。将"
-"此属性更改为[code]false[/code]时,动画将从暂停处继续播放。"
+"此属性更改为 [code]false[/code] 时,动画将从暂停处继续播放。"
#: doc/classes/AnimatedTexture.xml
msgid ""
@@ -5594,51 +5600,53 @@ msgstr "返回给定轨道中给定键的方法轨道上要调用的参数值。
#: doc/classes/Animation.xml
msgid "Removes a track by specifying the track index."
-msgstr "通过指定轨迹索引来删除一个轨迹。"
+msgstr "通过指定轨道索引来删除一个轨道。"
#: doc/classes/Animation.xml
msgid ""
"Finds the key index by time in a given track. Optionally, only find it if "
"the exact time is given."
-msgstr "按时间查找给定轨迹中的关键索引。也可选择只在给定准确时间的情况下查找。"
+msgstr ""
+"按时间查找给定轨道中的关键帧索引。也可选择只在给定准确时间的情况下查找。"
#: doc/classes/Animation.xml
msgid ""
"Returns [code]true[/code] if the track at [code]idx[/code] wraps the "
"interpolation loop. New tracks wrap the interpolation loop by default."
msgstr ""
-"如果 [code]idx[/code] 处的轨迹包住了内插循环,则返回 [code]true[/code]。新的"
-"轨迹默认会包住内插循环。"
+"如果 [code]idx[/code] 处的轨道环绕了插值循环,则返回 [code]true[/code]。新建"
+"的轨道默认都会环绕插值循环。"
#: doc/classes/Animation.xml
msgid "Returns the interpolation type of a given track."
-msgstr "返回给定轨迹的插值类型。"
+msgstr "返回给定轨道的插值类型。"
#: doc/classes/Animation.xml
msgid "Returns the amount of keys in a given track."
-msgstr "返回指定轨道中的键数。"
+msgstr "返回给定轨道中的关键帧数量。"
#: doc/classes/Animation.xml
msgid "Returns the time at which the key is located."
-msgstr "返回钥匙所在的时间。"
+msgstr "返回关键帧所在的时间。"
#: doc/classes/Animation.xml
msgid ""
"Returns the transition curve (easing) for a specific key (see the built-in "
"math function [method @GDScript.ease])."
msgstr ""
-"返回特定键的过渡曲线(缓动)(参阅内置数学函数[method @GDScript.ease])。"
+"返回指定关键帧的过渡曲线(缓动)(参阅内置数学函数 [method @GDScript."
+"ease])。"
#: doc/classes/Animation.xml
msgid "Returns the value of a given key in a given track."
-msgstr "返回给定轨道中给定键的值。"
+msgstr "返回给定轨道中给定关键帧的值。"
#: doc/classes/Animation.xml
msgid ""
"Gets the path of a track. For more information on the path format, see "
"[method track_set_path]."
msgstr ""
-"获取轨迹的路径。有关路径格式的详细信息,请参阅[method track_set_path]。"
+"获取轨道的路径。有关路径格式的详细信息,请参阅 [method track_set_path]。"
#: doc/classes/Animation.xml
msgid "Gets the type of a track."
@@ -5651,14 +5659,15 @@ msgstr "在指定的轨道中插入一个通用键。"
#: doc/classes/Animation.xml
msgid ""
"Returns [code]true[/code] if the track at index [code]idx[/code] is enabled."
-msgstr "如果启用了索引[code]idx[/code]处的轨迹,则返回[code]true[/code]。"
+msgstr "如果启用了索引 [code]idx[/code] 处的轨道,则返回 [code]true[/code]。"
#: doc/classes/Animation.xml
msgid ""
"Returns [code]true[/code] if the given track is imported. Else, return "
"[code]false[/code]."
msgstr ""
-"如果给定的轨迹被导入,返回[code]true[/code]。否则,返回[code]false[/code]。"
+"如果给定的轨道是被导入的,返回 [code]true[/code]。否则返回 [code]false[/"
+"code]。"
#: doc/classes/Animation.xml
msgid "Moves a track down."
@@ -5685,7 +5694,7 @@ msgstr "按位置(秒)删除指定轨道中的键。"
#: doc/classes/Animation.xml
msgid "Enables/disables the given track. Tracks are enabled by default."
-msgstr "启用/禁用指定的轨道。曲目默认为启用。"
+msgstr "启用/禁用指定的轨道。轨道默认为启用。"
#: doc/classes/Animation.xml
msgid "Sets the given track as imported or not."
@@ -5695,7 +5704,7 @@ msgstr "将指定的轨道设置为导入或不导入。"
msgid ""
"If [code]true[/code], the track at [code]idx[/code] wraps the interpolation "
"loop."
-msgstr "如果[code]true[/code],则[code]idx[/code]处的轨迹包住插值循环。"
+msgstr "如果为 [code]true[/code],则 [code]idx[/code] 处的轨道环绕插值循环。"
#: doc/classes/Animation.xml
msgid "Sets the interpolation type of a given track."
@@ -5703,18 +5712,19 @@ msgstr "设置指定轨道的内插类型。"
#: doc/classes/Animation.xml
msgid "Sets the time of an existing key."
-msgstr "设置现有键的时间。"
+msgstr "设置现有关键帧的时间。"
#: doc/classes/Animation.xml
msgid ""
"Sets the transition curve (easing) for a specific key (see the built-in math "
"function [method @GDScript.ease])."
msgstr ""
-"设置特定键的过渡曲线(缓动)(参阅内置数学函数 [method @GDScript.ease])。"
+"设置指定关键帧的过渡曲线(缓动)(参阅内置数学函数 [method @GDScript."
+"ease])。"
#: doc/classes/Animation.xml
msgid "Sets the value of an existing key."
-msgstr "设置现有键的值。"
+msgstr "设置现有关键帧的值。"
#: doc/classes/Animation.xml
msgid ""
@@ -5749,30 +5759,30 @@ msgid ""
"seconds). An array consisting of 3 elements: position ([Vector3]), rotation "
"([Quat]) and scale ([Vector3])."
msgstr ""
-"返回给定时间内变换轨迹的插值(以秒为单位)。由3个元素组成的数组:position(位"
-"置)([Vector3])、rotation(旋转)([Quat])、 scale(缩放)([Vector3])。"
+"返回变换轨道在给定时间(以秒为单位)插值后的值。是由 3 个元素组成的数组:位置"
+"([Vector3])、旋转([Quat])、缩放([Vector3])。"
#: doc/classes/Animation.xml
msgid ""
"Returns all the key indices of a value track, given a position and delta "
"time."
-msgstr "返回给定位置和delta时间的价值轨迹的所有关键指数。"
+msgstr "返回在给定的位置和时间增量范围内,值轨道中所有关键帧的索引号。"
#: doc/classes/Animation.xml
msgid "Returns the update mode of a value track."
-msgstr "返回值跟踪的更新模式。"
+msgstr "返回值轨道的更新模式。"
#: doc/classes/Animation.xml
msgid ""
"Returns the interpolated value at the given time (in seconds). The "
"[code]track_idx[/code] must be the index of a value track."
msgstr ""
-"返回给定时间处(以秒为单位)的插值。[code]track_idx[/code]必须是一个值轨道的"
-"索引。"
+"返回位于给定时间(以秒为单位)的插值后的值。[code]track_idx[/code] 必须是值轨"
+"道的索引。"
#: doc/classes/Animation.xml
msgid "Sets the update mode (see [enum UpdateMode]) of a value track."
-msgstr "设置值跟踪的更新模式(参阅[enum UpdateMode])。"
+msgstr "设置值轨道的更新模式(请参阅 [enum UpdateMode])。"
#: doc/classes/Animation.xml
msgid ""
@@ -5780,9 +5790,9 @@ msgid ""
"[b]Note:[/b] Length is not delimited by the last key, as this one may be "
"before or after the end to ensure correct interpolation and looping."
msgstr ""
-"动画的总长度(单位:秒)。\n"
-"[b]注意:[/b]长度不以最后一个键为界,因为这个键可能在结束前或结束后,以确保正"
-"确的插值和循环。"
+"动画的总长度(单位为秒)。\n"
+"[b]注意:[/b]长度不以最后一个关键帧为界,因为这个关键帧可能位于结束前或结束"
+"后,以确保正确的插值和循环。"
#: doc/classes/Animation.xml
msgid ""
@@ -5790,8 +5800,7 @@ msgid ""
"interpolation of animation cycles, and for hinting the player that it must "
"restart the animation."
msgstr ""
-"指示动画必须循环的标志。这用于动画循环正确插值,以及提示播放器须重新启动动"
-"画。"
+"表示该动画必须循环的标志。这用于动画循环正确插值,以及提示播放器须重启动画。"
#: doc/classes/Animation.xml
msgid "The animation step value."
@@ -5807,17 +5816,17 @@ msgstr "当轨道列表发生变化时发出,例如轨道被添加、移动或
msgid ""
"Value tracks set values in node properties, but only those which can be "
"Interpolated."
-msgstr "值跟踪节点属性中的设置值,但只跟踪那些可以插值的值。"
+msgstr "值轨道会为节点的属性设值,只适用于能够进行插值的属性。"
#: doc/classes/Animation.xml
msgid ""
"Transform tracks are used to change node local transforms or skeleton pose "
"bones. Transitions are interpolated."
-msgstr "变换轨迹用于改变节点局部变换或骨架姿势骨架。转变是插值的。"
+msgstr "变换轨道用于改变节点局部变换或骨架的骨骼姿势。会进行插值过渡。"
#: doc/classes/Animation.xml
msgid "Method tracks call functions with given arguments per key."
-msgstr "方法跟踪每个键给定参数的调用函数。"
+msgstr "方法轨道会在各个关键帧上使用给定参数的调用函数。"
#: doc/classes/Animation.xml
msgid ""
@@ -5839,11 +5848,11 @@ msgstr ""
#: doc/classes/Animation.xml
msgid "Animation tracks play animations in other [AnimationPlayer] nodes."
-msgstr "动画曲目在其他 [AnimationPlayer] 节点中播放动画。"
+msgstr "动画轨道会在其他 [AnimationPlayer] 节点中播放动画。"
#: doc/classes/Animation.xml
msgid "No interpolation (nearest value)."
-msgstr "无插值(最近值)。"
+msgstr "无插值(最邻近的值)。"
#: doc/classes/Animation.xml
msgid "Linear interpolation."
@@ -5985,7 +5994,7 @@ msgstr ""
msgid ""
"Returns [code]true[/code] whether you want the blend tree editor to display "
"filter editing on this node."
-msgstr "返回[code]true[/code],是否希望混合树编辑器在此节点上显示过滤器编辑。"
+msgstr "返回 [code]true[/code],是否希望混合树编辑器在此节点上显示过滤器编辑。"
#: doc/classes/AnimationNode.xml
msgid "Returns whether the given path is filtered."
@@ -6438,7 +6447,6 @@ msgid "[AnimationTree] node resource that contains many blend type nodes."
msgstr "[AnimationTree] 节点资源,其中包含许多混合类型节点。"
#: doc/classes/AnimationNodeBlendTree.xml
-#, fuzzy
msgid ""
"This node may contain a sub-tree of any other blend type nodes, such as "
"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
@@ -6446,8 +6454,10 @@ msgid ""
"An [AnimationNodeOutput] node named [code]output[/code] is created by "
"default."
msgstr ""
-"该节点可以包含任何其他混合类型节点的子树,例如 mix、blend2、blend3、one shot "
-"等。这是最常用的根之一。"
+"该节点可以包含任何其他混合类型节点的子树,例如 [AnimationNodeTransition]、"
+"[AnimationNodeBlend2]、[AnimationNodeBlend3]、[AnimationNodeOneShot] 等。这是"
+"最常用的根之一。\n"
+"默认会创建一个名为 [code]output[/code] 的 [AnimationNodeOutput] 节点。"
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
@@ -6553,7 +6563,7 @@ msgid ""
"seconds) between 0 and this value will be added to [member "
"autorestart_delay]."
msgstr ""
-"如果[member autorestart]为[code]true[/code],则介于0和此值之间的随机附加延迟"
+"如果[member autorestart]为 [code]true[/code],则介于0和此值之间的随机附加延迟"
"(以秒为单位)将添加到[member autorestart_delay]。"
#: doc/classes/AnimationNodeOutput.xml
@@ -6634,12 +6644,12 @@ msgstr "返回给定过渡的端节点。"
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Returns [code]true[/code] if the graph contains the given node."
-msgstr "如果图中包含给定的节点,返回[code]true[/code]。"
+msgstr "如果图中包含给定的节点,返回 [code]true[/code]。"
#: doc/classes/AnimationNodeStateMachine.xml
msgid ""
"Returns [code]true[/code] if there is a transition between the given nodes."
-msgstr "如果在给定节点之间存在过渡,返回[code]true[/code]。"
+msgstr "如果在给定节点之间存在过渡,返回 [code]true[/code]。"
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Deletes the given node from the graph."
@@ -6715,7 +6725,7 @@ msgstr "返回A*算法内部计算的当前行进路径。"
#: doc/classes/AnimationNodeStateMachinePlayback.xml
msgid "Returns [code]true[/code] if an animation is playing."
-msgstr "如果正在播放动画,返回[code]true[/code]。"
+msgstr "如果正在播放动画,返回 [code]true[/code]。"
#: doc/classes/AnimationNodeStateMachinePlayback.xml
msgid "Starts playing the given animation."
@@ -7403,8 +7413,8 @@ msgid ""
"[code]id[/code] turns off the track modifying the property at [code]path[/"
"code]. The modified node's children continue to animate."
msgstr ""
-"如果[code]enable[/code]为[code]true[/code],则ID为[code]id[/code]的动画节点将"
-"关闭修改[code]path[/code]属性的轨道。修改后的节点的子代继续进行动画处理。"
+"如果[code]enable[/code]为 [code]true[/code],则ID为[code]id[/code]的动画节点"
+"将关闭修改[code]path[/code]属性的轨道。修改后的节点的子代继续进行动画处理。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7683,7 +7693,7 @@ msgid ""
"the next input upon completion."
msgstr ""
"如果过渡节点上名称为[code]id[/code]的[code]input_idx[/code]的输入被设置为在完"
-"成后自动前进到下一个输入,则返回[code]true[/code]。"
+"成后自动前进到下一个输入,则返回 [code]true[/code]。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7850,7 +7860,7 @@ msgid ""
"instance (while GridMaps are not physics body themselves, they register "
"their tiles with collision shapes as a virtual physics body)."
msgstr ""
-"如果为[code]true[/code],则给定的物理体与该区域重叠.\n"
+"如果为 [code]true[/code],则给定的物理体与该区域重叠.\n"
"[b]注意:[/b]在移动物体后,这个测试的结果不是即时的。为了提高性能,重叠列表在"
"每一帧和物理步骤之前更新一次。可以考虑使用信号来代替。\n"
"[code]body[/code]参数可以是一个[PhysicsBody]或一个[GridMap]实例(虽然GridMaps"
@@ -7978,7 +7988,7 @@ msgid ""
"be set to [code]true[/code].\n"
"[code]area[/code] the other Area."
msgstr ""
-"当另一个区域退出这个区域时发出的。要求监控[member monitoring]被设置为"
+"当另一个区域退出这个区域时发出的。要求监控[member monitoring]被设置为 "
"[code]true[/code]。\n"
"[code]area[/code]参数是另外一个Area。"
@@ -7997,7 +8007,7 @@ msgid ""
"shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
"当另一个区域的一个[Shape]进入这个区域的一个[Shape]时发出的。要求[member "
-"monitoring] 被设置为[code]true[/code]。\n"
+"monitoring] 被设置为 [code]true[/code]。\n"
"[code]area_rid[/code] [PhysicsServer]使用的其他区域的[CollisionObject]的"
"[RID]。\n"
"[code]area[/code] 其他区域。\n"
@@ -8017,7 +8027,7 @@ msgid ""
"[PhysicsBody] or [GridMap]."
msgstr ""
"当[PhysicsBody]或[GridMap]进入这个区域时发出的。需要将监控[member monitoring]"
-"设置为[code]true[/code]。如果[MeshLibrary]有碰撞形状[Shape],就会检测到"
+"设置为 [code]true[/code]。如果[MeshLibrary]有碰撞形状[Shape],就会检测到"
"[GridMap]。\n"
"[code]body[/code], 如果它存在于场景树中, 是另一个[PhysicsBody]或[GridMap]节点"
"[Node]。"
@@ -8031,7 +8041,7 @@ msgid ""
"[PhysicsBody] or [GridMap]."
msgstr ""
"当[PhysicsBody]或[GridMap]离开这个Area时发出的。需要将监控[member monitoring]"
-"设置为[code]true[/code]。如果[MeshLibrary]有碰撞形状[Shape],就会检测到"
+"设置为 [code]true[/code]。如果[MeshLibrary]有碰撞形状[Shape],就会检测到"
"[GridMap]。\n"
"[code]body[/code], 如果它存在于场景树中, 是其他[PhysicsBody]或[GridMap]的"
"[Node]。"
@@ -8053,7 +8063,7 @@ msgid ""
"shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
"当[PhysicsBody]或[GridMap]的一个[Shape]进入这个区域的一个[Shape]时触发。需要"
-"将[member monitoring]设置为[code]true[/code]。如果[MeshLibrary]有碰撞"
+"将[member monitoring]设置为 [code]true[/code]。如果[MeshLibrary]有碰撞"
"[Shape],就会检测到[GridMap]。\n"
"[code]body_rid[/code] [PhysicsServer]使用的[PhysicsBody]或[MeshLibrary]的"
"[CollisionObject]的[RID]。\n"
@@ -8221,7 +8231,7 @@ msgid ""
"to be set to [code]true[/code].\n"
"[code]area[/code] the other Area2D."
msgstr ""
-"当另一个Area2D进入这个Area2D时发出的。需要将监控[member monitoring]设置为"
+"当另一个Area2D进入这个Area2D时发出的。需要将监控[member monitoring]设置为 "
"[code]true[/code]。\n"
"[code]area[/code]参数是其他Area2D。"
@@ -8231,7 +8241,7 @@ msgid ""
"to be set to [code]true[/code].\n"
"[code]area[/code] the other Area2D."
msgstr ""
-"当另一个Area2D离开这个Area2D时发出的。要求监控[member monitoring]被设置为"
+"当另一个Area2D离开这个Area2D时发出的。要求监控[member monitoring]被设置为 "
"[code]true[/code]。\n"
"[code]area[/code]参数是其他Area2D。"
@@ -8250,7 +8260,7 @@ msgid ""
"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
"当另一个Area2D的[Shape2D]进入此Area2D的[Shape2D]时触发。需要将 [member "
-"monitoring] 设置为[code]true[/code]。\n"
+"monitoring] 设置为 [code]true[/code]。\n"
"[code]area_rid[/code] 由[Physics2DServer]使用的其他Area2D的"
"[CollisionObject2D]的[RID]。\n"
"[code]area[/code] 其他Area2D。\n"
@@ -8276,7 +8286,7 @@ msgid ""
"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
"当另一个Area2D的[Shape2D]退出这个Area2D的[Shape2D]之一时触发。要求[member "
-"monitoring] 被设置为[code]true[/code]。\n"
+"monitoring] 被设置为 [code]true[/code]。\n"
"[code]area_rid[/code] 由[Physics2DServer]使用的其他Area2D的"
"[CollisionObject2D]的[RID]。\n"
"[code]area[/code] 其他Area2D。\n"
@@ -8296,7 +8306,7 @@ msgid ""
"[PhysicsBody2D] or [TileMap]."
msgstr ""
"当一个[PhysicsBody2D]或[TileMap]进入这个Area2D时发出的。需要将监控[member "
-"monitoring]设置为[code]true[/code]。如果[TileSet]有碰撞形状[Shape2D],则检测"
+"monitoring]设置为 [code]true[/code]。如果[TileSet]有碰撞形状[Shape2D],则检测"
"到[TileMap]。\n"
"[code]body[/code]参数是其他[PhysicsBody2D]或[TileMap]的[Node],如果它存在于树"
"中。"
@@ -8310,8 +8320,8 @@ msgid ""
"[PhysicsBody2D] or [TileMap]."
msgstr ""
"当 [PhysicsBody2D] 或 [TileMap] 离开此 Area2D 时发出。需要将监控[member "
-"monitoring]设置为[code]true[/code]。如果 [TileSet] 具有碰撞形状 [Shape2D],则"
-"会检测到 [TileMap]。\n"
+"monitoring]设置为 [code]true[/code]。如果 [TileSet] 具有碰撞形状 [Shape2D],"
+"则会检测到 [TileMap]。\n"
"[code]body[/code] 参数是其他 [PhysicsBody2D] 或 [TileMap] 的 [Node],如果它存"
"在于树中。"
@@ -8334,7 +8344,7 @@ msgid ""
"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
"当[PhysicsBody2D]或[TileMap]的[Shape2D]之一进入此Area2D的[Shape2D]之一时触"
-"发。需要将[member monitoring]设置为[code]true[/code]。如果[TileSet]有"
+"发。需要将[member monitoring]设置为 [code]true[/code]。如果[TileSet]有"
"Collision[Shape2D],就会检测到[TileMap]。\n"
"[code]body_rid[/code] [Physics2DServer]使用的[PhysicsBody2D]或[TileSet]的"
"[CollisionObject2D]的[RID]。\n"
@@ -8366,7 +8376,7 @@ msgid ""
"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
"当[PhysicsBody2D]或[TileMap]的一个[Shape2D]退出这个Area2D的一个[Shape2D]时发"
-"出的。需要将[member monitoring]设置为[code]true[/code]。如果[TileSet]有碰撞"
+"出的。需要将[member monitoring]设置为 [code]true[/code]。如果[TileSet]有碰撞"
"[Shape2D],就会检测到[TileMap]。\n"
"[code]body_rid[/code] 是[Physics2DServer]使用的[PhysicsBody2D]或[TileSet]的"
"[CollisionObject2D]的[RID]。\n"
@@ -8503,7 +8513,7 @@ msgid ""
"[/code]. If the array is empty, accessing by index will pause project "
"execution when running from the editor."
msgstr ""
-"返回数组的最后一个元素。如果数组为空,则打印一个错误并返回[code]null[/"
+"返回数组的最后一个元素。如果数组为空,则打印一个错误并返回 [code]null[/"
"code]。\n"
"[b]注意:[/b]调用这个函数与写入 [code]array[-1][/code] 不一样,如果数组是空"
"的,当从编辑器运行时,按索引访问将暂停项目的执行。"
@@ -8564,8 +8574,8 @@ msgstr ""
"使用二分法查找以及在[code]obj[/code]中声明的自定义比较方法,已有值的索引(该"
"值不存在时,为现有顺序下的插入索引)。[code]before[/code] 参数是可选的,为 "
"[code]false[/code] 时返回的索引位于数组中所有同值元素之后。自定义方法接收两个"
-"参数(数组中的值和要搜索的值),如果第一个参数小于第二个参数,必须返回"
-"[code]true[/code],否则返回[code]false[/code]。\n"
+"参数(数组中的值和要搜索的值),如果第一个参数小于第二个参数,必须返回 "
+"[code]true[/code],否则返回 [code]false[/code]。\n"
"[codeblock]\n"
"func cardinal_to_algebraic(a):\n"
" match a:\n"
@@ -8625,18 +8635,20 @@ msgid "Returns [code]true[/code] if the array is empty."
msgstr "该数组为空时,返回 [code]true[/code]。"
#: doc/classes/Array.xml
+#, fuzzy
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
"all elements placed after the removed element have to be reindexed."
msgstr ""
"从数组中删除第一次出现的值。要按索引删除元素,请改用 [method remove]。\n"
-"[b]注意:[/b] 该方法就地操作,不返回值。\n"
-"[b]注意:[/b] 在大型数组上,如果移除的元素靠近数组的开头(索引 0),则此方法"
-"会较慢。这是因为所有放置在删除元素之后的元素都必须重新索引。"
+"[b]注意:[/b]该方法就地操作,不返回值。\n"
+"[b]注意:[/b]在大型数组上,如果移除的元素靠近数组的开头(索引 0),则此方法会"
+"较慢。这是因为所有放置在删除元素之后的元素都必须重新索引。"
#: doc/classes/Array.xml
msgid ""
@@ -8764,9 +8776,9 @@ msgid ""
msgstr ""
"移除并返回索引[code]position[/code]处的数组元素。如果是负数,[code]position[/"
"code]被认为是相对于数组的末端。如果数组是空的或者被越界访问,则保留数组不动,"
-"并返回[code]null[/code]。当数组被越界访问时,会打印出一条错误信息,但当数组为"
-"空时,则不会。\n"
-"[b]注意:[/b] 在大的数组上,这个方法可能比[method pop_back]慢,因为它将重新索"
+"并返回 [code]null[/code]。当数组被越界访问时,会打印出一条错误信息,但当数组"
+"为空时,则不会。\n"
+"[b]注意:[/b]在大的数组上,这个方法可能比[method pop_back]慢,因为它将重新索"
"引位于被移除元素之后的数组元素。数组越大,被移除元素的索引越低,[method "
"pop_at]的速度就越慢。"
@@ -8788,16 +8800,16 @@ msgid ""
"pop_back] as it will reindex all the array's elements every time it's "
"called. The larger the array, the slower [method pop_front] will be."
msgstr ""
-"移除并返回数组的第一个元素。如果数组是空的,将不会输出任何错误信息并返回"
+"移除并返回数组的第一个元素。如果数组是空的,将不会输出任何错误信息并返回 "
"[code]null[/code]。另请参阅 [method pop_back]。\n"
-"[b]注意:[/b] 当数组元素很多时,由于 [method pop_front] 每次调用时都要重新寻"
-"找数组所有元素的索引,所以会比 [method pop_back] 慢很多。数组 越大,[method "
+"[b]注意:[/b]当数组元素很多时,由于 [method pop_front] 每次调用时都要重新寻找"
+"数组所有元素的索引,所以会比 [method pop_back] 慢很多。数组越大,[method "
"pop_front] 越慢。"
#: doc/classes/Array.xml
msgid ""
"Appends an element at the end of the array. See also [method push_front]."
-msgstr "在数组的末端添加一个元素。参阅[method push_front]。"
+msgstr "在数组的末端追加一个元素。另请参阅 [method push_front]。"
#: doc/classes/Array.xml
msgid ""
@@ -8806,7 +8818,7 @@ msgid ""
"push_back] as it will reindex all the array's elements every time it's "
"called. The larger the array, the slower [method push_front] will be."
msgstr ""
-"在数组的开头添加一个元素。请参阅 [method push_back]。\n"
+"在数组的开头添加一个元素。另请参阅 [method push_back]。\n"
"[b]注意:[/b]在大数组中,这个方法比 [method push_back] 慢得多,因为每次调用它"
"都会重新索引所有数组的元素。数组越大,[method push_front] 的速度就越慢。"
@@ -8869,7 +8881,7 @@ msgid ""
"and upper index are inclusive, with the [code]step[/code] describing the "
"change between indices while slicing."
msgstr ""
-"复制函数中描述的子集并以数组形式返回,如果[code]deep[/code]为[code]true[/"
+"复制函数中描述的子集并以数组形式返回,如果[code]deep[/code]为 [code]true[/"
"code],则深度复制数组。下索引和上索引是包含的,[code]step[/code]描述了分片时"
"索引之间的变化。"
@@ -8918,11 +8930,12 @@ msgid ""
"print(my_items) # Prints [[4, Tomato], [5, Potato], [9, Rice]].\n"
"[/codeblock]"
msgstr ""
-"使用一个自定义的方法对数组进行排序。参数是一个持有该方法的对象和该方法的名"
-"称。自定义方法接收两个参数(一对来自数组的元素),并且必须返回 [code]true[/"
-"code] 或者 [code]false[/code]。\n"
+"使用自定义的方法对数组进行排序。参数是持有该方法的对象和该方法的名称。自定义"
+"方法接受两个参数(数组中的一对元素),并且必须返回 [code]true[/code] 或者 "
+"[code]false[/code]。\n"
"对于两个元素 [code]a[/code] 和 [code]b[/code],如果给定的方法返回 "
-"[code]true[/code],元素 [code]b[/code] 将在数组中元素 [code]a[/code] 之后。\n"
+"[code]true[/code],数组中的元素 [code]b[/code] 将排在元素 [code]a[/code] 之"
+"后。\n"
"[b]注意:[/b]你不能随机化返回值,因为堆排序算法期望一个确定的结果。而这样做会"
"导致意外的行为。\n"
"[codeblock]\n"
@@ -8932,9 +8945,9 @@ msgstr ""
" return true\n"
" return false\n"
"\n"
-"var my_items = [[5, \"Potato\"], [9, \"Rice\"], [4, \"Tomato\"]]\n"
+"var my_items = [[5, \"土豆\"], [9, \"大米\"], [4, \"番茄\"]]\n"
"my_items.sort_custom(MyCustomSorter, \"sort_ascending\")\n"
-"print(my_items) # 输出 [[4, Tomato], [5, Potato], [9, Rice]]。\n"
+"print(my_items) # 输出 [[4, 番茄], [5, 土豆], [9, 大米]]。\n"
"[/codeblock]"
#: doc/classes/ArrayMesh.xml
@@ -8989,9 +9002,8 @@ msgstr ""
"这个 [MeshInstance] 已经准备就绪,以添加到要显示的 [SceneTree] 中。\n"
"程序式几何体生成,请参阅 [ImmediateGeometry]、[MeshDataTool]、"
"[SurfaceTool]。\n"
-"[b]注意:[/b]Godot 对三角形基本网格模式的正面使用顺时针[url=https://"
-"learnopengl-cn.github.io/04%20Advanced%20OpenGL/04%20Face%20culling/]环绕顺序"
-"[/url]。"
+"[b]注意:[/b]Godot 对三角形图元模式的正面使用顺时针[url=https://learnopengl-"
+"cn.github.io/04%20Advanced%20OpenGL/04%20Face%20culling/]环绕顺序[/url]。"
#: doc/classes/ArrayMesh.xml
msgid ""
@@ -9092,7 +9104,7 @@ msgstr "获取分配给此表面的名称。"
msgid ""
"Returns the primitive type of the requested surface (see [method "
"add_surface_from_arrays])."
-msgstr "返回所请求曲面的基本类型(请参阅[method add_surface_from_arrays])。"
+msgstr "返回所请求曲面的图元类型(请参阅 [method add_surface_from_arrays])。"
#: doc/classes/ArrayMesh.xml
msgid ""
@@ -9345,8 +9357,9 @@ msgid ""
"tracking data of the HMD and the location of the ARVRCamera can lag a few "
"milliseconds behind what is used for rendering as a result."
msgstr ""
-"这是用于我们相机辅助的空间节点;请注意,如果适用立体渲染 (VR-HMD),大多数相机"
-"属性将被忽略,因为 HMD 信息会覆盖它们。唯一可以信任的属性是近平面和远平面。\n"
+"这是用于我们相机辅助的空间节点;请注意,如果适用立体渲染(VR-HMD),大多数相"
+"机属性将被忽略,因为 HMD 信息会覆盖它们。唯一可以信任的属性是近平面和远平"
+"面。\n"
"该节点的位置和方向由 ARVR 服务自动更新,以反映 HMD 的位置(如果这类跟踪可用,"
"并可被游戏逻辑使用)。请注意,与 ARVR 控制器相比,渲染线程可以获取 HMD 的最新"
"跟踪数据,从而 ARVRCamera 的位置可能会滞后于对于渲染的位置几毫秒。"
@@ -9398,8 +9411,8 @@ msgid ""
"Returns [code]true[/code] if the bound controller is active. ARVR systems "
"attempt to track active controllers."
msgstr ""
-"如果绑定的控制器处于活动状态,返回[code]true[/code]。ARVR系统尝试跟踪活动的控"
-"制器。"
+"如果绑定的控制器处于活动状态,返回 [code]true[/code]。ARVR系统尝试跟踪活动的"
+"控制器。"
#: doc/classes/ARVRController.xml
msgid ""
@@ -9434,8 +9447,8 @@ msgid ""
"pressed. See [enum JoystickList], in particular the [code]JOY_VR_*[/code] "
"constants."
msgstr ""
-"如果索引[code]button[/code]处的按钮被按下,返回[code]true[/code]。参阅[enum "
-"JoystickList],特别是[code]JOY_VR_*[/code]常数。"
+"如果索引 [code]button[/code] 处的按钮被按下,则返回 [code]true[/code]。请参"
+"阅 [enum JoystickList] 中的 [code]JOY_VR_*[/code] 常量。"
#: doc/classes/ARVRController.xml
msgid ""
@@ -9562,7 +9575,7 @@ msgid ""
msgstr ""
"调用这个来初始化这个接口。第一个被初始化的接口确定为主接口,用于渲染输出。\n"
"在初始化了接口之后,需要启用视窗的 AR/VR 模式,将开始渲染。\n"
-"[b]注意:[/b] 对于任何使用Godot主输出的设备,如移动VR,你必须在主视窗上启用 "
+"[b]注意:[/b]对于任何使用Godot主输出的设备,如移动VR,你必须在主视窗上启用 "
"AR/VR 模式。\n"
"如果你为一个处理自己输出的平台这样做(如 OpenVR),Godot 就会在屏幕上只显示一"
"只眼睛而不失真。另外,你可以在场景中添加一个单独的视窗节点,在该视窗上启用 "
@@ -9575,7 +9588,7 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if the current output of this interface is in "
"stereo."
-msgstr "如果这个接口的当前是立体声输出,返回[code]true[/code]。"
+msgstr "如果这个接口的当前是立体声输出,返回 [code]true[/code]。"
#: doc/classes/ARVRInterface.xml
msgid "Turns the interface off."
@@ -9788,11 +9801,11 @@ msgstr ""
#: doc/classes/ARVRPositionalTracker.xml
msgid "Returns [code]true[/code] if this device tracks orientation."
-msgstr "如果该设备跟踪方向,则返回[code]true[/code]。"
+msgstr "如果该设备跟踪方向,则返回 [code]true[/code]。"
#: doc/classes/ARVRPositionalTracker.xml
msgid "Returns [code]true[/code] if this device tracks position."
-msgstr "如果该设备跟踪位置,则返回[code]true[/code]。"
+msgstr "如果该设备跟踪位置,则返回 [code]true[/code]。"
#: doc/classes/ARVRPositionalTracker.xml
msgid "Returns the transform combining this device's orientation and position."
@@ -9830,17 +9843,17 @@ msgstr "AR 和 VR 功能的服务。"
msgid ""
"The AR/VR server is the heart of our Advanced and Virtual Reality solution "
"and handles all the processing."
-msgstr "AR/VR服务是我们高级的虚拟现实解决方案的核心,负责处理所有的过程。"
+msgstr "AR/VR 服务器是我们“高级虚拟现实”解决方案的核心,负责进行所有处理。"
#: doc/classes/ARVRServer.xml
msgid "Registers an [ARVRInterface] object."
-msgstr "注册一个[ARVRInterface]对象。"
+msgstr "注册一个 [ARVRInterface] 对象。"
#: doc/classes/ARVRServer.xml
msgid ""
"Registers a new [ARVRPositionalTracker] that tracks a spatial location in "
"real space."
-msgstr "注册一个新的[ARVRPositionalTracker],跟踪现实空间中的空间位置。"
+msgstr "注册一个新的 [ARVRPositionalTracker],跟踪现实空间中的空间位置。"
#: doc/classes/ARVRServer.xml
msgid ""
@@ -9888,8 +9901,8 @@ msgid ""
"capabilities of an AR/VR platform, you can find the interface for that "
"platform by name and initialize it."
msgstr ""
-"通过名字找到一个接口。例如,如果你的项目使用AR/VR平台的功能,你可以通过名称找"
-"到该平台的接口并初始化它。"
+"通过名字找到一个接口。例如,如果你的项目使用 AR/VR 平台的功能,你可以通过名称"
+"找到该平台的接口并初始化它。"
#: doc/classes/ARVRServer.xml
msgid "Returns the primary interface's transformation."
@@ -9910,7 +9923,7 @@ msgid ""
msgstr ""
"返回当前在AR/VR服务器上注册的接口数量。如果你的项目支持多个AR/VR平台,你可以"
"查看可用的接口,并向用户展示一个选择,或者简单地尝试初始化每个接口,并使用第"
-"一个返回[code]true[/code]的接口。"
+"一个返回 [code]true[/code]的接口。"
#: doc/classes/ARVRServer.xml
msgid ""
@@ -10118,8 +10131,8 @@ msgid ""
msgstr ""
"子控件的宽度和高度被自动调整,以使其边界矩形覆盖容器的整个区域,同时保持长宽"
"比。\n"
-"当子控件的边界矩形超过容器的大小,并且[member Control.rect_clip_content]被启"
-"用时,这仅允许显示受其自身边界矩形限制的容器区域。"
+"当子控件的边界矩形超过容器的大小,并且 [member Control.rect_clip_content] 被"
+"启用时,这仅允许显示受其自身边界矩形限制的容器区域。"
#: doc/classes/AspectRatioContainer.xml
msgid ""
@@ -10446,7 +10459,7 @@ msgid ""
msgstr ""
"返回一个数组,其中包含 AStar 在给定点之间找到的路径中的点。数组从路径的起点到"
"终点进行排序。\n"
-"[b]注意:[/b] 这个方法不是线程安全的。如果从 [Thread] 调用,它将返回一个空的 "
+"[b]注意:[/b]这个方法不是线程安全的。如果从 [Thread] 调用,它将返回一个空的 "
"[PoolVector3Array] 并打印一条错误消息。"
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
@@ -10708,8 +10721,8 @@ msgid ""
msgstr ""
"返回一个数组,该数组包含了AStar2D在给定点之间找到的路径中的点。该数组从路径的"
"起点到终点排序。\n"
-"[b]注意:[/b] 这个方法不是线程安全的。如果从一个[Thread]线程中调用,它将返回"
-"一个空的[PoolVector2Array],并打印一个错误信息。"
+"[b]注意:[/b]这个方法不是线程安全的。如果从一个[Thread]线程中调用,它将返回一"
+"个空的[PoolVector2Array],并打印一个错误信息。"
#: doc/classes/AtlasTexture.xml
msgid ""
@@ -10742,18 +10755,19 @@ msgstr ""
"铺,如果在其他[AtlasTexture]资源内部使用,将不能正常工作。多个[AtlasTexture]"
"资源可以用来裁剪图集中的多个纹理。与使用多个小文件相比,使用一个纹理图集有助"
"于优化视频内存消耗和渲染调用。\n"
-"[b]注意:[/b] AtlasTextures不支持重复。当使用AtlasTexture时,[constant "
+"[b]注意:[/b]AtlasTextures不支持重复。当使用AtlasTexture时,[constant "
"Texture.FLAG_REPEAT]和[constant Texture.FLAG_MIRRORED_REPEAT]标志被忽略。"
#: doc/classes/AtlasTexture.xml
msgid "The texture that contains the atlas. Can be any [Texture] subtype."
-msgstr "包含图集的纹理。可以是任何[Texture]子类型。"
+msgstr "包含图集的纹理。可以是任何 [Texture] 子类型。"
#: doc/classes/AtlasTexture.xml
msgid ""
"If [code]true[/code], clips the area outside of the region to avoid bleeding "
"of the surrounding texture pixels."
-msgstr "如果[code]true[/code],剪辑区域外的区域,以避免周围纹理像素的出血。"
+msgstr ""
+"如果为 [code]true[/code],则该区域外的区域将被裁去,避免周围纹理像素的出血。"
#: doc/classes/AtlasTexture.xml
msgid ""
@@ -10766,7 +10780,7 @@ msgstr ""
#: doc/classes/AtlasTexture.xml
msgid "The AtlasTexture's used region."
-msgstr "地图集的使用区域。"
+msgstr "AtlasTexture 所使用的区域。"
#: doc/classes/AudioBusLayout.xml
msgid "Stores information about the audio buses."
@@ -10862,8 +10876,8 @@ msgid ""
"Returns [code]true[/code] if at least [code]frames[/code] audio frames are "
"available to read in the internal ring buffer."
msgstr ""
-"如果内部环缓冲器中至少有[code]frames[/code]音频帧可供读取,则返回[code]true[/"
-"code]。"
+"如果内部环缓冲器中至少有[code]frames[/code]音频帧可供读取,则返回 "
+"[code]true[/code]。"
#: doc/classes/AudioEffectCapture.xml
msgid "Clears the internal ring buffer."
@@ -11204,10 +11218,10 @@ msgid ""
"when a game is run on a mobile device, to adjust the mix to that kind of "
"speakers (it can be added but disabled when headphones are plugged)."
msgstr ""
-"AudioEffectEQ让你控制频率。用它来弥补音频中不足之处。AudioEffectEQ在Master总"
-"线上很有用,可以完全掌控一个混音,并赋予它更多的特性。当游戏在移动设备上运行"
-"时,它们也很有用,可以根据那种扬声器来调整混音(可以被添加,但在插入耳机时禁"
-"用)。"
+"AudioEffectEQ 可用于频率控制。用它来弥补音频中不足之处。AudioEffectEQ 在 "
+"Master 总线上很有用,可以完全掌控一个混音,并赋予它更多的特性。当游戏在移动设"
+"备上运行时,它们也很有用,可以根据那种扬声器来调整混音(可以被添加,但在插入"
+"耳机时禁用)。"
#: doc/classes/AudioEffectEQ.xml
msgid "Returns the number of bands of the equalizer."
@@ -11811,7 +11825,7 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the number of effects on the bus at [code]bus_idx[/code]."
-msgstr "返回[code]bus_idx[/code]处总线上的效果数。"
+msgstr "返回 [code]bus_idx[/code] 处总线上的效果数。"
#: doc/classes/AudioServer.xml
msgid ""
@@ -11895,13 +11909,13 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid "If [code]true[/code], the bus at index [code]bus_idx[/code] is muted."
-msgstr "如果为[code]true[/code],则索引[code]bus_idx[/code]处的总线被静音。"
+msgstr "如果为 [code]true[/code],则索引[code]bus_idx[/code]处的总线被静音。"
#: doc/classes/AudioServer.xml
msgid ""
"If [code]true[/code], the bus at index [code]bus_idx[/code] is in solo mode."
msgstr ""
-"如果为[code]true[/code],则索引[code]bus_idx[/code]处的总线处于solo模式。"
+"如果为 [code]true[/code],则索引[code]bus_idx[/code]处的总线处于solo模式。"
#: doc/classes/AudioServer.xml
msgid ""
@@ -12066,8 +12080,8 @@ msgstr ""
"此音频流不播放声音,需要脚本为其生成音频数据。参阅"
"[AudioStreamGeneratorPlayback]。\n"
"另请参阅 [AudioEffectSpectrumAnalyzer] 用于执行实时音频频谱分析。\n"
-"[b]注意:[/b] 由于性能限制,最好从 C# 或通过 GDNative 编译的语言中使用此类。"
-"如果你仍然想从GDScript中使用这个类,请考虑使用较低的 [member mix_rate],例如 "
+"[b]注意:[/b]由于性能限制,最好从 C# 或通过 GDNative 编译的语言中使用此类。如"
+"果你仍然想从GDScript中使用这个类,请考虑使用较低的 [member mix_rate],例如 "
"11,025 Hz 或 22,050 Hz。"
#: doc/classes/AudioStreamGenerator.xml
@@ -12311,7 +12325,7 @@ msgid ""
msgstr ""
"播放音频,随着与屏幕中心的距离而减弱。\n"
"参阅[AudioStreamPlayer]来播放非位置性的声音。\n"
-"[b]注意:[/b] 隐藏一个[AudioStreamPlayer2D]节点并不能禁用其音频输出。要暂时禁"
+"[b]注意:[/b]隐藏一个[AudioStreamPlayer2D]节点并不能禁用其音频输出。要暂时禁"
"用[AudioStreamPlayer2D]的音频输出,请将[member volume_db]设置为一个非常低的"
"值,如[code]-100[/code](人的听觉听不到)。"
@@ -12381,7 +12395,7 @@ msgstr ""
"默认情况下,音频是从相机的位置听到的,这可以通过在场景中添加一个[Listener]节"
"点,并通过对其调用[method Listener.make_current]来启用它,以改变。\n"
"参阅[AudioStreamPlayer]来播放非位置的声音。\n"
-"[b]注意:[/b] 隐藏一个[AudioStreamPlayer3D]节点并不能禁用其音频输出。要暂时禁"
+"[b]注意:[/b]隐藏一个[AudioStreamPlayer3D]节点并不能禁用其音频输出。要暂时禁"
"用[AudioStreamPlayer3D]的音频输出,请将[member unit_db]设置为一个非常低的值,"
"如[code]-100[/code](人的听觉听不到)。"
@@ -12493,7 +12507,7 @@ msgid ""
"If [code]true[/code], the playback is paused. You can resume it by setting "
"[member stream_paused] to [code]false[/code]."
msgstr ""
-"如果[code]true[/code],则播放会暂停。你可以通过设置[member stream_paused]为"
+"如果[code]true[/code],则播放会暂停。你可以通过设置[member stream_paused]为 "
"[code]false[/code]来恢复它。"
#: doc/classes/AudioStreamPlayer3D.xml
@@ -12795,8 +12809,8 @@ msgstr ""
"[b]程序化生成:[/b] 烘焙光照贴图的功能只在编辑器中可用。也就是说,"
"[BakedLightmap] 不适合程序化生成、用户搭建的关卡。想要支持程序化生成或者用户"
"搭建关卡,请使用 [GIProbe]。\n"
-"[b]注意:[/b] 由于光照贴图的工作原理,大多数属性只有在光照贴图再次烘焙后才会"
-"看到效果。"
+"[b]注意:[/b]由于光照贴图的工作原理,大多数属性只有在光照贴图再次烘焙后才会看"
+"到效果。"
#: doc/classes/BakedLightmap.xml
msgid ""
@@ -12823,6 +12837,14 @@ msgid ""
"set to [code]false[/code] so that the resulting lightmap is visible in both "
"GLES3 and GLES2."
msgstr ""
+"如果为 [code]true[/code],光照贴图器会将所有网格的纹理合并为单个纹理或若干大"
+"型的分层纹理。如果为 [code]false[/code],各个网格有各自的光照贴图纹理,效率较"
+"低。\n"
+"[b]注意:[/b]只有 GLES3 支持光照贴图集的渲染,GLES2 [i]不支持[/i]。GLES3 和 "
+"GLES2 均支持非图集的光照贴图渲染。如果 [member ProjectSettings.rendering/"
+"quality/driver/fallback_to_gles2] 为 [code]true[/code],请考虑在烘焙光照贴图"
+"时将 [member atlas_generate] 设为 [code]false[/code],这样生成的光照贴图在 "
+"GLES3 和 GLES2 中均可用。"
#: doc/classes/BakedLightmap.xml
msgid ""
@@ -12850,11 +12872,11 @@ msgid ""
msgstr ""
"每次反弹的能量乘数。较高的值将使间接照明更亮。 [code]1.0[/code] 的值表示与物"
"理相一致的行为,但在使用少量反弹时,可以使用更高的值使间接照明传播更明显。这"
-"可用于通过降低[member bounces]的数量然后增加 [member bounce_indirect_energy] "
-"来加快烘焙时间。与 [member BakedLightmapData.energy] 不同,此属性不会影响灯光"
-"节点、自发光材质和环境发出的直接光照。\n"
-"[b]注意:[/b] [member bounce_indirect_energy] 仅在[member bounces] 设置为大于"
-"或等于[code]1[/code]的值时有效。"
+"可用于通过降低 [member bounces] 的数量然后增加 [member "
+"bounce_indirect_energy] 来加快烘焙时间。与 [member BakedLightmapData.energy] "
+"不同,此属性不会影响灯光节点、发光材质和环境发出的直接光照。\n"
+"[b]注意:[/b][member bounce_indirect_energy] 仅在 [member bounces] 设置为大于"
+"等于 [code]1[/code] 的值时有效。"
#: doc/classes/BakedLightmap.xml
msgid ""
@@ -12928,8 +12950,8 @@ msgid ""
"amount of light on all the lightmap texels. Can be used for artistic control "
"on shadow color."
msgstr ""
-"所有光照贴图纹理元素的最小环境光。这不考虑场景几何体的任何遮挡,它只是确保所"
-"有光照贴图纹理元素上的光量最小。可用于阴影颜色的艺术控制。"
+"所有光照贴图纹素的最小环境光。这不考虑场景几何体的任何遮挡,它只是确保所有光"
+"照贴图纹素上的光量最小。可用于阴影颜色的艺术控制。"
#: doc/classes/BakedLightmap.xml
msgid "Decides which environment to use during baking."
@@ -12960,8 +12982,8 @@ msgid ""
"The amount of samples for each quality level can be configured in the "
"project settings."
msgstr ""
-"决定在不正确的光照烘焙中每一个纹理元素的采样量。可以在项目设置中配置每个质量"
-"级别的采样量。"
+"决定在不正确的光照烘焙中每一个纹素的采样量。可以在项目设置中配置每个质量级别"
+"的采样量。"
#: doc/classes/BakedLightmap.xml
msgid ""
@@ -13089,7 +13111,7 @@ msgid ""
msgstr ""
"烘焙和动态捕获对象的全局能量乘数。这可以在运行时更改,而无需再次烘焙光照贴"
"图。\n"
-"要仅调整间接照明的能量,即不影响直接照明或自发光材质,请调整 [member "
+"要仅调整间接照明的能量(即不影响直接照明或发光材质),请调整 [member "
"BakedLightmap.bounce_indirect_energy] 并再次烘焙光照贴图。"
#: doc/classes/BakedLightmapData.xml
@@ -13137,7 +13159,7 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if the mouse has entered the button and has not "
"left it yet."
-msgstr "如果鼠标已进入按钮,且尚未离开,则返回[code]true[/code]。"
+msgstr "如果鼠标已进入按钮,且尚未离开,则返回 [code]true[/code]。"
#: doc/classes/BaseButton.xml
msgid ""
@@ -13150,8 +13172,8 @@ msgid ""
msgstr ""
"改变按钮的[member pressed]状态,不触发[signal toggled]。当你只想改变按钮的状"
"态而不发送按下事件时使用(例如,在初始化场景时)。只有当[member toggle_mode]"
-"是[code]true[/code]时才有效。\n"
-"[b]注意:[/b] 这个方法不会释放其按钮[member group] 中的其他按钮。"
+"是[code]true[/code] 时才有效。\n"
+"[b]注意:[/b]这个方法不会释放其按钮[member group] 中的其他按钮。"
#: doc/classes/BaseButton.xml
msgid ""
@@ -13493,7 +13515,7 @@ msgstr "返回矩阵的转置版本。"
#: doc/classes/Basis.xml
msgid "Returns a vector transformed (multiplied) by the matrix."
-msgstr "返回一个被矩阵转换(乘法)的向量。"
+msgstr "返回一个被矩阵变换(乘法)的向量。"
#: doc/classes/Basis.xml
msgid ""
@@ -13588,8 +13610,8 @@ msgid ""
"code] in other case."
msgstr ""
"创建一个与给定图像尺寸相匹配的位图,如果图像在该位置的 Alpha 值等于 "
-"[code]threshold[/code] 或更小,则位图的每个元素都设置为[code]false[/code],其"
-"他情况下为[code]true[/code]。"
+"[code]threshold[/code] 或更小,则位图的每个元素都设置为 [code]false[/code],"
+"其他情况下为 [code]true[/code]。"
#: doc/classes/BitMap.xml
msgid "Returns bitmap's value at the specified position."
@@ -13602,7 +13624,7 @@ msgstr "返回位图的尺寸。"
#: doc/classes/BitMap.xml
msgid ""
"Returns the amount of bitmap elements that are set to [code]true[/code]."
-msgstr "返回设置为[code]true[/code]的位图元素的数量。"
+msgstr "返回设置为 [code]true[/code]的位图元素的数量。"
#: doc/classes/BitMap.xml
msgid ""
@@ -13743,7 +13765,7 @@ msgstr "将节点当前的变换存储在[member rest]中。"
#: doc/classes/Bone2D.xml
msgid ""
"Returns the node's index as part of the entire skeleton. See [Skeleton2D]."
-msgstr "返回节点的索引,作为整个骨架的一部分。参阅[Skeleton2D]。"
+msgstr "返回节点的索引,作为整个骨架的一部分。请参阅 [Skeleton2D]。"
#: doc/classes/Bone2D.xml
msgid ""
@@ -13852,7 +13874,7 @@ msgstr ""
"下面的代码只有在两个条件都满足的情况下才会产生子弹:动作“shoot”被按下,并且如"
"果[code]can_shoot[/code]是[code]true[/code]。\n"
"[b]注意:[/b][code]Input.is_action_pressed(\"shoot\")[/code]也是一个布尔值,"
-"当“shoot”被按下时为[code]true[/code],当“shoot”没有被按下时为[code]false[/"
+"当“shoot”被按下时为 [code]true[/code],当“shoot”没有被按下时为 [code]false[/"
"code]。\n"
"[codeblock]\n"
"var can_shoot = true\n"
@@ -13861,8 +13883,8 @@ msgstr ""
" if can_shoot and Input.is_action_pressed(\"shoot\"):\n"
" create_bullet()\n"
"[/codeblock]\n"
-"下面的代码将把[code]can_shoot[/code]设置为[code]false[/code]并启动一个定时"
-"器。这将阻止玩家射击,直到定时器用完。然后[code]can_shoot[/code]设置为"
+"下面的代码将把[code]can_shoot[/code]设置为 [code]false[/code]并启动一个定时"
+"器。这将阻止玩家射击,直到定时器用完。然后[code]can_shoot[/code]设置为 "
"[code]true[/code],再次允许玩家进行射击。\n"
"[codeblock]\n"
"var can_shoot = true\n"
@@ -14020,8 +14042,8 @@ msgstr ""
"按钮像所有控件节点一样,也可以在编辑器中创建,但在某些情况下可能需要从代码中"
"创建。\n"
"参阅 [BaseButton],其中包括与此节点相关的通用属性和方法。\n"
-"[b]注意:[/b] 按钮不处理触摸输入,因此不支持多点触控,因为模拟鼠标在给定时间"
-"只能按下一个按钮。将 [TouchScreenButton] 用于触发游戏移动或动作的按钮,因为 "
+"[b]注意:[/b]按钮不处理触摸输入,因此不支持多点触控,因为模拟鼠标在给定时间只"
+"能按下一个按钮。将 [TouchScreenButton] 用于触发游戏移动或动作的按钮,因为 "
"[TouchScreenButton] 支持多点触控。"
#: doc/classes/Button.xml doc/classes/Dictionary.xml
@@ -14228,8 +14250,8 @@ msgid ""
"Returns [code]true[/code] if the given [code]layer[/code] in the [member "
"cull_mask] is enabled, [code]false[/code] otherwise."
msgstr ""
-"如果[member cull_mask]中给定的[code]layer[/code]被启用,返回[code]true[/"
-"code],否则返回[code]false[/code]。"
+"如果[member cull_mask]中给定的[code]layer[/code]被启用,返回 [code]true[/"
+"code],否则返回 [code]false[/code]。"
#: doc/classes/Camera.xml
msgid ""
@@ -14246,8 +14268,8 @@ msgid ""
"[b]Note:[/b] A position which returns [code]false[/code] may still be "
"outside the camera's field of view."
msgstr ""
-"如果给定的位置在相机后面,返回[code]true[/code]。\n"
-"[b]注意:[/b] 返回[code]false[/code]的位置可能仍然在相机的视野之外。"
+"如果给定的位置在相机后面,返回 [code]true[/code]。\n"
+"[b]注意:[/b]返回 [code]false[/code]的位置可能仍然在相机的视野之外。"
#: doc/classes/Camera.xml
msgid ""
@@ -14462,10 +14484,11 @@ msgstr ""
"的Z距离会影响其感知的大小。"
#: doc/classes/Camera.xml
+#, fuzzy
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
"相机的尺寸,以1/2的宽度或高度测量。仅适用于正交模式。由于[member keep_aspect]"
"锁定在轴上,因此[code]size[/code]设置其他轴的尺寸长度。"
@@ -14836,8 +14859,8 @@ msgid ""
"Speed in pixels per second of the camera's smoothing effect when [member "
"smoothing_enabled] is [code]true[/code]."
msgstr ""
-"当[member smoothing_enabled]为[code]true[/code]时,相机平滑效果的速度,以每秒"
-"像素为单位。"
+"当[member smoothing_enabled]为 [code]true[/code] 时,相机平滑效果的速度,以每"
+"秒像素为单位。"
#: doc/classes/Camera2D.xml
msgid ""
@@ -14943,7 +14966,7 @@ msgstr "相机安装在了设备后部。"
#: doc/classes/CameraServer.xml
msgid "Server keeping track of different cameras accessible in Godot."
-msgstr "服务器跟踪 Godot 中可访问的不同摄像头。"
+msgstr "跟踪 Godot 中可访问的不同摄像头的服务器。"
#: doc/classes/CameraServer.xml
msgid ""
@@ -15257,19 +15280,19 @@ msgstr ""
"[code]color[/code]和[code]width[/code]指定的笔画形式绘制。如果"
"[code]antialiased[/code]是[code]true[/code],线条抗锯齿。\n"
"[b]注意:[/b][code]width[/code]和[code]antialiased[/code]只有在[code]filled[/"
-"code]是[code]false[/code]时才有效。"
+"code]是[code]false[/code] 时才有效。"
#: doc/classes/CanvasItem.xml
msgid ""
"Sets a custom transform for drawing via components. Anything drawn "
"afterwards will be transformed by this."
-msgstr "设置通过组件进行绘图的自定义变换。之后绘制的任何东西都将被转换。"
+msgstr "设置通过组件进行绘图的自定义变换。此后绘制的任何东西都将被它变换。"
#: doc/classes/CanvasItem.xml
msgid ""
"Sets a custom transform for drawing via matrix. Anything drawn afterwards "
"will be transformed by this."
-msgstr "设置通过矩阵绘制时的自定义变换。之后绘制的任何东西都将被转换。"
+msgstr "设置通过矩阵绘制时的自定义变换。此后绘制的任何东西都将被它变换。"
#: doc/classes/CanvasItem.xml
msgid ""
@@ -15399,20 +15422,20 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if local transform notifications are communicated "
"to children."
-msgstr "如果将本地转换通知传达给子级,则返回[code]true[/code]。"
+msgstr "如果将本地变换通知传达给子级,则返回 [code]true[/code]。"
#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is set as top-level. See [method "
"set_as_toplevel]."
msgstr ""
-"如果节点设置为顶层,则返回[code]true[/code]。参阅[method set_as_toplevel]。"
+"如果节点设置为顶层,则返回 [code]true[/code]。参阅 [method set_as_toplevel]。"
#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if global transform notifications are communicated "
"to children."
-msgstr "如果将全局转换通知传达给子级,则返回[code]true[/code]。"
+msgstr "如果将全局变换通知传达给子级,则返回 [code]true[/code]。"
#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
msgid ""
@@ -15427,38 +15450,39 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid "Assigns [code]screen_point[/code] as this node's new local transform."
-msgstr "分配[code]screen_point[/code]作为该节点的新本地转换。"
+msgstr "分配 [code]screen_point[/code] 作为该节点的新本地变换。"
#: doc/classes/CanvasItem.xml
msgid ""
"Transformations issued by [code]event[/code]'s inputs are applied in local "
"space instead of global space."
-msgstr "[code]event[/code]的输入发出的转换将在局部空间而不是全局空间中应用。"
+msgstr "[code]event[/code] 的输入发出的变换将在局部空间而不是全局空间中应用。"
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
-"如果[code]enable[/code]为[code]true[/code],则该节点将不会从父画布项目继承其"
-"变换。"
#: doc/classes/CanvasItem.xml
-#, fuzzy
msgid ""
"If [code]enable[/code] is [code]true[/code], this node will receive "
"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
"changes."
msgstr ""
-"如果[code]enable[/code]为[code]true[/code],则将使用局部变换数据更新子项。"
+"如果 [code]enable[/code] 为 [code]true[/code],那么这个节点会在其局部变换发生"
+"改变时接收到 [constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED]。"
#: doc/classes/CanvasItem.xml
-#, fuzzy
msgid ""
"If [code]enable[/code] is [code]true[/code], this node will receive "
"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
-"如果[code]enable[/code]为[code]true[/code],则将使用全局变换数据更新子项。"
+"如果 [code]enable[/code] 为 [code]true[/code],那么这个节点会在其全局变换发生"
+"改变时接收到 [constant NOTIFICATION_TRANSFORM_CHANGED]。"
#: doc/classes/CanvasItem.xml
msgid ""
@@ -15525,7 +15549,7 @@ msgid ""
"instead."
msgstr ""
"如果[code]true[/code],这个[CanvasItem]被绘制。只有当它的所有父节点也可见时,"
-"该节点才是可见的(换句话说,[method is_visible_in_tree]必须返回[code]true[/"
+"该节点才是可见的(换句话说,[method is_visible_in_tree]必须返回 [code]true[/"
"code])。\n"
"[b]注意:[/b]对于继承了[Popup]的控件,使其可见的正确方法是调用多个"
"[code]popup*()[/code]函数之一。"
@@ -15588,22 +15612,20 @@ msgstr ""
"用。不会应用任何光照。"
#: doc/classes/CanvasItem.xml
-#, fuzzy
msgid ""
"The [CanvasItem]'s global transform has changed. This notification is only "
"received if enabled by [method set_notify_transform]."
msgstr ""
-"[CanvasItem]的变换已更改。仅当[method set_notify_transform]或[method "
-"set_notify_local_transform]启用时,才会收到此通知。"
+"该 [CanvasItem] 的全局变换已更改。只有在通过 [method set_notify_transform] 启"
+"用时,才会收到这个通知。"
#: doc/classes/CanvasItem.xml
-#, fuzzy
msgid ""
"The [CanvasItem]'s local transform has changed. This notification is only "
"received if enabled by [method set_notify_local_transform]."
msgstr ""
-"[CanvasItem]的变换已更改。仅当[method set_notify_transform]或[method "
-"set_notify_local_transform]启用时,才会收到此通知。"
+"该 [CanvasItem] 的局部变换已更改。只有在通过 [method "
+"set_notify_local_transform] 启用时,才会收到这个通知。"
#: doc/classes/CanvasItem.xml
msgid "The [CanvasItem] is requested to draw."
@@ -15686,7 +15708,7 @@ msgid ""
"This property (and other [code]particles_anim_*[/code] properties that "
"depend on it) has no effect on other types of nodes."
msgstr ""
-"如果为[code]true[/code],当分配给 [Particles2D] 和 [CPUParticles2D] 节点时,"
+"如果为 [code]true[/code],当分配给 [Particles2D] 和 [CPUParticles2D] 节点时,"
"启用基于spritesheet的动画功能。[member ParticlesMaterial.anim_speed]或"
"[member CPUParticles2D.anim_speed]也应设置为正值,才能播放动画。\n"
"这个属性(以及其他依赖于它的[code]particles_anim_*[/code]属性)对其他类型的节"
@@ -15934,10 +15956,10 @@ msgid ""
"pause_mode]). Resets when the text in the [RichTextLabel] is changed.\n"
"[b]Note:[/b] Time still passes while the [RichTextLabel] is hidden."
msgstr ""
-"自[RichTextLabel]被添加到场景树后所经过的时间,单位秒。时间在[RichTextLabel]"
-"暂停时停止,参阅[member Node.pause_mode]。当[RichTextLabel]中的文本改变时,会"
-"重新设置。\n"
-"[b]注意:[/b] 当[RichTextLabel]被隐藏时,时间仍会增加。"
+"自 [RichTextLabel] 被添加到场景树后所经过的时间,单位秒。时间在 "
+"[RichTextLabel] 暂停时停止,参阅 [member Node.pause_mode]。当 "
+"[RichTextLabel] 中的文本发生改变时会重置。\n"
+"[b]注意:[/b]当 [RichTextLabel] 被隐藏时,时间仍会增加。"
#: doc/classes/CharFXTransform.xml
msgid ""
@@ -15954,12 +15976,13 @@ msgid ""
"1)}\n"
"[/codeblock]"
msgstr ""
-"包含在开头的BBCode标记中传递的参数。默认情况下,参数是字符串。如果它们的内容"
-"与[bool],[int]或[float]之类的类型匹配,它们将被自动转换。格式为"
-"[code]#rrggbb[/code]或[code]#rgb[/code]的颜色代码将转换为不透明的[Color]。字"
-"符串参数即使使用引号也不能包含空格。如果存在,引号也将出现在最终字符串中。\n"
-"例如,开头的BBCode标签[code][example foo = hello bar = true baz = 42 color ="
-"#ffffff][/code]将映射到以下[Dictionary]:\n"
+"包含在开头的 BBCode 标记中传递的参数。默认情况下,参数是字符串。如果它们的内"
+"容与 [bool]、[int]、[float] 之类的类型匹配,它们将被自动转换。格式为 "
+"[code]#rrggbb[/code] 或 [code]#rgb[/code] 的颜色代码将转换为不透明的 "
+"[Color]。字符串参数即使使用引号也不能包含空格。如果存在,引号也将出现在最终字"
+"符串中。\n"
+"例如,开头的 BBCode 标签 [code][example foo = hello bar = true baz = 42 "
+"color =#ffffff][/code] 将映射到以下 [Dictionary]:\n"
"[codeblock]\n"
"{\"foo\": \"hello\", \"bar\": true, \"baz\": 42, \"color\": Color(1, 1, 1, "
"1)}\n"
@@ -15990,7 +16013,7 @@ msgstr ""
#: doc/classes/CheckBox.xml
msgid "Binary choice user interface widget. See also [CheckButton]."
-msgstr "二元选择(有或无)用户界面小部件。另请参阅[CheckButton]。"
+msgstr "二项选择用户界面小部件。另请参阅 [CheckButton]。"
#: doc/classes/CheckBox.xml
msgid ""
@@ -16003,19 +16026,19 @@ msgid ""
"See also [BaseButton] which contains common properties and methods "
"associated with this node."
msgstr ""
-"复选框让用户做出二元选择,即在两个可能的选项中只选择一个。它在功能上类似于"
+"让用户做出二项选择的复选框(在两个可能的选项中只选择一个)。它在功能上类似于 "
"[CheckButton],但外观不同。为了遵循用户体验,建议在切换它对某些东西[b]没有[/"
-"b]直接影响时使用CheckBox。例如,当切换它只会在确认按钮被按下时做一些事情时,"
-"使用它。\n"
-"参阅[BaseButton],它包含了与该节点相关的常规属性和方法。"
+"b]直接影响时使用 CheckBox。例如,当切换它只会在确认按钮被按下时做一些事情时,"
+"选择 CheckBox。\n"
+"另请参阅 [BaseButton],它包含了与该节点相关的常规属性和方法。"
#: doc/classes/CheckBox.xml
msgid "The [CheckBox] text's font color."
-msgstr "[CheckBox]文本的字体颜色。"
+msgstr "该 [CheckBox] 的文本字体颜色。"
#: doc/classes/CheckBox.xml
msgid "The [CheckBox] text's font color when it's disabled."
-msgstr "[CheckBox]文本被禁用时的字体颜色。"
+msgstr "该 [CheckBox] 被禁用时的文本字体颜色。"
#: doc/classes/CheckBox.xml
msgid ""
@@ -16023,82 +16046,83 @@ msgid ""
"text color of the checkbox. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
-"[CheckBox] 文本获得焦点时的字体颜色。只取代复选框的正常文本颜色。禁用、悬停和"
-"按下状态优先于这个颜色。"
+"该 [CheckBox] 被聚焦时的文本字体颜色。只取代复选框的正常文本颜色。禁用、悬停"
+"和按下状态优先于这个颜色。"
#: doc/classes/CheckBox.xml
msgid "The [CheckBox] text's font color when it's hovered."
-msgstr "[CheckBox]文本在悬停时的字体颜色。"
+msgstr "该 [CheckBox] 被悬停时的文本字体颜色。"
#: doc/classes/CheckBox.xml
msgid "The [CheckBox] text's font color when it's hovered and pressed."
-msgstr "当[CheckBox]文本被悬停和按下时的字体颜色。"
+msgstr "该 [CheckBox] 被悬停且被按下时的文本字体颜色。"
#: doc/classes/CheckBox.xml
msgid "The [CheckBox] text's font color when it's pressed."
-msgstr "文本被按下时的字体颜色。"
+msgstr "该 [CheckBox] 被按下时的文本字体颜色。"
#: doc/classes/CheckBox.xml
msgid "The vertical offset used when rendering the check icons (in pixels)."
-msgstr "呈现复选图标时使用的垂直偏移量(以像素为单位)。"
+msgstr "渲染复选图标时使用的垂直偏移量(单位为像素)。"
#: doc/classes/CheckBox.xml
msgid "The separation between the check icon and the text (in pixels)."
-msgstr "复选图标和文本之间的分隔(以像素为单位)。"
+msgstr "复选图标与文本之间的间隔(单位为像素)。"
#: doc/classes/CheckBox.xml
msgid "The [Font] to use for the [CheckBox] text."
-msgstr "用于[CheckBox]文本的[Font]。"
+msgstr "该 [CheckBox] 的文本所使用的 [Font]。"
#: doc/classes/CheckBox.xml
msgid "The check icon to display when the [CheckBox] is checked."
-msgstr "选中[CheckBox]时显示的复选图标。"
+msgstr "该 [CheckBox] 被勾选时显示的复选图标。"
#: doc/classes/CheckBox.xml
msgid "The check icon to display when the [CheckBox] is checked and disabled."
-msgstr "当[CheckBox]被选中和禁用时要显示的勾选图标。"
+msgstr "该 [CheckBox] 被勾选且被禁用时显示的复选图标。"
#: doc/classes/CheckBox.xml
msgid ""
"If the [CheckBox] is configured as a radio button, the icon to display when "
"the [CheckBox] is checked."
-msgstr "如果将[CheckBox]配置为单选按钮,则选中[CheckBox]时显示的图标。"
+msgstr "如果该 [CheckBox] 被配置为单选按钮,该 [CheckBox] 被选中时显示的图标。"
#: doc/classes/CheckBox.xml
msgid ""
"If the [CheckBox] is configured as a radio button, the icon to display when "
"the [CheckBox] is unchecked."
-msgstr "如果将[CheckBox]配置为单选按钮,则取消选中[CheckBox]时显示的图标。"
+msgstr ""
+"如果该 [CheckBox] 被配置为单选按钮,该 [CheckBox] 未被选中时显示的图标。"
#: doc/classes/CheckBox.xml
msgid "The check icon to display when the [CheckBox] is unchecked."
-msgstr "未选中[CheckBox]时显示的复选图标。"
+msgstr "该 [CheckBox] 未被勾选时显示的复选图标。"
#: doc/classes/CheckBox.xml
msgid ""
"The check icon to display when the [CheckBox] is unchecked and disabled."
-msgstr "当[CheckBox]未被选中并被禁用时要显示的勾选图标。"
+msgstr "该 [CheckBox] 未被勾选且被禁用时显示的复选图标。"
#: doc/classes/CheckBox.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckBox] is disabled."
-msgstr "当[CheckBox]被禁用时,作为背景显示的[StyleBox]。"
+msgstr "该 [CheckBox] 被禁用时作为背景显示的 [StyleBox]。"
#: doc/classes/CheckBox.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckBox] is focused."
-msgstr "当[CheckBox]被聚焦时,作为背景显示的[StyleBox]。"
+msgstr "该 [CheckBox] 被聚焦时作为背景显示的 [StyleBox]。"
#: doc/classes/CheckBox.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckBox] is hovered."
-msgstr "当[CheckBox]被悬停时作为背景显示的[StyleBox]。"
+msgstr "该 [CheckBox] 被悬停时作为背景显示的 [StyleBox]。"
#: doc/classes/CheckBox.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckBox] is hovered and "
"pressed."
-msgstr "当[CheckBox]被悬停和按下时,作为背景显示的[StyleBox]。"
+msgstr "该 [CheckBox] 被悬停且被按下时作为背景显示的 [StyleBox]。"
#: doc/classes/CheckBox.xml doc/classes/CheckButton.xml
msgid "The [StyleBox] to display as a background."
@@ -16107,7 +16131,7 @@ msgstr "作为背景显示的 [StyleBox]。"
#: doc/classes/CheckBox.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckBox] is pressed."
-msgstr "按下 [CheckBox] 时,作为背景显示的 [StyleBox]。"
+msgstr "该 [CheckBox] 被按下时作为背景显示的 [StyleBox]。"
#: doc/classes/CheckButton.xml
msgid "Checkable button. See also [CheckBox]."
@@ -16132,11 +16156,11 @@ msgstr ""
#: doc/classes/CheckButton.xml
msgid "The [CheckButton] text's font color."
-msgstr "[CheckButton]文本的字体颜色。"
+msgstr "该 [CheckButton] 的文本字体颜色。"
#: doc/classes/CheckButton.xml
msgid "The [CheckButton] text's font color when it's disabled."
-msgstr "[CheckButton]文本在禁用时的字体颜色。"
+msgstr "该 [CheckButton] 被禁用时的文本字体颜色。"
#: doc/classes/CheckButton.xml
msgid ""
@@ -16144,74 +16168,74 @@ msgid ""
"normal text color of the button. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
-"[CheckButton] 文本获得焦点时的字体颜色。仅替换按钮的正常文本颜色。禁用、悬停"
+"该 [CheckButton] 被聚焦时的文本字体颜色。仅替换按钮的正常文本颜色。禁用、悬停"
"和按下状态优先于此颜色。"
#: doc/classes/CheckButton.xml
msgid "The [CheckButton] text's font color when it's hovered."
-msgstr "悬停时[CheckButton]文本的字体颜色。"
+msgstr "该 [CheckButton] 被悬停时的文本字体颜色。"
#: doc/classes/CheckButton.xml
msgid "The [CheckButton] text's font color when it's hovered and pressed."
-msgstr "当[CheckButton]被悬停和按下时,其文本的字体颜色。"
+msgstr "该 [CheckButton] 被悬停且被按下时的文本字体颜色。"
#: doc/classes/CheckButton.xml
msgid "The [CheckButton] text's font color when it's pressed."
-msgstr "按下[CheckButton]时文本的字体颜色。"
+msgstr "该 [CheckButton] 被按下时的文本字体颜色。"
#: doc/classes/CheckButton.xml
msgid "The vertical offset used when rendering the toggle icons (in pixels)."
-msgstr "渲染切换图标时使用的垂直偏移量(以像素为单位)。"
+msgstr "渲染切换图标时使用的垂直偏移量(单位为像素)。"
#: doc/classes/CheckButton.xml
msgid "The separation between the toggle icon and the text (in pixels)."
-msgstr "切换图标和文本之间的分隔(以像素为单位)。"
+msgstr "切换图标与文本之间的间隔(单位为像素)。"
#: doc/classes/CheckButton.xml
msgid "The [Font] to use for the [CheckButton] text."
-msgstr "用于[CheckButton]文本的[Font]。"
+msgstr "该 [CheckButton] 的文本所使用的 [Font]。"
#: doc/classes/CheckButton.xml
msgid "The icon to display when the [CheckButton] is unchecked."
-msgstr "当 [CheckButton] 未勾选时,显示的图标。"
+msgstr "该 [CheckButton] 未被勾选时显示的图标。"
#: doc/classes/CheckButton.xml
msgid "The icon to display when the [CheckButton] is unchecked and disabled."
-msgstr "当 [CheckButton] 未勾选且被禁用时,显示的图标。"
+msgstr "该 [CheckButton] 未被勾选且被禁用时显示的图标。"
#: doc/classes/CheckButton.xml
msgid "The icon to display when the [CheckButton] is checked."
-msgstr "当 [CheckButton] 已勾选时,显示的图标。"
+msgstr "该 [CheckButton] 被勾选时显示的图标。"
#: doc/classes/CheckButton.xml
msgid "The icon to display when the [CheckButton] is checked and disabled."
-msgstr "当 [CheckButton] 已勾选且被禁用时,显示的图标。"
+msgstr "该 [CheckButton] 被勾选且被禁用时显示的图标。"
#: doc/classes/CheckButton.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckButton] is disabled."
-msgstr "当 [CheckButton] 被禁用时,作为背景显示的 [StyleBox]。"
+msgstr "该 [CheckButton] 被禁用时作为背景显示的 [StyleBox]。"
#: doc/classes/CheckButton.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckButton] is focused."
-msgstr "当 [CheckButton] 被聚焦时,作为背景显示的 [StyleBox]。"
+msgstr "该 [CheckButton] 被聚焦时作为背景显示的 [StyleBox]。"
#: doc/classes/CheckButton.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckButton] is hovered."
-msgstr "当 [CheckButton] 被悬停时,作为背景显示的 [StyleBox]。"
+msgstr "该 [CheckButton] 被悬停时作为背景显示的 [StyleBox]。"
#: doc/classes/CheckButton.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckButton] is hovered "
"and pressed."
-msgstr "当 [CheckButton] 被悬停且被按下时,作为背景显示的 [StyleBox]。"
+msgstr "该 [CheckButton] 被悬停且被按下时作为背景显示的 [StyleBox]。"
#: doc/classes/CheckButton.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckButton] is pressed."
-msgstr "当 [CheckButton] 被按下时,作为背景显示的 [StyleBox]。"
+msgstr "该 [CheckButton] 被按下时作为背景显示的 [StyleBox]。"
#: doc/classes/CircleShape2D.xml
msgid "Circular shape for 2D collisions."
@@ -16223,8 +16247,8 @@ msgid ""
"small characters and its collision detection with everything else is very "
"fast."
msgstr ""
-"用于 2D 碰撞的圆形形状。这种形状对塑造球或小角色很有用,它与其他东西的碰撞检"
-"测非常快。"
+"用于 2D 碰撞的圆形。这种形状可用于塑造球或较小的角色,它与其他东西的碰撞检测"
+"非常快。"
#: doc/classes/CircleShape2D.xml
msgid "The circle's radius."
@@ -16243,8 +16267,8 @@ msgid ""
"Returns [code]true[/code] if you can instance objects from the specified "
"[code]class[/code], [code]false[/code] in other case."
msgstr ""
-"如果可以实例化指定[code]class[/code]中的对象,则返回[code]true[/code],否则返"
-"回[code]false[/code]。"
+"如果可以将指定 [code]class[/code] 实例化为对象,则返回 [code]true[/code],否"
+"则返回 [code]false[/code]。"
#: doc/classes/ClassDB.xml
msgid "Returns whether the specified [code]class[/code] is available or not."
@@ -16274,8 +16298,8 @@ msgid ""
"Returns the value of the integer constant [code]name[/code] of [code]class[/"
"code] or its ancestry. Always returns 0 when the constant could not be found."
msgstr ""
-"返回[code]class[/code]的整数常量[code]name[/code]或其父级的值。找不到常量时,"
-"始终返回0。"
+"返回 [code]class[/code]的整数常量[code]name[/code]或其父级的值。找不到常量"
+"时,始终返回0。"
#: doc/classes/ClassDB.xml
msgid ""
@@ -16313,14 +16337,14 @@ msgstr ""
msgid ""
"Returns the value of [code]property[/code] of [code]class[/code] or its "
"ancestry."
-msgstr "返回[code]class[/code]的[code]property[/code]的值或其父级。"
+msgstr "返回 [code]class[/code]的[code]property[/code]的值或其父级。"
#: doc/classes/ClassDB.xml
msgid ""
"Returns an array with all the properties of [code]class[/code] or its "
"ancestry if [code]no_inheritance[/code] is [code]false[/code]."
msgstr ""
-"如果[code]no_inheritance[/code]为[code]false[/code],则返回具有[code]class[/"
+"如果[code]no_inheritance[/code]为 [code]false[/code],则返回具有[code]class[/"
"code]或其父级所有属性的数组。"
#: doc/classes/ClassDB.xml
@@ -16350,14 +16374,14 @@ msgstr ""
msgid ""
"Returns whether [code]class[/code] or its ancestry has an enum called "
"[code]name[/code] or not."
-msgstr "返回[code]class[/code]或其父级是否有一个称为[code]name[/code]的信号。"
+msgstr "返回 [code]class[/code] 或其父级是否有称为 [code]name[/code] 的信号。"
#: doc/classes/ClassDB.xml
msgid ""
"Returns whether [code]class[/code] or its ancestry has an integer constant "
"called [code]name[/code] or not."
msgstr ""
-"返回[code]class[/code]或其父级是否具有称为[code]name[/code]的整数常量。"
+"返回 [code]class[/code] 或其父级是否有称为 [code]name[/code] 的整数常量。"
#: doc/classes/ClassDB.xml
msgid ""
@@ -16365,14 +16389,14 @@ msgid ""
"code] is [code]false[/code]) has a method called [code]method[/code] or not."
msgstr ""
"返回 [code]class[/code] 是否有名为 [code]method[/code] 的方法。(如果"
-"[code]no_inheritance[/code]为[code]false[/code],则返回其父级)。"
+"[code]no_inheritance[/code]为 [code]false[/code],则返回其父级)。"
#: doc/classes/ClassDB.xml
msgid ""
"Returns whether [code]class[/code] or its ancestry has a signal called "
"[code]signal[/code] or not."
msgstr ""
-"返回[code]class[/code]或其父级是否有一个称为[code]signal[/code]的信号。"
+"返回 [code]class[/code] 或其父级是否有称为 [code]signal[/code] 的信号。"
#: doc/classes/ClassDB.xml
msgid ""
@@ -16392,7 +16416,7 @@ msgstr "返回直接或间接继承自[code]class[/code]的所有类的名称。
#: doc/classes/ClassDB.xml
msgid "Returns the parent class of [code]class[/code]."
-msgstr "返回[code]class[/code]的父类。"
+msgstr "返回 [code]class[/code]的父类。"
#: doc/classes/ClassDB.xml
msgid "Creates an instance of [code]class[/code]."
@@ -16406,7 +16430,7 @@ msgstr "返回是否启用此[code]class[/code]。"
msgid ""
"Returns whether [code]inherits[/code] is an ancestor of [code]class[/code] "
"or not."
-msgstr "返回[code]inherits[/code]是否是[code]class[/code]的祖先。"
+msgstr "返回 [code]inherits[/code]是否是[code]class[/code]的祖先。"
#: doc/classes/ClippedCamera.xml
msgid "A [Camera] that includes collision."
@@ -16445,7 +16469,7 @@ msgid ""
"Returns [code]true[/code] if the specified bit index is on.\n"
"[b]Note:[/b] Bit indices range from 0-19."
msgstr ""
-"如果指定的位索引打开,则返回[code]true[/code]。\n"
+"如果指定的位索引打开,则返回 [code]true[/code]。\n"
"[b]注意:[/b]位索引的范围是0-19。"
#: doc/classes/ClippedCamera.xml
@@ -16527,8 +16551,8 @@ msgid ""
"Creates a new shape owner for the given object. Returns [code]owner_id[/"
"code] of the new owner for future reference."
msgstr ""
-"为给定对象创建一个新的形状拥有者。返回[code]owner_id[/code]的新所有者,供将来"
-"引用。"
+"为给定对象创建一个新的形状所有者。返回 [code]owner_id[/code]的新所有者,供将"
+"来引用。"
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
@@ -16573,9 +16597,9 @@ msgid ""
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
"code] in the the [member collision_layer]."
msgstr ""
-"如果[code]value[/code]为[code]true[/code],则设置[member collision_layer]中指"
-"定的[code]bit[/code]位。\n"
-"如果[code]value[/code]为[code]false[/code],清除[member collision_layer]中指"
+"如果[code]value[/code]为 [code]true[/code],则设置[member collision_layer]中"
+"指定的[code]bit[/code]位。\n"
+"如果[code]value[/code]为 [code]false[/code],清除[member collision_layer]中指"
"定的 [code]bit[/code]位。"
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -16585,10 +16609,10 @@ msgid ""
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
"code] in the the [member collision_mask]."
msgstr ""
-"如果[code]value[/code]为[code]true[/code],则设置[member collision_mask]中指"
+"如果[code]value[/code]为 [code]true[/code],则设置[member collision_mask]中指"
"定的[code]bit[/code]位。\n"
-"如果[code]value[/code]为[code]false[/code],清除[member collision_mask]中指定"
-"的 [code]bit[/code]位。"
+"如果[code]value[/code]为 [code]false[/code],清除[member collision_mask]中指"
+"定的 [code]bit[/code]位。"
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "Returns the [code]owner_id[/code] of the given shape."
@@ -16710,12 +16734,16 @@ msgid "Base node for 2D collision objects."
msgstr "二维碰撞对象的基础节点。"
#: doc/classes/CollisionObject2D.xml
+#, fuzzy
msgid ""
"CollisionObject2D is the base class for 2D physics objects. It can hold any "
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
"CollisionObject2D 是 2D 物理对象的基础类。它可以容纳任意数量的 2D 碰撞形状 "
"[Shape2D]。每个形状必须分配给一个[i]形状所有者[/i]。CollisionObject2D 可以拥"
@@ -16729,7 +16757,7 @@ msgid ""
"[Shape2D]. Connect to the [code]input_event[/code] signal to easily pick up "
"these events."
msgstr ""
-"接受未处理的[InputEvent]。要求[member input_pickable]为[code]true[/code]。 "
+"接受未处理的[InputEvent]。要求[member input_pickable]为 [code]true[/code]。 "
"[code]shape_idx[/code]被点击的[Shape2D]的子索引。连接到[code]input_event[/"
"code]信号即可轻松接收这些事件。"
@@ -16747,7 +16775,7 @@ msgid ""
"this [CollisionObject2D] will not be reported to collided with "
"[CollisionObject2D]s."
msgstr ""
-"返回[code]true[/code],如果源于这个[CollisionObject2D]的形状所有者的碰撞不会"
+"返回 [code]true[/code],如果源于这个[CollisionObject2D]的形状所有者的碰撞不会"
"被报告给[CollisionObject2D]s。"
#: doc/classes/CollisionObject2D.xml
@@ -16774,8 +16802,8 @@ msgid ""
"originating from this [CollisionObject2D] will not be reported to collided "
"with [CollisionObject2D]s."
msgstr ""
-"如果[code]enable[/code]为[code]true[/code],则源自这个[CollisionObject2D]的形"
-"状所有者的碰撞将不会被报告给[CollisionObject2D]。"
+"如果[code]enable[/code]为 [code]true[/code],则源自这个[CollisionObject2D]的"
+"形状所有者的碰撞将不会被报告给[CollisionObject2D]。"
#: doc/classes/CollisionObject2D.xml
msgid ""
@@ -16827,8 +16855,8 @@ msgid ""
"[code]true[/code] and at least one [code]collision_layer[/code] bit to be "
"set. See [method _input_event] for details."
msgstr ""
-"当输入事件发生时发出。要求 [member input_pickable]为[code]true[/code],并至少"
-"要设置一个[code]collision_layer[/code]位。有关详细信息,请参阅[method "
+"当输入事件发生时发出。要求 [member input_pickable]为 [code]true[/code],并至"
+"少要设置一个[code]collision_layer[/code]位。有关详细信息,请参阅[method "
"_input_event]。"
#: doc/classes/CollisionObject2D.xml
@@ -16837,7 +16865,7 @@ msgid ""
"[member input_pickable] to be [code]true[/code] and at least one "
"[code]collision_layer[/code] bit to be set."
msgstr ""
-"当鼠标指针进入此对象的任何形状时触发。要求[member input_pickable]为"
+"当鼠标指针进入此对象的任何形状时触发。要求[member input_pickable]为 "
"[code]true[/code],并且至少要设置一个[code]collision_layer[/code]位。"
#: doc/classes/CollisionObject2D.xml
@@ -16846,7 +16874,7 @@ msgid ""
"[member input_pickable] to be [code]true[/code] and at least one "
"[code]collision_layer[/code] bit to be set."
msgstr ""
-"当鼠标指针退出此对象的所有形状时发出。要求[member input_pickable]为"
+"当鼠标指针退出此对象的所有形状时发出。要求[member input_pickable]为 "
"[code]true[/code],并且至少要设置一个[code]collision_layer[/code]位。"
#: doc/classes/CollisionPolygon.xml
@@ -17071,7 +17099,7 @@ msgstr ""
"wiki/X11_color_names]X11 颜色名称[/url]。\n"
"如果想提供 0 到 255 范围内的值,你应该使用 [method @GDScript.Color8]。\n"
"[b]注意:[/b]在布尔上下文中,等于 [code]Color(0, 0, 0, 1)[/code](不透明的黑"
-"色)的 Color 将被评估为[code]false[/code]。否则,Color 将始终被评估为 "
+"色)的 Color 将被评估为 [code]false[/code]。否则,Color 将始终被评估为 "
"[code]true[/code]。\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"color_constants.png]Color 常量速查表[/url]"
@@ -17261,8 +17289,8 @@ msgid ""
"approximately equal, by running [method @GDScript.is_equal_approx] on each "
"component."
msgstr ""
-"如果这个颜色和 [code]color[/code] 近似相等,则返回[code]true[/code],方法是对"
-"每个分量运行 [method @GDScript.is_equal_approx]。"
+"如果这个颜色和 [code]color[/code] 近似相等,则返回 [code]true[/code],方法是"
+"对每个分量运行 [method @GDScript.is_equal_approx]。"
#: doc/classes/Color.xml
msgid ""
@@ -18203,8 +18231,8 @@ msgid ""
"[member CanvasItem.visible] property."
msgstr ""
"返回此节点所切换的 [ColorPicker]。\n"
-"[b]警告:[/b] 这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果你希望"
-"隐藏它或其所有子项,请使用其 [member CanvasItem.visible] 属性。"
+"[b]警告:[/b]这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果你希望隐"
+"藏它或其所有子项,请使用其 [member CanvasItem.visible] 属性。"
#: doc/classes/ColorPickerButton.xml
msgid ""
@@ -18217,8 +18245,8 @@ msgid ""
msgstr ""
"返回控件的 [PopupPanel],它允许你连接到弹出信号。这允许你在显示或隐藏 "
"ColorPicker 时事件处理。\n"
-"[b]警告:[/b] 这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果你希望"
-"隐藏它或其任何子项,请使用其 [member CanvasItem.visible] 属性。"
+"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果你希望隐"
+"藏它或其任何子项,请使用其 [member CanvasItem.visible] 属性。"
#: doc/classes/ColorPickerButton.xml
msgid ""
@@ -18340,7 +18368,7 @@ msgid ""
msgstr ""
"凹多边形形状资源,可设置为[PhysicsBody]或区域。这个形状是通过提供一个三角形列"
"表来创建的。\n"
-"[b]注意:[/b] 用于碰撞时,[ConcavePolygonShape] 旨在与静态 [PhysicsBody] 节点"
+"[b]注意:[/b]用于碰撞时,[ConcavePolygonShape] 旨在与静态 [PhysicsBody] 节点"
"一起使用,如 [StaticBody],并且不适用于具有非静态模式的 [KinematicBody] 或 "
"[RigidBody]。"
@@ -18616,11 +18644,11 @@ msgstr ""
#: doc/classes/ConfigFile.xml
msgid "Returns [code]true[/code] if the specified section exists."
-msgstr "如果指定的部分存在,则返回[code]true[/code]。"
+msgstr "如果指定的部分存在,则返回 [code]true[/code]。"
#: doc/classes/ConfigFile.xml
msgid "Returns [code]true[/code] if the specified section-key pair exists."
-msgstr "如果指定的段键对存在,则返回[code]true[/code]。"
+msgstr "如果指定的段键对存在,则返回 [code]true[/code]。"
#: doc/classes/ConfigFile.xml
msgid ""
@@ -18631,7 +18659,7 @@ msgid ""
msgstr ""
"加载指定为参数的配置文件。解析文件的内容并将其加载到调用该方法的[ConfigFile]"
"对象中。\n"
-"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。"
+"返回[enum Error]代码常量之一(成功时返回 [code]OK[/code])。"
#: doc/classes/ConfigFile.xml
msgid ""
@@ -18642,7 +18670,7 @@ msgid ""
msgstr ""
"加载指定为参数的加密配置文件,使用提供的[code]key[/code]对其解密。解析文件的"
"内容并将其加载到调用该方法的[ConfigFile]对象中。\n"
-"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。"
+"返回[enum Error]代码常量之一(成功时返回 [code]OK[/code])。"
#: doc/classes/ConfigFile.xml
msgid ""
@@ -18653,7 +18681,7 @@ msgid ""
msgstr ""
"加载作为参数的加密配置文件,使用提供的[code]password[/code]解密。该文件的内容"
"被解析并加载到调用该方法的 [ConfigFile] 对象中。\n"
-"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。"
+"返回[enum Error]代码常量之一(成功时返回 [code]OK[/code])。"
#: doc/classes/ConfigFile.xml
msgid ""
@@ -18673,7 +18701,7 @@ msgid ""
msgstr ""
"将[ConfigFile]对象的内容保存到指定为参数的文件中。输出文件使用INI样式的结"
"构。\n"
-"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。"
+"返回[enum Error]代码常量之一(成功时返回 [code]OK[/code])。"
#: doc/classes/ConfigFile.xml
msgid ""
@@ -18684,7 +18712,7 @@ msgid ""
msgstr ""
"使用提供的[code]key[/code]将[ConfigFile]对象的内容保存到作为参数指定的AES-256"
"加密文件中。输出文件使用INI样式的结构。\n"
-"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。"
+"返回[enum Error]代码常量之一(成功时返回 [code]OK[/code])。"
#: doc/classes/ConfigFile.xml
msgid ""
@@ -18737,8 +18765,8 @@ msgid ""
"[member CanvasItem.visible] property."
msgstr ""
"返回取消按钮。\n"
-"[b]警告:[/b] 这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果你希望"
-"隐藏它或其任何子项,请使用其 [member CanvasItem.visible] 属性。"
+"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果你希望隐"
+"藏它或其任何子项,请使用其 [member CanvasItem.visible] 属性。"
#: doc/classes/Container.xml
msgid "Base node for containers."
@@ -18838,10 +18866,10 @@ msgstr ""
"[Theme] 资源更改控件的外观。 如果您更改 [Control] 节点上的 [Theme],则会影响"
"其所有子节点。 要覆盖某些主题的参数,请调用 [code]add_*_override[/code] 方法"
"之一,例如 [method add_font_override]。 您可以使用检查器覆盖主题。\n"
-"[b]注意:[/b] 主题项目[i]不是[/i] [Object] 的属性。这意味着你无法使用 "
-"[method Object.get] 和 [method Object.set] 访问它们的值。请换用 [method "
-"get_color]、[method get_constant]、[method get_font]、[method get_icon]、"
-"[method get_stylebox],以及这个类提供的 [code]add_*_override[/code] 方法。"
+"[b]注意:[/b]主题项目[i]不是[/i] [Object] 的属性。这意味着你无法使用 [method "
+"Object.get] 和 [method Object.set] 访问它们的值。请换用 [method get_color]、"
+"[method get_constant]、[method get_font]、[method get_icon]、[method "
+"get_stylebox],以及这个类提供的 [code]add_*_override[/code] 方法。"
#: doc/classes/Control.xml
msgid "GUI tutorial index"
@@ -19300,7 +19328,7 @@ msgid ""
"[/codeblock]"
msgstr ""
"Godot调用此方法来获取可以拖放到期望放置数据的控件上的数据。如果没有要拖动的数"
-"据,则返回[code]null[/code]。想要接收放置数据的控件应实现[method "
+"据,则返回 [code]null[/code]。想要接收放置数据的控件应实现[method "
"can_drop_data]和[method drop_data]。 [code]position[/code]在此控件中是本地"
"的。可以使用[method force_drag]强制拖动。\n"
"可以使用[method set_drag_preview]设置跟随鼠标的预览,该预览将代表数据。设置预"
@@ -19330,7 +19358,7 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns the control that has the keyboard focus or [code]null[/code] if none."
-msgstr "返回有键盘焦点的控件,如果没有,则返回[code]null[/code]。"
+msgstr "返回有键盘焦点的控件,如果没有,则返回 [code]null[/code]。"
#: doc/classes/Control.xml
msgid ""
@@ -19496,7 +19524,7 @@ msgid ""
"Returns [code]true[/code] if this is the current focused control. See "
"[member focus_mode]."
msgstr ""
-"如果这是当前的焦点控件,则返回[code]true[/code]。参阅[member focus_mode]。"
+"如果这是当前的焦点控件,则返回 [code]true[/code]。参阅[member focus_mode]。"
#: doc/classes/Control.xml
msgid ""
@@ -19650,11 +19678,11 @@ msgstr ""
"将由[enum Margin]枚举的[code]margin[/code]常量标识的锚设置为值[code]anchor[/"
"code]。用于[member anchor_bottom],[member anchor_left],[member "
"anchor_right]和[member anchor_top]的setter方法。\n"
-"如果[code]keep_margin[/code]为[code]true[/code],则在执行此操作后不会更新边"
+"如果[code]keep_margin[/code]为 [code]true[/code],则在执行此操作后不会更新边"
"距。\n"
-"如果[code]push_opposite_anchor[/code]为[code]true[/code],并且相对的锚点与该"
+"如果[code]push_opposite_anchor[/code]为 [code]true[/code],并且相对的锚点与该"
"锚点重叠,则相对的锚点将覆盖其值。例如,当将左锚点设置为1且右锚点的值为0.5"
-"时,右锚点的值也将为1。如果[code]push_opposite_anchor[/code]为[code]false[/"
+"时,右锚点的值也将为1。如果[code]push_opposite_anchor[/code]为 [code]false[/"
"code],则左锚点将得到值0.5。"
#: doc/classes/Control.xml
@@ -19805,7 +19833,7 @@ msgid ""
"updated instead of margins."
msgstr ""
"将[member rect_global_position]设置为给定的[code]position[/code]。\n"
-"如果[code]keep_margins[/code]为[code]true[/code],则控件的锚点将被更新,而不"
+"如果[code]keep_margins[/code]为 [code]true[/code],则控件的锚点将被更新,而不"
"是边距。"
#: doc/classes/Control.xml
@@ -19845,7 +19873,7 @@ msgid ""
"updated instead of margins."
msgstr ""
"将[member rect_position]设置为给定的[code]position[/code]。\n"
-"如果[code]keep_margins[/code]为[code]true[/code],则控件的锚点将被更新,而不"
+"如果[code]keep_margins[/code]为 [code]true[/code],则控件的锚点将被更新,而不"
"是边距。"
#: doc/classes/Control.xml
@@ -20337,8 +20365,8 @@ msgid ""
msgstr ""
"当鼠标进入控件的[code]Rect[/code]区域时触发,只要其[member mouse_filter]允许"
"事件到达。\n"
-"[b]注意:[/b] 如果鼠标在进入父控件的[code]Rect[/code]区域之前进入子[Control]"
-"节点,在鼠标移动到父控件的[code]Rect[/code]区域之前,不会发出[signal "
+"[b]注意:[/b]如果鼠标在进入父控件的[code]Rect[/code]区域之前进入子[Control]节"
+"点,在鼠标移动到父控件的[code]Rect[/code]区域之前,不会发出[signal "
"mouse_entered]。"
#: doc/classes/Control.xml
@@ -21317,7 +21345,7 @@ msgid ""
msgstr ""
"应用于每个粒子的轨道速度。使粒子在局部XY平面上绕原点旋转。用每秒绕原点旋转的"
"次数来表示。\n"
-"只有当[member flag_disable_z]为[code]true[/code]时,此属性才可用。"
+"只有当[member flag_disable_z]为 [code]true[/code] 时,此属性才可用。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's orbital velocity will vary along this [Curve]."
@@ -21902,7 +21930,7 @@ msgid ""
"Return [code]true[/code] if this CryptoKey only has the public part, and not "
"the private one."
msgstr ""
-"如果此CryptoKey仅具有公共部分,而没有私有部分,则返回[code]true[/code]。"
+"如果此CryptoKey仅具有公共部分,而没有私有部分,则返回 [code]true[/code]。"
#: doc/classes/CryptoKey.xml
msgid ""
@@ -21921,7 +21949,7 @@ msgid ""
"Loads a key from the given [code]string[/code]. If [code]public_only[/code] "
"is [code]true[/code], only the public key will be loaded."
msgstr ""
-"从给定的[code]string[/code]加载密钥。如果[code]public_only[/code]为"
+"从给定的[code]string[/code]加载密钥。如果[code]public_only[/code]为 "
"[code]true[/code],则仅会加载公共密钥。"
#: doc/classes/CryptoKey.xml
@@ -21941,7 +21969,7 @@ msgid ""
"Returns a string containing the key in PEM format. If [code]public_only[/"
"code] is [code]true[/code], only the public key will be included."
msgstr ""
-"返回包含PEM格式的密钥的字符串。如果[code]public_only[/code]为[code]true[/"
+"返回包含PEM格式的密钥的字符串。如果[code]public_only[/code]为 [code]true[/"
"code],则仅包含公共密钥。"
#: modules/csg/doc_classes/CSGBox.xml
@@ -22109,7 +22137,7 @@ msgid ""
"parallel."
msgstr ""
"用来作为CSG形状的[Mesh]资源。\n"
-"[b]注意:[/b] 当使用[ArrayMesh]时,除非需要一个平面着色器,否则要避免使用顶点"
+"[b]注意:[/b]当使用[ArrayMesh]时,除非需要一个平面着色器,否则要避免使用顶点"
"法线的网格。默认情况下,CSGMesh会忽略网格的顶点法线,并使用面的法线计算平整的"
"着色器。如果需要使用平面着色器,请确保所有面的顶点法线是平行的。"
@@ -22295,7 +22323,7 @@ msgid ""
"ensure viable shapes."
msgstr ""
"[member polygon] 多边形的形状沿路径旋转,但不绕路径轴旋转。\n"
-"[b]注意:[/b] 需要路径的 Z 坐标不断减小以确保可行的形状。"
+"[b]注意:[/b]需要路径的 Z 坐标不断减小以确保可行的形状。"
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
@@ -22322,7 +22350,7 @@ msgstr ""
#: modules/csg/doc_classes/CSGPrimitive.xml
msgid "Base class for CSG primitives."
-msgstr "CSG基元的基类。"
+msgstr "CSG 图元的基类。"
#: modules/csg/doc_classes/CSGPrimitive.xml
msgid ""
@@ -22384,7 +22412,7 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this is a root shape and is thus the object "
"that is rendered."
-msgstr "如果这是根形状,因此是渲染的对象,则返回[code]true[/code]。"
+msgstr "如果这是根形状,因此是渲染的对象,则返回 [code]true[/code]。"
#: modules/csg/doc_classes/CSGShape.xml doc/classes/SoftBody.xml
msgid ""
@@ -22468,7 +22496,7 @@ msgstr ""
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
"Geometry of both primitives is merged, intersecting geometry is removed."
-msgstr "合并两个图元的几何,删除相交的几何。"
+msgstr "合并两个图元的几何体,删除相交的几何体。"
#: modules/csg/doc_classes/CSGShape.xml
msgid "Only intersecting geometry remains, the rest is removed."
@@ -22607,24 +22635,25 @@ msgstr ""
#: doc/classes/CubeMap.xml
msgid "Returns the [CubeMap]'s height."
-msgstr "返回[CubeMap]的高度。"
+msgstr "返回该 [CubeMap] 的高度。"
#: doc/classes/CubeMap.xml
msgid ""
"Returns an [Image] for a side of the [CubeMap] using one of the [enum Side] "
"constants."
-msgstr "使用 [enum Side] 边常数之一返回 [CubeMap] 的一个侧面图像 [Image]。"
+msgstr ""
+"返回该 [CubeMap] 中某一面的图像 [Image],使用 [enum Side] 常量之一指定。"
#: doc/classes/CubeMap.xml
msgid "Returns the [CubeMap]'s width."
-msgstr "返回[CubeMap]的宽度。"
+msgstr "返回该 [CubeMap] 的宽度。"
#: doc/classes/CubeMap.xml
msgid ""
"Sets an [Image] for a side of the [CubeMap] using one of the [enum Side] "
"constants."
msgstr ""
-"为 [CubeMap] 的一个边设置图像 [Image],使用枚举边 [enum Side]常数之一。"
+"设置该 [CubeMap] 中某一面的图像 [Image],使用 [enum Side] 常量之一指定。"
#: doc/classes/CubeMap.xml
msgid ""
@@ -22919,17 +22948,17 @@ msgstr "返回描述曲线的点数。"
#: doc/classes/Curve.xml
msgid ""
"Returns the left [enum TangentMode] for the point at [code]index[/code]."
-msgstr "返回[code]index[/code]处的点的左侧[enum TangentMode]。"
+msgstr "返回 [code]index[/code]处的点的左侧[enum TangentMode]。"
#: doc/classes/Curve.xml
msgid ""
"Returns the left tangent angle (in degrees) for the point at [code]index[/"
"code]."
-msgstr "返回[code]index[/code]处的点的左切线角(以度为单位)。"
+msgstr "返回 [code]index[/code]处的点的左切线角(以度为单位)。"
#: doc/classes/Curve.xml
msgid "Returns the curve coordinates for the point at [code]index[/code]."
-msgstr "返回[code]index[/code]处该点的曲线坐标。"
+msgstr "返回 [code]index[/code]处该点的曲线坐标。"
#: doc/classes/Curve.xml
msgid ""
@@ -22940,7 +22969,7 @@ msgstr "返回在[code]index[/code]处的点的右[enum TangentMode]。"
msgid ""
"Returns the right tangent angle (in degrees) for the point at [code]index[/"
"code]."
-msgstr "返回[code]index[/code]处的点的左切线角(以度为单位)。"
+msgstr "返回 [code]index[/code]处的点的左切线角(以度为单位)。"
#: doc/classes/Curve.xml
msgid ""
@@ -23100,8 +23129,8 @@ msgid ""
"returns [code](0, 0)[/code]."
msgstr ""
"返回指向顶点[code]idx[/code]的控制点位置。返回的位置是相对于顶点[code]idx[/"
-"code]的。如果索引超出了范围,函数会向控制台发送一条错误,并返回[code](0, 0)[/"
-"code]。"
+"code]的。如果索引超出了范围,函数会向控制台发送一条错误,并返回 [code](0, 0)"
+"[/code]。"
#: doc/classes/Curve2D.xml
msgid ""
@@ -23374,8 +23403,8 @@ msgstr ""
"返回曲线中 [code]offset[/code] 偏移位置的一个点,其中 [code]offset[/code] 以"
"沿曲线的 3D 单位距离测量。\n"
"为了做到这一点,它找到 [code]offset[/code] 所在的两个缓存点,然后进行内插值。"
-"如果 [code]cubic[/code] 被设置为[code]true[/code],这个插值是立方的,如果设置"
-"为 [code]false[/code],则是线性的。\n"
+"如果 [code]cubic[/code] 被设置为 [code]true[/code],这个插值是立方的,如果设"
+"置为 [code]false[/code],则是线性的。\n"
"立体插值倾向于更好地遵循曲线,但线性插值更快(而且通常足够精确)。"
#: doc/classes/Curve3D.xml
@@ -23452,7 +23481,7 @@ msgstr "纹理的宽度。"
#: doc/classes/CylinderMesh.xml
msgid "Class representing a cylindrical [PrimitiveMesh]."
-msgstr "表示圆柱形[PrimitiveMesh]的类。"
+msgstr "表示圆柱形 [PrimitiveMesh] 的类。"
#: doc/classes/CylinderMesh.xml
msgid ""
@@ -23460,8 +23489,8 @@ msgid ""
"create cones by setting either the [member top_radius] or [member "
"bottom_radius] properties to [code]0.0[/code]."
msgstr ""
-"表示圆柱形[PrimitiveMesh]的类。通过将[member top_radius]或[member "
-"bottom_radius]属性设置为[code]0.0[/code],这个类可以用来创建圆锥体。"
+"表示圆柱形 [PrimitiveMesh] 的类。通过将 [member top_radius] 或 [member "
+"bottom_radius] 属性设置为 [code]0.0[/code],这个类可以用来创建圆锥体。"
#: doc/classes/CylinderMesh.xml
msgid ""
@@ -23780,7 +23809,7 @@ msgstr ""
#: doc/classes/Dictionary.xml
msgid "Returns [code]true[/code] if the dictionary is empty."
-msgstr "如果字典为空,返回[code]true[/code]。"
+msgstr "如果字典为空,返回 [code]true[/code]。"
#: doc/classes/Dictionary.xml
msgid ""
@@ -23800,7 +23829,7 @@ msgid ""
"argument, or [code]null[/code] if it is omitted."
msgstr ""
"返回[Dictionary]中指定键的当前值。如果键不存在,则该方法返回可选默认参数的"
-"值;如果省略,则返回[code]null[/code]。"
+"值;如果省略,则返回 [code]null[/code]。"
#: doc/classes/Dictionary.xml
msgid ""
@@ -23876,7 +23905,7 @@ msgstr "返回[Dictionary]中的值列表。"
#: doc/classes/DirectionalLight.xml
msgid "Directional light from a distance, as from the Sun."
-msgstr "来自远处的平行光源,如太阳光。"
+msgstr "来自远处的平行光,如太阳光。"
#: doc/classes/DirectionalLight.xml
msgid ""
@@ -24078,7 +24107,7 @@ msgid ""
msgstr ""
"将 [code]from[/code] 文件复制到 [code]to[/code] 目标位置。两个参数都应该是相"
"对或绝对文件的路径。如果目标文件存在且没有访问保护,则会被覆盖。\n"
-"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。"
+"返回[enum Error]代码常量之一(成功时返回 [code]OK[/code])。"
#: doc/classes/Directory.xml
msgid ""
@@ -24220,7 +24249,7 @@ msgid ""
msgstr ""
"通过递归调用 [method make_dir]方法,创建一个目标目录和其路径中所有必要的中间"
"目录。参数可以是相对于当前目录的,也可以是绝对路径。\n"
-"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。"
+"返回[enum Error]代码常量之一(成功时返回 [code]OK[/code])。"
#: doc/classes/Directory.xml
msgid ""
@@ -24234,7 +24263,7 @@ msgstr ""
"folder[/code]),用户目录([code]user:// folder[/code])或以下位置的绝对路径"
"内:用户文件系统(例如[code]/ tmp / folder[/code]或[code]C:\\ tmp \\ "
"folder[/code])。\n"
-"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。"
+"返回[enum Error]代码常量之一(成功时返回 [code]OK[/code])。"
#: doc/classes/Directory.xml
msgid ""
@@ -24245,7 +24274,7 @@ msgid ""
msgstr ""
"删除目标文件或空目录。参数可以是相对于当前目录的,也可以是绝对路径。如果目标"
"目录不是空的,操作将失败。\n"
-"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。"
+"返回[enum Error]代码常量之一(成功时返回 [code]OK[/code])。"
#: doc/classes/Directory.xml
msgid ""
@@ -24328,10 +24357,10 @@ msgid ""
" connected = true\n"
"[/codeblock]"
msgstr ""
-"这个类用来存储DTLS服务器的状态。在[method setup]时,它将连接的[PacketPeerUDP]"
-"转换为[PacketPeerDTLS],通过[method take_connection]接受它们作为DTLS客户端。"
-"底下,这个类是用来存储服务器的DTLS状态和cookie的。为什么需要状态和cookie的原"
-"因不在本文档的范围内。\n"
+"这个类用来存储 DTLS 服务器的状态。在 [method setup] 时,它将连接的 "
+"[PacketPeerUDP] 转换为 [PacketPeerDTLS],通过 [method take_connection] 接受它"
+"们作为 DTLS 客户端。底下,这个类是用来存储服务器的 DTLS 状态和 cookie 的。为"
+"什么需要状态和 cookie 的原因不在本文档的范围内。\n"
"下面以一个小例子来说明如何使用它。\n"
"[codeblock]\n"
"# server.gd\n"
@@ -24343,8 +24372,8 @@ msgstr ""
"\n"
"func _ready():\n"
" server.listen(4242)\n"
-" var key = load(\"key.key\") # Your private key.\n"
-" var cert = load(\"cert.crt\") # Your X509 certificate.\n"
+" var key = load(\"key.key\") # 你的私钥。\n"
+" var cert = load(\"cert.crt\") # 你的 X509 证书。\n"
" dtls.setup(key, cert)\n"
"\n"
"func _process(delta):\n"
@@ -24352,17 +24381,16 @@ msgstr ""
" var peer : PacketPeerUDP = server.take_connection()\n"
" var dtls_peer : PacketPeerDTLS = dtls.take_connection(peer)\n"
" if dtls_peer.get_status() != PacketPeerDTLS.STATUS_HANDSHAKING:\n"
-" continue # It is normal that 50% of the connections fails due to "
-"cookie exchange.\n"
-" print(\"Peer connected!\")\n"
+" continue # 由于 cookie 交换,50% 的连接会失败,这是正常现象。\n"
+" print(\"对等体已连接!\")\n"
" peers.append(dtls_peer)\n"
" for p in peers:\n"
" p.poll() # Must poll to update the state.\n"
" if p.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
" while p.get_available_packet_count() > 0:\n"
-" print(\"Received message from client: %s\" % p.get_packet()."
+" print(\"从客户的收到消息:%s\" % p.get_packet()."
"get_string_from_utf8())\n"
-" p.put_packet(\"Hello DTLS client\".to_utf8())\n"
+" p.put_packet(\"Hello DTLS 客户端\".to_utf8())\n"
"[/codeblock]\n"
"[codeblock]\n"
"# client.gd\n"
@@ -24374,17 +24402,16 @@ msgstr ""
"\n"
"func _ready():\n"
" udp.connect_to_host(\"127.0.0.1\", 4242)\n"
-" dtls.connect_to_peer(udp, false) # Use true in production for "
-"certificate validation!\n"
+" dtls.connect_to_peer(udp, false) # 生产环境中请使用 true 进行证书校验!\n"
"\n"
"func _process(delta):\n"
" dtls.poll()\n"
" if dtls.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
" if !connected:\n"
-" # Try to contact server\n"
-" dtls.put_packet(\"The answer is... 42!\".to_utf8())\n"
+" # 尝试联系服务器\n"
+" dtls.put_packet(\"答案是……42!\".to_utf8())\n"
" while dtls.get_available_packet_count() > 0:\n"
-" print(\"Connected: %s\" % dtls.get_packet()."
+" print(\"已连接:%s\" % dtls.get_packet()."
"get_string_from_utf8())\n"
" connected = true\n"
"[/codeblock]"
@@ -24420,7 +24447,6 @@ msgid "DynamicFont renders vector font files at runtime."
msgstr "DynamicFont 在运行时渲染矢量字体文件。"
#: doc/classes/DynamicFont.xml
-#, fuzzy
msgid ""
"DynamicFont renders vector font files dynamically at runtime instead of "
"using a prerendered texture atlas like [BitmapFont]. This trades the faster "
@@ -24451,9 +24477,9 @@ msgstr ""
"和间距等参数的能力。使用 [DynamicFontData] 引用字体文件路径。DynamicFont 还支"
"持定义若干备用字体,这些字体将在主字体不支持显示某个字符时使用。\n"
"DynamicFont 使用 [url=https://www.freetype.org/]FreeType[/url] 库进行光栅化处"
-"理。支持的格式有 TrueType([code].ttf[/code])、OpenType([code].otf[/code])"
-"和 Web Open Font Format 1([code].woff[/code])。[i]不支持[/i] Web Open Font "
-"Format 2([code].woff2[/code])。\n"
+"理。支持的格式有 TrueType([code].ttf[/code])、OpenType([code].otf[/"
+"code])、Web Open Font Format 1([code].woff[/code])、Web Open Font Format 2"
+"([code].woff2[/code])。\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -24577,8 +24603,8 @@ msgid ""
"appearance when downscaling it if font oversampling is disabled or "
"ineffective."
msgstr ""
-"为 [code]true[/code] 时将使用多级渐远纹理。在字体过度采样被禁用或无效时,可改"
-"善字体缩小时的表现。"
+"为 [code]true[/code] 时将使用 mipmap 多级渐远纹理。在字体过度采样被禁用或无效"
+"时,可改善字体缩小时的表现。"
#: doc/classes/DynamicFont.xml
msgid "Spacing at the top."
@@ -24806,12 +24832,12 @@ msgid ""
"To manage editor feature profiles visually, use [b]Editor > Manage Feature "
"Profiles...[/b] at the top of the editor window."
msgstr ""
-"编辑器功能配置文件可以用来禁用Godot编辑器的特定功能。当禁用时,这些功能将不会"
-"出现在编辑器中,从而使编辑器不那么混乱。这个设置使编辑器更简洁,在团队中工作"
-"时。例如,游戏美术和关卡设计师可以使用禁用脚本编辑器的功能配置文件,以避免意"
-"外地对他们不应该编辑的文件进行更改。\n"
-"要可视化地管理编辑器功能配置文件,请使用编辑器窗口顶部的[b]编辑器 >打开\"编辑"
-"器数据/设置\"文件夹..[/b]。"
+"编辑器功能配置文件可以用来禁用 Godot 编辑器的特定功能。当禁用时,这些功能将不"
+"会出现在编辑器中,从而使编辑器不那么混乱。这个设置使编辑器更简洁,在团队中工"
+"作时。例如,游戏美术和关卡设计师可以使用禁用脚本编辑器的功能配置文件,以避免"
+"意外地对他们不应该编辑的文件进行更改。\n"
+"要可视化地管理编辑器功能配置文件,请使用编辑器窗口顶部的[b]编辑器 >管理功能配"
+"置文件...[/b]。"
#: doc/classes/EditorFeatureProfile.xml
msgid "Returns the specified [code]feature[/code]'s human-readable name."
@@ -24844,7 +24870,7 @@ msgid ""
"appear in the inspector when selecting a node that extends the class "
"specified by [code]class_name[/code]."
msgstr ""
-"如果[code]class_name[/code]指定的类中的[code]property[/code]被禁用,则返回"
+"如果[code]class_name[/code]指定的类中的[code]property[/code]被禁用,则返回 "
"[code]true[/code]。当属性被禁用时,当[code]class_name[/code]类被指定为类的(继"
"承)父节点时,它将不会出现在检查器中。"
@@ -24853,8 +24879,8 @@ msgid ""
"Returns [code]true[/code] if the [code]feature[/code] is disabled. When a "
"feature is disabled, it will disappear from the editor entirely."
msgstr ""
-"如果[code]feature[/code]被禁用,返回[code]true[/code]。当一个功能被禁用时,它"
-"将从编辑器中完全消失。"
+"如果[code]feature[/code]被禁用,返回 [code]true[/code]。当一个功能被禁用时,"
+"它将从编辑器中完全消失。"
#: doc/classes/EditorFeatureProfile.xml
msgid ""
@@ -24991,9 +25017,9 @@ msgid ""
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
-"返回用于显示文件系统的[code]VBoxContainer[/code]。\n"
-"[b]警告:[/b] 这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果你想隐"
-"藏它或它的任何子节点,请使用 [member CanvasItem.visible] 属性。"
+"返回用于显示文件系统的 [code]VBoxContainer[/code]。\n"
+"[b]警告:[/b]这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果你想隐藏"
+"它或它的任何子节点,请使用 [member CanvasItem.visible] 属性。"
#: doc/classes/EditorFileDialog.xml
msgid ""
@@ -25458,7 +25484,7 @@ msgstr ""
"\n"
" return true\n"
"[/codeblock]\n"
-"返回[code]true[/code],使所有选项始终可见。"
+"返回 [code]true[/code],使所有选项始终可见。"
#: doc/classes/EditorImportPlugin.xml
msgid ""
@@ -25529,24 +25555,36 @@ msgstr ""
"法。"
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+#, fuzzy
+msgid "A control used to edit properties of an object."
msgstr "用于编辑所选节点的属性的选项卡。"
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
-"编辑器检查器默认位于编辑器的右侧,用来编辑所选节点的属性。例如,你可以选择一"
-"个节点,如 [Sprite],然后通过检查器工具编辑其变换。编辑器检查器是游戏开发工作"
-"流程中的一个重要工具。\n"
-"[b]注意:[/b]这个类不应该被直接实例化。请使用 [method EditorInterface."
-"get_inspector] 访问单例代替。"
#: doc/classes/EditorInspector.xml
msgid ""
@@ -25664,7 +25702,7 @@ msgstr ""
#: doc/classes/EditorInspectorPlugin.xml
msgid "Returns [code]true[/code] if this object can be handled by this plugin."
-msgstr "如果此插件可以处理此对象返回[code]true[/code]。"
+msgstr "如果此插件可以处理此对象返回 [code]true[/code]。"
#: doc/classes/EditorInspectorPlugin.xml
msgid "Called to allow adding controls at the beginning of the list."
@@ -25686,8 +25724,8 @@ msgid ""
"editor before the built-in one."
msgstr ""
"允许被调用在检查器中添加特定属性的编辑器。通常这些编辑器继承"
-"[EditorProperty]。返回[code]true[/code]删除该属性的内置编辑器,否则允许在内置"
-"编辑器之前插入一个自定义编辑器。"
+"[EditorProperty]。返回 [code]true[/code]删除该属性的内置编辑器,否则允许在内"
+"置编辑器之前插入一个自定义编辑器。"
#: doc/classes/EditorInterface.xml
msgid "Godot editor's interface."
@@ -25742,17 +25780,17 @@ msgid ""
"[b]Warning:[/b] Removing and freeing this node will render the editor "
"useless and may cause a crash."
msgstr ""
-"返回Godot编辑器窗口的主容器。例如,你可以用它来检索容器的大小并相应地放置你的"
-"控件。\n"
-"[b]警告:[/b] 删除和释放这个节点将使编辑器失效,并可能导致崩溃。"
+"返回 Godot 编辑器窗口的主容器。例如,你可以用它来检索容器的大小并相应地放置你"
+"的控件。\n"
+"[b]警告:[/b]删除和释放这个节点将使编辑器失效,并可能导致崩溃。"
#: doc/classes/EditorInterface.xml
msgid "Returns the current path being viewed in the [FileSystemDock]."
-msgstr "返回在[FileSystemDock]中查看的当前路径。"
+msgstr "返回在 [FileSystemDock] 中查看的当前路径。"
#: doc/classes/EditorInterface.xml
msgid "Returns the edited (current) scene's root [Node]."
-msgstr "返回已编辑的(当前)场景的根节点[Node]。"
+msgstr "返回正在编辑的(当前)场景的根 [Node]。"
#: doc/classes/EditorInterface.xml
msgid ""
@@ -25771,7 +25809,7 @@ msgstr ""
#: doc/classes/EditorInterface.xml
msgid "Returns the editor's [EditorSettings] instance."
-msgstr "返回编辑器的[EditorSettings]实例。"
+msgstr "返回编辑器的 [EditorSettings] 实例。"
#: doc/classes/EditorInterface.xml
msgid ""
@@ -25793,7 +25831,7 @@ msgid ""
"editor useless and may cause a crash."
msgstr ""
"返回编辑器的文件系统面板 [FileSystemDock] 实例。\n"
-"[b]警告:[/b] 移除和释放此节点将使编辑器的一部分失去作用,并可能导致崩溃。"
+"[b]警告:[/b]移除和释放此节点将使编辑器的一部分失去作用,并可能导致崩溃。"
#: doc/classes/EditorInterface.xml
msgid ""
@@ -25802,7 +25840,7 @@ msgid ""
"editor useless and may cause a crash."
msgstr ""
"返回编辑器的属性检查器 [EditorInspector]实例。\n"
-"[b]警告:[/b] 删除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。"
+"[b]警告:[/b]删除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。"
#: doc/classes/EditorInterface.xml
msgid "Returns an [Array] with the file paths of the currently opened scenes."
@@ -25829,7 +25867,7 @@ msgid ""
"editor useless and may cause a crash."
msgstr ""
"返回编辑器的脚本编辑器 [ScriptEditor] 实例。\n"
-"[b]警告:[/b] 删除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。"
+"[b]警告:[/b]删除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。"
#: doc/classes/EditorInterface.xml
msgid ""
@@ -25860,8 +25898,8 @@ msgid ""
"Returns [code]true[/code] if a scene is currently being played, [code]false[/"
"code] otherwise. Paused scenes are considered as being played."
msgstr ""
-"如果场景正在播放,返回[code]true[/code],否则返回[code]false[/code]。暂停的场"
-"景将被视为正在播放。"
+"如果场景正在播放,返回 [code]true[/code],否则返回 [code]false[/code]。暂停的"
+"场景将被视为正在播放。"
#: doc/classes/EditorInterface.xml
msgid ""
@@ -26048,7 +26086,7 @@ msgid ""
msgstr ""
"注册一个新的编辑器导入插件 [EditorImportPlugin]。导入插件用于导入自定义和不支"
"持的资产,作为一个自定义的 [Resource] 资源类型。\n"
-"[b]注意:[/b] 如果你想导入自定义的 3D 资产格式,请使用 [method "
+"[b]注意:[/b]如果你想导入自定义的 3D 资产格式,请使用 [method "
"add_scene_import_plugin] 代替。\n"
"参见 [method add_inspector_plugin] 以了解如何注册一个插件的例子。"
@@ -26074,7 +26112,7 @@ msgid ""
msgstr ""
"注册一个新的编辑器属性检查器插件[EditorInspectorPlugin]。检查器插件用于扩展 "
"[EditorInspector] 并为你的对象属性提供自定义配置工具。\n"
-"[b]注意:[/b] 当你的 [EditorPlugin] 被禁用时,一定要使用 [method "
+"[b]注意:[/b]当你的 [EditorPlugin] 被禁用时,一定要使用 [method "
"remove_inspector_plugin] 来删除注册的 [EditorInspectorPlugin],以防止泄漏和出"
"现意外行为。\n"
"[codeblock]\n"
@@ -26479,7 +26517,7 @@ msgid ""
"the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b] and "
"[b]AssetLib[/b])."
msgstr ""
-"如果这是一个主屏幕编辑插件,返回[code]true[/code](它与[b]2D[/b]、[b]3D[/b]、"
+"如果这是一个主屏幕编辑插件,返回 [code]true[/code](它与[b]2D[/b]、[b]3D[/b]、"
"[b]Script[/b]和[b]AssetLib[/b]一起放在工作区选择器中)。"
#: doc/classes/EditorPlugin.xml
@@ -26711,8 +26749,8 @@ msgid ""
"with the editor theme's warning color. This is used for editable children's "
"properties."
msgstr ""
-"检查器会使用,当属性用编辑器主题的警告颜色着色时,请设置为[code]true[/code]。"
-"这用于可编辑的子节点的属性。"
+"检查器会使用,当属性用编辑器主题的警告颜色着色时,请设置为 [code]true[/"
+"code]。这用于可编辑的子节点的属性。"
#: doc/classes/EditorProperty.xml
msgid ""
@@ -26873,8 +26911,8 @@ msgid ""
"[code]edit[/code] is [code]true[/code], the signal was caused by the context "
"menu \"Edit\" option."
msgstr ""
-"当资源值被设置,并且用户点击它编辑时触发。当[code]edit[/code]为[code]true[/"
-"code]时,该信号是由上下文菜单的 \"Edit\" 选项引起。"
+"当资源值被设置,并且用户点击它编辑时触发。当[code]edit[/code]为 [code]true[/"
+"code] 时,该信号是由上下文菜单的 \"Edit\" 选项引起。"
#: doc/classes/EditorResourcePreview.xml
msgid "Helper to generate previews of resources or files."
@@ -26971,9 +27009,9 @@ msgid ""
"generate] or [method generate_from_path] for small previews as well.\n"
"By default, it returns [code]false[/code]."
msgstr ""
-"如果该函数返回[code]true[/code],生成器将调用[method generate]或[method "
+"如果该函数返回 [code]true[/code],生成器将调用[method generate]或[method "
"generate_from_path]来进行小型预览。\n"
-"默认情况下,它会返回[code]false[/code]。"
+"默认情况下,它会返回 [code]false[/code]。"
#: doc/classes/EditorResourcePreviewGenerator.xml
msgid ""
@@ -27010,15 +27048,16 @@ msgid ""
"methods [method generate] or [method generate_from_path].\n"
"By default, it returns [code]false[/code]."
msgstr ""
-"如果此函数返回[code]true[/code],则生成器将根据由[method generate]或[method "
+"如果此函数返回 [code]true[/code],则生成器将根据由[method generate]或[method "
"generate_from_path]方法生成的常规预览纹理自动生成较小的预览。\n"
-"默认情况下,它返回[code]false[/code]。"
+"默认情况下,它返回 [code]false[/code]。"
#: doc/classes/EditorResourcePreviewGenerator.xml
msgid ""
"Returns [code]true[/code] if your generator supports the resource of type "
"[code]type[/code]."
-msgstr "如果你的生成器支持类型[code]type[/code]的资源,返回[code]true[/code]。"
+msgstr ""
+"如果你的生成器支持类型[code]type[/code]的资源,返回 [code]true[/code]。"
#: doc/classes/EditorSceneImporter.xml
msgid "Imports scenes from third-parties' 3D files."
@@ -27091,6 +27130,14 @@ msgstr ""
"-Binary format in FBX 2017 二进制格式为2017 FBX\n"
"[/codeblock]"
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr "导入后对场景进行后处理。"
@@ -27188,7 +27235,7 @@ msgstr ""
"[b]File > Run[/b] 菜单选项(或按 [code]Ctrl+Shift+X[/code])执行。这对于向 "
"Godot添加自定义的编辑内功能很有用。对于更复杂的添加,可以考虑使用 "
"[EditorPlugin] 代替。\n"
-"[b]注意:[/b] 扩展脚本需要启用 [code]tool[/code] 工具模式。\n"
+"[b]注意:[/b]扩展脚本需要启用 [code]tool[/code] 工具模式。\n"
"[b]示例脚本:[/b]\n"
"[codeblock]\n"
"tool\n"
@@ -27197,8 +27244,8 @@ msgstr ""
"func _run():\n"
" print(\"Hello from the Godot Editor!\")\n"
"[/codeblock]\n"
-"[b]注意:[/b] 脚本在编辑器上下文中运行,这意味着输出在与编辑器一起启动的控制"
-"台窗口(stdout),而不是通常的 Godot [b]输出[/b]面板 。"
+"[b]注意:[/b]脚本在编辑器上下文中运行,这意味着输出在与编辑器一起启动的控制台"
+"窗口(stdout),而不是通常的 Godot [b]输出[/b]面板 。"
#: doc/classes/EditorScript.xml
msgid "This method is executed by the Editor when [b]File > Run[/b] is used."
@@ -27242,7 +27289,7 @@ msgstr ""
"用,但只用于编辑 [Node] 的 [code]script[/code] 属性。创建包含所有可能子类型的"
"新资源的默认选项 被替换为打开“附加节点脚本”对话框的专用按钮。可以与 "
"[EditorInspectorPlugin] 一起使用以重新创建相同的行为。\n"
-"[b]注意:[/b] 你必须设置 [member script_owner] 才能让自定义的上下文菜单项发挥"
+"[b]注意:[/b]你必须设置 [member script_owner] 才能让自定义的上下文菜单项发挥"
"作用。"
#: doc/classes/EditorScriptPicker.xml
@@ -27399,7 +27446,7 @@ msgid ""
"code] will be returned instead. See also [method set_project_metadata]."
msgstr ""
"返回指定的[code]section[/code]和[code]key[/code]的特定项目元数据。如果元数据"
-"不存在,将返回[code]default[/code]。另请参阅 [method set_project_metadata]。"
+"不存在,将返回 [code]default[/code]。另请参阅 [method set_project_metadata]。"
#: doc/classes/EditorSettings.xml
msgid ""
@@ -27450,9 +27497,9 @@ msgid ""
"When this method returns [code]true[/code], a Revert button will display "
"next to the setting in the Editor Settings."
msgstr ""
-"如果[code]name[/code]指定的设置可以将其值还原为默认值,则返回[code]true[/"
-"code],否则返回[code]false[/code]。当此方法返回[code]true[/code]时,编辑器设"
-"置中的设置旁边会显示一个还原按钮。"
+"如果[code]name[/code]指定的设置可以将其值还原为默认值,则返回 [code]true[/"
+"code],否则返回 [code]false[/code]。当此方法返回 [code]true[/code] 时,编辑器"
+"设置中的设置旁边会显示一个还原按钮。"
#: doc/classes/EditorSettings.xml
msgid ""
@@ -27635,7 +27682,7 @@ msgid ""
"Returns [code]true[/code] if the handle at index [code]index[/code] is "
"highlighted by being hovered with the mouse."
msgstr ""
-"如果鼠标悬停索引为 [code]index[/code] 的句柄高亮,则返回[code]true[/code]。"
+"如果鼠标悬停索引为 [code]index[/code] 的句柄高亮,则返回 [code]true[/code]。"
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -27703,7 +27750,7 @@ msgid ""
"Override this method to define whether the gizmo can be hidden or not. "
"Returns [code]true[/code] if not overridden."
msgstr ""
-"重写此方法以定义是否可以隐藏Gizmo。如果未覆盖,则返回[code]true[/code]。"
+"重写此方法以定义是否可以隐藏Gizmo。如果未覆盖,则返回 [code]true[/code]。"
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
@@ -27794,7 +27841,7 @@ msgid ""
msgstr ""
"重写此方法可以设置工具的优先级。值越高,优先级越高。如果具有较高优先级的工具"
"与另一个工具发生冲突,则仅使用具有较高优先级的工具。\n"
-"所有内置编辑器小控件均返回[code]-1[/code]优先级。如果未重写,则此方法将返回"
+"所有内置编辑器小控件均返回 [code]-1[/code]优先级。如果未重写,则此方法将返回 "
"[code]0[/code],这意味着自定义控件将自动覆盖内置控件。"
#: doc/classes/EditorSpatialGizmoPlugin.xml
@@ -28047,7 +28094,6 @@ msgstr ""
"函数。"
#: doc/classes/EditorVCSInterface.xml
-#, fuzzy
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
"the commit message of the commit. [code]author[/code] is a single human-"
@@ -28059,10 +28105,11 @@ msgid ""
"recorded from the system timezone where the commit was created."
msgstr ""
"创建提交 [Dictionary] 项目的辅助函数。[code]msg[/code] 为该提交的提交消息。"
-"[code]author[/code] 为包含作者详情的人类可读的字符串,例如 VCS 中配置的邮箱和"
-"名称。[code]id[/code] 为该提交的标识符,使用你的 VCS 为提交所提供的标识符的格"
-"式。日期 [code]date[/code] 会被直接加入到该提交项目并被显示在编辑器中,因此,"
-"应当进行正确格式化,是人类可读的日期字符串。"
+"[code]author[/code] 为包含所有作者详情的人类可读的字符串,例如 VCS 中配置的邮"
+"箱和名称。[code]id[/code] 为该提交的标识符,使用你的 VCS 为提交所提供的标识符"
+"的格式。[code]unix_timestamp[/code] 为该提交创建时的 UTC Unix 时间戳。"
+"[code]offset_minutes[/code] 为该提交创建时,当前系统时区的偏移量,单位为分"
+"钟。"
#: doc/classes/EditorVCSInterface.xml
msgid ""
@@ -28376,7 +28423,7 @@ msgid ""
"Returns [code]true[/code] if a singleton with given [code]name[/code] exists "
"in global scope."
msgstr ""
-"如果全局范围内存在具有给定[code]name[/code]的单例,则返回[code]true[/code]。"
+"如果全局范围内存在具有给定[code]name[/code]的单例,则返回 [code]true[/code]。"
#: doc/classes/Engine.xml
msgid ""
@@ -28577,7 +28624,7 @@ msgid ""
"Returns [code]true[/code] if the glow level [code]idx[/code] is specified, "
"[code]false[/code] otherwise."
msgstr ""
-"如果指定了发光等级 [code]idx[/code],返回 [code]true[/code],否则返回 "
+"如果指定了辉光等级 [code]idx[/code],返回 [code]true[/code],否则返回 "
"[code]false[/code]。"
#: doc/classes/Environment.xml
@@ -28587,8 +28634,8 @@ msgid ""
"will slow down the glow effect rendering, even if previous levels aren't "
"enabled."
msgstr ""
-"启用或禁用索引 [code]idx[/code] 处的发光级别。每个级别都依赖于前一个级别。这"
-"意味着启用较高的发光等级会减慢辉光效果的渲染速度,即使之前的等级没有启用。"
+"启用或禁用索引 [code]idx[/code] 处的辉光等级。每个级别都依赖于前一个级别。这"
+"意味着启用较高的辉光等级会减慢辉光效果的渲染速度,即使之前的等级没有启用。"
#: doc/classes/Environment.xml
msgid ""
@@ -28612,8 +28659,8 @@ msgid ""
"The global contrast value of the rendered scene (default value is 1). "
"Effective only if [code]adjustment_enabled[/code] is [code]true[/code]."
msgstr ""
-"渲染场景的全局对比度值(默认值为1)。只有当[code]adjust_enabled[/code]为"
-"[code]true[/code]时才有效。"
+"渲染场景的全局对比度值(默认值为1)。只有当[code]adjust_enabled[/code]为 "
+"[code]true[/code] 时才有效。"
#: doc/classes/Environment.xml
msgid ""
@@ -28632,7 +28679,7 @@ msgid ""
"1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code]."
msgstr ""
"渲染场景的全局色彩饱和度值,默认值为1。只有在[code]adjustment_enabled[/code]"
-"为[code]true[/code]时才有效。"
+"为 [code]true[/code] 时才有效。"
#: doc/classes/Environment.xml
msgid "The ambient light's [Color]."
@@ -28806,7 +28853,7 @@ msgid ""
"If [code]true[/code], the depth fog effect is enabled. When enabled, fog "
"will appear in the distance (relative to the camera)."
msgstr ""
-"如果为[code]true[/code],则启用深度雾效果。启用后,雾将出现在远处(相对于相"
+"如果为 [code]true[/code],则启用深度雾效果。启用后,雾将出现在远处(相对于相"
"机)。"
#: doc/classes/Environment.xml
@@ -28824,7 +28871,7 @@ msgid ""
"actually display fog."
msgstr ""
"如果[code]true[/code],则启用雾化效果。必须将[member fog_height_enabled]和/或"
-"[member fog_depth_enabled]设置为[code]true[/code],才能实际显示雾气。"
+"[member fog_depth_enabled]设置为 [code]true[/code],才能实际显示雾气。"
#: doc/classes/Environment.xml
msgid ""
@@ -28839,9 +28886,9 @@ msgid ""
"camera. This can be used to simulate \"deep water\" effects with a lower "
"performance cost compared to a dedicated shader."
msgstr ""
-"如果为[code]true[/code],则启用高度雾化效果。启用后,无论与相机的距离有多远,"
-"雾气都会出现在规定的高度范围内。这可以用来模拟 \"深水 \"效果,与专用着色器相"
-"比,性能成本更低。"
+"如果为 [code]true[/code],则启用高度雾化效果。启用后,无论与相机的距离有多"
+"远,雾气都会出现在规定的高度范围内。这可以用来模拟 \"深水 \"效果,与专用着色"
+"器相比,性能成本更低。"
#: doc/classes/Environment.xml
msgid ""
@@ -28896,22 +28943,20 @@ msgid ""
"GPU supports the [code]GL_EXT_gpu_shader4[/code] extension."
msgstr ""
"以牺牲性能为代价,消除由更高级别采样产生的块状效应。\n"
-"[b]注意:[/b] 使用 GLES2渲染器时,只有GPU支持 [code]GL_EXT_gpu_shader4[/"
-"code] 扩展时才可用。"
+"[b]注意:[/b]使用 GLES2渲染器时,只有GPU支持 [code]GL_EXT_gpu_shader4[/code] "
+"扩展时才可用。"
#: doc/classes/Environment.xml
msgid "The glow blending mode."
-msgstr "发光混合模式。"
+msgstr "辉光混合模式。"
#: doc/classes/Environment.xml
msgid ""
"The bloom's intensity. If set to a value higher than [code]0[/code], this "
"will make glow visible in areas darker than the [member glow_hdr_threshold]."
msgstr ""
-"bloom的强度。如果设置为大于[code]0[/code]的值,则将在比[member "
-"glow_hdr_threshold]成员更暗的区域中显示辉光。 bloom:有时被称为光晕或辉光,是"
-"一种用于视频游戏、演示和高动态范围渲染(HDRR)的计算机图形效果,用于再现真实世"
-"界相机的成像工件。"
+"泛光的强度。如果设置为大于 [code]0[/code] 的值,则将在比 [member "
+"glow_hdr_threshold] 成员更暗的区域中显示辉光。"
#: doc/classes/Environment.xml
msgid ""
@@ -28931,16 +28976,16 @@ msgid ""
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
-"为 [code]true[/code] 时,启用发光效果。\n"
+"为 [code]true[/code] 时,启用辉光效果。\n"
"[b]注意:[/b]仅在 [member ProjectSettings.rendering/quality/intended_usage/"
"framebuffer_allocation] 为 [b]3D[/b]([i]不是[/i] [b]3D Without Effects[/b])"
"时有效。在移动平台,[member ProjectSettings.rendering/quality/intended_usage/"
"framebuffer_allocation] 默认为 [b]3D Without Effects[/b],因此需要将 [code]."
"mobile[/code] 覆盖项改为 [b]3D[/b]。\n"
"[b]注意:[/b]在移动平台上使用 GLES3 时,因为性能原因默认禁用了 HDR 渲染。也就"
-"是说发光效果只会在 [member glow_hdr_threshold] 低于 [code]1.0[/code] 或者 "
+"是说辉光效果只会在 [member glow_hdr_threshold] 低于 [code]1.0[/code] 或者 "
"[member glow_bloom] 大于 [code]0.0[/code] 时可见。也可以考虑将 [member "
-"glow_intensity] 增加到 [code]1.5[/code]。如果想要让移动平台上的发光效果与桌面"
+"glow_intensity] 增加到 [code]1.5[/code]。如果想要让移动平台上的辉光效果与桌面"
"平台一致(以牺牲性能为代价),可以启用 [member ProjectSettings.rendering/"
"quality/depth/hdr] 的 [code].mobile[/code] 覆盖项。"
@@ -28949,11 +28994,11 @@ msgid ""
"The higher threshold of the HDR glow. Areas brighter than this threshold "
"will be clamped for the purposes of the glow effect."
msgstr ""
-"HDR glow的较高阈值。比这个阈值更亮的区域将被限制,以达到glow效果的目的。"
+"HDR 辉光的较高阈值。比这个阈值更亮的区域将被限制,以达到辉光效果的目的。"
#: doc/classes/Environment.xml
msgid "The bleed scale of the HDR glow."
-msgstr "HDR glow的裁切规模。"
+msgstr "HDR 辉光的逸出缩放。"
#: doc/classes/Environment.xml
msgid ""
@@ -28961,8 +29006,8 @@ msgid ""
"doesn't support HDR), this needs to be below [code]1.0[/code] for glow to be "
"visible. A value of [code]0.9[/code] works well in this case."
msgstr ""
-"HDR 发光的下限。当使用(不支持 HDR 的)GLES2 渲染器时,需要低于 [code]1.0[/"
-"code] 才能看到发光。在这种情况下,值 [code]0.9[/code] 的效果很好。"
+"HDR 辉光的下限。当使用(不支持 HDR 的)GLES2 渲染器时,需要低于 [code]1.0[/"
+"code] 才能看到辉光。在这种情况下,值 [code]0.9[/code] 的效果很好。"
#: doc/classes/Environment.xml
msgid ""
@@ -28980,41 +29025,41 @@ msgid ""
"The glow intensity. When using the GLES2 renderer, this should be increased "
"to 1.5 to compensate for the lack of HDR rendering."
msgstr ""
-"发光强度。使用 GLES2 渲染器时,应将其增加到 1.5 以弥补 HDR 渲染的不足。"
+"辉光强度。使用 GLES2 渲染器时,应将其增加到 1.5 以弥补 HDR 渲染的不足。"
#: doc/classes/Environment.xml
msgid ""
"If [code]true[/code], the 1st level of glow is enabled. This is the most "
"\"local\" level (least blurry)."
msgstr ""
-"如果为 [code]true[/code],则启用第 1 级发光。这是最“局部”的级别(最不模糊)。"
+"如果为 [code]true[/code],则启用第 1 级辉光。这是最“局部”的级别(最不模糊)。"
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the 2th level of glow is enabled."
-msgstr "如果为 [code]true[/code],则启用第 2 级发光。"
+msgstr "如果为 [code]true[/code],则启用第 2 级辉光。"
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the 3th level of glow is enabled."
-msgstr "如果为 [code]true[/code],则启用第 3 级发光。"
+msgstr "如果为 [code]true[/code],则启用第 3 级辉光。"
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the 4th level of glow is enabled."
-msgstr "如果为 [code]true[/code],则启用第 4 级发光。"
+msgstr "如果为 [code]true[/code],则启用第 4 级辉光。"
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the 5th level of glow is enabled."
-msgstr "如果为 [code]true[/code],则启用第 5 级发光。"
+msgstr "如果为 [code]true[/code],则启用第 5 级辉光。"
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the 6th level of glow is enabled."
-msgstr "如果为 [code]true[/code],则启用第 6 级发光。"
+msgstr "如果为 [code]true[/code],则启用第 6 级辉光。"
#: doc/classes/Environment.xml
msgid ""
"If [code]true[/code], the 7th level of glow is enabled. This is the most "
"\"global\" level (blurriest)."
msgstr ""
-"如果为 [code]true[/code],则启用第 7 级发光。这是最“全局”的级别(最模糊)。"
+"如果为 [code]true[/code],则启用第 7 级辉光。这是最“全局”的级别(最模糊)。"
#: doc/classes/Environment.xml
msgid ""
@@ -29233,18 +29278,18 @@ msgstr "表示[enum BGMode]枚举的大小。"
msgid ""
"Additive glow blending mode. Mostly used for particles, glows (bloom), lens "
"flare, bright sources."
-msgstr "添加发光混合模式。主要用于颗粒、辉光(光晕)、镜头眩光、亮源。"
+msgstr "添加辉光混合模式。主要用于粒子、辉光(泛光)、镜头眩光、亮源。"
#: doc/classes/Environment.xml
msgid ""
"Screen glow blending mode. Increases brightness, used frequently with bloom."
-msgstr "滤色发光混合模式。增加亮度,经常与光晕一起使用。"
+msgstr "滤色辉光混合模式。增加亮度,经常与泛光一起使用。"
#: doc/classes/Environment.xml
msgid ""
"Soft light glow blending mode. Modifies contrast, exposes shadows and "
"highlights (vivid bloom)."
-msgstr "柔光发光混合模式。修改对比度,曝光阴影和高光(高质量光晕)。"
+msgstr "柔光辉光混合模式。修改对比度,曝光阴影和高光(高质量泛光)。"
#: doc/classes/Environment.xml
msgid ""
@@ -29252,7 +29297,7 @@ msgid ""
"This can be used to simulate a full-screen blur effect by tweaking the glow "
"parameters to match the original image's brightness."
msgstr ""
-"替换发光混合模式。用发光值替换所有像素的颜色。这可以通过调整glow参数来模拟全"
+"替换辉光混合模式。用辉光值替换所有像素的颜色。这可以通过调整辉光参数来模拟全"
"屏模糊效果,使其与原始图像的亮度相匹配。"
#: doc/classes/Environment.xml
@@ -29404,7 +29449,7 @@ msgstr "如果[method parse]失败了,返回错误文本。"
#: doc/classes/Expression.xml
msgid "Returns [code]true[/code] if [method execute] has failed."
-msgstr "如果[method execute]失败,返回[code]true[/code]。"
+msgstr "如果[method execute]失败,返回 [code]true[/code]。"
#: doc/classes/Expression.xml
msgid ""
@@ -29431,7 +29476,7 @@ msgstr ""
"启用对OpenGL ES外部纹理扩展的支持,如[url=https://www.khronos.org/registry/"
"OpenGL/extensions/OES/OES_EGL_image_external.txt]OES_EGL_image_external[/url]"
"所定义。\n"
-"[b]注意:[/b] 这只支持Android平台。"
+"[b]注意:[/b]这只支持Android平台。"
#: doc/classes/ExternalTexture.xml
msgid "Returns the external texture name."
@@ -29740,7 +29785,7 @@ msgstr ""
#: doc/classes/File.xml
msgid "Returns [code]true[/code] if the file is currently opened."
-msgstr "如果文件当前被打开,返回[code]true[/code]。"
+msgstr "如果文件当前被打开,返回 [code]true[/code]。"
#: doc/classes/File.xml
msgid "Opens the file for writing or reading, depending on the flags."
@@ -29754,8 +29799,8 @@ msgid ""
"godotengine/godot/issues/28999]GitHub issue #28999[/url] for a workaround."
msgstr ""
"打开压缩文件进行读取或写入。\n"
-"[b]注意:[/b] [method open_compressed] 只能读取Godot保存的文件,不能读取第三"
-"方压缩格式。有关解决方法,请参阅 [url=https://github.com/godotengine/godot/"
+"[b]注意:[/b][method open_compressed] 只能读取Godot保存的文件,不能读取第三方"
+"压缩格式。有关解决方法,请参阅 [url=https://github.com/godotengine/godot/"
"issues/28999] GitHub 问题 #28999[/url]。"
#: doc/classes/File.xml
@@ -29765,7 +29810,7 @@ msgid ""
"[b]Note:[/b] The provided key must be 32 bytes long."
msgstr ""
"以写或读的模式打开一个加密文件。你需要传递一个二进制密钥来加密/解密它。\n"
-"[b]注意:[/b] 提供的密钥必须是32字节长。"
+"[b]注意:[/b]提供的密钥必须是32字节长。"
#: doc/classes/File.xml
msgid ""
@@ -29959,7 +30004,7 @@ msgid ""
msgstr ""
"在文件中存储任何 Variant 变量值。如果 [code]full_objects[/code] 是 "
"[code]true[/code],则允许编码对象(并且可能包含代码)。\n"
-"[b]注意:[/b] 并非所有属性都包括在内。只有使用 [constant "
+"[b]注意:[/b]并非所有属性都包括在内。只有使用 [constant "
"PROPERTY_USAGE_STORAGE] 标志集配置的属性才会被序列化。您可以通过覆盖类中的 "
"[method Object._get_property_list] 方法向属性添加新的使用标志。您还可以通过调"
"用 [method Object._get_property_list] 来检查属性使用是如何配置的。有关可能的"
@@ -30085,8 +30130,8 @@ msgid ""
"[member CanvasItem.visible] property."
msgstr ""
"返回所选文件的 LineEdit。\n"
-"[b]警告:[/b] 这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望"
-"隐藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。"
+"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望隐"
+"藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。"
#: doc/classes/FileDialog.xml
msgid ""
@@ -30097,8 +30142,8 @@ msgid ""
"[member CanvasItem.visible] property."
msgstr ""
"返回对话框的垂直框容器,可以向其中添加自定义控件。\n"
-"[b]警告:[/b] 这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望"
-"隐藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。"
+"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望隐"
+"藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。"
#: doc/classes/FileDialog.xml
msgid "Invalidate and update the current dialog content list."
@@ -30112,10 +30157,10 @@ msgid ""
"[url=https://github.com/godotengine/godot-proposals/issues/1123]godot-"
"proposals#1123[/url]."
msgstr ""
-"文件系统的访问范围。见枚举 [code]Access[/code] 常数。\n"
-"[b]警告:[/b] 目前,在沙盒环境下,如HTML5构建或沙盒的macOS应用程序,"
+"文件系统的访问范围。见枚举 [code]Access[/code] 常量。\n"
+"[b]警告:[/b]目前,在沙盒环境下,如 HTML5 构建或沙盒的 macOS 应用程序,"
"FileDialog 不能访问主机文件系统。参见 [url=https://github.com/godotengine/"
-"godot-proposals/issues/1123]godot-proposals#1123 [/url]。"
+"godot-proposals/issues/1123]godot-proposals#1123[/url]。"
#: doc/classes/FileDialog.xml
msgid "The current working directory of the file dialog."
@@ -30562,7 +30607,7 @@ msgid ""
msgstr ""
"如果[code]true[/code],每当用户离开编辑器窗口时,编辑器会暂时卸载库,允许用户"
"重新编译库,而不需要重新启动Godot。\n"
-"[b]注意:[/b] 如果库定义了在编辑器内运行的工具脚本,[code]reloadable[/code]必"
+"[b]注意:[/b]如果库定义了在编辑器内运行的工具脚本,[code]reloadable[/code]必"
"须是[code]false[/code]。否则,编辑器会在工具脚本正在使用的时候尝试卸载它们时"
"而崩溃。"
@@ -30578,7 +30623,7 @@ msgstr ""
"如果[code]true[/code],Godot会在启动时加载库,而不是在脚本第一次使用库时,在"
"初始化库后调用[code]{prefix}gdnative_singleton[/code](其中[code]{prefix}[/"
"code]是[member symbol_prefix]的值)。只要Godot在运行,该库就一直被加载。\n"
-"[b]注意:[/b] 单例库不能是[member reloadable]。"
+"[b]注意:[/b]单例库不能是[member reloadable]。"
#: modules/gdnative/doc_classes/GDNativeLibrary.xml
msgid ""
@@ -31323,8 +31368,8 @@ msgid ""
"it's located exactly [i]on[/i] the circle's boundary, otherwise returns "
"[code]false[/code]."
msgstr ""
-"返回[code]true[/code]时,[code]point[/code]位于圆的内部或者[i]正好[/i]位于圆"
-"的边界上,否则将返回[code]false[/code]。"
+"返回 [code]true[/code] 时,[code]point[/code]位于圆的内部或者[i]正好[/i]位于"
+"圆的边界上,否则将返回 [code]false[/code]。"
#: doc/classes/Geometry.xml
msgid ""
@@ -31332,8 +31377,8 @@ msgid ""
"code] or if it's located exactly [i]on[/i] polygon's boundary, otherwise "
"returns [code]false[/code]."
msgstr ""
-"返回[code]true[/code]时,[code]point[/code]位于多边形[code]polygon[/code]的内"
-"部或者[i]正好[/i]位于多边形的边界上,否则将返回[code]false[/code]。"
+"返回 [code]true[/code] 时,[code]point[/code]位于多边形[code]polygon[/code]的"
+"内部或者[i]正好[/i]位于多边形的边界上,否则将返回 [code]false[/code]。"
#: doc/classes/Geometry.xml
msgid ""
@@ -31712,7 +31757,7 @@ msgid ""
"[b]Note:[/b] This property currently has no effect."
msgstr ""
"GeometryInstance3D的最大LOD距离。\n"
-"[b]注意:[/b] 这个属性目前没有任何作用。"
+"[b]注意:[/b]这个属性目前没有任何作用。"
#: doc/classes/GeometryInstance.xml
msgid ""
@@ -31720,7 +31765,7 @@ msgid ""
"[b]Note:[/b] This property currently has no effect."
msgstr ""
"GeometryInstance3D的最大LOD 边距。\n"
-"[b]注意:[/b] 这个属性目前没有任何作用。"
+"[b]注意:[/b]这个属性目前没有任何作用。"
#: doc/classes/GeometryInstance.xml
msgid ""
@@ -31728,7 +31773,7 @@ msgid ""
"[b]Note:[/b] This property currently has no effect."
msgstr ""
"GeometryInstance3D的最小LOD距离。\n"
-"[b]注意:[/b] 这个属性目前没有任何作用。"
+"[b]注意:[/b]这个属性目前没有任何作用。"
#: doc/classes/GeometryInstance.xml
msgid ""
@@ -31736,7 +31781,7 @@ msgid ""
"[b]Note:[/b] This property currently has no effect."
msgstr ""
"GeometryInstance3D的最小LOD 边距。\n"
-"[b]注意:[/b] 这个属性目前没有任何作用。"
+"[b]注意:[/b]这个属性目前没有任何作用。"
#: doc/classes/GeometryInstance.xml
msgid ""
@@ -31873,10 +31918,10 @@ msgstr ""
"[b]性能:[/b][GIProbe] 相对更耗 GPU,不适合在集成显卡等低端硬件上使用,可考虑"
"换用 [BakedLightmap]。要为低端硬件提供备选方案,可考虑在你项目的选项菜单中添"
"加禁用 [GIProbe] 的选项。隐藏 [GIProbe] 节点即可将其禁用。\n"
-"[b]注意:[/b]网格应该有足够厚的墙以避免漏光,注,避免单面墙。对于内部关卡,将"
-"你的关卡几何体包围在一个足够大的盒子里,并将环路联接起来以关闭网格。\n"
-"[b]注意:[/b]由于渲染器的限制,在[GIProbe]中使用发光的[ShaderMaterial]时不能"
-"发光。只有发射型的[SpatialMaterial]可以在[GIProbe]中发射光线。"
+"[b]注意:[/b]网格应该有足够厚的墙以避免漏光(避免单面墙)。对于内部关卡,将你"
+"的关卡几何体包围在一个足够大的盒子里,并将环路联接起来以关闭网格。\n"
+"[b]注意:[/b]由于渲染器的限制,在 [GIProbe] 中使用发光的 [ShaderMaterial] 时"
+"不能发光。只有发光的 [SpatialMaterial] 可以在 [GIProbe] 中发射光线。"
#: doc/classes/GIProbe.xml
msgid "GI probes"
@@ -31930,7 +31975,7 @@ msgid ""
msgstr ""
"从 [GIProbe] 偏移光贡献的查找。这可用于避免自阴影,但可能会在较高的值下引入漏"
"光。这个和 [member normal_bias] 应该使用,以尽量减少自阴影和漏光。\n"
-"[b]注意:[/b] [code]bias[/code] 通常应该在 1.0 以上,因为这是体素的大小。"
+"[b]注意:[/b][code]bias[/code] 通常应该在 1.0 以上,因为这是体素的大小。"
#: doc/classes/GIProbe.xml
msgid ""
@@ -31966,7 +32011,7 @@ msgstr ""
#: doc/classes/GIProbe.xml
msgid ""
"If [code]true[/code], ignores the sky contribution when calculating lighting."
-msgstr "如果为[code]true[/code],在计算照明时忽略天空的贡献。"
+msgstr "如果为 [code]true[/code],在计算照明时忽略天空的贡献。"
#: doc/classes/GIProbe.xml
msgid ""
@@ -32019,6 +32064,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr "代表 [enum Subdiv] 举的大小。"
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -32045,8 +32134,8 @@ msgid ""
"directional lights. When creating a Godot light, this value is converted to "
"a unitless multiplier."
msgstr ""
-"光的强度。对于点光源和聚光灯,用烛光candelas(流明/立体光)表示;对于定向灯,"
-"用勒克斯lux(流明/平方米)表示。在创建Godot灯时,这个值被转换为无单位的乘数。"
+"光的强度。对于点光和聚光,用烛光(流明/立体光)表示;对于平行光,用勒克斯(流"
+"明/平方米)表示。在创建 Godot 灯光时,这个值会被转换为无单位的乘数。"
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
@@ -32081,6 +32170,49 @@ msgstr ""
"灯光的类型。Godot接受的值是 \"point\"、\"spot\"和 \"directional\",分别对应于"
"Godot的[OmniLight]、[SpotLight]和[DirectionalLight]。"
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "Godot和Mono运行时之间的桥梁(仅支持Mono的构建)。"
@@ -32112,7 +32244,7 @@ msgid ""
"initialized at the time this method is called, the engine will crash."
msgstr ""
"返回当前的MonoDomain ID。\n"
-"[b]注意:[/b] Mono运行时必须被初始化,这个方法才能工作(使用 [method "
+"[b]注意:[/b]Mono运行时必须被初始化,这个方法才能工作(使用 [method "
"is_runtime_initialized] 来检查)。如果在调用这个方法的时候,Mono运行时没有被"
"初始化,引擎将崩溃。"
@@ -32126,7 +32258,7 @@ msgid ""
msgstr ""
"返回scripts MonoDomain的ID。这将是与 [method get_domain_id] 相同的MonoDomain "
"ID,除非scripts domain没有被加载。\n"
-"[b]注意:[/b] Mono运行时必须被初始化,这个方法才能工作(使用 [method "
+"[b]注意:[/b]Mono运行时必须被初始化,这个方法才能工作(使用 [method "
"is_runtime_initialized] 来检查)。如果在调用这个方法的时候,Mono运行时没有被"
"初始化,引擎将会崩溃。"
@@ -32164,7 +32296,7 @@ msgstr ""
msgid ""
"A color interpolator resource which can be used to generate colors between "
"user-defined color points."
-msgstr "一个颜色插值器资源,可用于在用户定义的颜色点之间生成颜色。"
+msgstr "颜色插值器资源,可用于在用户定义的颜色点之间生成颜色。"
#: doc/classes/Gradient.xml
msgid ""
@@ -32174,50 +32306,51 @@ msgid ""
"will initially have 2 colors (black and white), one (black) at ramp lower "
"offset 0 and the other (white) at the ramp higher offset 1."
msgstr ""
-"给定一组颜色,这个资源将按顺序插值。这意味着,如果你有颜色1、颜色2和颜色3,斜"
-"坡将从颜色1插到颜色2,从颜色2插到颜色3。斜坡最初会有两种颜色(黑色和白色),"
-"一种(黑色)在斜坡低偏移量0处,另一种(白色)在斜坡高偏移量1处。"
+"给定一组颜色,这个资源将依次两两插值。这意味着,如果你有颜色 1、颜色 2和颜色 "
+"3,渐变将从颜色 1 插值到颜色2、从颜色 2 插值到颜色 3。渐变最初有两种颜色(黑"
+"色和白色),一种(黑色)位于渐变较低的偏移量 0 处,另一种(白色)位于渐变较高"
+"的偏移量 1 处。"
#: doc/classes/Gradient.xml
msgid ""
"Adds the specified color to the end of the ramp, with the specified offset."
-msgstr "将指定的颜色添加到坡道的末端,并有指定的偏移量。"
+msgstr "将指定的颜色添加到渐变的末端,并有指定的偏移量。"
#: doc/classes/Gradient.xml
msgid "Returns the color of the ramp color at index [code]point[/code]."
-msgstr "返回索引[code]point[/code]处斜坡颜色的颜色。"
+msgstr "返回索引 [code]point[/code] 处渐变色的颜色。"
#: doc/classes/Gradient.xml
msgid "Returns the offset of the ramp color at index [code]point[/code]."
-msgstr "返回索引[code]point[/code]处的斜面颜色的偏移。"
+msgstr "返回索引 [code]point[/code] 处渐变色的偏移。"
#: doc/classes/Gradient.xml
msgid "Returns the number of colors in the ramp."
-msgstr "返回斜面中的颜色数量。"
+msgstr "返回渐变中的颜色数量。"
#: doc/classes/Gradient.xml
msgid "Returns the interpolated color specified by [code]offset[/code]."
-msgstr "返回由偏移[code]offset[/code]指定的插值颜色。"
+msgstr "返回由偏移 [code]offset[/code] 指定的插值颜色。"
#: doc/classes/Gradient.xml
msgid "Removes the color at the index [code]point[/code]."
-msgstr "移除索引[code]point[/code]处的颜色。"
+msgstr "移除索引 [code]point[/code] 处的颜色。"
#: doc/classes/Gradient.xml
msgid "Sets the color of the ramp color at index [code]point[/code]."
-msgstr "设置索引[code]point[/code]处的坡道色的颜色。"
+msgstr "设置索引 [code]point[/code] 处渐变色的颜色。"
#: doc/classes/Gradient.xml
msgid "Sets the offset for the ramp color at index [code]point[/code]."
-msgstr "为索引[code]point[/code]处的斜面颜色设置偏移。"
+msgstr "设置索引 [code]point[/code] 处渐变色的偏移。"
#: doc/classes/Gradient.xml
msgid "Gradient's colors returned as a [PoolColorArray]."
-msgstr "渐变颜色以 [PoolColorArray] 返回。"
+msgstr "渐变的颜色,以 [PoolColorArray] 返回。"
#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
-msgstr "渐变的偏移量以 [PoolRealArray] 返回。"
+msgstr "渐变的偏移量,以 [PoolRealArray] 返回。"
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
@@ -32308,7 +32441,7 @@ msgid ""
msgstr ""
"如果为 [code]true[/code],则生成的纹理会支持高动态范围([constant Image."
"FORMAT_RGBAF] 格式)。可以在 [member Environment.glow_enabled] 为 "
-"[code]true[/code] 时实现发光效果。如果为 [code]false[/code],则生成的纹理会使"
+"[code]true[/code] 时实现辉光效果。如果为 [code]false[/code],则生成的纹理会使"
"用低动态范围;过亮的颜色会被钳制([constant Image.FORMAT_RGBA8] 格式)。"
#: doc/classes/GradientTexture2D.xml
@@ -32437,8 +32570,8 @@ msgid ""
msgstr ""
"获取包含图形左上角的缩放和网格捕捉控件的 [HBoxContainer]。你可以使用此方法重"
"新定位工具栏或向其添加自定义控件。\n"
-"[b]警告:[/b] 这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果你希望"
-"隐藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。"
+"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果你希望隐"
+"藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。"
#: doc/classes/GraphEdit.xml
msgid ""
@@ -32525,7 +32658,7 @@ msgstr "吸附距离(以像素为单位)。"
#: doc/classes/GraphEdit.xml
msgid "If [code]true[/code], enables snapping."
-msgstr "如果为[code]true[/code],启用自动吸附。"
+msgstr "如果为 [code]true[/code],启用自动吸附。"
#: doc/classes/GraphEdit.xml
msgid "The current zoom value."
@@ -32765,13 +32898,13 @@ msgstr "返回槽[code]idx[/code]的右边(输出)类型。"
msgid ""
"Returns [code]true[/code] if left (input) side of the slot [code]idx[/code] "
"is enabled."
-msgstr "如果插槽[code]idx[/code]的左侧(输入)被启用,返回[code]true[/code]。"
+msgstr "如果插槽[code]idx[/code]的左侧(输入)被启用,返回 [code]true[/code]。"
#: doc/classes/GraphNode.xml
msgid ""
"Returns [code]true[/code] if right (output) side of the slot [code]idx[/"
"code] is enabled."
-msgstr "如果插槽[code]idx[/code]的右侧(输出)被启用,返回[code]true[/code]。"
+msgstr "如果插槽[code]idx[/code]的右侧(输出)被启用,返回 [code]true[/code]。"
#: doc/classes/GraphNode.xml
msgid ""
@@ -32796,7 +32929,7 @@ msgstr ""
"型值的端口才能被连接。\n"
"[code]color_left[/code]/[code]right[/code]是端口在这一侧的图标的色调。\n"
"[code]custom_left[/code]/[code]right[/code]是这一侧的端口的自定义纹理。\n"
-"[b]注意:[/b] 这个方法只设置槽的属性。要创建槽,需要在GraphNode中添加一个"
+"[b]注意:[/b]这个方法只设置槽的属性。要创建槽,需要在GraphNode中添加一个"
"[Control]的派生类。\n"
"可以使用[code]set_slot_*[/code]方法之一来设置单个属性。你必须至少启用插槽的一"
"边才能这样做。"
@@ -32823,7 +32956,7 @@ msgid ""
"[code]enable_left[/code] is [code]true[/code], a port will appear on the "
"left side and the slot will be able to be connected from this side."
msgstr ""
-"切换插槽的左侧(输入)[code]idx[/code]。\t如果[code]enable_left[/code]为"
+"切换插槽的左侧(输入)[code]idx[/code]。\t如果[code]enable_left[/code]为 "
"[code]true[/code],左边将出现一个端口,插槽将能够从这一边连接。"
#: doc/classes/GraphNode.xml
@@ -32832,7 +32965,7 @@ msgid ""
"[code]enable_right[/code] is [code]true[/code], a port will appear on the "
"right side and the slot will be able to be connected from this side."
msgstr ""
-"切换插槽的右侧(输出)[code]idx[/code]。如果[code]enable_right[/code]为"
+"切换插槽的右侧(输出)[code]idx[/code]。如果[code]enable_right[/code]为 "
"[code]true[/code],右侧将出现一个端口,插槽将能够从这一侧连接。"
#: doc/classes/GraphNode.xml
@@ -33475,7 +33608,7 @@ msgid ""
"If [code]true[/code], the hinges maximum and minimum rotation, defined by "
"[member angular_limit/lower] and [member angular_limit/upper] has effects."
msgstr ""
-"如果为[code]true[/code],则会对由[member angular_limit/lower]和[member "
+"如果为 [code]true[/code],则会对由[member angular_limit/lower]和[member "
"angular_limit/upper]定义的铰链最大和最小旋转量产生影响。"
#: doc/classes/HingeJoint.xml
@@ -33483,7 +33616,7 @@ msgid ""
"The minimum rotation. Only active if [member angular_limit/enable] is "
"[code]true[/code]."
msgstr ""
-"最小的旋转量。只有在[member angular_limit/enable]为[code]true[/code]时才有"
+"最小的旋转量。只有在[member angular_limit/enable]为 [code]true[/code] 时才有"
"效。"
#: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml
@@ -33495,7 +33628,7 @@ msgid ""
"The maximum rotation. Only active if [member angular_limit/enable] is "
"[code]true[/code]."
msgstr ""
-"最大的旋转量。只有在[member angular_limit/enable]为[code]true[/code]时才有"
+"最大的旋转量。只有在[member angular_limit/enable]为 [code]true[/code] 时才有"
"效。"
#: doc/classes/HingeJoint.xml
@@ -34019,7 +34152,7 @@ msgstr ""
"var result = http_client.request(http_client.METHOD_POST, \"index.php\", "
"headers, query_string)\n"
"[/codeblock]\n"
-"[b]注意:[/b] [code]method[/code] 为 [constant HTTPClient.METHOD_GET] 时会忽"
+"[b]注意:[/b][code]method[/code] 为 [constant HTTPClient.METHOD_GET] 时会忽"
"略 [code]request_data[/code] 参数。这是因为 GET 方法不能包含请求数据。作为变"
"通,可以把请求数据通过 URL 的请求字符串传递。例子见 [method String."
"http_escape]。"
@@ -34936,7 +35069,7 @@ msgid ""
"the body length will also be [code]-1[/code]."
msgstr ""
"返回响应体长度。\n"
-"[b]注意:[/b] 部分 Web 服务器可能不发送响应体长度,此时返回值将为 [code]-1[/"
+"[b]注意:[/b]部分 Web 服务器可能不发送响应体长度,此时返回值将为 [code]-1[/"
"code]。如果使用分块传输编码,响应体的长度也将为 [code]-1[/code]。"
#: doc/classes/HTTPRequest.xml
@@ -35347,11 +35480,11 @@ msgstr "如果图像已经生成多级渐远纹理,则返回 [code]true[/code]
#: doc/classes/Image.xml
msgid "Returns [code]true[/code] if the image is compressed."
-msgstr "如果图像被压缩,返回[code]true[/code]。"
+msgstr "如果图像被压缩,返回 [code]true[/code]。"
#: doc/classes/Image.xml
msgid "Returns [code]true[/code] if the image has no data."
-msgstr "如果图像没有数据,返回[code]true[/code]。"
+msgstr "如果图像没有数据,返回 [code]true[/code]。"
#: doc/classes/Image.xml
msgid ""
@@ -35436,8 +35569,9 @@ msgid ""
"New pixels are calculated using the [code]interpolation[/code] mode defined "
"via [enum Interpolation] constants."
msgstr ""
-"调整图像大小到给定的[code]width[/code]和[code]height[/code]。新像素通过[enum "
-"Interpolation]常数定义的[code]interpolation[/code]插值模式计算。"
+"将图像大小调整到给定的宽 [code]width[/code] 和高 [code]height[/code]。新像素"
+"的计算通过 [enum Interpolation] 常量定义的 [code]interpolation[/code] 插值模"
+"式进行。"
#: doc/classes/Image.xml
msgid ""
@@ -35446,9 +35580,9 @@ msgid ""
"same. New pixels are calculated using the [code]interpolation[/code] mode "
"defined via [enum Interpolation] constants."
msgstr ""
-"将图像的宽度和高度调整到最接近的2次方。如果[code]square[/code]是[code]true[/"
-"code],那么设置宽度和高度为相同。新像素通过[enum Interpolation]常数定义的"
-"[code]interpolation[/code]插值模式计算。"
+"将图像的宽度和高度调整到最接近的 2 的幂。如果 [code]square[/code] 为 "
+"[code]true[/code],那么设置宽度和高度为相同。新像素的计算通过 [enum "
+"Interpolation] 常量定义的 [code]interpolation[/code] 插值模式进行。"
#: doc/classes/Image.xml
msgid ""
@@ -35470,8 +35604,8 @@ msgstr ""
"[code]true[/code]并且图像只有一个通道,它将被明确地保存为单色而不是红色通道。"
"如果Godot在编译时没有TinyEXR模块,这个函数将返回[constant "
"ERR_UNAVAILABLE]。\n"
-"[b]注意:[/b] TinyEXR模块在非编辑器构建中被禁用,这意味着[method save_exr]从"
-"导出的项目中调用时将返回[constant ERR_UNAVAILABLE]。"
+"[b]注意:[/b]TinyEXR模块在非编辑器构建中被禁用,这意味着[method save_exr]从导"
+"出的项目中调用时将返回[constant ERR_UNAVAILABLE]。"
#: doc/classes/Image.xml
msgid "Saves the image as a PNG file to [code]path[/code]."
@@ -35568,7 +35702,7 @@ msgid ""
"instead of the red channel for storage."
msgstr ""
"OpenGL 纹理格式 [code]RED[/code],具有单个分量和 8 位深度。\n"
-"[b]注意:[/b] 当使用 GLES2 后端时,它使用 Alpha 通道而不是红色通道进行存储。"
+"[b]注意:[/b]当使用 GLES2 后端时,它使用 Alpha 通道而不是红色通道进行存储。"
#: doc/classes/Image.xml
msgid ""
@@ -36087,7 +36221,7 @@ msgstr ""
"$Sprite.texture = texture\n"
"[/codeblock]\n"
"通过这种方式,可以在运行时通过从编辑器内部和外部加载图像来创建纹理。\n"
-"[b]警告:[/b] 最好用 [method @GDScript.load] 加载导入的纹理,而不是使用 "
+"[b]警告:[/b]最好用 [method @GDScript.load] 加载导入的纹理,而不是使用 "
"[method Image.load] 从文件系统中动态加载它们,因为它可能无法在导出的项目中工"
"作:\n"
"[codeblock]\n"
@@ -36106,7 +36240,7 @@ msgstr ""
"[ImageTexture] 不是直接在编辑器界面中操作的,主要用于通过代码在屏幕上动态渲染"
"图像。如果您需要在编辑器中按程序生成图像,请考虑将图像保存和导入为自定义纹理"
"资源,以实现新的 [EditorImportPlugin]。\n"
-"[b]注意:[/b]由于图形硬件限制,最大纹理尺寸为16384×16384像素。"
+"[b]注意:[/b]由于图形硬件限制,最大纹理尺寸为 16384×16384 像素。"
#: doc/classes/ImageTexture.xml
msgid ""
@@ -36115,9 +36249,9 @@ msgid ""
"[code]format[/code] is a value from [enum Image.Format], [code]flags[/code] "
"is any combination of [enum Texture.Flags]."
msgstr ""
-"创建具有[code]width[/code]和[code]height[/code]的新[ImageTexture]。\n"
-"[code]format[/code]是[enum Image.Format]中的一个值,[code]flags[/code]是"
-"[enum Texture.Flags]的任意组合。"
+"创建具有 [code]width[/code] 和 [code]height[/code] 的新 [ImageTexture]。\n"
+"[code]format[/code] 是 [enum Image.Format] 中的一个值,[code]flags[/code] 是 "
+"[enum Texture.Flags] 的任意组合。"
#: doc/classes/ImageTexture.xml
msgid ""
@@ -36168,11 +36302,11 @@ msgstr "将纹理的大小调整为指定的尺寸。"
#: doc/classes/ImageTexture.xml
msgid "The storage quality for [constant STORAGE_COMPRESS_LOSSY]."
-msgstr "[constant STORAGE_COMPRESS_LOSSY]的存储质量。"
+msgstr "[constant STORAGE_COMPRESS_LOSSY] 的存储质量。"
#: doc/classes/ImageTexture.xml
msgid "The storage type (raw, lossy, or compressed)."
-msgstr "存储类型,即原始、有损、或压缩。"
+msgstr "存储类型(原始、有损、压缩)。"
#: doc/classes/ImageTexture.xml
msgid "[Image] data is stored raw and unaltered."
@@ -36183,15 +36317,16 @@ msgid ""
"[Image] data is compressed with a lossy algorithm. You can set the storage "
"quality with [member lossy_quality]."
msgstr ""
-"[Image]数据是用有损算法压缩的。 你可以用[member lossy_quality]设置存储质量。"
+"[Image] 数据是用有损算法压缩的。 你可以用 [member lossy_quality] 设置存储质"
+"量。"
#: doc/classes/ImageTexture.xml
msgid "[Image] data is compressed with a lossless algorithm."
-msgstr "[Image]数据是用无损算法压缩的。"
+msgstr "[Image] 数据是用无损算法压缩的。"
#: doc/classes/ImmediateGeometry.xml
msgid "Draws simple geometry from code."
-msgstr "通过代码绘制简单的几何形状。"
+msgstr "通过代码绘制简单的几何图形。"
#: doc/classes/ImmediateGeometry.xml
msgid ""
@@ -36212,11 +36347,11 @@ msgstr ""
"从代码中绘制简单的几何图形。使用类似于 OpenGL 1.x 的绘制模式。\n"
"请参阅 [ArrayMesh]、[MeshDataTool] 和 [SurfaceTool],了解程序式几何体的生"
"成。\n"
-"[b]注意:[/b]ImmediateGeometry3D最适合处理每一帧变化的少量网格数据。当处理大"
+"[b]注意:[/b]ImmediateGeometry3D 最适合处理每一帧变化的少量网格数据。当处理大"
"量的网格数据时,它将会很慢。如果网格数据不经常变化,请使用 [ArrayMesh]、"
"[MeshDataTool] 或 [SurfaceTool] 代替。\n"
-"[b]注意:[/b]Godot对三角形基本单元模式的正面使用顺时针[url=https://"
-"learnopengl.com/Advanced-OpenGL/Face-culling]缠绕顺序[/url]。\n"
+"[b]注意:[/b]Godot 对三角形图元模式的正面使用顺时针[url=https://learnopengl."
+"com/Advanced-OpenGL/Face-culling]缠绕顺序[/url]。\n"
"[b]注意:[/b]在处理大量网格数据时,如果出现漏点,可以尝试在 [member "
"ProjectSettings.rendering/limits/buffers/immediate_buffer_size_kb] 增加其缓冲"
"区大小限制。"
@@ -36238,9 +36373,9 @@ msgid ""
"[code]glBegin()[/code] and [code]glEnd()[/code] references.\n"
"For the type of primitive, see the [enum Mesh.PrimitiveType] enum."
msgstr ""
-"开始绘制(可选纹理重写)。当调用结束[method end]。对此如何实现的更多信息,搜"
-"索[code]glBegin()[/code]和[code]glEnd()[/code]引用。\n"
-"对于基本类型,参阅[enum Mesh.PrimitiveType]枚举。"
+"开始绘制(可选纹理重写)。当调用结束[method end]。对此如何实现的更多信息,请"
+"搜索 [code]glBegin()[/code] 和 [code]glEnd()[/code] 参考资料。\n"
+"图元的类型请参阅 [enum Mesh.PrimitiveType] 枚举。"
#: doc/classes/ImmediateGeometry.xml
msgid "Clears everything that was drawn using begin/end."
@@ -36301,7 +36436,7 @@ msgid ""
msgstr ""
"这将模拟按下指定的按键动作。\n"
"强度可以用于非布尔运算的动作,它的范围在0到1之间,代表给定动作的力度。\n"
-"[b]注意:[/b] 这个方法不会引起任何[method Node._input]调用。它旨在与[method "
+"[b]注意:[/b]这个方法不会引起任何[method Node._input]调用。它旨在与[method "
"is_action_pressed]和[method is_action_just_pressed]一起使用。如果你想模拟"
"[code]_input[/code],请使用[method parse_input_event]代替。"
@@ -36348,12 +36483,11 @@ msgstr ""
"Vector3.ZERO]。\n"
"请注意,即使你的设备有一个加速度计,当从编辑器运行时,该方法也会返回一个空的"
"[Vector3]。你必须将项目导出到一个支持的设备上,以便从加速度计上读取数值。\n"
-"[b]注意:[/b] 这个方法只在iOS、Android和UWP上工作。在其他平台上,它总是返回"
+"[b]注意:[/b]这个方法只在iOS、Android和UWP上工作。在其他平台上,它总是返回"
"[constant Vector3.ZERO]。在Android上,每个轴的测量单位是m/s²,而在iOS和UWP"
"上,它是地球重力加速度的倍数[code]g[/code](~9.81 m/s²)。"
#: doc/classes/Input.xml
-#, fuzzy
msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
@@ -36365,11 +36499,10 @@ msgstr ""
"返回介于 0 和 1 之间的值,代表给定动作的原始强度,忽略动作的死区。在大多数情"
"况下,你应该使用 [method get_action_strength] 来代替。\n"
"如果 [code]exact[/code] 是 [code]false[/code],它将忽略 [InputEventKey] 和 "
-"[InputEventMouseButton] 事件的输入修饰符,以及 [InputEventJoypadMotion] 事件"
-"的方向。"
+"[InputEventMouseButton] 事件的额外输入修饰符,以及 [InputEventJoypadMotion] "
+"事件的方向。"
#: doc/classes/Input.xml
-#, fuzzy
msgid ""
"Returns a value between 0 and 1 representing the intensity of the given "
"action. In a joypad, for example, the further away the axis (analog sticks "
@@ -36380,12 +36513,12 @@ msgid ""
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
"direction for [InputEventJoypadMotion] events."
msgstr ""
-"返回介于0和1之间的值,代表给定动作的强度。例如,在一个操纵板上,轴(模拟杆或"
-"L2、R2触发器)离死区越远,数值就越接近1。如果动作被映射到一个没有轴作为键盘的"
-"控件上,返回的数值将是0或1。\n"
-"如果[code]exact[/code]是[code]false[/code],它将忽略[InputEventKey]和"
-"[InputEventMouseButton]事件的输入修饰符,以及[InputEventJoypadMotion]事件的方"
-"向。"
+"返回介于 0 和 1 之间的值,代表给定动作的强度。例如,在一个操纵板上,轴(模拟"
+"杆或 L2、R2 触发器)离死区越远,数值就越接近 1。如果动作被映射到一个没有轴作"
+"为键盘的控件上,返回的数值将是 0 或 1。\n"
+"如果 [code]exact[/code] 是 [code]false[/code],它将忽略 [InputEventKey] 和 "
+"[InputEventMouseButton] 事件的额外输入修饰符,以及 [InputEventJoypadMotion] "
+"事件的方向。"
#: doc/classes/Input.xml
msgid ""
@@ -36419,7 +36552,7 @@ msgid ""
msgstr ""
"如果设备有加速度传感器,则返回设备的重力。否则,该方法返回[constant Vector3."
"ZERO]。\n"
-"[b]注意:[/b] 这个方法只在Android和iOS上工作。在其他平台上,它总是返回"
+"[b]注意:[/b]这个方法只在Android和iOS上工作。在其他平台上,它总是返回"
"[constant Vector3.ZERO]。在Android上,每个轴的测量单位是m/s²,而在iOS上,它是"
"地球重力加速度的倍数[code]g[/code](~9.81 m/s²)。"
@@ -36433,8 +36566,8 @@ msgid ""
msgstr ""
"如果设备有陀螺仪传感器,则返回围绕设备X、Y、Z轴的旋转速率,单位为rad/s。否"
"则,该方法返回[constant Vector3.ZERO]。\n"
-"[b]注意:[/b] 这个方法只在Android和iOS上工作。在其他平台上,总是返回"
-"[constant Vector3.ZERO]。"
+"[b]注意:[/b]这个方法只在Android和iOS上工作。在其他平台上,总是返回[constant "
+"Vector3.ZERO]。"
#: doc/classes/Input.xml
msgid ""
@@ -36468,7 +36601,7 @@ msgid ""
"Returns a SDL2-compatible device GUID on platforms that use gamepad "
"remapping. Returns [code]\"Default Gamepad\"[/code] otherwise."
msgstr ""
-"在使用游戏手柄重映射的平台上返回一个SDL2兼容的设备GUID。否则返回"
+"在使用游戏手柄重映射的平台上返回一个SDL2兼容的设备GUID。否则返回 "
"[code]\"Default Gamepad\"[/code]默认游戏手柄。"
#: doc/classes/Input.xml
@@ -36505,7 +36638,7 @@ msgid ""
msgstr ""
"如果设备有磁力传感器,则返回设备所有轴的磁场强度,微特斯拉。否则,该方法返回"
"[constant Vector3.ZERO]。\n"
-"[b]注意:[/b] 这个方法只在Android、iOS和UWP上有效。在其他平台上,总是返回"
+"[b]注意:[/b]这个方法只在Android、iOS和UWP上有效。在其他平台上,总是返回"
"[constant Vector3.ZERO]。"
#: doc/classes/Input.xml
@@ -36539,7 +36672,6 @@ msgstr ""
"想要的值(在 0 到 1 的范围内)。"
#: doc/classes/Input.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] when the user starts pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user pressed down "
@@ -36559,14 +36691,13 @@ msgstr ""
"这对那些只需要在动作被按下时运行一次的代码中很有用,而不是在按下时每一帧都要"
"运行。\n"
"如果 [code]exact[/code] 是 [code]false[/code],它将忽略 [InputEventKey] 和 "
-"[InputEventMouseButton] 事件的输入修饰符,以及 [InputEventJoypadMotion] 事件"
-"的方向。\n"
+"[InputEventMouseButton] 事件的额外输入修饰符,以及 [InputEventJoypadMotion] "
+"事件的方向。\n"
"[b]注意:[/b]由于键盘冲突,[method is_action_just_pressed] 可能会在动作的某个"
"键按下时也返回 [code]false[/code]。详情请参阅文档[url=$DOCS_URL/tutorials/"
"inputs/input_examples.html#keyboard-events]《输入示例》[/url]。"
#: doc/classes/Input.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
@@ -36575,14 +36706,13 @@ msgid ""
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
"direction for [InputEventJoypadMotion] events."
msgstr ""
-"当用户停止按下动作事件时,返回[code]true[/code],也就是说,只有在用户释放按钮"
-"的那一帧才是[code]true[/code]。\n"
-"如果[code]exact[/code]是[code]false[/code],它将忽略[InputEventKey]和"
-"[InputEventMouseButton]事件的输入修饰符,以及[InputEventJoypadMotion]事件的方"
-"向。"
+"当用户停止按下动作事件时,返回 [code]true[/code],也就是说,只有在用户释放按"
+"钮的那一帧才是 [code]true[/code]。\n"
+"如果 [code]exact[/code] 是 [code]false[/code],它将忽略 [InputEventKey] 和 "
+"[InputEventMouseButton] 事件的额外输入修饰符,以及 [InputEventJoypadMotion] "
+"事件的方向。"
#: doc/classes/Input.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if you are pressing the action event. Note that if "
"an action has multiple buttons assigned and more than one of them is "
@@ -36600,8 +36730,8 @@ msgstr ""
"配的按钮,并且不止一个被按下,释放一个按钮将释放这个动作,即使其他分配给这个"
"动作的按钮仍然被按下。\n"
"如果 [code]exact[/code] 是 [code]false[/code],它将忽略 [InputEventKey] 和 "
-"[InputEventMouseButton] 事件的输入修饰符,以及 [InputEventJoypadMotion] 事件"
-"的方向。\n"
+"[InputEventMouseButton] 事件的额外输入修饰符,以及 [InputEventJoypadMotion] "
+"事件的方向。\n"
"[b]注意:[/b]由于键盘冲突,[method is_action_pressed] 可能会在动作的某个键按"
"下时也返回 [code]false[/code]。详情请参阅文档[url=$DOCS_URL/tutorials/inputs/"
"input_examples.html#keyboard-events]《输入示例》[/url]。"
@@ -36611,7 +36741,7 @@ msgid ""
"Returns [code]true[/code] if you are pressing the joypad button (see [enum "
"JoystickList])."
msgstr ""
-"如果你正在按下手柄按钮,则返回[code]true[/code],参阅[enum JoystickList]。"
+"如果你正在按下手柄按钮,则返回 [code]true[/code],参阅[enum JoystickList]。"
#: doc/classes/Input.xml
msgid ""
@@ -36620,9 +36750,9 @@ msgid ""
"JoystickList]. Unknown joypads are not expected to match these constants, "
"but you can still retrieve events from them."
msgstr ""
-"如果系统知道指定的设备,则返回[code]true[/code]。这意味着它将完全按照[enum "
-"JoystickList]中的定义设置所有按钮和轴的索引。未知的操纵杆可能不会与这些常数相"
-"匹配,但你仍然可以从中检索事件。"
+"如果系统知道指定的设备,则返回 [code]true[/code]。这意味着它将完全按照 [enum "
+"JoystickList] 中的定义设置所有按钮和轴的索引。未知的操纵杆可能不会与这些常量"
+"相匹配,但你仍然可以从中检索事件。"
#: doc/classes/Input.xml
msgid ""
@@ -36729,7 +36859,7 @@ msgid ""
msgstr ""
"设置加速度传感器的加速度值。可以用于在没有硬件传感器的设备上进行调试,例如在"
"PC上的编辑器中。\n"
-"[b]注意:[/b] 这个值在Android和iOS上可立即被硬件传感器的值所覆盖。"
+"[b]注意:[/b]这个值在Android和iOS上可立即被硬件传感器的值所覆盖。"
#: doc/classes/Input.xml
msgid ""
@@ -36846,8 +36976,8 @@ msgstr ""
"[code]strong_magnitude[/code] 强震级是强电机的强度(0 到 1 之间)。 "
"[code]duration[/code] 是效果的持续时间(以秒为单位)(持续时间为 0 将尝试无限"
"期地播放振动)。\n"
-"[b]注意:[/b] 并非所有硬件都兼容长效果持续时间;如果必须播放超过几秒钟的效"
-"果,建议重新启动效果。"
+"[b]注意:[/b]并非所有硬件都兼容长效果持续时间;如果必须播放超过几秒钟的效果,"
+"建议重新启动效果。"
#: doc/classes/Input.xml
msgid "Stops the vibration of the joypad."
@@ -37047,7 +37177,6 @@ msgid "Returns a [String] representation of the event."
msgstr "返回事件的 [String] 字符串表示。"
#: doc/classes/InputEvent.xml
-#, fuzzy
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
@@ -37055,14 +37184,13 @@ msgid ""
"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
"the direction for [InputEventJoypadMotion] events."
msgstr ""
-"根据给定的动作的状态,返回0.0到1.0之间的值。对于获取[InputEventJoypadMotion]"
-"类型的事件值时,很有用。\n"
-"如果[code]exact_match[/code]是[code]false[/code],它将忽略[InputEventKey]和"
-"[InputEventMouseButton]事件的输入修饰符,以及[InputEventJoypadMotion]事件的方"
-"向。"
+"根据给定的动作的状态,返回 0.0 到 1.0 之间的值。对于获取 "
+"[InputEventJoypadMotion] 类型的事件值时,很有用。\n"
+"如果 [code]exact_match[/code] 是 [code]false[/code],它将忽略 "
+"[InputEventKey] 和 [InputEventMouseButton] 事件的额外输入修饰符,以及 "
+"[InputEventJoypadMotion] 事件的方向。"
#: doc/classes/InputEvent.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
@@ -37070,13 +37198,12 @@ msgid ""
"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
"the direction for [InputEventJoypadMotion] events."
msgstr ""
-"如果这个输入事件与任何类型的预定义动作匹配,则返回[code]true[/code]。\n"
-"如果[code]exact_match[/code]是[code]false[/code],它将忽略[InputEventKey]和"
-"[InputEventMouseButton]事件的输入修饰符,以及[InputEventJoypadMotion]事件的方"
-"向。"
+"如果这个输入事件与任何类型的预定义动作匹配,则返回 [code]true[/code]。\n"
+"如果 [code]exact_match[/code] 是 [code]false[/code],它将忽略 "
+"[InputEventKey] 和 [InputEventMouseButton] 事件的额外输入修饰符,以及 "
+"[InputEventJoypadMotion] 事件的方向。"
#: doc/classes/InputEvent.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the given action is being pressed (and is not "
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
@@ -37094,14 +37221,13 @@ msgstr ""
"的回显事件,除非 [code]allow_echo[/code] 是 [code]true[/code]。与 "
"[InputEventMouseMotion] 或 [InputEventScreenDrag] 类型的事件无关。\n"
"如果 [code]exact_match[/code] 是 [code]false[/code],它将忽略 "
-"[InputEventKey] 和 [InputEventMouseButton] 事件的输入修饰符,以及 "
+"[InputEventKey] 和 [InputEventMouseButton] 事件的额外输入修饰符,以及 "
"[InputEventJoypadMotion] 事件的方向。\n"
"[b]注意:[/b]由于键盘冲突,[method is_action_pressed] 可能会在动作的某个键按"
"下时也返回 [code]false[/code]。详情请参阅文档[url=$DOCS_URL/tutorials/inputs/"
"input_examples.html#keyboard-events]《输入示例》[/url]。"
#: doc/classes/InputEvent.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
@@ -37110,11 +37236,11 @@ msgid ""
"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
"the direction for [InputEventJoypadMotion] events."
msgstr ""
-"如果给定的动作被释放,即未被按下,则返回[code]true[/code]。与"
-"[InputEventMouseMotion]或[InputEventScreenDrag]类型的事件无关。\n"
-"如果[code]exact_match[/code]是[code]false[/code],它将忽略[InputEventKey]和"
-"[InputEventMouseButton]事件的输入修饰符,以及[InputEventJoypadMotion]事件的方"
-"向。"
+"如果给定的动作被释放,即未被按下,则返回 [code]true[/code]。与 "
+"[InputEventMouseMotion] 或 [InputEventScreenDrag] 类型的事件无关。\n"
+"如果 [code]exact_match[/code] 是 [code]false[/code],它将忽略 "
+"[InputEventKey] 和 [InputEventMouseButton] 事件的额外入修饰符,以及 "
+"[InputEventJoypadMotion] 事件的方向。"
#: doc/classes/InputEvent.xml
msgid ""
@@ -37147,7 +37273,6 @@ msgstr ""
"input_examples.html#keyboard-events]《输入示例》[/url]。"
#: doc/classes/InputEvent.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the specified [code]event[/code] matches this "
"event. Only valid for action events i.e key ([InputEventKey]), button "
@@ -37162,7 +37287,7 @@ msgstr ""
"[InputEventJoypadButton])、轴 [InputEventJoypadMotion] 或动作 "
"([InputEventAction]) 事件。\n"
"如果 [code]exact_match[/code] 是 [code]false[/code],它会忽略 "
-"[InputEventKey] 和 [InputEventMouseButton] 事件的输入修饰符,以及 "
+"[InputEventKey] 和 [InputEventMouseButton] 事件的额外输入修饰符,以及 "
"[InputEventJoypadMotion] 事件的方向。"
#: doc/classes/InputEvent.xml
@@ -37174,7 +37299,7 @@ msgid ""
"and [InputEventPanGesture]."
msgstr ""
"返回给定输入事件的副本,该事件已由 [code]local_ofs[/code] 偏移并由 "
-"[code]xform[/code] 转换。与 [InputEventMouseButton]、"
+"[code]xform[/code] 变换。与 [InputEventMouseButton]、"
"[InputEventMouseMotion]、[InputEventScreenTouch]、[InputEventScreenDrag]、"
"[InputEventMagnifyGesture] 和 [InputEventPanGesture] 类型的事件相关。"
@@ -37642,7 +37767,7 @@ msgid ""
"code] when the user stops moving the mouse."
msgstr ""
"鼠标相对于前一个位置的位置(上一帧的位置)。\n"
-"[b]注意:[/b] 因为[InputEventMouseMotion]只在鼠标移动时发出,当用户停止移动鼠"
+"[b]注意:[/b]因为[InputEventMouseMotion]只在鼠标移动时发出,当用户停止移动鼠"
"标时,最后一个事件的相对位置不会是[code]Vector2(0, 0)[/code]。"
#: doc/classes/InputEventMouseMotion.xml
@@ -37787,7 +37912,7 @@ msgstr "返回该操作的死区值。"
msgid ""
"Returns [code]true[/code] if the action has the given [InputEvent] "
"associated with it."
-msgstr "如果该动作有给定的[InputEvent]与之相关,则返回[code]true[/code]。"
+msgstr "如果该动作有给定的[InputEvent]与之相关,则返回 [code]true[/code]。"
#: doc/classes/InputMap.xml
msgid "Sets a deadzone value for the action."
@@ -37808,7 +37933,6 @@ msgid "Removes an action from the [InputMap]."
msgstr "从[InputMap]中删除一个动作。"
#: doc/classes/InputMap.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the given event is part of an existing action. "
"This method ignores keyboard modifiers if the given [InputEvent] is not "
@@ -37818,12 +37942,12 @@ msgid ""
"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
"the direction for [InputEventJoypadMotion] events."
msgstr ""
-"如果给定的事件是现有动作的一部分,返回[code]true[/code]。如果给定的"
-"[InputEvent]没有被按下,这个方法会忽略键盘(为了正确地检测释放)。如果你不想"
-"要这种行为,请参阅[method action_has_event]。\n"
-"如果[code]exact_match[/code]是[code]false[/code],它会忽略[InputEventKey]和"
-"[InputEventMouseButton]事件的输入修饰符,以及[InputEventJoypadMotion]事件的方"
-"向。"
+"如果给定的事件是现有动作的一部分,返回 [code]true[/code]。如果给定的 "
+"[InputEvent] 没有被按下,这个方法会忽略键盘(为了正确地检测释放)。如果你不想"
+"要这种行为,请参阅 [method action_has_event]。\n"
+"如果 [code]exact_match[/code] 是 [code]false[/code],它会忽略 "
+"[InputEventKey] 和 [InputEventMouseButton] 事件的额外输入修饰符,以及 "
+"[InputEventJoypadMotion] 事件的方向。"
#: doc/classes/InputMap.xml
msgid "Returns an array of [InputEvent]s associated with a given action."
@@ -37837,7 +37961,7 @@ msgstr "返回[InputMap]中所有动作的数组。"
msgid ""
"Returns [code]true[/code] if the [InputMap] has a registered action with the "
"given name."
-msgstr "如果[InputMap]有一个给定名称的注册动作,返回[code]true[/code]。"
+msgstr "如果[InputMap]有一个给定名称的注册动作,返回 [code]true[/code]。"
#: doc/classes/InputMap.xml
msgid ""
@@ -38120,8 +38244,9 @@ msgid ""
"depending on the [enum Type] constant given as [code]ip_type[/code]. Returns "
"the queue ID if successful, or [constant RESOLVER_INVALID_ID] on error."
msgstr ""
-"创建一个队列项目,根据[enum Type]常数[code]ip_type[/code],将主机名解析为IPv4"
-"或IPv6地址。如果成功,返回队列ID,否则返回[constant RESOLVER_INVALID_ID]。"
+"创建一个队列项目,根据 [enum Type] 常量 [code]ip_type[/code],将主机名解析为 "
+"IPv4 或 IPv6 地址。如果成功,则返回队列 ID,否则返回 [constant "
+"RESOLVER_INVALID_ID]。"
#: doc/classes/IP.xml
msgid "DNS hostname resolver status: No status."
@@ -38150,7 +38275,7 @@ msgstr ""
#: doc/classes/IP.xml
msgid ""
"Invalid ID constant. Returned if [constant RESOLVER_MAX_QUERIES] is exceeded."
-msgstr "无效的ID常数。如果超过了[constant RESOLVER_MAX_QUERIES],则返回。"
+msgstr "无效的 ID 常量。在超过 [constant RESOLVER_MAX_QUERIES] 时返回。"
#: doc/classes/IP.xml
msgid "Address type: None."
@@ -38172,8 +38297,7 @@ msgstr "地址类型:任意。"
msgid ""
"Control that provides a list of selectable items (and/or icons) in a single "
"column, or optionally in multiple columns."
-msgstr ""
-"该控件提供了一个单列的可选择项目(和/或图标)的列表,也可以选择多列的。"
+msgstr "提供可选中项目(和/或图标)列表的控件,既可以是单列,也可以是多列。"
#: doc/classes/ItemList.xml
msgid ""
@@ -38291,8 +38415,8 @@ msgid ""
"[member CanvasItem.visible] property."
msgstr ""
"返回垂直滚动条。\n"
-"[b]警告:[/b] 这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望"
-"隐藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。"
+"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望隐"
+"藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。"
#: doc/classes/ItemList.xml
msgid "Returns [code]true[/code] if one or more items are selected."
@@ -38421,11 +38545,11 @@ msgstr "确保没有选择任何项目。"
#: doc/classes/ItemList.xml
msgid ""
"If [code]true[/code], the currently selected item can be selected again."
-msgstr "如果为[code]true[/code],则可以再次选择当前选中的项目。"
+msgstr "如果为 [code]true[/code],则可以再次选择当前选中的项目。"
#: doc/classes/ItemList.xml
msgid "If [code]true[/code], right mouse button click can select items."
-msgstr "如果为[code]true[/code],点击鼠标右键可以选中项目。"
+msgstr "如果为 [code]true[/code],点击鼠标右键可以选中项目。"
#: doc/classes/ItemList.xml
msgid ""
@@ -38484,8 +38608,8 @@ msgid ""
"should be greater than zero."
msgstr ""
"每个子项中允许的最大文本行数。即使没有足够的文本行数来显示,也会保留空间。\n"
-"[b]注意:[/b] 这个属性只有在 [member icon_mode] 是 [constant ICON_MODE_TOP] "
-"时才会生效。要使文本自动换行,[member fixed_column_width]应大于零。"
+"[b]注意:[/b]这个属性只有在 [member icon_mode] 是 [constant ICON_MODE_TOP] 时"
+"才会生效。要使文本自动换行,[member fixed_column_width]应大于零。"
#: doc/classes/ItemList.xml
msgid ""
@@ -38686,11 +38810,11 @@ msgid ""
msgstr ""
"提示用户下载一个包含指定[code]buffer[/code]缓冲区的文件。该文件将具有给定的"
"[code]name[/code]和[code]mime[/code]类型。\n"
-"[b]注意:[/b] 浏览器可能会根据文件[code]name[/code]的扩展名,覆盖所提供的"
+"[b]注意:[/b]浏览器可能会根据文件[code]name[/code]的扩展名,覆盖所提供的"
"[url=https://en.wikipedia.org/wiki/Media_type]MIME类型[/url]。\n"
-"[b]注意:[/b] 如果[method download_buffer]不是由用户交互调用,如点击按钮,浏"
-"览器可能会阻止下载。\n"
-"[b]注意:[/b] 如果快速连续提出多个下载请求,浏览器可能会要求用户同意或阻止下"
+"[b]注意:[/b]如果[method download_buffer]不是由用户交互调用,如点击按钮,浏览"
+"器可能会阻止下载。\n"
+"[b]注意:[/b]如果快速连续提出多个下载请求,浏览器可能会要求用户同意或阻止下"
"载。"
#: doc/classes/JavaScript.xml
@@ -38827,7 +38951,7 @@ msgstr ""
" # [0, 9, [JavaScriptObject:1180]]\n"
" print(args)\n"
"[/codeblock]\n"
-"[b]注意:[/b] 只在HTML5平台上可用。"
+"[b]注意:[/b]只在HTML5平台上可用。"
#: doc/classes/JNISingleton.xml
msgid ""
@@ -38917,7 +39041,7 @@ msgstr ""
#: doc/classes/Joint2D.xml
msgid ""
"If [code]true[/code], [member node_a] and [member node_b] can not collide."
-msgstr "如果为[code]true[/code],[member node_a]和[member node_b]不能碰撞。"
+msgstr "如果为 [code]true[/code],[member node_a]和[member node_b]不能碰撞。"
#: doc/classes/Joint2D.xml
msgid "The first body attached to the joint. Must derive from [PhysicsBody2D]."
@@ -38926,7 +39050,7 @@ msgstr "连接到关节的第一个实体。必须继承自 [PhysicsBody2D] 。"
#: doc/classes/Joint2D.xml
msgid ""
"The second body attached to the joint. Must derive from [PhysicsBody2D]."
-msgstr "连接到关节的第二实体。必须继承自[PhysicsBody2D]。"
+msgstr "连接到关节的第二实体。必须继承自 [PhysicsBody2D]。"
#: doc/classes/JSON.xml
msgid "Helper class for parsing JSON data."
@@ -38944,7 +39068,7 @@ msgstr ""
msgid ""
"Parses a JSON-encoded string and returns a [JSONParseResult] containing the "
"result."
-msgstr "解析一个JSON编码的字符串并返回一个包含结果的[JSONParseResult]。"
+msgstr "解析 JSON 编码的字符串并返回包含结果的 [JSONParseResult]。"
#: doc/classes/JSON.xml
msgid ""
@@ -39005,7 +39129,7 @@ msgstr ""
"参数 [code]indent[/code] 控制是否以及如何缩进,输出时需要进行一级缩进时会使用"
"该字符串参数,甚至可以使用空格 [code]\" \"[/code]。也可以使用 [code]\\t[/"
"code] 和 [code]\\n[/code] 来进行制表符缩进,或者将每次缩进转换为换行。\n"
-"[b]Example output:[/b]\n"
+"[b]示例输出:[/b]\n"
"[codeblock]\n"
"## JSON.print(my_dictionary)\n"
"{\"name\":\"my_dictionary\",\"version\":\"1.0.0\",\"entities\":[{\"name\":"
@@ -39047,7 +39171,7 @@ msgstr ""
#: doc/classes/JSONParseResult.xml
msgid "Data class wrapper for decoded JSON."
-msgstr "解码 JSON 的数据类包装器。"
+msgstr "解码 JSON 得到的数据类封装。"
#: doc/classes/JSONParseResult.xml
msgid ""
@@ -39070,7 +39194,7 @@ msgstr "未成功解析 JSON 源时的错误类型。请参阅 [enum Error] 常
msgid ""
"The line number where the error occurred if the JSON source was not "
"successfully parsed."
-msgstr "如果JSON源没有被成功解析,返回发生错误的行号。"
+msgstr "如果 JSON 源没有被成功解析,返回发生错误的行号。"
#: doc/classes/JSONParseResult.xml
msgid ""
@@ -39277,8 +39401,8 @@ msgid ""
"code]."
msgstr ""
"返回最后一个碰撞点的地板的表面法线。只有在调用[method move_and_slide]或"
-"[method move_and_slide_with_snap]后,以及[method is_on_floor]返回[code]true[/"
-"code]时才有效。"
+"[method move_and_slide_with_snap]后,以及[method is_on_floor]返回 "
+"[code]true[/code] 时才有效。"
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid ""
@@ -39506,7 +39630,7 @@ msgid ""
"for example on moving platforms. Do [b]not[/b] use together with [method "
"move_and_slide] or [method move_and_collide] functions."
msgstr ""
-"如果为[code]true[/code],则物体的运动将与物理帧同步。当通过[AnimationPlayer]"
+"如果为 [code]true[/code],则物体的运动将与物理帧同步。当通过[AnimationPlayer]"
"为运动设置动画时,例如在移动平台上,这个功能很有用。请[b]不要[/b]与 [method "
"move_and_slide] 或 [method move_and_collide] 函数一起使用。"
@@ -39965,7 +40089,7 @@ msgid ""
"Controls the text's vertical align. Supports top, center, bottom, and fill. "
"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]常数。"
+"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。"
#: doc/classes/Label.xml
msgid "Restricts the number of characters to display. Set to -1 to disable."
@@ -40189,8 +40313,8 @@ msgid ""
"emission, this can be used to avoid unrealistic reflections when placing "
"lights above an emissive surface."
msgstr ""
-"受灯光影响的对象中镜面反射斑点的强度。在[code]0[/code]处,灯光变成纯漫反射灯"
-"光。当不烘焙发射时,这可用于在发射表面上方放置灯光时避免不真实的反射。"
+"受灯光影响的对象中镜面反射斑点的强度。在 [code]0[/code] 处,灯光变成纯漫反射"
+"灯光。当不烘焙发射时,这可用于在发光表面上方放置灯光时避免不真实的反射。"
#: doc/classes/Light.xml
msgid ""
@@ -40220,7 +40344,7 @@ msgstr ""
#: doc/classes/Light.xml
msgid "If [code]true[/code], the light will cast shadows."
-msgstr "如果为[code]true[/code],光线会投下阴影。"
+msgstr "如果为 [code]true[/code],光线会投下阴影。"
#: doc/classes/Light.xml
msgid ""
@@ -40236,19 +40360,19 @@ msgstr ""
#: doc/classes/Light.xml
msgid "Constant for accessing [member light_energy]."
-msgstr "访问[member light_energy]的常数。"
+msgstr "用于访问 [member light_energy] 的常量。"
#: doc/classes/Light.xml
msgid "Constant for accessing [member light_indirect_energy]."
-msgstr "访问[member light_indirect_energy]的常数。"
+msgstr "用于访问 [member light_indirect_energy] 的常量。"
#: doc/classes/Light.xml
msgid "Constant for accessing [member light_size]."
-msgstr "访问[member light_size]的常数。"
+msgstr "用于访问 [member light_size] 的常量。"
#: doc/classes/Light.xml
msgid "Constant for accessing [member light_specular]."
-msgstr "访问[member light_specular]的常数。"
+msgstr "用于访问 [member light_specular] 的常量。"
#: doc/classes/Light.xml
msgid ""
@@ -40325,7 +40449,7 @@ msgid ""
"[b]Note:[/b] Hiding a light does [i]not[/i] affect baking."
msgstr ""
"烘焙时忽略灯光。\n"
-"[b]注意:[/b]隐藏灯光[i]不[/i]会影响烘焙。"
+"[b]注意:[/b]隐藏灯光[i]不会[/i]影响烘焙。"
#: doc/classes/Light.xml
msgid "Only indirect lighting will be baked (default)."
@@ -40338,7 +40462,7 @@ msgid ""
"(dynamic and baked)."
msgstr ""
"直接光和间接光都将被烘焙。\n"
-"[b]注意:[/b] 如果不想让灯光出现两次(动态和烘焙),则应隐藏灯光。"
+"[b]注意:[/b]如果不想让灯光出现两次(动态和烘焙),则应隐藏灯光。"
#: doc/classes/Light2D.xml
msgid "Casts light in a 2D environment."
@@ -40351,9 +40475,9 @@ msgid ""
"parameters (range and shadows-related).\n"
"[b]Note:[/b] Light2D can also be used as a mask."
msgstr ""
-"在2D环境中投射光线。光线由一张纹理(通常是灰度)、一种颜色、一个能量值、一种"
-"模式(参阅常数)以及其他各种参数(与范围和阴影有关)来定义。\n"
-"[b]注意:[/b] Light2D也可以作为一个遮罩使用。"
+"在 2D 环境中投射光线。光线由一张纹理(通常是灰度)、一种颜色、一个能量值、一"
+"种模式(参阅常量)以及其他各种参数(与范围和阴影有关)来定义。\n"
+"[b]注意:[/b]Light2D 也可以作为遮罩使用。"
#: doc/classes/Light2D.xml
msgid "The Light2D's [Color]."
@@ -40374,7 +40498,7 @@ msgstr "Light2D的能量值。该值越大,光线就越强。"
#: doc/classes/Light2D.xml
msgid "The Light2D's mode. See [enum Mode] constants for values."
-msgstr "Light2D的模式。参阅[enum Mode]常数的值。"
+msgstr "Light2D 的模式。取值参阅 [enum Mode] 常量。"
#: doc/classes/Light2D.xml
msgid "The offset of the Light2D's [code]texture[/code]."
@@ -40536,7 +40660,7 @@ msgstr "用于计算阴影的[OccluderPolygon2D]。"
#: doc/classes/Line2D.xml
msgid "A 2D line."
-msgstr "一条2D线。"
+msgstr "一条 2D 线。"
#: doc/classes/Line2D.xml
msgid ""
@@ -40564,11 +40688,12 @@ msgid ""
"get_point_count][/code]), the point will be appended at the end of the point "
"list."
msgstr ""
-"在[code]position[/code]添加点。将点追加到直线的末尾。\n"
-"如果给定了位置[code]at_position[/code],则在位置[code]at_position[/code]之前"
-"插入该点,并将该点(以及之后的每个点)移动到插入点之后。如果未给出位置处的"
-"[code]at_position[/code],或者是非法值([code]at_position <0[/code]或位置处的"
-"[code]>=[method get_point_count][/code]),则该点将追加到点列表的末尾。"
+"在 [code]position[/code] 添加点。将点追加到直线的末尾。\n"
+"如果给定了位置 [code]at_position[/code],则在位置 [code]at_position[/code] 之"
+"前插入该点,并将该点(以及之后的每个点)移动到插入点之后。如果未给出位置处的 "
+"[code]at_position[/code],或者是非法值([code]at_position < 0[/code] 或 "
+"[code]at_position >= [method get_point_count][/code]),则该点将追加到点列表"
+"的末尾。"
#: doc/classes/Line2D.xml
msgid "Removes all points from the line."
@@ -40576,7 +40701,7 @@ msgstr "移除直线上的所有点。"
#: doc/classes/Line2D.xml
msgid "Returns the Line2D's amount of points."
-msgstr "返回在Line2D上点的数量。"
+msgstr "返回该 Line2D 上点的数量。"
#: doc/classes/Line2D.xml
msgid "Returns point [code]i[/code]'s position."
@@ -40598,13 +40723,13 @@ msgid ""
"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
msgstr ""
"如果[code]true[/code],线条的边界将抗锯齿。\n"
-"[b]注意:[/b] Line2D在抗锯齿时不会被批量加速。"
+"[b]注意:[/b]Line2D在抗锯齿时不会被批量加速。"
#: doc/classes/Line2D.xml
msgid ""
"Controls the style of the line's first point. Use [enum LineCapMode] "
"constants."
-msgstr "控制直线的第一个点的样式。使用[enum LineCapMode]线帽模式常数。"
+msgstr "控制直线的第一个点的样式。使用 [enum LineCapMode] 常量。"
#: doc/classes/Line2D.xml
msgid "The line's color. Will not be used if a gradient is set."
@@ -40614,7 +40739,7 @@ msgstr "线条的颜色。如果设置了渐变,则不会生效。"
msgid ""
"Controls the style of the line's last point. Use [enum LineCapMode] "
"constants."
-msgstr "控制线条最后一点的样式。使用[enum LineCapMode]常数。"
+msgstr "控制线条最后一点的样式。使用 [enum LineCapMode] 常量。"
#: doc/classes/Line2D.xml
msgid ""
@@ -40782,18 +40907,18 @@ msgid ""
"Adds [code]text[/code] after the cursor. If the resulting value is longer "
"than [member max_length], nothing happens."
msgstr ""
-"在光标后添加[code]text[/code]文本。如果产生的值长于[member max_length],则不"
-"会发生任何事情。"
+"在光标后添加 [code]text[/code] 文本。如果最终值比 [member max_length] 长,则"
+"不会发生任何事情。"
#: doc/classes/LineEdit.xml
msgid "Erases the [LineEdit]'s [member text]."
-msgstr "擦除 [LineEdit] 的 [member text]文本 。"
+msgstr "擦除 [LineEdit] 的 [member text]。"
#: doc/classes/LineEdit.xml
msgid ""
"Deletes one character at the cursor's current position (equivalent to "
"pressing the [code]Delete[/code] key)."
-msgstr "在光标的当前位置删除一个字符(相当于按[code]Delete[/code]键)。"
+msgstr "在光标的当前位置删除一个字符(相当于按 [code]Delete[/code] 键)。"
#: doc/classes/LineEdit.xml
msgid ""
@@ -40801,10 +40926,10 @@ msgid ""
"[code]from_column[/code] to [code]to_column[/code]. Both parameters should "
"be within the text's length."
msgstr ""
-"删除从[code]from_column[/code]到[code]to_column[/code]位置的文本[member text]"
-"的一部分。两个参数都应该在文本的长度之内。"
+"删除 [member text] 中从起始列 [code]from_column[/code] 到结束列 "
+"[code]to_column[/code] 的部分。两个参数都应该在文本的长度之内。"
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr "清除当前选择。"
@@ -40816,20 +40941,33 @@ msgid ""
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
-"返回这个[LineEdit]的[PopupMenu]。默认情况下,这个菜单在右键点击[LineEdit]时显"
-"示。\n"
-"[b]警告:[/b] 这是一个必要的内部节点,移除和释放它可能会导致崩溃。如果你想隐"
-"藏它或它的任何子节点,请使用其的 [member CanvasItem.visible] 属性。"
+"返回这个 [LineEdit] 的 [PopupMenu]。默认情况下,这个菜单会在右键点击 "
+"[LineEdit] 时显示。\n"
+"[b]警告:[/b]这是一个必要的内部节点,移除和释放它可能会导致崩溃。如果你想隐藏"
+"它或它的任何子节点,请使用其的 [member CanvasItem.visible] 属性。"
#: doc/classes/LineEdit.xml
msgid ""
"Returns the scroll offset due to [member caret_position], as a number of "
"characters."
-msgstr "返回由[member caret_position]引起的滚动偏移,作为数字字符串。"
+msgstr "返回由 [member caret_position] 引起的滚动偏移,单位为字符数。"
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr "返回选择的开始列。"
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr "返回选择结束列。"
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "如果定时器被停止,返回 [code]true[/code]。"
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
-msgstr "执行[enum MenuItems]枚举中定义的给定操作。"
+msgstr "执行 [enum MenuItems] 枚举中定义的给定操作。"
#: doc/classes/LineEdit.xml
msgid ""
@@ -40843,26 +40981,26 @@ msgid ""
"select(2, 5) # Will select \"lco\".\n"
"[/codeblock]"
msgstr ""
-"在[code]from[/code]和[code]to[/code]之间的[LineEdit]内选择字符。默认情况下,"
-"[code]from[/code]位于开头,[code]to[/code]位于结尾。\n"
+"选中 [LineEdit] 内位于 [code]from[/code] 和 [code]to[/code] 之间的字符。默认"
+"情况下,[code]from[/code] 位于开头,[code]to[/code] 位于结尾。\n"
"[codeblock]\n"
"text = \"Welcome\"\n"
-"select() # 将选择 \"Welcome\".\n"
-"select(4) # 将选择 \"ome\".\n"
-"select(2, 5) #将选择 \"lco\".\n"
+"select() # 将选中“Welcome”。\n"
+"select(4) # 将选中“ome”。\n"
+"select(2, 5) #将选中“lco”。\n"
"[/codeblock]"
#: doc/classes/LineEdit.xml
msgid "Selects the whole [String]."
-msgstr "选择整个 [String]。"
+msgstr "选中整个 [String]。"
#: doc/classes/LineEdit.xml
msgid "Text alignment as defined in the [enum Align] enum."
-msgstr "在[enum Align]枚举中定义文本对齐方式。"
+msgstr "文本对齐方式,由 [enum Align] 枚举定义。"
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "If [code]true[/code], the caret (visual cursor) blinks."
-msgstr "如果为[code]true[/code],插入符号(可视光标)将闪烁。"
+msgstr "如果为 [code]true[/code],插入符号(可视光标)将闪烁。"
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "Duration (in seconds) of a caret's blinking cycle."
@@ -40872,7 +41010,7 @@ msgstr "插入符号闪烁周期的持续时间(秒)。"
msgid ""
"The cursor's position inside the [LineEdit]. When set, the text may scroll "
"to accommodate it."
-msgstr "光标在[LineEdit]中的位置。设置后,文本可以滚动以适应它。"
+msgstr "光标在 [LineEdit] 中的位置。设置后,文本可以滚动以适应它。"
#: doc/classes/LineEdit.xml
msgid ""
@@ -40929,20 +41067,20 @@ msgid ""
"# `text_change_rejected` is emitted with \"bye\" as parameter.\n"
"[/codeblock]"
msgstr ""
-"在[LineEdit]内可输入的最大字符量。如果[code]0[/code],则没有限制。\n"
-"当定义了限制时,超过[member max_length]的字符会被截断。这在设置最大长度时现有"
-"的 [member text] 内容,或在[LineEdit]中插入的新文本,包括粘贴时发生。如果任何"
-"输入的文本被截断,[signal text_change_rejected]信号将以被截断的子串为参数发送"
-"出来。\n"
-"[b]例如:[/b]\n"
+"[LineEdit] 内可输入的最大字符数。如果为 [code]0[/code],则没有限制。\n"
+"定义了限制时,超过 [member max_length] 的字符会被截断。适用于设置最大长度时的"
+"现有 [member text] 内容,以及在 [LineEdit] 中插入的新文本,包括粘贴进来的文"
+"本。如果任何输入的文本被截断,将触发 [signal text_change_rejected] 信号,参数"
+"为被截断的子串。\n"
+"[b]示例:[/b]\n"
"[codeblock]\n"
"text = \"Hello world\"\n"
"max_length = 5\n"
-"# `text` becomes \"Hello\".\n"
+"# `text` 变成 \"Hello\"。\n"
"max_length = 10\n"
"text += \" goodbye\"\n"
-"# `text` becomes \"Hello good\".\n"
-"# `text_change_rejected` is emitted with \"bye\" as parameter.\n"
+"# `text` 变成 \"Hello good\"。\n"
+"# 触发 `text_change_rejected`,参数为 \"bye\"。\n"
"[/codeblock]"
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
@@ -40959,15 +41097,15 @@ msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
"code]."
msgstr ""
-"[member placeholder_text]的不透明度。值从[code]0[/code]到[code]1[/code]。"
+"[member placeholder_text] 的不透明度。值从 [code]0[/code] 到 [code]1[/code]。"
#: doc/classes/LineEdit.xml
msgid ""
"Text shown when the [LineEdit] is empty. It is [b]not[/b] the [LineEdit]'s "
"default value (see [member text])."
msgstr ""
-"当[LineEdit]为空时显示的文本。它[b]不是[/b][LineEdit]的默认值(见 [member "
-"text])。"
+"当 [LineEdit] 为空时显示的文本。它[b]不是[/b] [LineEdit] 的默认值(见 "
+"[member text])。"
#: doc/classes/LineEdit.xml
msgid ""
@@ -40975,15 +41113,15 @@ msgid ""
"no [member text], or always, if [member clear_button_enabled] is set to "
"[code]false[/code]."
msgstr ""
-"如果没有[member text],或如果[member clear_button_enabled]设置为[code]false[/"
-"code],则设置将出现在[LineEdit]右端的图标。"
+"设置 [LineEdit] 右端的图标,这个图标会在没有 [member text] 时出现,如果 "
+"[member clear_button_enabled] 为 [code]false[/code] 则始终可见。"
#: doc/classes/LineEdit.xml
msgid ""
"If [code]true[/code], every character is replaced with the secret character "
"(see [member secret_character])."
msgstr ""
-"如果为[code]true[/code],每个字符都会被替换成密码字符(参考[member "
+"如果为 [code]true[/code],则每个字符都会被替换成密码字符(见 [member "
"secret_character])。"
#: doc/classes/LineEdit.xml
@@ -40996,11 +41134,11 @@ msgstr "用来作为密码输入的字符(默认为 \"*\")。只能用一个
msgid ""
"If [code]false[/code], it's impossible to select the text using mouse nor "
"keyboard."
-msgstr "如果为[code]false[/code],则无法用鼠标或键盘选择文本。"
+msgstr "如果为 [code]false[/code],则无法用鼠标或键盘选择文本。"
#: doc/classes/LineEdit.xml
msgid "If [code]false[/code], using shortcuts will be disabled."
-msgstr "如果为[code]false[/code],快捷键将被禁用。"
+msgstr "如果为 [code]false[/code],快捷键将被禁用。"
#: doc/classes/LineEdit.xml
msgid ""
@@ -41008,14 +41146,15 @@ msgid ""
"[b]Note:[/b] Changing text using this property won't emit the [signal "
"text_changed] signal."
msgstr ""
-"[LineEdit]的字符串值。\n"
-"[b]注意:[/b]使用这个属性更改文本不会触发[signal text_changed]信号。"
+"[LineEdit] 的字符串值。\n"
+"[b]注意:[/b]使用这个属性更改文本不会触发 [signal text_changed] 信号。"
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the native virtual keyboard is shown when focused on "
"platforms that support it."
-msgstr "如果[code]true[/code],则本机虚拟键盘将显示在支持它的平台上。"
+msgstr ""
+"如果为 [code]true[/code],则在获得焦点时会在支持的平台上显示原生虚拟键盘。"
#: doc/classes/LineEdit.xml
msgid ""
@@ -41023,8 +41162,9 @@ msgid ""
"appended text is truncated to fit [member max_length], and the part that "
"couldn't fit is passed as the [code]rejected_substring[/code] argument."
msgstr ""
-"当附加的文本超过了[member max_length]时触发。附加的文本被截断以适应[member "
-"max_length],不能适应的部分被作为[code]rejected_substring[/code]参数传递。"
+"当追加的文本超过了 [member max_length] 时触发。追加后的文本会被截断以适应 "
+"[member max_length],超出的部分会被作为 [code]rejected_substring[/code] 参数"
+"传递。"
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "Emitted when the text changes."
@@ -41032,31 +41172,31 @@ msgstr "当文本更改时触发。"
#: doc/classes/LineEdit.xml
msgid "Emitted when the user presses [constant KEY_ENTER] on the [LineEdit]."
-msgstr "当用户按[LineEdit]上的[constant KEY_ENTER]时触发。"
+msgstr "当用户在 [LineEdit] 上按 [constant KEY_ENTER] 时触发。"
#: doc/classes/LineEdit.xml
msgid "Aligns the text on the left-hand side of the [LineEdit]."
-msgstr "[LineEdit]文本左对齐。"
+msgstr "将 [LineEdit] 的文本左对齐。"
#: doc/classes/LineEdit.xml
msgid "Centers the text in the middle of the [LineEdit]."
-msgstr "[LineEdit]文本居中。"
+msgstr "将 [LineEdit] 的文本居中。"
#: doc/classes/LineEdit.xml
msgid "Aligns the text on the right-hand side of the [LineEdit]."
-msgstr "[LineEdit]文本右对齐。"
+msgstr "将 [LineEdit] 的文本右对齐。"
#: doc/classes/LineEdit.xml
msgid "Stretches whitespaces to fit the [LineEdit]'s width."
-msgstr "拉伸空白以适应[LineEdit]的宽度。"
+msgstr "拉伸空白以适应 [LineEdit] 的宽度。"
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "Cuts (copies and clears) the selected text."
-msgstr "剪切(复制并删除)选定的文本。"
+msgstr "剪切(复制并删除)选中的文本。"
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "Copies the selected text."
-msgstr "复制选定的文本。"
+msgstr "复制选中的文本。"
#: doc/classes/LineEdit.xml
msgid ""
@@ -41065,17 +41205,17 @@ msgid ""
"Non-printable escape characters are automatically stripped from the OS "
"clipboard via [method String.strip_escapes]."
msgstr ""
-"将剪贴板文本粘贴到所选文本上(或光标所在位置)。\n"
-"不可打印的转义字符将通过[method String.strip_escapes]从操作系统剪贴板中自动剥"
-"离。"
+"将剪贴板文本粘贴到所选文本上(或光标所在位置)。\n"
+"不可打印的转义字符将通过 [method String.strip_escapes] 从操作系统剪贴板中自动"
+"剥离。"
#: doc/classes/LineEdit.xml
msgid "Erases the whole [LineEdit] text."
-msgstr "删除整个[LineEdit]文本。"
+msgstr "删除 [LineEdit] 中的全部文本。"
#: doc/classes/LineEdit.xml
msgid "Selects the whole [LineEdit] text."
-msgstr "选择[LineEdit]中所有文本。"
+msgstr "选中 [LineEdit] 中的全部文本。"
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "Undoes the previous action."
@@ -41087,7 +41227,7 @@ msgstr "反转最后一个撤销动作。"
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "Represents the size of the [enum MenuItems] enum."
-msgstr "表示[enum MenuItems]枚举的大小。"
+msgstr "表示 [enum MenuItems] 枚举的大小。"
#: doc/classes/LineEdit.xml
msgid "Color used as default tint for the clear button."
@@ -41132,27 +41272,27 @@ msgstr "文本使用的字体。"
#: doc/classes/LineEdit.xml
msgid "Texture for the clear button. See [member clear_button_enabled]."
-msgstr "“清除”按钮的纹理。请参阅[member clear_button_enabled]。"
+msgstr "“清除”按钮的纹理。请参阅 [member clear_button_enabled]。"
#: doc/classes/LineEdit.xml
msgid "Background used when [LineEdit] has GUI focus."
-msgstr "当[LineEdit]具有图形用户界面焦点时使用的背景。"
+msgstr "当 [LineEdit] 具有 GUI 焦点时使用的背景。"
#: doc/classes/LineEdit.xml
msgid "Default background for the [LineEdit]."
-msgstr "[LineEdit]的默认背景。"
+msgstr "[LineEdit] 的默认背景。"
#: doc/classes/LineEdit.xml
msgid ""
"Background used when [LineEdit] is in read-only mode ([member editable] is "
"set to [code]false[/code])."
msgstr ""
-"[LineEdit]处于只读模式时使用的背景([member editable]设置为[code]false[/"
-"code])。"
+"[LineEdit] 处于只读模式时使用的背景([member editable] 设置为 [code]false[/"
+"code])。"
#: doc/classes/LineShape2D.xml
msgid "Line shape for 2D collisions."
-msgstr "2D碰撞的线形形状。"
+msgstr "2D 碰撞的线形形状。"
#: doc/classes/LineShape2D.xml
msgid ""
@@ -41161,16 +41301,16 @@ msgid ""
"bodies, and usually not recommended for static bodies either because it "
"forces checks against it on every frame."
msgstr ""
-"2D碰撞的线形。它像2D平面一样工作,不允许任何物理体向负面运动。不建议刚性体使"
-"用,通常也不建议静态体使用,因为它会在每个框架上强制对其进行检查。"
+"2D 碰撞的线形形状。它像 2D 平面一样工作,不允许任何物理体向负面运动。不建议刚"
+"性体使用,通常也不建议静态体使用,因为它会在每个框架上强制对其进行检查。"
#: doc/classes/LineShape2D.xml
msgid "The line's distance from the origin."
-msgstr "直线与原点的距离。"
+msgstr "该直线与原点的距离。"
#: doc/classes/LineShape2D.xml
msgid "The line's normal."
-msgstr "线性法线。"
+msgstr "该直线的法线。"
#: doc/classes/LinkButton.xml
msgid "Simple button used to represent a link to some resource."
@@ -41183,31 +41323,31 @@ msgid ""
"See also [BaseButton] which contains common properties and methods "
"associated with this node."
msgstr ""
-"这种按钮主要用于与按钮的交互引起上下文变化时,如链接到网页。\n"
-"参阅[BaseButton],它包含了该节点相关的常用属性和方法。"
+"这种按钮主要用于与按钮的交互引起上下文变化时(如链接到网页)。\n"
+"参阅 [BaseButton],它包含了该节点相关的常用属性和方法。"
#: doc/classes/LinkButton.xml
msgid ""
"Determines when to show the underline. See [enum UnderlineMode] for options."
-msgstr "决定何时显示下划线。参阅[enum UnderlineMode]的选项。"
+msgstr "决定何时显示下划线。参阅 [enum UnderlineMode] 的选项。"
#: doc/classes/LinkButton.xml
msgid "The LinkButton will always show an underline at the bottom of its text."
-msgstr "LinkButton 链接按钮将始终在其文本底部显示下划线。"
+msgstr "LinkButton 将始终在其文本底部显示下划线。"
#: doc/classes/LinkButton.xml
msgid ""
"The LinkButton will show an underline at the bottom of its text when the "
"mouse cursor is over it."
-msgstr "当鼠标光标悬停在 LinkButton 链接按钮的文本底部时,它会显示一个下划线。"
+msgstr "LinkButton 将在鼠标光标悬停时,在文本底部显示下划线。"
#: doc/classes/LinkButton.xml
msgid "The LinkButton will never show an underline at the bottom of its text."
-msgstr "LinkButton链接按钮永远不会在其文本的底部显示下划线。"
+msgstr "LinkButton 永远不会在其文本底部显示下划线。"
#: doc/classes/LinkButton.xml
msgid "Default text [Color] of the [LinkButton]."
-msgstr "[LinkButton]默认的字体颜色[Color]。"
+msgstr "[LinkButton] 默认的字体颜色 [Color]。"
#: doc/classes/LinkButton.xml
msgid ""
@@ -41215,16 +41355,16 @@ msgid ""
"text color of the button. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
-"当[LinkButton]获得焦点时使用的文本[Color]。只替换按钮的正常文本颜色。禁用、悬"
-"停和按下状态优先于这个颜色。"
+"当 [LinkButton] 获得焦点时使用的文本 [Color]。只替换按钮的正常文本颜色。禁"
+"用、悬停和按下状态优先于这个颜色。"
#: doc/classes/LinkButton.xml
msgid "Text [Color] used when the [LinkButton] is being hovered."
-msgstr "当[LinkButton]被悬停时使用的文本颜色[Color]。"
+msgstr "当 [LinkButton] 被悬停时使用的文本颜色 [Color]。"
#: doc/classes/LinkButton.xml
msgid "Text [Color] used when the [LinkButton] is being pressed."
-msgstr "当[LinkButton]被按下时使用的文本颜色[Color]。"
+msgstr "当 [LinkButton] 被按下时使用的文本颜色 [Color]。"
#: doc/classes/LinkButton.xml
msgid "The vertical space between the baseline of text and the underline."
@@ -41232,7 +41372,7 @@ msgstr "文本基线和下划线之间的垂直空间。"
#: doc/classes/LinkButton.xml
msgid "[Font] of the [LinkButton]'s text."
-msgstr "[LinkButton]文本的字体[Font]。"
+msgstr "[LinkButton] 文本的字体 [Font]。"
#: doc/classes/LinkButton.xml
msgid ""
@@ -41240,8 +41380,8 @@ msgid ""
"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
"visual effect."
msgstr ""
-"当 [LinkButton] 被聚焦时使用的样式盒 [StyleBox]。它显示在当前的[StyleBox]上,"
-"所以使用[StyleBoxEmpty]将只是禁用焦点的视觉效果。"
+"当 [LinkButton] 被聚焦时使用的 [StyleBox]。它显示在当前的 [StyleBox]上,所以"
+"使用 [StyleBoxEmpty] 将只是禁用焦点的视觉效果。"
#: doc/classes/Listener.xml doc/classes/Listener2D.xml
msgid "Overrides the location sounds are heard from."
@@ -41253,16 +41393,16 @@ msgid ""
"node will override the location sounds are heard from. This can be used to "
"listen from a location different from the [Camera]."
msgstr ""
-"一旦被添加到场景树并使用[method make_current]启用,这个节点将覆盖听到声音的位"
-"置。这可以用来从[Camera]不同的位置聆听。"
+"添加到场景树并通过 [method make_current] 启用后,这个节点将覆盖听到声音的位"
+"置。可以用来从与 [Camera] 不同的位置聆听。"
#: doc/classes/Listener.xml
msgid "Disables the listener to use the current camera's listener instead."
-msgstr "禁用监听器,用当前相机的监听器代替。"
+msgstr "禁用该监听器,用当前相机的监听器代替。"
#: doc/classes/Listener.xml
msgid "Returns the listener's global orthonormalized [Transform]."
-msgstr "返回监听器的全局正则化[Transform]。"
+msgstr "返回该监听器的全局正交归一化 [Transform]。"
#: doc/classes/Listener.xml
msgid ""
@@ -41271,14 +41411,14 @@ msgid ""
"[b]Note:[/b] There may be more than one Listener marked as \"current\" in "
"the scene tree, but only the one that was made current last will be used."
msgstr ""
-"如果使用[method make_current]方法,使监听器成为当前状态,则返回[code]true[/"
-"code],否则返回[code]false[/code]。\n"
-"[b]注意:[/b] 在场景树中可能有一个以上的监听器被标记为 \"当前\",但只有最后变"
-"成当前的那个才会被使用。"
+"如果使用 [method make_current] 方法将该监听器标记为了当前状态,则返回 "
+"[code]true[/code],否则返回 [code]false[/code]。\n"
+"[b]注意:[/b]场景树中可能有多个被标记为“当前”的 Listener,但只会使用最后变成"
+"当前的那个。"
#: doc/classes/Listener.xml
msgid "Enables the listener. This will override the current camera's listener."
-msgstr "启用监听器。这将覆盖当前相机的监听器。"
+msgstr "启用该监听器。将覆盖当前相机的监听器。"
#: doc/classes/Listener2D.xml
msgid ""
@@ -41290,21 +41430,21 @@ msgid ""
"screen will be used as a hearing point for the audio. [Listener2D] needs to "
"be inside [SceneTree] to function."
msgstr ""
-"一旦被添加到场景树,并使用[method make_current]启用,这个节点将覆盖听到声音的"
-"位置。只有一个[Listener2D]可以是当前的。使用[method make_current]将禁用以前的"
-"[Listener2D]。\n"
-"如果在当前的[Viewport]中没有激活的[Listener2D],屏幕中心将被用作音频的聆听"
-"点。[Listener2D]需要在[SceneTree]内才能发挥作用。"
+"添加到场景树并通过 [method make_current] 启用后,这个节点将覆盖听到声音的位"
+"置。只有一个 [Listener2D] 可以是当前的。使用 [method make_current] 将禁用之前"
+"的 [Listener2D]。\n"
+"如果在当前的 [Viewport] 中没有已激活的 [Listener2D],屏幕中心将被用作音频的聆"
+"听点。[Listener2D] 需要在 [SceneTree] 内才能发挥作用。"
#: doc/classes/Listener2D.xml
msgid ""
"Disables the [Listener2D]. If it's not set as current, this method will have "
"no effect."
-msgstr "禁用[Listener2D]。如果未将其设置为当前,此方法将无效。"
+msgstr "禁用该 [Listener2D]。如果未将其设置为当前,这个方法不会产生任何效果。"
#: doc/classes/Listener2D.xml
msgid "Returns [code]true[/code] if this [Listener2D] is currently active."
-msgstr "如果此[Listener2D]当前处于激活状态,则返回[code]true[/code]。"
+msgstr "如果这个 [Listener2D] 当前处于激活状态,则返回 [code]true[/code]。"
#: doc/classes/Listener2D.xml
msgid ""
@@ -41314,9 +41454,9 @@ msgid ""
"This method will have no effect if the [Listener2D] is not added to "
"[SceneTree]."
msgstr ""
-"使[Listener2D]处于激活状态,将其设置为声音的聆听点。如果已经有另一个激活的"
+"激活该 [Listener2D],将其设置为声音的聆听点。如果已经有另一个激活的 "
"[Listener2D],它将被禁用。\n"
-"如果[Listener2D]未添加到[SceneTree]中,此方法将无效。"
+"如果 [Listener2D] 未添加到 [SceneTree]中,这个方法不会产生任何效果。"
#: doc/classes/MainLoop.xml
msgid "Abstract base class for the game's main loop."
@@ -41367,14 +41507,14 @@ msgid ""
" print(\" Keys typed: %s\" % var2str(keys_typed))\n"
"[/codeblock]"
msgstr ""
-"[MainLoop]是Godot项目中游戏循环的抽象基类。它被[SceneTree]继承,后者是Godot项"
-"目中使用的游戏循环的默认实现,不过也可以编写和使用自己的[MainLoop]子类,而不"
-"是场景树。\n"
-"在应用程序启动时,必须向操作系统提供一个[MainLoop]实现;否则,应用程序将退"
-"出。除非从命令行提供一个主[Script](例如:[code]godot -s my_loop.gd[/"
-"code]),这将自动发生(并且创建一个[SceneTree]),并应该是一个[MainLoop]实"
-"现。\n"
-"下面是实现简单[MainLoop]的脚本例子:\n"
+"[MainLoop] 是 Godot 项目中游戏循环的抽象基类。它被 [SceneTree] 继承,后者是 "
+"Godot 项目中使用的游戏循环的默认实现,不过也可以不使用场景树,自行编写并使用 "
+"[MainLoop] 的子类。\n"
+"在应用程序启动时,必须向操作系统提供一个 [MainLoop] 实现;否则,应用程序将退"
+"出。这个过程会自动发生(并会创建一个 [SceneTree]),除非从命令行提供了一个主 "
+"[Script](例如:[code]godot -s my_loop.gd[/code]),这个脚本应该实现 "
+"[MainLoop]。\n"
+"下面是实现简单 [MainLoop] 的脚本例子:\n"
"[codeblock]\n"
"extends MainLoop\n"
"\n"
@@ -41383,29 +41523,29 @@ msgstr ""
"var quit = false\n"
"\n"
"func _initialize():\n"
-" print(\"Initialized:\")\n"
-" print(\" Starting time: %s\" % str(time_elapsed))\n"
+" print(\"初始化:\")\n"
+" print(\" 启动时间:%s\" % str(time_elapsed))\n"
"\n"
"func _idle(delta):\n"
" time_elapsed += delta\n"
-" # Return true to end the main loop.\n"
+" # 返回 true 会结束主循环。\n"
" return quit\n"
"\n"
"func _input_event(event):\n"
-" # Record keys.\n"
+" # 记录按键。\n"
" if event is InputEventKey and event.pressed and !event.echo:\n"
" keys_typed.append(OS.get_scancode_string(event.scancode))\n"
-" # Quit on Escape press.\n"
+" # 按 ESC 退出。\n"
" if event.scancode == KEY_ESCAPE:\n"
" quit = true\n"
-" # Quit on any mouse click.\n"
+" # 按任意鼠标按键退出。\n"
" if event is InputEventMouseButton:\n"
" quit = true\n"
"\n"
"func _finalize():\n"
-" print(\"Finalized:\")\n"
-" print(\" End time: %s\" % str(time_elapsed))\n"
-" print(\" Keys typed: %s\" % var2str(keys_typed))\n"
+" print(\"完成:\")\n"
+" print(\" 结束时间:%s\" % str(time_elapsed))\n"
+" print(\" 按下按键:%s\" % var2str(keys_typed))\n"
"[/codeblock]"
#: doc/classes/MainLoop.xml
@@ -41425,7 +41565,7 @@ msgstr "在程序退出前调用。"
msgid ""
"Called when the user performs an action in the system global menu (e.g. the "
"Mac OS menu bar)."
-msgstr "当用户在系统全局菜单(如Mac OS的菜单栏)中执行动作时被调用。"
+msgstr "当用户在系统全局菜单(如 Mac OS的菜单栏)中执行动作时被调用。"
#: doc/classes/MainLoop.xml
msgid ""
@@ -41435,10 +41575,10 @@ msgid ""
"ends the main loop, while [code]false[/code] lets it proceed to the next "
"frame."
msgstr ""
-"在每个空闲帧中调用,参数为自上一个空闲帧以来的时间(以秒为单位)。相当于"
+"在每个空闲帧中调用,参数为自上一个空闲帧以来的时间(以秒为单位)。相当于 "
"[method Node._process]。\n"
-"如果实施,该方法必须返回一个布尔值。[code]true[/code] 结束主循环,而"
-"[code]false[/code] 让它进入下一帧。"
+"如果实施,该方法必须返回一个布尔值。[code]true[/code] 会结束主循环,而 "
+"[code]false[/code] 会让它进入下一帧。"
#: doc/classes/MainLoop.xml
msgid "Called once during initialization."
@@ -41446,15 +41586,15 @@ msgstr "在初始化时调用一次。"
#: doc/classes/MainLoop.xml
msgid "Called whenever an [InputEvent] is received by the main loop."
-msgstr "每当主循环接收到[InputEvent]时,就会调用。"
+msgstr "每当主循环接收到 [InputEvent] 时,就会调用。"
#: doc/classes/MainLoop.xml
msgid ""
"Deprecated callback, does not do anything. Use [method _input_event] to "
"parse text input. Will be removed in Godot 4.0."
msgstr ""
-"废弃的回调,不做任何事情。使用[method _input_event]来解析文本输入。在Godot "
-"4.0中会被删除。"
+"已废弃的回调,不做任何事情。请使用 [method _input_event] 来解析文本输入。在 "
+"Godot 4.0 中会被删除。"
#: doc/classes/MainLoop.xml
msgid ""
@@ -41465,46 +41605,46 @@ msgid ""
"ends the main loop, while [code]false[/code] lets it proceed to the next "
"frame."
msgstr ""
-"在每个物理帧中调用,并将自上一个物理帧以来的时间作为参数,[code]delta[/"
-"code],单位为秒。相当于[method Node._physics_process]。\n"
-"如果实现,该方法必须返回一个布尔值。[code]true[/code]结束主循环,而"
-"[code]false[/code]让它进入下一帧。"
+"在每个物理帧中调用,并将自上一个物理帧以来的时间作为参数([code]delta[/"
+"code],单位为秒)。相当于 [method Node._physics_process]。\n"
+"如果实现,该方法必须返回一个布尔值。[code]true[/code] 会结束主循环,而 "
+"[code]false[/code] 会让它进入下一帧。"
#: doc/classes/MainLoop.xml
msgid ""
"Should not be called manually, override [method _finalize] instead. Will be "
"removed in Godot 4.0."
-msgstr "不应手动调用,而应覆盖[method _finalize]。在Godot 4.0中会被删除。"
+msgstr "不应手动调用,请覆盖 [method _finalize]。在 Godot 4.0 中会被删除。"
#: doc/classes/MainLoop.xml
msgid ""
"Should not be called manually, override [method _idle] instead. Will be "
"removed in Godot 4.0."
-msgstr "不应手动调用,而应覆盖[method _idle]。在Godot 4.0中会被删除。"
+msgstr "不应手动调用,请覆盖 [method _idle]。在 Godot 4.0 中会被删除。"
#: doc/classes/MainLoop.xml
msgid ""
"Should not be called manually, override [method _initialize] instead. Will "
"be removed in Godot 4.0."
-msgstr "不应手动调用,而应覆盖[method _initialize]。在Godot 4.0中会被删除。"
+msgstr "不应手动调用,请覆盖 [method _initialize]。在 Godot 4.0 中会被删除。"
#: doc/classes/MainLoop.xml
msgid ""
"Should not be called manually, override [method _input_event] instead. Will "
"be removed in Godot 4.0."
-msgstr "不应手动调用,而应重写[method _input_event]。在Godot 4.0中会被删除。"
+msgstr "不应手动调用,请覆盖 [method _input_event]。在 Godot 4.0 中会被删除。"
#: doc/classes/MainLoop.xml
msgid ""
"Should not be called manually, override [method _input_text] instead. Will "
"be removed in Godot 4.0."
-msgstr "不应手动调用,而应重写[method _input_text]。在Godot 4.0中会被删除。"
+msgstr "不应手动调用,请覆盖 [method _input_text]。在 Godot 4.0 中会被删除。"
#: doc/classes/MainLoop.xml
msgid ""
"Should not be called manually, override [method _iteration] instead. Will be "
"removed in Godot 4.0."
-msgstr "不应手动调用,而应覆盖[method _iteration]。在Godot 4.0中会被删除。"
+msgstr "不应手动调用,请覆盖 [method _iteration]。在 Godot 4.0 中会被删除。"
#: doc/classes/MainLoop.xml
msgid "Emitted when a user responds to a permission request."
@@ -41515,16 +41655,16 @@ msgid ""
"Notification received from the OS when the mouse enters the game window.\n"
"Implemented on desktop and web platforms."
msgstr ""
-"当鼠标进入游戏窗口时从操作系统收到的通知。\n"
-"在桌面和网络平台上实现。"
+"当鼠标进入游戏窗口时,从操作系统收到的通知。\n"
+"在桌面和 Web 平台上实现。"
#: doc/classes/MainLoop.xml doc/classes/Node.xml
msgid ""
"Notification received from the OS when the mouse leaves the game window.\n"
"Implemented on desktop and web platforms."
msgstr ""
-"当鼠标离开游戏窗口时从操作系统收到的通知。\n"
-"在桌面和网络平台上实现。"
+"当鼠标离开游戏窗口时,从操作系统收到的通知。\n"
+"在桌面和 Web 平台上实现。"
#: doc/classes/MainLoop.xml doc/classes/Node.xml
msgid ""
@@ -41539,7 +41679,7 @@ msgid ""
"Notification received from the OS when the game window is unfocused.\n"
"Implemented on all platforms."
msgstr ""
-"当游戏窗口未获得焦点时,从操作系统收到的通知。\n"
+"当游戏窗口失去焦点时,从操作系统收到的通知。\n"
"在所有平台上实现。"
#: doc/classes/MainLoop.xml doc/classes/Node.xml
@@ -41548,7 +41688,7 @@ msgid ""
"the window with a \"Close\" button or Alt+F4).\n"
"Implemented on desktop platforms."
msgstr ""
-"发出退出请求时,从操作系统收到的通知(例如用“关闭”按钮或 Alt+F4 关闭窗"
+"当发出退出请求时,从操作系统收到的通知(例如用“关闭”按钮或 Alt+F4 关闭窗"
"口)。\n"
"在桌面平台上实现。"
@@ -41560,7 +41700,7 @@ msgid ""
msgstr ""
"当发出返回请求时,从操作系统收到的通知(例如在 Android 系统上按下“返回”按"
"钮)。\n"
-"Android 平台特供。"
+"仅限 Android 平台。"
#: doc/classes/MainLoop.xml doc/classes/Node.xml
msgid ""
@@ -41568,9 +41708,9 @@ msgid ""
"another OS window wants to take the focus).\n"
"No supported platforms currently send this notification."
msgstr ""
-"当取消焦点的请求被发送时,从操作系统收到的通知(例如,另一个操作系统窗口想要"
-"得到焦点)。\n"
-"目前没有支持的平台发送这个通知。"
+"当发出取消焦点请求时,从操作系统收到的通知(例如另一个操作系统窗口想要获得焦"
+"点)。\n"
+"支持的平台目前都不会发送这个通知。"
#: doc/classes/MainLoop.xml doc/classes/Node.xml
msgid ""
@@ -41579,7 +41719,7 @@ msgid ""
"Specific to the iOS platform."
msgstr ""
"当应用程序超过其分配的内存时,从操作系统收到的通知。\n"
-"专用于 iOS 平台。"
+"仅限 iOS 平台。"
#: doc/classes/MainLoop.xml doc/classes/Node.xml
msgid ""
@@ -41588,9 +41728,9 @@ msgid ""
"for example to change the UI strings on the fly. Useful when working with "
"the built-in translation support, like [method Object.tr]."
msgstr ""
-"当翻译可能发生变化时收到的通知。可以由用户改变区域设置来触发。可以用来响应语"
-"言的变化,例如,实时改变 UI 字符串。在使用内置的翻译支持时很有用,比如 "
-"[method Object.tr]。"
+"当翻译可能发生变化时收到的通知。会在用户改变区域设置时触发。可以用来响应语言"
+"的变化,例如实时改变 UI 字符串。可配合内置的翻译支持使用,比如 [method "
+"Object.tr]。"
#: doc/classes/MainLoop.xml doc/classes/Node.xml
msgid ""
@@ -41598,8 +41738,8 @@ msgid ""
"is sent.\n"
"Specific to the macOS platform."
msgstr ""
-"当发送“关于”信息的请求时,从操作系统收到的通知。\n"
-"特定于 macOS 平台。"
+"当发出“关于”信息请求时,从操作系统收到的通知。\n"
+"仅限 macOS 平台。"
#: doc/classes/MainLoop.xml doc/classes/Node.xml
msgid ""
@@ -41616,29 +41756,29 @@ msgid ""
"occurs (e.g. change of IME cursor position or composition string).\n"
"Specific to the macOS platform."
msgstr ""
-"当输入法引擎发生更新时,从操作系统收到的通知(例如,IME光标位置或组成字符串的"
-"变化)。\n"
-"特定于macOS平台。"
+"当输入法引擎发生更新时,从操作系统收到的通知(例如,IME 光标位置或组成字符串"
+"的变化)。\n"
+"仅限 macOS 平台。"
#: doc/classes/MainLoop.xml doc/classes/Node.xml
msgid ""
"Notification received from the OS when the app is resumed.\n"
"Specific to the Android platform."
msgstr ""
-"恢复应用时从操作系统收到的通知。\n"
-"特定于 Android 平台。"
+"当应用恢复时,从操作系统收到的通知。\n"
+"仅限 Android 平台。"
#: doc/classes/MainLoop.xml doc/classes/Node.xml
msgid ""
"Notification received from the OS when the app is paused.\n"
"Specific to the Android platform."
msgstr ""
-"暂停应用时从操作系统收到的通知。\n"
-"特定于 Android 平台。"
+"当应用暂停时,从操作系统收到的通知。\n"
+"仅限 Android 平台。"
#: doc/classes/MarginContainer.xml
msgid "Simple margin container."
-msgstr "简单边距容器。"
+msgstr "简单的边距容器。"
#: doc/classes/MarginContainer.xml
msgid ""
@@ -41657,13 +41797,13 @@ msgid ""
"add_constant_override(\"margin_right\", margin_value)\n"
"[/codeblock]"
msgstr ""
-"为所有作为容器的直接子节点的[Control]节点添加顶部、左侧、底部和右侧的边距。要"
-"控制[MarginContainer]的边距,请使用下面列出的[code]margin_*[/code] 主题属"
-"性。\n"
-"[b]注意:[/b]要小心,[Control]的margin值与常量margin值不同。如果你想通过代码"
-"改变[MarginContainer]的自定义边距值,应该使用下面的例子:\n"
+"为所有作为容器的直接子节点的 [Control] 节点添加顶部、左侧、底部和右侧的边距。"
+"要控制 [MarginContainer] 的边距,请使用下面列出的 [code]margin_*[/code] 主题"
+"属性。\n"
+"[b]注意:[/b]要小心,[Control] 的 margin 值与常量 margin 值不同。如果你想通过"
+"代码改变 [MarginContainer] 的自定义边距值,应该使用下面的例子:\n"
"[codeblock]\n"
-"# 这个代码示例假定当前脚本扩展自MarginContainer。\n"
+"# 这个代码示例假定当前脚本扩展自 MarginContainer。\n"
"var margin_value = 100\n"
"add_constant_override(\"margin_top\", margin_value)\n"
"add_constant_override(\"margin_left\", margin_value)\n"
@@ -41676,28 +41816,32 @@ msgid ""
"All direct children of [MarginContainer] will have a bottom margin of "
"[code]margin_bottom[/code] pixels."
msgstr ""
-"所有[MarginContainer]的直接子代将有[code]margin_bottom[/code]像素的底边距。"
+"所有 [MarginContainer] 的直接子节点将有 [code]margin_bottom[/code] 像素的底边"
+"距。"
#: doc/classes/MarginContainer.xml
msgid ""
"All direct children of [MarginContainer] will have a left margin of "
"[code]margin_left[/code] pixels."
msgstr ""
-"所有[MarginContainer]的直接子代将有[code]margin_left[/code]像素的左边距。"
+"所有 [MarginContainer] 的直接子节点将有 [code]margin_left[/code] 像素的左边"
+"距。"
#: doc/classes/MarginContainer.xml
msgid ""
"All direct children of [MarginContainer] will have a right margin of "
"[code]margin_right[/code] pixels."
msgstr ""
-"所有[MarginContainer]的直接子代将有[code]margin_right[/code]像素的右边距。"
+"所有 [MarginContainer] 的直接子节点将有 [code]margin_right[/code] 像素的右边"
+"距。"
#: doc/classes/MarginContainer.xml
msgid ""
"All direct children of [MarginContainer] will have a top margin of "
"[code]margin_top[/code] pixels."
msgstr ""
-"所有[MarginContainer]的直接子代将有[code]margin_right[/code]像素的顶边距。"
+"所有 [MarginContainer] 的直接子节点将有 [code]margin_top[/code] 像素的顶边"
+"距。"
#: doc/classes/Marshalls.xml
msgid "Data transformation (marshalling) and encoding helpers."
@@ -41712,7 +41856,8 @@ msgid ""
"Returns a decoded [PoolByteArray] corresponding to the Base64-encoded string "
"[code]base64_str[/code]."
msgstr ""
-"返回对应于Base64编码字符串[code]base64_str[/code]的解码的[PoolByteArray]。"
+"返回对应于 Base64 编码字符串 [code]base64_str[/code] 的解码的 "
+"[PoolByteArray]。"
#: doc/classes/Marshalls.xml
msgid ""
@@ -41732,17 +41877,17 @@ msgid ""
msgstr ""
"返回一个对应于Base64编码的字符串[code]base64_str[/code]的解码[Variant]。如果"
"[code]allow_objects[/code]是[code]true[/code],则允许对对象进行解码。\n"
-"[b]警告:[/b] 反序列化的对象可能包含会被执行的代码。如果序列化的对象来自不受"
-"信任的来源,请不要使用这个选项,以避免潜在的安全威胁,如远程代码执行。"
+"[b]警告:[/b]反序列化的对象可能包含会被执行的代码。如果序列化的对象来自不受信"
+"任的来源,请不要使用这个选项,以避免潜在的安全威胁,如远程代码执行。"
#: doc/classes/Marshalls.xml
msgid "Returns a Base64-encoded string of a given [PoolByteArray]."
-msgstr "返回给定[PoolByteArray]的Base64编码的字符串。"
+msgstr "返回给定 [PoolByteArray] 的 Base64 编码的字符串。"
#: doc/classes/Marshalls.xml
msgid ""
"Returns a Base64-encoded string of the UTF-8 string [code]utf8_str[/code]."
-msgstr "返回UTF-8字符串[code]utf8_str[/code]的一个Base64编码的字符串。"
+msgstr "返回 UTF-8 字符串 [code]utf8_str[/code] 的一个 Base64 编码的字符串。"
#: doc/classes/Marshalls.xml
msgid ""
@@ -41776,9 +41921,8 @@ msgid ""
"[b]Note:[/b] This only applies to [SpatialMaterial]s and [ShaderMaterial]s "
"with type \"Spatial\"."
msgstr ""
-"设置下一次使用的 [Material]。这将使用不同的材质再次渲染对象。\n"
-"[b]注意:[/b]这只适用于“Spatial”类型的 [SpatialMaterial] 和 "
-"[ShaderMaterial]。"
+"设置下一阶段使用的 [Material]。这将使用不同的材质再次渲染对象。\n"
+"[b]注意:[/b]仅适用于 [SpatialMaterial] 和“Spatial”类型的 [ShaderMaterial]。"
#: doc/classes/Material.xml
msgid ""
@@ -41789,11 +41933,10 @@ 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"
+"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"
-"[b]注意:[/b] 这只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)。"
+"[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/Material.xml
msgid "Maximum value for the [member render_priority] parameter."
@@ -41840,7 +41983,7 @@ msgstr ""
msgid ""
"If [code]true[/code], shortcuts are disabled and cannot be used to trigger "
"the button."
-msgstr "如果[code]true[/code],快捷方式将被禁用,无法用于触发按钮。"
+msgstr "如果为 [code]true[/code],快捷方式将被禁用,无法用于触发按钮。"
#: doc/classes/MenuButton.xml
msgid ""
@@ -41848,20 +41991,21 @@ msgid ""
"within the same parent which also has [code]switch_on_hover[/code] enabled, "
"it will close the current [MenuButton] and open the other one."
msgstr ""
-"如果[code]true[/code],当光标悬停在同一父级中也启用了[code]switch_on_hover[/"
-"code]的另一个[MenuButton]上方时,它将关闭当前的[MenuButton]并打开另一个。"
+"如果为 [code]true[/code],当光标悬停在同一父级中也启用了 "
+"[code]switch_on_hover[/code] 的另一个 [MenuButton] 上方时,它将关闭当前的 "
+"[MenuButton] 并打开另一个。"
#: doc/classes/MenuButton.xml
msgid "Emitted when [PopupMenu] of this MenuButton is about to show."
-msgstr "当此MenuButton的[PopupMenu]即将显示时触发。"
+msgstr "当此 MenuButton 的 [PopupMenu] 即将显示时触发。"
#: doc/classes/MenuButton.xml
msgid "Default text [Color] of the [MenuButton]."
-msgstr "[MenuButton]默认的字体[Color]颜色。"
+msgstr "[MenuButton] 默认的字体 [Color] 颜色。"
#: doc/classes/MenuButton.xml
msgid "Text [Color] used when the [MenuButton] is disabled."
-msgstr "[MenuButton]被禁用时的字体[Color]颜色。"
+msgstr "[MenuButton] 被禁用时的字体 [Color] 颜色。"
#: doc/classes/MenuButton.xml
msgid ""
@@ -41869,8 +42013,8 @@ msgid ""
"text color of the button. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
-"当[MenuButton]获得焦点时使用的文本[Color]。只替换按钮的正常文本颜色。禁用、悬"
-"停和按下状态优先于这个颜色。"
+"当 [MenuButton] 获得焦点时使用的文本 [Color]。只替换按钮的正常文本颜色。禁"
+"用、悬停和按下状态优先于这个颜色。"
#: doc/classes/MenuButton.xml
msgid "Text [Color] used when the [MenuButton] is being hovered."
@@ -41878,19 +42022,19 @@ msgstr "当鼠标在 [MenuButton] 上悬停时使用的字体 [Color] 颜色。"
#: doc/classes/MenuButton.xml
msgid "Text [Color] used when the [MenuButton] is being pressed."
-msgstr "当[MenuButton]被按下时使用的字体[Color]颜色。"
+msgstr "当 [MenuButton] 被按下时使用的字体 [Color] 颜色。"
#: doc/classes/MenuButton.xml
msgid "The horizontal space between [MenuButton]'s icon and text."
-msgstr "[MenuButton]的文字和图标之间的水平间隙。"
+msgstr "[MenuButton] 的文字和图标之间的水平间隙。"
#: doc/classes/MenuButton.xml
msgid "[Font] of the [MenuButton]'s text."
-msgstr "[MenuButton]文本的[Font]。"
+msgstr "[MenuButton] 文本的 [Font]。"
#: doc/classes/MenuButton.xml
msgid "[StyleBox] used when the [MenuButton] is disabled."
-msgstr "当[MenuButton]被禁用时使用的[StyleBox]。"
+msgstr "当 [MenuButton] 被禁用时使用的 [StyleBox]。"
#: doc/classes/MenuButton.xml
msgid ""
@@ -41898,8 +42042,8 @@ msgid ""
"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
"visual effect."
msgstr ""
-"当[MenuButton]被聚焦时使用的[StyleBox]。它显示在当前的[StyleBox]上,所以使用"
-"[StyleBoxEmpty]将只是禁用焦点的视觉效果。"
+"当 [MenuButton] 被聚焦时使用的 [StyleBox]。它显示在当前的 [StyleBox] 上,所以"
+"使用 [StyleBoxEmpty] 将只是禁用焦点的视觉效果。"
#: doc/classes/MenuButton.xml
msgid "[StyleBox] used when the [MenuButton] is being hovered."
@@ -41970,9 +42114,9 @@ msgid ""
"get_transformed_aabb].\n"
"[b]Note:[/b] This is only implemented for [ArrayMesh] and [PrimitiveMesh]."
msgstr ""
-"返回局部空间中包围这个网格的最小的[AABB]。不受[code]custom_aabb[/code]的影"
+"返回局部空间中包围这个网格的最小的 [AABB]。不受 [code]custom_aabb[/code] 的影"
"响。参阅 [method VisualInstance.get_transformed_aabb]。\n"
-"[b]注意:[/b]这只对[ArrayMesh]和[PrimitiveMesh]实现。"
+"[b]注意:[/b]这只对 [ArrayMesh] 和 [PrimitiveMesh] 实现。"
#: doc/classes/Mesh.xml
msgid ""
@@ -42237,11 +42381,11 @@ msgid ""
"OpenGL/Face-culling]winding order[/url] for front faces of triangle "
"primitive modes."
msgstr ""
-"MeshDataTool提供对[Mesh]中单个顶点的访问。它允许用户读取和编辑网格的顶点数"
+"MeshDataTool 提供对 [Mesh] 中单个顶点的访问。它允许用户读取和编辑网格的顶点数"
"据。还可以创建面和边的数组。\n"
-"要使用MeshDataTool,请使用[method create_from_surface]加载网格。当完成编辑数"
-"据后,用[method commit_to_surface]将数据提交给Mesh。\n"
-"下面是如何使用MeshDataTool的例子。\n"
+"要使用 MeshDataTool,请使用 [method create_from_surface] 加载网格。当完成编辑"
+"数据后,用 [method commit_to_surface] 将数据提交给 Mesh。\n"
+"下面是如何使用 MeshDataTool 的例子。\n"
"[codeblock]\n"
"var mesh = ArrayMesh.new()\n"
"mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, CubeMesh.new()."
@@ -42261,8 +42405,8 @@ msgstr ""
"mi.mesh = mesh\n"
"add_child(mi)\n"
"[/codeblock]\n"
-"参阅[ArrayMesh]、[ImmediateGeometry]和[SurfaceTool]的程序性几何体生成。\n"
-"[b]注意:[/b] Godot对三角形原始模式的前端面使用顺时针[url=https://"
+"参阅 [ArrayMesh]、[ImmediateGeometry] 和 [SurfaceTool] 的程序性几何体生成。\n"
+"[b]注意:[/b]Godot 对三角形图元模式的前端面使用顺时针[url=https://"
"learnopengl.com/Advanced-OpenGL/Face-culling]缠绕顺序[/url]。"
#: doc/classes/MeshDataTool.xml
@@ -42278,8 +42422,8 @@ msgid ""
"Uses specified surface of given [Mesh] to populate data for MeshDataTool.\n"
"Requires [Mesh] with primitive type [constant Mesh.PRIMITIVE_TRIANGLES]."
msgstr ""
-"使用给定[Mesh]的指定表面来填充MeshDataTool的数据。\n"
-"要求[Mesh]具有基本类型[constant Mesh.PRIMITIVE_TRIANGLES]。"
+"使用给定 [Mesh] 的指定表面来填充 MeshDataTool 的数据。\n"
+"要求 [Mesh] 具有基本类型 [constant Mesh.PRIMITIVE_TRIANGLES]。"
#: doc/classes/MeshDataTool.xml
msgid "Returns the number of edges in this [Mesh]."
@@ -42341,7 +42485,7 @@ msgid ""
"See [enum ArrayMesh.ArrayFormat] for a list of format flags."
msgstr ""
"返回 [Mesh] 的格式,该格式是由 [Mesh] 格式标识组合而成的整数。例如,一个同时"
-"包含顶点和法线的网格将返回[code]3[/code]格式,因为 [constant ArrayMesh."
+"包含顶点和法线的网格将返回 [code]3[/code]格式,因为 [constant ArrayMesh."
"ARRAY_FORMAT_VERTEX] = [code]1[/code],[constant ArrayMesh."
"ARRAY_FORMAT_NORMAL] = [code]2[/code]。\n"
"参阅 [enum ArrayMesh.ArrayFormat] 的格式标识列表。"
@@ -42478,7 +42622,7 @@ msgstr ""
"这个助手创建[StaticBody]子节点,该节点具有从网格几何形状计算的"
"[ConvexPolygonShape]碰撞形状。其主要用于测试。\n"
"如果[code]clean[/code]是[code]true[/code](默认),重复的顶点和内部顶点会被自"
-"动移除。可以把它设置为[code]false[/code],以便在不需要的情况下使这个过程更"
+"动移除。可以把它设置为 [code]false[/code],以便在不需要的情况下使这个过程更"
"快。\n"
"如果[code]simplify[/code]是[code]true[/code],可以进一步简化几何体以减少顶点"
"的数量。默认情况下是禁用的。"
@@ -42538,6 +42682,10 @@ msgid ""
"In order to be mergeable, properties of the [MeshInstance] must match, and "
"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
+"如果这个 [MeshInstance] 可以与指定的 [code]other_mesh_instance[/code] 通过 "
+"[method MeshInstance.merge_meshes] 函数合并,则返回 [code]true[/code]。\n"
+"只有属性匹配且各表面的材质、属性、顶点格式均匹配的 [MeshInstance] 才能相互合"
+"并。"
#: doc/classes/MeshInstance.xml
msgid ""
@@ -42562,6 +42710,16 @@ msgid ""
"Also note that any initial data in the destination [MeshInstance] data will "
"be discarded."
msgstr ""
+"这个函数可以将若干 [MeshInstance] 的数据合并入单个目标 [MeshInstance](调用该"
+"函数的 MeshInstance)。主要用于减少绘制调用数和 [Node] 数量,从而提升性能。\n"
+"只应对不包含动画的简单网格尝试合并操作。\n"
+"最终返回的顶点,既可以使用全局坐标,也可以使用相对于目标 [MeshInstance] 全局"
+"变换的局部坐标(目标节点必须在 [SceneTree] 内才能正常使用局部坐标)。\n"
+"该函数默认会检查 [MeshInstance] 之间的兼容性,除非你之前已经使用 [method "
+"MeshInstance.is_mergeable_with] 检查过兼容性,否则应打开该检查。\n"
+"[b]注意:[/b]网格之间相似性的要求相当严格。可以在调用 [method MeshInstance."
+"merge_meshes] 前使用 [method MeshInstance.is_mergeable_with] 函数进行检查。\n"
+"另外请注意,目标 [MeshInstance] 中的任何初始数据都会被丢弃。"
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
@@ -42573,7 +42731,7 @@ msgstr "该实例的[Mesh]资源。"
#: doc/classes/MeshInstance.xml
msgid "[NodePath] to the [Skeleton] associated with the instance."
-msgstr "与实例相关联[NodePath]的[Skeleton]。"
+msgstr "与实例相关联 [NodePath] 的 [Skeleton]。"
#: doc/classes/MeshInstance.xml
msgid "Sets the skin to be used by this instance."
@@ -42588,9 +42746,9 @@ msgid ""
"software_skinning_fallback] for details about how software skinning is "
"enabled."
msgstr ""
-"如果[code]true[/code],当使用软件蒙皮时,法线会被转换。当不需要法线时,设置为"
-"[code]false[/code]以获得更好的性能。\n"
-"关于如何启用软件蒙皮的细节,参阅[member ProjectSettings.rendering/quality/"
+"如果为 [code]true[/code],当使用软件蒙皮时,法线会被变换。当不需要法线时,设"
+"置为 [code]false[/code] 以获得更好的性能。\n"
+"关于如何启用软件蒙皮的细节,参阅 [member ProjectSettings.rendering/quality/"
"skinning/software_skinning_fallback]。"
#: doc/classes/MeshInstance2D.xml
@@ -42688,7 +42846,7 @@ msgstr "返回该项的导航网格。"
#: doc/classes/MeshLibrary.xml
msgid "Returns the transform applied to the item's navigation mesh."
-msgstr "返回应用于该项导航网格的转换。"
+msgstr "返回应用于该项导航网格的变换。"
#: doc/classes/MeshLibrary.xml
msgid ""
@@ -42741,7 +42899,7 @@ msgstr "设置此项的导航网格。"
#: doc/classes/MeshLibrary.xml
msgid "Sets the transform to apply to the item's navigation mesh."
-msgstr "设置转换应用于该项的导航网格。"
+msgstr "设置应用于该项的导航网格的变换。"
#: doc/classes/MeshLibrary.xml
msgid "Sets a texture to use as the item's preview icon in the editor."
@@ -43155,7 +43313,7 @@ msgstr ""
"RPC/RSET)。\n"
"通过设置[member Node.custom_multiplayer]属性,可以重写特定节点使用的多人游戏"
"API实例,从而有效地允许在同一场景中同时运行客户端和服务器。\n"
-"[b]注意:[/b] 高阶的多人游戏API协议实现细节,并不意味着可以被非Godot服务器使"
+"[b]注意:[/b]高阶的多人游戏API协议实现细节,并不意味着可以被非Godot服务器使"
"用。它可能会改变,不做另行通知。"
#: doc/classes/MultiplayerAPI.xml
@@ -43183,19 +43341,19 @@ msgid ""
"[b]Note:[/b] If not inside an RPC this method will return 0."
msgstr ""
"返回当前正在执行的RPC的发送方的对等体ID。\n"
-"[b]注意:[/b] 如果不在RPC内,这个方法将返回0。"
+"[b]注意:[/b]如果不在RPC内,这个方法将返回0。"
#: doc/classes/MultiplayerAPI.xml doc/classes/SceneTree.xml
msgid "Returns [code]true[/code] if there is a [member network_peer] set."
-msgstr "如果有一个[member network_peer]设置,返回[code]true[/code]。"
+msgstr "如果有一个[member network_peer]设置,返回 [code]true[/code]。"
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Returns [code]true[/code] if this MultiplayerAPI's [member network_peer] is "
"in server mode (listening for connections)."
msgstr ""
-"如果这个MultiplayerAPI的[member network_peer]处于服务器模式(监听连接),返回"
-"[code]true[/code]。"
+"如果这个MultiplayerAPI的[member network_peer]处于服务器模式(监听连接),返"
+"回 [code]true[/code]。"
#: doc/classes/MultiplayerAPI.xml
msgid ""
@@ -43207,11 +43365,11 @@ msgid ""
"will be executed in the same context of this function (e.g. [code]_process[/"
"code], [code]physics[/code], [Thread])."
msgstr ""
-"用于轮询多人游戏API的方法。只有当你使用[member Node.custom_multiplayer]覆盖或"
-"者你将[member SceneTree.multiplayer_poll]设置为[code]false[/code]时,你才需要"
-"担心这个问题。默认情况下,[SceneTree]将为你轮询其多人游戏API。\n"
-"[b]注意:[/b]这个方法导致RPC和RSET被调用,所以它们将在这个函数的同一上下文中"
-"执行(例如,[code]_process[/code], [code]physics[/code], [Thread])。"
+"用于轮询多人游戏 API 的方法。只有当你使用 [member Node.custom_multiplayer] 覆"
+"盖或者你将 [member SceneTree.multiplayer_poll] 设置为 [code]false[/code] 时,"
+"你才需要担心这个问题。默认情况下,[SceneTree] 将为你轮询其多人游戏 API。\n"
+"[b]注意:[/b]这个方法导致 RPC 和 RSET 被调用,所以它们将在这个函数的同一上下"
+"文中执行(例如 [code]_process[/code]、[code]physics[/code]、[Thread])。"
#: doc/classes/MultiplayerAPI.xml
msgid ""
@@ -43219,9 +43377,9 @@ msgid ""
"[code]id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]). "
"Default ID is [code]0[/code], i.e. broadcast to all peers."
msgstr ""
-"将给定的原始[code]字节[/code]发送到由[code]id[/code]确定的特定对等体(见"
-"[method NetworkedMultiplayerPeer.set_target_peer])。默认ID是[code]0[/code],"
-"即向所有对等体广播。"
+"将给定的原始字节 [code]bytes[/code]发送到由 [code]id[/code] 确定的特定对等体"
+"(见 [method NetworkedMultiplayerPeer.set_target_peer])。默认 ID 是 "
+"[code]0[/code],即向所有对等体广播。"
#: doc/classes/MultiplayerAPI.xml
msgid ""
@@ -43232,11 +43390,11 @@ msgid ""
"Do not use this option if the serialized object comes from untrusted sources "
"to avoid potential security threats such as remote code execution."
msgstr ""
-"如果[code]true[/code],或者如果[member network_peer]的[member PacketPeer."
-"allow_object_decoding]设置为[code]true[/code],多人游戏API将允许在RPC/RSETs期"
-"间的对象进行编码和解码。\n"
-"[b]警告:[/b] 反序列化的对象可能包含会被执行的代码。如果序列化的对象来自不受"
-"信任的来源,请不要使用这个选项,以避免潜在的安全威胁,如远程代码执行。"
+"如果为 [code]true[/code](或者如果 [member network_peer] 的 [member "
+"PacketPeer.allow_object_decoding] 被设置为 [code]true[/code]),多人游戏 API "
+"将允许在 RPC/RSET 期间的对象进行编码和解码。\n"
+"[b]警告:[/b]反序列化的对象可能包含会被执行的代码。如果序列化的对象来自不受信"
+"任的来源,请不要使用这个选项,以避免潜在的安全威胁,如远程代码执行。"
#: doc/classes/MultiplayerAPI.xml
msgid ""
@@ -43435,7 +43593,7 @@ msgid ""
"has ownership of the mutex."
msgstr ""
"锁定此 [Mutex],直到被当前所有者解锁为止。\n"
-"[b]注意:[/b] 如果线程已经拥有互斥锁的所有权,该函数将无阻塞地返回。"
+"[b]注意:[/b]如果线程已经拥有互斥锁的所有权,该函数将无阻塞地返回。"
#: doc/classes/Mutex.xml
msgid ""
@@ -43446,7 +43604,7 @@ msgid ""
msgstr ""
"试图锁定此[Mutex],但并不阻塞。成功时返回[constant OK],否则返回[constant "
"ERR_BUSY]。\n"
-"[b]注意:[/b] 如果线程已经拥有了该Mutex的所有权,该函数返回[constant OK]。"
+"[b]注意:[/b]如果线程已经拥有了该Mutex的所有权,该函数返回[constant OK]。"
#: doc/classes/Mutex.xml
msgid ""
@@ -43500,8 +43658,8 @@ msgid ""
"API extension."
msgstr ""
"构建基础类型的新对象,并附加此类型的脚本。\n"
-"[b]注意:[/b] 传递给这个函数的任何参数将被忽略,不会传递给局部构造函数。这将"
-"在未来的API扩展中改变。"
+"[b]注意:[/b]传递给这个函数的任何参数将被忽略,不会传递给局部构造函数。这将在"
+"未来的API扩展中改变。"
#: doc/classes/Navigation.xml
msgid "Mesh-based navigation and pathfinding node."
@@ -44701,7 +44859,7 @@ msgstr ""
"network_peer]。然后可以通过连接到 [SceneTree] 信号来处理事件。\n"
"ENet 的目的是在 UDP(用户数据报协议)之上提供一个相对简单而健全的网络通信"
"层。\n"
-"[b]注意:[/b] ENet 只使用UDP,不使用TCP。转发服务器端口使您的服务器可以在公网"
+"[b]注意:[/b]ENet 只使用UDP,不使用TCP。转发服务器端口使您的服务器可以在公网"
"上访问时,只需要将服务器端口转发为UDP即可。您可以使用 [UPNP] 类尝试在启动服务"
"器时自动转发服务器端口。"
@@ -44783,7 +44941,7 @@ msgid ""
"Disconnect the given peer. If \"now\" is set to [code]true[/code], the "
"connection will be closed immediately without flushing queued messages."
msgstr ""
-"断开给定对等体的连接。如果 \"now \"被设置为[code]true[/code],连接将被立即关"
+"断开给定对等体的连接。如果 \"now \"被设置为 [code]true[/code],连接将被立即关"
"闭而不冲刷队列中的消息。"
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
@@ -44824,8 +44982,8 @@ msgid ""
"code]. For servers, you must also setup the [CryptoKey] via [method "
"set_dtls_key]."
msgstr ""
-"当[member use_dtls]为[code]true[/code]时,配置[X509Certificate]使用。对于服务"
-"器,您还必须通过[method set_dtls_key]设置[CryptoKey]。"
+"当[member use_dtls]为 [code]true[/code] 时,配置[X509Certificate]使用。对于服"
+"务器,您还必须通过[method set_dtls_key]设置[CryptoKey]。"
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -44833,8 +44991,8 @@ msgid ""
"code]. Remember to also call [method set_dtls_certificate] to setup your "
"[X509Certificate]."
msgstr ""
-"当[member use_dtls]为[code]true[/code]时,配置[CryptoKey]来使用。记住也要调用"
-"[method set_dtls_certificate]来设置[X509Certificate]。"
+"当[member use_dtls]为 [code]true[/code] 时,配置[CryptoKey]来使用。记住也要调"
+"用[method set_dtls_certificate]来设置[X509Certificate]。"
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -44900,9 +45058,9 @@ msgstr ""
"用压缩,您可能需要测试哪一种最适合您的用例。\n"
"[b]注:[/b]大多数游戏的网络设计都涉及频繁发送许多小数据包(每个小于4 KB)。如"
"果有疑问,建议保留默认压缩算法,因为它对这些小数据包效果最好。\n"
-"[b]注意:[/b] [member compression_mode] 必须在服务器及其所有客户端上设置为相"
-"同的值。如果客户端上设置的 [member compression_mode] 与服务器上设置的不同,则"
-"客户端将无法连接。在 Godot 3.4 之前,默认的 [member compression_mode] 是 "
+"[b]注意:[/b][member compression_mode] 必须在服务器及其所有客户端上设置为相同"
+"的值。如果客户端上设置的 [member compression_mode] 与服务器上设置的不同,则客"
+"户端将无法连接。在 Godot 3.4 之前,默认的 [member compression_mode] 是 "
"[constant COMPRESS_NONE]。尽管如此,不建议在客户端和服务器之间混合引擎版本,"
"也不受官方支持。"
@@ -44921,7 +45079,7 @@ msgstr ""
msgid ""
"Enable or disable certificate verification when [member use_dtls] "
"[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] [code]true[/code] 时启用或禁用证书验证。"
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -44931,8 +45089,8 @@ msgid ""
"peers and won't be able to send them packets through the server."
msgstr ""
"启用或禁用服务器特性,该特性通知客户端其他对等体的连接/断开,并在它们之间转发"
-"消息。当此选项为[code]false[/code]时,客户端将不会自动收到其他对等体的通知,"
-"也无法通过服务器向他们发送数据包。"
+"消息。当此选项为 [code]false[/code] 时,客户端将不会自动收到其他对等体的通"
+"知,也无法通过服务器向他们发送数据包。"
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -44965,7 +45123,7 @@ msgstr ""
"启用后,由该对等体创建的客户端或服务器将使用[PacketPeerDTLS],而不是原始UDP套"
"接字与远程对等体进行通信。通信使用DTLS加密,代价是更高的资源占用和可能更大的"
"数据包。\n"
-"[b]注意:[/b] 当创建DTLS服务器时,确保用[method set_dtls_key]和[method "
+"[b]注意:[/b]当创建DTLS服务器时,确保用[method set_dtls_key]和[method "
"set_dtls_certificate]设置密钥/证书对。对于DTLS客户端,查看[member "
"dtls_verify]选项,用[method set_dtls_certificate]配置相应的证书。"
@@ -45614,7 +45772,6 @@ msgstr ""
"是“孤儿”)。"
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"Adds a child node. Nodes can have any number of children, but every child "
"must have a unique name. Child nodes are automatically deleted when the "
@@ -45643,21 +45800,21 @@ msgstr ""
"添加子节点。节点可以有任意数量的子节点,但是每个子节点必须有唯一的名字。当父"
"节点被删除时,子节点会被自动删除,所以整个场景可以通过删除其最上面的节点而被"
"删除。\n"
-"如果[code]legible_unique_name[/code]是[code]true[/code],子节点将有一个基于被"
-"实例化的节点的名称,而不是其类型可读的名称。\n"
-"[b]注意:[/b] 如果子节点已经有父节点,该函数将失败。首先使用[method "
-"remove_child]将节点从其当前的父节点中移除。如:\n"
+"如果 [code]legible_unique_name[/code] 是 [code]true[/code],子节点将有一个基"
+"于被实例化的节点的名称,而不是其类型可读的名称。\n"
+"[b]注意:[/b]如果子节点已经有父节点,该函数将失败。首先使用 [method "
+"remove_child] 将节点从其当前的父节点中移除。如:\n"
"[codeblock]\n"
"if child_node.get_parent():\n"
" child_node.get_parent().remove_child(child_node)\n"
"add_child(child_node)\n"
"[/codeblock]\n"
-"[b]注意:[/b] 如果你想让一个子节点被持久化到[PackedScene]中,除了调用[method "
-"add_child]外,还必须设置[member owner]。这通常与[url=https://godot."
-"readthedocs.io/en/3.2/tutorials/misc/running_code_in_the_editor.html]工具脚本"
-"[/url]和[url=https://godot.readthedocs.io/en/latest/tutorials/plugins/editor/"
-"index.html]编辑器插件[/url]有关。如果调用[method add_child]而不设置[member "
-"owner],新添加的[Node]在场景树中是不可见的,尽管它在2D/3D视图中可见。"
+"[b]注意:[/b]如果想要将子节点持久化进 [PackedScene],除了调用 [method "
+"add_child] 之外你还必须设置 [member owner]。通常在[url=$DOCS_URL/tutorials/"
+"misc/running_code_in_the_editor.html]工具脚本[/url]和[url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]编辑器插件[/url]中会用到。如果调用了 "
+"[method add_child] 但没有设置 [member owner],那么新建的这个 [Node] 在场景树"
+"中不可见,但在 2D/3D 视图中可见。"
#: doc/classes/Node.xml
msgid ""
@@ -45701,9 +45858,9 @@ msgid ""
"scene tree is not paused, and [code]false[/code] if the node is not in the "
"tree."
msgstr ""
-"如果节点可以在场景树暂停时进行处理,返回[code]true[/code](见[member "
-"pause_mode])。如果场景树没有暂停,总是返回[code]true[/code],如果节点不在树"
-"中,则返回[code]false[/code]。"
+"如果节点可以在场景树暂停时进行处理,返回 [code]true[/code](见[member "
+"pause_mode])。如果场景树没有暂停,总是返回 [code]true[/code],如果节点不在树"
+"中,则返回 [code]false[/code]。"
#: doc/classes/Node.xml
msgid ""
@@ -45716,7 +45873,7 @@ msgid ""
msgstr ""
"复制节点,返回一个新的节点。\n"
"你可以使用[code]flags[/code]来微调这个行为(见[enum DuplicateFlags])。\n"
-"[b]注意:[/b] 如果节点包含一个带有构造参数的脚本(即需要向[method Object."
+"[b]注意:[/b]如果节点包含一个带有构造参数的脚本(即需要向[method Object."
"_init]方法提供参数),它将不能正常工作。在这种情况下,节点将被复制而没有脚"
"本。"
@@ -45957,9 +46114,9 @@ msgid ""
"processing unless the frames per second is changed via [member Engine."
"iterations_per_second]."
msgstr ""
-"返回自上次物理绑定帧以来所经过的时间(单位为秒),参阅 [method "
-"_physics_process]。在物理处理中,这始终是一个常数,除非通过 [member Engine."
-"iterations_per_second] 改变每秒的帧数。"
+"返回自上次物理绑定帧以来所经过的秒数(请参阅 [method _physics_process])。在"
+"物理处理中,除非通过 [member Engine.iterations_per_second] 来改变每秒的帧数,"
+"否则始终为常量。"
#: doc/classes/Node.xml
msgid ""
@@ -45980,7 +46137,7 @@ msgid ""
"Returns [code]true[/code] if this is an instance load placeholder. See "
"[InstancePlaceholder]."
msgstr ""
-"如果这是一个实例加载占位符,则返回[code]true[/code]。看到"
+"如果这是一个实例加载占位符,则返回 [code]true[/code]。看到"
"[InstancePlaceholder]。"
#: doc/classes/Node.xml
@@ -45994,7 +46151,7 @@ msgstr "返回节点的[Viewport]。"
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the node that the [NodePath] points to exists."
-msgstr "如果[NodePath]指向的节点存在,则返回[code]true[/code]。"
+msgstr "如果[NodePath]指向的节点存在,则返回 [code]true[/code]。"
#: doc/classes/Node.xml
msgid ""
@@ -46003,47 +46160,48 @@ msgid ""
"shape[/code]. Properties with a non-[Resource] type (e.g. nodes or primitive "
"math types) are not considered resources."
msgstr ""
-"如果[NodePath]指向一个有效的节点,并且它的子名称指向一个有效的资源,例如"
-"[code]Area2D/CollisionShape2D:shape[/code],则返回[code]true[/code]。具有非"
-"[Resource]类型的属性(例如节点或基本数学类型)不被认为是资源。"
+"如果 [NodePath] 指向一个有效的节点,并且它的子名称指向一个有效的资源,例如 "
+"[code]Area2D/CollisionShape2D:shape[/code],则返回 [code]true[/code]。具有非 "
+"[Resource] 类型的属性(例如节点或基本数学类型)不被认为是资源。"
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the given node is a direct or indirect child of "
"the current node."
-msgstr "如果给定节点是当前节点的直接或间接子节点,则返回[code]true[/code]。"
+msgstr "如果给定节点是当前节点的直接或间接子节点,则返回 [code]true[/code]。"
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the node is folded (collapsed) in the Scene "
"dock."
-msgstr "如果节点在场景dock中折叠(collapsed),则返回[code]true[/code]。"
+msgstr "如果节点在场景dock中折叠(collapsed),则返回 [code]true[/code]。"
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the given node occurs later in the scene "
"hierarchy than the current node."
msgstr ""
-"如果给定节点在场景层次结构中出现的时间晚于当前节点,则返回[code]true[/code]。"
+"如果给定节点在场景层次结构中出现的时间晚于当前节点,则返回 [code]true[/"
+"code]。"
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if this node is in the specified group. See notes "
"in the description, and the group methods in [SceneTree]."
msgstr ""
-"如果该节点在指定的组中,则返回[code]true[/code]。参阅描述中的注释和"
+"如果该节点在指定的组中,则返回 [code]true[/code]。参阅描述中的注释和"
"[SceneTree]中的组方法。"
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if this node is currently inside a [SceneTree]."
-msgstr "如果该节点当前在[SceneTree]中,返回[code]true[/code]。"
+msgstr "如果该节点当前在[SceneTree]中,返回 [code]true[/code]。"
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
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]。"
+"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
msgid ""
@@ -46079,36 +46237,37 @@ msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
-"如果启用了物理处理,返回[code]true[/code](参阅[method set_physics_process])。"
+"如果启用了物理处理,返回 [code]true[/code](参阅[method "
+"set_physics_process])。"
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if internal physics processing is enabled (see "
"[method set_physics_process_internal])."
msgstr ""
-"如果内部物理处理被启用,返回[code]true[/code](见[method "
+"如果内部物理处理被启用,返回 [code]true[/code](见[method "
"set_physics_process_internal])。"
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if processing is enabled (see [method "
"set_process])."
-msgstr "如果开启了处理,返回[code]true[/code](参阅[method set_process])。"
+msgstr "如果开启了处理,返回 [code]true[/code](参阅[method set_process])。"
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the node is processing input (see [method "
"set_process_input])."
msgstr ""
-"如果节点正在处理输入(请参阅 [method set_process_input]),则返回[code]true[/"
-"code]。"
+"如果节点正在处理输入(请参阅 [method set_process_input]),则返回 "
+"[code]true[/code]。"
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if internal processing is enabled (see [method "
"set_process_internal])."
msgstr ""
-"如果启用了内部处理,返回[code]true[/code](参阅[method "
+"如果启用了内部处理,返回 [code]true[/code](参阅[method "
"set_process_internal])。"
#: doc/classes/Node.xml
@@ -46117,7 +46276,7 @@ msgid ""
"[method set_process_unhandled_input])."
msgstr ""
"如果节点正在处理未被处理的输入(参阅[method set_process_unhandled_input]),则"
-"返回[code]true[/code]。"
+"返回 [code]true[/code]。"
#: doc/classes/Node.xml
msgid ""
@@ -46125,7 +46284,7 @@ msgid ""
"[method set_process_unhandled_key_input])."
msgstr ""
"如果节点正在处理未被处理的键输入(参阅[method "
-"set_process_unhandled_key_input]),则返回[code]true[/code]。"
+"set_process_unhandled_key_input]),则返回 [code]true[/code]。"
#: doc/classes/Node.xml
msgid ""
@@ -46207,9 +46366,9 @@ msgid ""
"first."
msgstr ""
"在这个节点上使用[code]args[/code]中给出的参数调用给定的方法(如果存在),并递归"
-"地在其所有子节点身上调用。如果[code]parent_first[/code]参数为[code]true[/"
+"地在其所有子节点身上调用。如果[code]parent_first[/code]参数为 [code]true[/"
"code],该方法将首先在当前节点上调用,然后在其所有子节点上调用。如果"
-"[code]parent_first[/code]为[code]false[/code],子节点的方法将首先被调用。"
+"[code]parent_first[/code]为 [code]false[/code],子节点的方法将首先被调用。"
#: doc/classes/Node.xml
msgid ""
@@ -46349,14 +46508,14 @@ msgid ""
"like [code]server_disconnected[/code] or by checking [code]SceneTree."
"network_peer.get_connection_status() == CONNECTION_CONNECTED[/code]."
msgstr ""
-"为给定的[code]method[/code]向网络(和本地)上的对等体发送远程过程调用请求,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"
-"[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."
+"为给定的 [code]method[/code] 向网络(和本地)上的对等体发送远程过程调用请求,"
+"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"
+"[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."
"network_peer.get_connection_status() == CONNECTION_CONNECTED[/code]。"
#: doc/classes/Node.xml
@@ -46510,11 +46669,11 @@ msgid ""
"behavior. Script access to this internal logic is provided for specific "
"advanced uses, but is unsafe and not supported."
msgstr ""
-"启用或禁用该节点的内部物理。内部物理处理与正常的[method _physics_process]调用"
-"隔离进行,并且由某些节点内部使用,以确保正常工作,即使节点暂停或物理处理因脚"
-"本而禁用([method set_physics_process])。仅适用于用于操纵内置节点行为的高级"
-"用途。\n"
-"[b]警告:[/b] 内置节点依靠内部处理来实现自己的逻辑,所以从你的代码中改变这个值"
+"启用或禁用该节点的内部物理。内部物理处理与正常的 [method _physics_process] 调"
+"用隔离进行,并且由某些节点内部使用,以确保正常工作,即使节点暂停或物理处理因"
+"脚本而禁用([method set_physics_process])。仅适用于用于操纵内置节点行为的高"
+"级用途。\n"
+"[b]警告:[/b]内置节点依靠内部处理来实现自己的逻辑,所以从你的代码中改变这个值"
"可能会导致意外的行为。为特定的高级用途提供了对此内部逻辑的脚本访问,但不安全"
"且不支持。"
@@ -46555,9 +46714,9 @@ msgstr ""
"启用或禁用此节点的内部处理。内部处理与正常的 [method _process] 调用隔离进行,"
"并且由某些节点内部使用,以确保正常工作,即使节点已暂停或处理因脚本而禁用"
"([method set_process])。仅适用于操纵内置节点行为的高级用途。\n"
-"[b]警告:[/b] 内置节点依赖于内部处理来实现自己的逻辑,因此更改代码中的这个值"
-"可能会导致意外行为。为特定的高级用途提供了对此内部逻辑的脚本访问,但不安全且"
-"不支持。"
+"[b]警告:[/b]内置节点依赖于内部处理来实现自己的逻辑,因此更改代码中的这个值可"
+"能会导致意外行为。为特定的高级用途提供了对此内部逻辑的脚本访问,但不安全且不"
+"支持。"
#: doc/classes/Node.xml
msgid ""
@@ -46631,12 +46790,11 @@ msgid ""
msgstr ""
"节点的名称。此名称在兄弟节点(来自同一父节点的其他子节点)中是唯一的。当设置"
"为现有名称时,节点将自动重命名。\n"
-"[b]注意:[/b] 自动生成的名称可能包含 [code]@[/code] 字符,在使用 [method "
+"[b]注意:[/b]自动生成的名称可能包含 [code]@[/code] 字符,在使用 [method "
"add_child] 时保留该字符用于唯一名称。手动设置名称时,将删除任何 [code]@[/"
"code]。"
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"The node owner. A node can have any other node as owner (as long as it is a "
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
@@ -46652,24 +46810,15 @@ msgid ""
"will not be visible in the scene tree, though it will be visible in the "
"2D/3D view."
msgstr ""
-"添加子节点。节点可以有任意数量的子节点,但是每个子节点必须有唯一的名字。当父"
-"节点被删除时,子节点会被自动删除,所以整个场景可以通过删除其最上面的节点而被"
-"删除。\n"
-"如果[code]legible_unique_name[/code]是[code]true[/code],子节点将有一个基于被"
-"实例化的节点的名称,而不是其类型可读的名称。\n"
-"[b]注意:[/b] 如果子节点已经有父节点,该函数将失败。首先使用[method "
-"remove_child]将节点从其当前的父节点中移除。如:\n"
-"[codeblock]\n"
-"if child_node.get_parent():\n"
-" child_node.get_parent().remove_child(child_node)\n"
-"add_child(child_node)\n"
-"[/codeblock]\n"
-"[b]注意:[/b] 如果你想让一个子节点被持久化到[PackedScene]中,除了调用[method "
-"add_child]外,还必须设置[member owner]。这通常与[url=https://godot."
-"readthedocs.io/en/3.2/tutorials/misc/running_code_in_the_editor.html]工具脚本"
-"[/url]和[url=https://godot.readthedocs.io/en/latest/tutorials/plugins/editor/"
-"index.html]编辑器插件[/url]有关。如果调用[method add_child]而不设置[member "
-"owner],新添加的[Node]在场景树中是不可见的,尽管它在2D/3D视图中可见。"
+"节点的所有者。节点的所有者可以是任何其他节点(需要是父节点或祖父节点等,即场"
+"景树上的祖先)。(通过 [PackedScene])保存一个节点时,它拥有的所有节点也会随"
+"之保存。这样就可以创建复杂的 [SceneTree],能够进行实例化与次实例化。\n"
+"[b]注意:[/b]如果想要将子节点持久化进 [PackedScene],除了调用 [method "
+"add_child] 之外你还必须设置 [member owner]。通常在[url=$DOCS_URL/tutorials/"
+"misc/running_code_in_the_editor.html]工具脚本[/url]和[url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]编辑器插件[/url]中会用到。如果调用了 "
+"[method add_child] 但没有设置 [member owner],那么新建的这个 [Node] 在场景树"
+"中不可见,但在 2D/3D 视图中可见。"
#: doc/classes/Node.xml
msgid "Pause mode. How the node will behave if the [SceneTree] is paused."
@@ -46729,41 +46878,42 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
-msgstr "当节点进入 [SceneTree] 时收到该通知。"
+msgstr "当该节点进入 [SceneTree] 时收到的通知。"
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
-msgstr "当节点即将退出 [SceneTree] 时收到该通知。"
+msgstr "当该节点即将退出 [SceneTree] 时收到的通知。"
#: doc/classes/Node.xml
msgid "Notification received when the node is moved in the parent."
-msgstr "在父节点中移动节点时收到该通知。"
+msgstr "当该节点在其父节点中移动时收到的通知。"
#: doc/classes/Node.xml
msgid "Notification received when the node is ready. See [method _ready]."
-msgstr "当节点就绪时接收到通知。请参阅 [method _ready]。"
+msgstr "当该节点就绪时接收到通知。请参阅 [method _ready]。"
#: doc/classes/Node.xml
msgid "Notification received when the node is paused."
-msgstr "暂停节点时接收到的通知。"
+msgstr "当该节点被暂停时接收到的通知。"
#: doc/classes/Node.xml
msgid "Notification received when the node is unpaused."
-msgstr "节点暂停时收到该通知。"
+msgstr "当该节点被取消暂停时收到的通知。"
#: doc/classes/Node.xml
msgid ""
"Notification received every frame when the physics process flag is set (see "
"[method set_physics_process])."
msgstr ""
-"当 physics process flag 被设置时,每一帧都会收到该通知(见[method "
+"当设置了 physics process 标志时,每一帧都会收到的通知(见 [method "
"set_physics_process])。"
#: doc/classes/Node.xml
msgid ""
"Notification received every frame when the process flag is set (see [method "
"set_process])."
-msgstr "当 process flag 被设置时,每一帧都收到通知(见[method set_process])。"
+msgstr ""
+"当设置了 process 标志时,每一帧都会收到的通知(见 [method set_process])。"
#: doc/classes/Node.xml
msgid ""
@@ -46771,7 +46921,7 @@ msgid ""
"[b]Note:[/b] This doesn't mean that a node entered the [SceneTree]."
msgstr ""
"当一个节点被设置为另一个节点的子节点时收到该通知。\n"
-"[b]注意:[/b]这并不意味着一个节点进入了[SceneTree]。"
+"[b]注意:[/b]这并不意味着一个节点进入了[SceneTree]。"
#: doc/classes/Node.xml
msgid ""
@@ -46781,7 +46931,7 @@ msgstr "当节点失去父节点时收到的通知(父节点将其从子节点
#: doc/classes/Node.xml
msgid "Notification received when the node is instanced."
-msgstr "节点被实例化时收到的通知。"
+msgstr "当该节点被实例化时收到的通知。"
#: doc/classes/Node.xml
msgid "Notification received when a drag begins."
@@ -46793,14 +46943,14 @@ msgstr "拖动结束时收到的通知。"
#: doc/classes/Node.xml
msgid "Notification received when the node's [NodePath] changed."
-msgstr "当节点的 [NodePath] 改变时收到的通知。"
+msgstr "当该节点的 [NodePath] 改变时收到的通知。"
#: doc/classes/Node.xml
msgid ""
"Notification received every frame when the internal process flag is set (see "
"[method set_process_internal])."
msgstr ""
-"当 internal process flag 被设置时,每一帧都收到通知(见[method "
+"当设置了 internal process 标志时,每一帧都会收到的通知(见 [method "
"set_process_internal])。"
#: doc/classes/Node.xml
@@ -46808,8 +46958,8 @@ msgid ""
"Notification received every frame when the internal physics process flag is "
"set (see [method set_physics_process_internal])."
msgstr ""
-"当 internal physics process flag 被设置时,每一帧都会收到通知(见[method "
-"set_physics_process_internal])。"
+"当设置了 internal physics process flag 标志时,每一帧都会收到的通知(见 "
+"[method set_physics_process_internal])。"
#: doc/classes/Node.xml
msgid ""
@@ -46817,8 +46967,8 @@ msgid ""
"NOTIFICATION_READY] is received. Unlike the latter, it's sent every time the "
"node enters tree, instead of only once."
msgstr ""
-"在节点准备好时收到通知,就在收到[constant NOTIFICATION_READY]之前。与后者不"
-"同,它每次节点进入树时都会发送,而不是只发送一次。"
+"当该节点就绪,在收到 [constant NOTIFICATION_READY] 之前收到的通知。与后者不"
+"同,该节点每次进入树时都会发送,而不是只发送一次。"
#: doc/classes/Node.xml
msgid ""
@@ -47089,7 +47239,7 @@ msgstr ""
"@\"/root/Main\" # 如果你的主场景的根节点被命名为“Main”。\n"
"@\"/root/MyAutoload\" # 如果你有一个自动加载的节点或场景。\n"
"[/codeblock]\n"
-"[b]注意:[/b] 在编辑器中,[NodePath] 属性在场景树中移动、重命名或删除节点时会"
+"[b]注意:[/b]在编辑器中,[NodePath] 属性在场景树中移动、重命名或删除节点时会"
"自动更新,但它们不会在运行时更新。"
#: doc/classes/NodePath.xml doc/classes/PackedScene.xml doc/classes/Panel.xml
@@ -47256,9 +47406,9 @@ msgid ""
"autoload was registered)."
msgstr ""
"如果节点路径是绝对的(而不是相对的),即以斜线字符([code]/[/code])开始,返"
-"回[code]true[/code]。绝对节点路径可以用来访问根节点([code]\"/root\"[/code])"
-"或自动加载(例如[code]\"/global\"[/code] 如果注册了一个叫“global”的自动加载"
-"项)。"
+"回 [code]true[/code]。绝对节点路径可以用来访问根节点([code]\"/root\"[/"
+"code])或自动加载(例如[code]\"/global\"[/code] 如果注册了一个叫“global”的自"
+"动加载项)。"
#: doc/classes/NodePath.xml
msgid "Returns [code]true[/code] if the node path is empty."
@@ -47459,6 +47609,11 @@ msgid ""
"class. If any other means (such as [method PackedScene.instance]) is used, "
"then initialization will fail."
msgstr ""
+"会在该对象在内存中初始化时调用。可以被定义为接受参数的形式,参数需要在构造时"
+"传入。\n"
+"[b]注意:[/b]如果 [method _init] 被定义要求参数的形式,那么就只能通过显式构造"
+"来创建该类的 Object。使用其他方法(如 [method PackedScene.instance])会导致初"
+"始化失败。"
#: doc/classes/Object.xml
msgid ""
@@ -47468,10 +47623,10 @@ msgid ""
"NOTIFICATION_PREDELETE], but subclasses such as [Node] define a lot more "
"notifications which are also received by this method."
msgstr ""
-"每当对象收到一个通知时就会被调用,这个通知在[code]what[/code]中由一个常量来标"
-"识。基类 [Object] 有两个常量 [constant NOTIFICATION_POSTINITIALIZE] 和 "
-"[constant NOTIFICATION_PREDELETE],但是诸如 [Node] 等子类定义了更多的通知,这"
-"些通知也是由这个方法接收。"
+"该对象每收到一条通知时,就会调用这个方法。该通知是个常量,在 [code]what[/"
+"code] 中标识。基类 [Object] 有两个常量 [constant "
+"NOTIFICATION_POSTINITIALIZE] 和 [constant NOTIFICATION_PREDELETE],但是 "
+"[Node] 等子类定义了更多的通知,也会由这个方法接收。"
#: doc/classes/Object.xml
msgid ""
@@ -47524,7 +47679,7 @@ msgstr ""
"[codeblock]\n"
"call(\"set\", \"position\", Vector2(42.0, 0.0))\n"
"[/codeblock]\n"
-"[b]注意:[/b] 在C#中,如果方法是由内置的Godot节点定义的,那么方法名必须被指定"
+"[b]注意:[/b]在C#中,如果方法是由内置的Godot节点定义的,那么方法名必须被指定"
"为snake_case。这不适用于用户定义的方法,在那里你应该使用与C#源代码中相同的约"
"定(通常是PascalCase)。"
@@ -47546,7 +47701,7 @@ msgstr ""
"[codeblock]\n"
"call_deferred(\"set\", \"position\", Vector2(42.0, 0.0))\n"
"[/codeblock]\n"
-"[b]注意:[/b] 在C#中,如果方法名称是由内置的Godot节点定义的,必须指定为"
+"[b]注意:[/b]在C#中,如果方法名称是由内置的Godot节点定义的,必须指定为"
"snake_case。这不适用于用户定义的方法,在那里你应该使用与C#源代码中相同的约定"
"(通常是PascalCase)。"
@@ -47570,7 +47725,7 @@ msgid ""
"Returns [code]true[/code] if the object can translate strings. See [method "
"set_message_translation] and [method tr]."
msgstr ""
-"如果该对象可以翻译字符串,则返回[code]true[/code]。参阅[method "
+"如果该对象可以翻译字符串,则返回 [code]true[/code]。参阅[method "
"set_message_translation]和[method tr]。"
#: doc/classes/Object.xml
@@ -47694,8 +47849,8 @@ msgid ""
"(typically PascalCase)."
msgstr ""
"返回给定[code]property[/code]的[Variant]值。如果该[code]property[/code]不存"
-"在,这将返回[code]null[/code]。\n"
-"[b]注意:[/b] 在C#中,如果属性是由内置的Godot节点定义的,那么属性名必须被指定"
+"在,这将返回 [code]null[/code]。\n"
+"[b]注意:[/b]在C#中,如果属性是由内置的Godot节点定义的,那么属性名必须被指定"
"为snake_case。这不适用于用户定义的属性,在那里你应该使用与C#源代码中相同的约"
"定(通常是PascalCase)。"
@@ -47707,8 +47862,8 @@ msgid ""
"defined, the base class name will be returned instead."
msgstr ""
"返回对象的类型为一个[String]。参见[method is_class]。\n"
-"[b]注意:[/b] [method get_class] 不考虑[code]class_name[/code]的声明。如果对"
-"象有一个[code]class_name[/code]的定义,基类名称将被返回。"
+"[b]注意:[/b][method get_class] 不考虑[code]class_name[/code]的声明。如果对象"
+"有一个[code]class_name[/code]的定义,基类名称将被返回。"
#: doc/classes/Object.xml
msgid ""
@@ -47755,8 +47910,15 @@ msgstr ""
"instance_from_id] 来检索对象实例。"
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
-msgstr "返回给定[code]name[/code]的对象的元数据条目。"
+#, fuzzy
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
+msgstr ""
+"在给定的位置 [code]position[/code] 返回项目索引。\n"
+"当此时没有项目时,如果精确 [code]exact[/code] 是真 [code]true[/code],则将返"
+"回 -1,否则将返回最近的项目索引。"
#: doc/classes/Object.xml
msgid "Returns the object's metadata as a [PoolStringArray]."
@@ -47866,12 +48028,12 @@ msgid ""
"_notification] is called first on the highest ancestor ([Object] itself), "
"and then down to its successive inheriting classes."
msgstr ""
-"向对象发送给定的通知,这也将触发对该对象继承的所有类的 [method "
-"_notification] 方法的调用。\n"
-"如果 [code]reversed[/code] 是 [code]true[/code],[method _notification] 首先"
-"在对象自己的类上被调用,然后再到其连续的父类上。如果 [code]reversed[/code] "
-"是 [code]false[/code],[method _notification] 首先在最高的祖先([Object] 本"
-"身)上被调用,然后向下到其后续的继承类。"
+"向对象发送给定的通知,也会触发对该对象继承的所有类的 [method _notification] "
+"方法的调用。\n"
+"如果 [code]reversed[/code] 为 [code]true[/code],[method _notification] 会首"
+"先在对象自己的类上被调用,然后再向上依次在父类上调用。如果 [code]reversed[/"
+"code] 为 [code]false[/code],[method _notification] 会首先在最高的祖先"
+"([Object] 本身)上被调用,然后向下依次在继承类上调用。"
#: doc/classes/Object.xml
msgid ""
@@ -47903,7 +48065,7 @@ msgstr ""
#: doc/classes/Object.xml
msgid "If set to [code]true[/code], signal emission is blocked."
-msgstr "如果设置为[code]true[/code],信号发射被阻止。"
+msgstr "如果设置为 [code]true[/code],信号发射被阻止。"
#: doc/classes/Object.xml
msgid ""
@@ -48104,7 +48266,7 @@ msgid ""
"than a reference."
msgstr ""
"带有多边形顶点位置索引的[Vector2]数组。\n"
-"[b]注意:[/b]返回值是基础数组的副本,而不是引用。"
+"[b]注意:[/b]返回值是基础数组的副本,而不是引用。"
#: doc/classes/OccluderPolygon2D.xml
msgid "Culling is disabled. See [member cull_mode]."
@@ -48217,7 +48379,7 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid "Omnidirectional light, such as a light bulb or a candle."
-msgstr "全方位的光,如灯泡或蜡烛。"
+msgstr "全向光,如灯泡或蜡烛。"
#: doc/classes/OmniLight.xml
msgid ""
@@ -48376,8 +48538,8 @@ msgid ""
msgstr ""
"根据当前的噪声参数,以 [constant Image.FORMAT_L8] 格式生成可平铺噪声图像。生"
"成的无缝图像始终是方形的([code]size[/code]× [code]size[/code])。\n"
-"[b]注意:[/b] 与非无缝噪声相比,无缝噪声的对比度较低。。这是由于噪声使用更高"
-"维度来生成无缝噪声的方式。"
+"[b]注意:[/b]与非无缝噪声相比,无缝噪声的对比度较低。。这是由于噪声使用更高维"
+"度来生成无缝噪声的方式。"
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid "Difference in period between [member octaves]."
@@ -48499,7 +48661,7 @@ msgstr "返回索引 [code]idx[/code] 处项目的工具提示。"
msgid ""
"Returns the ID of the selected item, or [code]0[/code] if no item is "
"selected."
-msgstr "返回所选项目的ID,如果没有选择项目,则返回[code]0[/code]。"
+msgstr "返回所选项目的ID,如果没有选择项目,则返回 [code]0[/code]。"
#: doc/classes/OptionButton.xml
msgid ""
@@ -48510,7 +48672,7 @@ msgstr "获取选定项的元数据。可以使用[method set_item_metadata]设
#: doc/classes/OptionButton.xml
msgid ""
"Returns [code]true[/code] if the item at index [code]idx[/code] is disabled."
-msgstr "如果索引[code]idx[/code]项被禁用,返回[code]true[/code]。"
+msgstr "如果索引[code]idx[/code]项被禁用,返回 [code]true[/code]。"
#: doc/classes/OptionButton.xml
msgid "Removes the item at index [code]idx[/code]."
@@ -48674,7 +48836,7 @@ msgstr "如果主机操作系统允许绘制,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the current host platform is using multiple "
"threads."
-msgstr "如果当前主机平台使用多个线程,则返回[code]true[/code]。"
+msgstr "如果当前主机平台使用多个线程,则返回 [code]true[/code]。"
#: doc/classes/OS.xml
msgid "Centers the window on the screen if in windowed mode."
@@ -48686,7 +48848,7 @@ msgid ""
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
"关闭系统MIDI驱动程序。\n"
-"[b]注意:[/b]该方法只在Linux, macOS和Windows上实现。"
+"[b]注意:[/b]该方法只在Linux, macOS和Windows上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -48976,7 +49138,7 @@ msgstr ""
"返回MIDI设备名称数组。\n"
"如果系统MIDI驱动程序之前没有使用[method open_midi_inputs]初始化,返回的数组将"
"是空的。\n"
-"[b]注意:[/b]该方法仅在Linux, macOS和Windows上实现。"
+"[b]注意:[/b]该方法仅在Linux, macOS和Windows上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -49051,7 +49213,7 @@ msgid ""
"variable names are case-sensitive on all platforms except Windows."
msgstr ""
"返回环境变量的值。如果环境变量不存在,则返回一个空字符串。\n"
-"[b]注意:[/b] 仔细检查 [code]variable[/code] 的大小写。环境变量名称在除 "
+"[b]注意:[/b]仔细检查 [code]variable[/code] 的大小写。环境变量名称在除 "
"Windows 之外的所有平台上都区分大小写。"
#: doc/classes/OS.xml
@@ -49065,7 +49227,7 @@ msgid ""
"[b]Note:[/b] This method is implemented on Android."
msgstr ""
"通过这个函数,你可以获得已经授予Android应用程序的危险权限列表。\n"
-"[b]注意:[/b] 这个方法在Android上实现。"
+"[b]注意:[/b]这个方法在Android上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -49105,8 +49267,8 @@ msgstr ""
"可能的返回值是: [code]\"QWERTY\"[/code], [code]\"AZERTY\"[/code], "
"[code]\"QZERTY\"[/code],[code]\"DVORAK\"[/code],[code]\"NEO\"[/code],"
"[code]\"COLEMAK\"[/code]或[code]\"错误ERROR\"[/code]。\n"
-"[b]注意:[/b] 此方法在 Linux、macOS 和 Windows 上实现。在不受支持的平台上返"
-"回 [code]\"QWERTY\"[/code] 。"
+"[b]注意:[/b]此方法在 Linux、macOS 和 Windows 上实现。在不受支持的平台上返回 "
+"[code]\"QWERTY\"[/code] 。"
#: doc/classes/OS.xml
msgid ""
@@ -49174,7 +49336,7 @@ msgid ""
"[code]\"GenericDevice\"[/code] on unsupported platforms."
msgstr ""
"返回当前设备的模型名称。\n"
-"[b]注意:[/b]此方法仅在Android和iOS上实现。在不支持的平台上返回"
+"[b]注意:[/b]此方法仅在Android和iOS上实现。在不支持的平台上返回 "
"[code]\"GenericDevice\"[/code]。"
#: doc/classes/OS.xml
@@ -49216,7 +49378,7 @@ msgid ""
msgstr ""
"返回设备耗尽电池前几秒钟内剩余时间的估计值。如果电源状态未知,则返回 "
"[code]-1[/code]。\n"
-"[b]注意:[/b] 此方法在 Linux、macOS 和 Windows 上实现。"
+"[b]注意:[/b]此方法在 Linux、macOS 和 Windows 上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -49493,12 +49655,11 @@ msgid ""
"implemented on those platforms yet."
msgstr ""
"返回设备所特有的字符串。\n"
-"[b]注意:[/b] 如果用户重新安装/升级其操作系统或更改其硬件,此字符串可能会在不"
+"[b]注意:[/b]如果用户重新安装/升级其操作系统或更改其硬件,此字符串可能会在不"
"通知的情况下更改。这意味着它通常不应用于加密持续数据,因为在意外的 ID 更改变"
"得无法访问之前保存的数据。返回的字符串也可能使用外部程序伪造,因此出于安全目"
"的,不要依赖 [method get_unique_id] 返回的字符串。\n"
-"[b]注意:[/b] 返回 HTML5 和 UWP 上的空字符串,因为此方法尚未在这些平台上实"
-"施。"
+"[b]注意:[/b]返回 HTML5 和 UWP 上的空字符串,因为此方法尚未在这些平台上实施。"
#: doc/classes/OS.xml
msgid ""
@@ -49615,7 +49776,7 @@ msgid ""
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
"在项目之间添加一个分隔符。分隔符也占用一个索引。\n"
-"[b]注意:[/b] 这个方法在macOS上实现。"
+"[b]注意:[/b]这个方法在macOS上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -49633,7 +49794,7 @@ msgid ""
msgstr ""
"将索引为 \"idx\" 的项目从全局菜单中移除。注意,在被删除的项目之后的项目的索引"
"将被移动1位。\n"
-"[b]注意:[/b] 这个方法在macOS上实现。"
+"[b]注意:[/b]这个方法在macOS上实现。"
#: doc/classes/OS.xml
msgid "Returns [code]true[/code] if there is content on the clipboard."
@@ -49647,7 +49808,7 @@ msgid ""
"variable names are case-sensitive on all platforms except Windows."
msgstr ""
"如果名称为 [code]variable[/code] 的环境变量存在,则返回 [code]true[/code]。\n"
-"[b]注意:[/b] 仔细检查 [code]variable[/code] 的大小写。环境变量名称在除 "
+"[b]注意:[/b]仔细检查 [code]variable[/code] 的大小写。环境变量名称在除 "
"Windows 之外的所有平台上都区分大小写。"
#: doc/classes/OS.xml
@@ -49692,9 +49853,9 @@ msgid ""
"template (debug or release), use [code]OS.has_feature(\"standalone\")[/code] "
"instead."
msgstr ""
-"如果用于运行项目的Godot二进制文件是[i]debug[/i]导出,或在编辑器中运行时,返回"
-"[code]true[/code]。\n"
-"如果用于运行项目的Godot二进制文件是[i]release[/i]导出,则返回[code]false[/"
+"如果用于运行项目的Godot二进制文件是[i]debug[/i]导出,或在编辑器中运行时,返"
+"回 [code]true[/code]。\n"
+"如果用于运行项目的Godot二进制文件是[i]release[/i]导出,则返回 [code]false[/"
"code]。\n"
"要检查用于运行项目的Godot二进制文件是否是被导出版本(调试或发布),请使用"
"[code]OS.has_feature(\"standalone\")[/code]代替。"
@@ -49735,7 +49896,7 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if the window should always be on top of other "
"windows."
-msgstr "如果该窗口应总是在其他窗口之上,则返回[code]true[/code]。"
+msgstr "如果该窗口应总是在其他窗口之上,则返回 [code]true[/code]。"
#: doc/classes/OS.xml
msgid ""
@@ -49743,8 +49904,8 @@ msgid ""
"[b]Note:[/b] Only implemented on desktop platforms. On other platforms, it "
"will always return [code]true[/code]."
msgstr ""
-"如果窗口当前获得焦点,则返回[code]true[/code]。\n"
-"[b]注意:[/b] 只在桌面平台上实现。在其他平台上,它将总是返回[code]true[/"
+"如果窗口当前获得焦点,则返回 [code]true[/code]。\n"
+"[b]注意:[/b]只在桌面平台上实现。在其他平台上,它将总是返回 [code]true[/"
"code]。"
#: doc/classes/OS.xml
@@ -49753,7 +49914,7 @@ msgid ""
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
"返回活动键盘布局索引。\n"
-"[b]注意:[/b]本方法在Linux、macOS和Windows上实现。"
+"[b]注意:[/b]本方法在Linux、macOS和Windows上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -49779,7 +49940,7 @@ msgid ""
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
"返回位于[code]index[/code]位置的键盘布局的本地名称。\n"
-"[b]注意:[/b] 本方法可在Linux、macOS和Windows上实现。"
+"[b]注意:[/b]本方法可在Linux、macOS和Windows上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -49827,8 +49988,8 @@ msgid ""
"Returns [code]true[/code] if native video is playing.\n"
"[b]Note:[/b] This method is only implemented on iOS."
msgstr ""
-"如果本地视频正在播放,返回[code]true[/code]。\n"
-"[b]注意:[/b] 这个方法只在iOS上实现。"
+"如果本地视频正在播放,返回 [code]true[/code]。\n"
+"[b]注意:[/b]这个方法只在iOS上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -49836,7 +49997,7 @@ msgid ""
"[b]Note:[/b] This method is only implemented on iOS."
msgstr ""
"暂停本地视频播放。\n"
-"[b]注意:[/b] 这个方法只在iOS上实现。"
+"[b]注意:[/b]这个方法只在iOS上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -49845,7 +50006,7 @@ msgid ""
"[b]Note:[/b] This method is only implemented on iOS."
msgstr ""
"以给定的音量、音频和字幕轨道播放来自指定路径的本地视频。\n"
-"[b]注意:[/b] 这个方法只在iOS上实现。"
+"[b]注意:[/b]这个方法只在iOS上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -49853,7 +50014,7 @@ msgid ""
"[b]Note:[/b] This method is implemented on iOS."
msgstr ""
"停止本地视频播放。\n"
-"[b]注意:[/b] 这个方法在iOS上实现。"
+"[b]注意:[/b]这个方法在iOS上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -49861,7 +50022,7 @@ msgid ""
"[b]Note:[/b] This method is implemented on iOS."
msgstr ""
"恢复本地视频播放。\n"
-"[b]注意:[/b] 这个方法在iOS上实现。"
+"[b]注意:[/b]这个方法在iOS上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -49898,7 +50059,7 @@ msgid ""
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
"要求用户注意该窗口。它会在Windows上闪烁任务栏按钮,或在OSX上弹出Dock图标。\n"
-"[b]注意:[/b] 这个方法在Linux、macOS和Windows上实现。"
+"[b]注意:[/b]这个方法在Linux、macOS和Windows上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -49917,7 +50078,7 @@ msgid ""
msgstr ""
"通过这个功能,你可以申请危险的权限,因为在Android应用程序中,正常的权限会在安"
"装时自动授予。\n"
-"[b]注意:[/b] 此方法在Android上实现。"
+"[b]注意:[/b]此方法在Android上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -49932,8 +50093,8 @@ msgstr ""
"将环境变量[code]variable[/code]的值设置为[code]value[/code]。在运行[method "
"set_environment]后,环境变量将被设置为Godot进程和任何用[method execute]执行的"
"进程。环境变量将[i]不[/i]持续存在于Godot进程终止后运行的进程中。\n"
-"[b]注意:[/b] 仔细检查[code]variable[/code]的大小写。除Windows外,环境变量名"
-"称在所有平台上都是区分大小写的。"
+"[b]注意:[/b]仔细检查[code]variable[/code]的大小写。除Windows外,环境变量名称"
+"在所有平台上都是区分大小写的。"
#: doc/classes/OS.xml
msgid ""
@@ -49971,7 +50132,7 @@ msgid ""
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
"设置 IME 建议列表弹出窗口的位置(在窗口坐标中)。\n"
-"[b]注意:[/b] 此方法在 Linux、macOS 和 Windows 上实现。"
+"[b]注意:[/b]此方法在 Linux、macOS 和 Windows 上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -49992,7 +50153,7 @@ msgstr "设置当前线程的名称。"
#: doc/classes/OS.xml
msgid "Enables backup saves if [code]enabled[/code] is [code]true[/code]."
-msgstr "如果[code]enabled[/code]为[code]true[/code],则启用备份保存。"
+msgstr "如果[code]enabled[/code]为 [code]true[/code],则启用备份保存。"
#: doc/classes/OS.xml
msgid ""
@@ -50034,9 +50195,9 @@ msgstr ""
"# 重置区域为默认值。\n"
"OS.set_window_mouse_passthrough([] )\n"
"[/codeblock]\n"
-"[b]注意:[/b]在Windows上,位于区域外的窗口部分不会被绘制,而在Linux和macOS上则"
-"会。\n"
-"[b]注意:[/b] 这个方法在Linux、macOS和Windows上实现。"
+"[b]注意:[/b]在Windows上,位于区域外的窗口部分不会被绘制,而在Linux和macOS上"
+"则会。\n"
+"[b]注意:[/b]这个方法在Linux、macOS和Windows上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -50639,7 +50800,7 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
"如果传递给[method instance],则向本地场景提供本地场景资源。\n"
-"[b]注意:[/b] 只在编辑器构建中可用。"
+"[b]注意:[/b]只在编辑器构建中可用。"
#: doc/classes/PackedScene.xml
msgid ""
@@ -50649,7 +50810,7 @@ msgid ""
msgstr ""
"如果传递给[method instance],向本地场景提供本地场景资源。只有主场景应该接收主"
"编辑状态。\n"
-"[b]注意:[/b] 只在编辑器构建中可用。"
+"[b]注意:[/b]只在编辑器构建中可用。"
#: doc/classes/PackedScene.xml
msgid ""
@@ -50661,6 +50822,14 @@ msgstr ""
"化的情况。\n"
"[b]注意:[/b]仅在编辑器构建中可用。"
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr "基于包的协议的抽象和基类。"
@@ -50701,7 +50870,7 @@ msgid ""
"to avoid potential security threats such as remote code execution."
msgstr ""
"获取一个变量。如果[code]allow_objects[/code] 或 [member "
-"allow_object_decoding]为[code]true[/code],则允许对对象进行解码。\n"
+"allow_object_decoding]为 [code]true[/code],则允许对对象进行解码。\n"
"[b]警告:[/b]反序列化对象可能包含执行的代码。如果序列化对象来自不受信任的源,"
"请不要使用此选项,以避免潜在的安全威胁,如远程代码执行。"
@@ -50716,8 +50885,8 @@ msgid ""
"(and can potentially include code)."
msgstr ""
"将[Variant]作为数据包发送。如果[code]full_objects[/code] 或 [member "
-"allow_object_decoding]为[code]true[/code],则允许对对象进行编码(并且可能包含"
-"代码)。"
+"allow_object_decoding]为 [code]true[/code],则允许对对象进行编码(并且可能包"
+"含代码)。"
#: doc/classes/PacketPeer.xml
msgid ""
@@ -50733,8 +50902,8 @@ msgstr ""
"来代替它。\n"
"如果[code]true[/code],多人游戏API将允许在RPC/RSETs期间对对象进行编码和解"
"码。\n"
-"[b]警告:[/b] 反序列化的对象可能包含会被执行的代码。如果序列化的对象来自不受"
-"信任的来源,请不要使用这个选项,以避免潜在的安全威胁,如远程代码执行。"
+"[b]警告:[/b]反序列化的对象可能包含会被执行的代码。如果序列化的对象来自不受信"
+"任的来源,请不要使用这个选项,以避免潜在的安全威胁,如远程代码执行。"
#: doc/classes/PacketPeer.xml
msgid ""
@@ -50764,11 +50933,11 @@ msgid ""
"are otherwise valid. If this is a concern, you may want to use automatically "
"managed certificates with a short validity period."
msgstr ""
-"这个类表示DTLS对等连接。它可以用来连接到DTLS服务器,由[method DTLSServer."
-"take_connection]返回。\n"
-"[b]警告:[/b]当前不支持SSL/TLS证书撤销和证书固定。只要撤销的证书在其他情况下是"
-"有效的,都将被接受。如果这是一个问题,您可能希望使用具有短有效期的自动管理证"
-"书。"
+"这个类表示 DTLS 对等连接。它可以用来连接到 DTLS 服务器,由 [method "
+"DTLSServer.take_connection] 返回。\n"
+"[b]警告:[/b]当前不支持 SSL/TLS 证书撤销和证书固定。只要撤销的证书在其他情况"
+"下是有效的,都将被接受。如果这是一个问题,您可能希望使用具有短有效期的自动管"
+"理证书。"
#: doc/classes/PacketPeerDTLS.xml
msgid ""
@@ -50878,7 +51047,7 @@ msgstr ""
"被发送到连接的地址(不允许将来调用[method set_dest_address])。该方法不向远程对"
"等体发送任何数据,要发送数据,请使用[method PacketPeer.put_var]或[method "
"PacketPeer.put_packet]。参见[UDPServer]。\n"
-"[b]注意:[/b]连接到远程对等体并不能防止IP欺骗等恶意攻击。如果您觉得您的应用程"
+"[b]注意:[/b]连接到远程对等体并不能防止IP欺骗等恶意攻击。如果您觉得您的应用程"
"序正在传输敏感信息,可以考虑使用SSL或DTLS等加密技术。"
#: doc/classes/PacketPeerUDP.xml
@@ -50902,7 +51071,7 @@ msgid ""
"Returns [code]true[/code] if the UDP socket is open and has been connected "
"to a remote address. See [method connect_to_host]."
msgstr ""
-"如果UDP套接字已打开并已连接到远程地址,则返回[code]true[/code]。请参阅"
+"如果UDP套接字已打开并已连接到远程地址,则返回 [code]true[/code]。请参阅"
"[method connect_to_host]。"
#: doc/classes/PacketPeerUDP.xml
@@ -51158,7 +51327,7 @@ msgstr ""
"ParallaxLayer 必须是 [ParallaxBackground] 节点的子节点。每个 ParallaxLayer 都"
"可以设置为相对于相机移动或 [member ParallaxBackground.scroll_offset] 值。\n"
"该节点的子节点将受其滚动偏移量的影响。\n"
-"[b]注意:[/b] 当该节点进入场景后,对其位置和比例的任何改变都将被忽略。"
+"[b]注意:[/b]当该节点进入场景后,对其位置和比例的任何改变都将被忽略。"
#: doc/classes/ParallaxLayer.xml
msgid ""
@@ -51249,36 +51418,36 @@ msgstr "设置在索引 [code]pass[/code] 处绘制的 [Mesh] 。"
#: doc/classes/Particles.xml
msgid "[Mesh] that is drawn for the first draw pass."
-msgstr "第一次抽取的[Mesh]。"
+msgstr "第一绘制阶段所绘制的 [Mesh]。"
#: doc/classes/Particles.xml
msgid "[Mesh] that is drawn for the second draw pass."
-msgstr "[Mesh]在第二次抽取时被抽出的。"
+msgstr "第二绘制阶段所绘制的 [Mesh]。"
#: doc/classes/Particles.xml
msgid "[Mesh] that is drawn for the third draw pass."
-msgstr "[Mesh]这是为第三次抽取所抽出的。"
+msgstr "第三绘制阶段所绘制的 [Mesh]。"
#: doc/classes/Particles.xml
msgid "[Mesh] that is drawn for the fourth draw pass."
-msgstr "[Mesh]这是为第四次抽取所抽出的。"
+msgstr "第四绘制阶段所绘制的 [Mesh]。"
#: doc/classes/Particles.xml
msgid "The number of draw passes when rendering particles."
-msgstr "渲染粒子时的绘制次数。"
+msgstr "渲染粒子时的绘制阶段数。"
#: doc/classes/Particles.xml
msgid ""
"Time ratio between each emission. If [code]0[/code], particles are emitted "
"continuously. If [code]1[/code], all particles are emitted simultaneously."
msgstr ""
-"每次发射之间的时间比。如果[code]0[/code],粒子是连续发射的。如果[code]1[/"
-"code],所有的粒子都同时发射。"
+"每次发射之间的时间比。如果为 [code]0[/code],则粒子是连续发射的。如果为 "
+"[code]1[/code],则所有的粒子都同时发射。"
#: doc/classes/Particles.xml
msgid ""
"If [code]true[/code], only [code]amount[/code] particles will be emitted."
-msgstr "如果[code]true[/code],将只发出[code]amount[/code]粒子。"
+msgstr "如果为 [code]true[/code],将只发出 [code]amount[/code] 数量的粒子。"
#: doc/classes/Particles.xml
msgid ""
@@ -51303,7 +51472,7 @@ msgstr "发出随机率。"
msgid ""
"Speed scaling ratio. A value of [code]0[/code] can be used to pause the "
"particles."
-msgstr "速度缩放比。一个[code]0[/code]的值可以用来暂停粒子。"
+msgstr "速度缩放比。值为 [code]0[/code] 时可暂停粒子。"
#: doc/classes/Particles.xml
msgid ""
@@ -51319,16 +51488,16 @@ msgstr ""
"[AABB] 确定节点的区域,该区域需要在屏幕上可见才能使粒子系统处于活动状态。\n"
"如果在节点进入/退出屏幕时粒子突然出现/消失,则增大框。 [AABB] 可以通过代码或"
"使用 [b]Particles → Generate AABB[/b] 编辑器工具生成。\n"
-"[b]注意:[/b] 如果使用中的 [ParticlesMaterial] 配置为投射阴影,您可能需要放大"
+"[b]注意:[/b]如果使用中的 [ParticlesMaterial] 配置为投射阴影,您可能需要放大"
"此 AABB 以确保在粒子离屏时更新阴影。"
#: doc/classes/Particles.xml
msgid "Maximum number of draw passes supported."
-msgstr "支持的最大抽取次数。"
+msgstr "支持的最大绘制阶段数。"
#: doc/classes/Particles2D.xml
msgid "GPU-based 2D particle emitter."
-msgstr "基于GPU的2D粒子发射器。"
+msgstr "基于 GPU 的 2D 粒子发射器。"
#: doc/classes/Particles2D.xml
msgid ""
@@ -51426,7 +51595,7 @@ msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Returns [code]true[/code] if the specified flag is enabled."
-msgstr "如果指定的Flag被启用,返回[code]true[/code]。"
+msgstr "如果指定的Flag被启用,返回 [code]true[/code]。"
#: doc/classes/ParticlesMaterial.xml
msgid "Returns the randomness ratio associated with the specified parameter."
@@ -51444,11 +51613,11 @@ msgstr "如果[code]true[/code],启用指定的Flag。选项请参阅[enum Fla
#: doc/classes/ParticlesMaterial.xml
msgid "Sets the specified [enum Parameter]."
-msgstr "设置指定的[enum Parameter]。"
+msgstr "设置指定的 [enum Parameter]。"
#: doc/classes/ParticlesMaterial.xml
msgid "Sets the randomness ratio for the specified [enum Parameter]."
-msgstr "为指定的[enum Parameter]设置随机比率。"
+msgstr "为指定的 [enum Parameter] 设置随机比率。"
#: doc/classes/ParticlesMaterial.xml
msgid "Sets the [Texture] for the specified [enum Parameter]."
@@ -51468,7 +51637,7 @@ msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Each particle's rotation will be animated along this [CurveTexture]."
-msgstr "每个粒子的旋转将沿着这个[CurveTexture]动画。"
+msgstr "每个粒子的旋转将沿着这个 [CurveTexture] 动画。"
#: doc/classes/ParticlesMaterial.xml
msgid ""
@@ -51508,22 +51677,23 @@ msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Damping will vary along this [CurveTexture]."
-msgstr "阻尼将沿着这个[CurveTexture]变化。"
+msgstr "阻尼将沿着这个 [CurveTexture] 变化。"
#: doc/classes/ParticlesMaterial.xml
msgid ""
"The box's extents if [code]emission_shape[/code] is set to [constant "
"EMISSION_SHAPE_BOX]."
msgstr ""
-"[code]emission_shape[/code]设置为[constant EMISSION_SHAPE_BOX]时,Box的范围。"
+"[code]emission_shape[/code] 设置为 [constant EMISSION_SHAPE_BOX] 时,该 Box "
+"的范围。"
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Particle color will be modulated by color determined by sampling this "
"texture at the same point as the [member emission_point_texture]."
msgstr ""
-"粒子颜色将由颜色调制,颜色由采样纹理在与[member emission_point_texture]相同的"
-"点决定。"
+"粒子颜色将由颜色调制,颜色由采样纹理在与 [member emission_point_texture] 相同"
+"的点决定。"
#: doc/classes/ParticlesMaterial.xml
msgid ""
@@ -51544,8 +51714,8 @@ msgid ""
"[constant EMISSION_SHAPE_POINTS] or [constant "
"EMISSION_SHAPE_DIRECTED_POINTS]."
msgstr ""
-"[code]emission_shape[/code]设置为[constant EMISSION_SHAPE_POINTS]或[constant "
-"EMISSION_SHAPE_DIRECTED_POINTS],时的释放粒子数。"
+"[code]emission_shape[/code] 设置为 [constant EMISSION_SHAPE_POINTS] 或 "
+"[constant EMISSION_SHAPE_DIRECTED_POINTS] 时,发射点的数量。"
#: doc/classes/ParticlesMaterial.xml
msgid ""
@@ -52039,8 +52209,8 @@ msgid ""
"will be printed to the console for easier debugging."
msgstr ""
"自上次刷新以来,使用所有[method add_file]调用写入指定的文件。如果"
-"[code]verbose[/code]为[code]true[/code],添加的文件列表将被打印到控制台,以便"
-"于调试。"
+"[code]verbose[/code]为 [code]true[/code],添加的文件列表将被打印到控制台,以"
+"便于调试。"
#: doc/classes/PCKPacker.xml
msgid ""
@@ -52070,9 +52240,9 @@ msgstr ""
"这个类提供了对一些与性能有关的不同监控的访问,比如内存使用量、绘制调用和FPS。"
"这些与编辑器的[b]Monitor[/b]标签中的[b]Debugger[/b]面板所显示的数值相同。通过"
"使用这个类的[method get_monitor]方法,可以从你的代码中访问这些数据。\n"
-"[b]注意:[/b] 这些监视器中有几个只在调试模式下可用,当在发布版构建中使用时,将"
+"[b]注意:[/b]这些监视器中有几个只在调试模式下可用,当在发布版构建中使用时,将"
"总是返回0。\n"
-"[b]注意:[/b] 这些监控器中的许多不是实时更新的,所以在变化之间可能会有短暂的延"
+"[b]注意:[/b]这些监控器中的许多不是实时更新的,所以在变化之间可能会有短暂的延"
"迟。"
#: doc/classes/Performance.xml
@@ -52470,7 +52640,7 @@ msgstr ""
"返回一个包含运动的安全和不安全比例(0 到 1 之间)的数组。安全比例是在没有碰撞"
"的情况下可以进行的运动的最大比例。不安全比例是碰撞必须移动的距离的最小部分。"
"如果没有检测到碰撞,将返回 [code][1.0, 1.0][/code] 的结果。\n"
-"[b]注意:[/b] 任何已经碰撞的[Shape2D](比如内部的)会被忽略。使用 [method "
+"[b]注意:[/b]任何已经碰撞的[Shape2D](比如内部的)会被忽略。使用 [method "
"collide_shape] 确定形状已经碰撞的 [Shape2D]。"
#: doc/classes/Physics2DDirectSpaceState.xml
@@ -52508,7 +52678,7 @@ msgstr ""
"通过[Physics2DShapeQueryParameters]对象给出的形状与空间的检查交点。如果它与一"
"个以上的形状发生碰撞,则选择最近的一个。如果该形状没有与任何对象相交,那么将"
"返回一个空字典。\n"
-"[b]注意:[/b] 这个方法不考虑对象的[code]motion[/code]属性。返回的对象是包含以"
+"[b]注意:[/b]这个方法不考虑对象的[code]motion[/code]属性。返回的对象是包含以"
"下字段的字典。\n"
"[code]collider_id[/code]:碰撞对象的ID。\n"
"[code]linear_velocity[/code]:碰撞物体的速度[Vector2]。如果对象是一个"
@@ -52668,8 +52838,8 @@ msgid ""
"Physics2DServer is the server responsible for all 2D physics. It can create "
"many kinds of physics objects, but does not insert them on the node tree."
msgstr ""
-"Physics2DServer 是负责所有 2D 物理的服务。它可以创建多种物理对象,但不会将它"
-"们插入到节点树中。"
+"Physics2DServer 是负责所有 2D 物理的服务器。它可以创建多种物理对象,但不会将"
+"它们插入到节点树中。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
@@ -52978,14 +53148,14 @@ msgid ""
"Sets whether a body uses a callback function to calculate its own physics "
"(see [method body_set_force_integration_callback])."
msgstr ""
-"设置一个物体是否使用回调函数来计算它自己的物理(参阅 [method "
-"body_set_force_integration_callback])。"
+"设置一个物体是否使用回调函数来计算它自己的物理(参阅 [method "
+"body_set_force_integration_callback])。"
#: doc/classes/Physics2DServer.xml
msgid ""
"Sets a body parameter. See [enum BodyParameter] for a list of available "
"parameters."
-msgstr "设置主体参数。请参阅[enum BodyParameter]获取可用参数列表。"
+msgstr "设置主体参数。请参阅 [enum BodyParameter] 获取可用参数列表。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
@@ -52999,11 +53169,11 @@ msgstr ""
msgid ""
"Enables one way collision on body if [code]enable[/code] is [code]true[/"
"code]."
-msgstr "如果[code]enable[/code]为[code]true[/code],则在body上启用单向碰撞。"
+msgstr "如果[code]enable[/code]为 [code]true[/code],则在body上启用单向碰撞。"
#: doc/classes/Physics2DServer.xml
msgid "Disables shape in body if [code]disable[/code] is [code]true[/code]."
-msgstr "如果[code]disable[/code]为[code]true[/code],则在body中禁用形状。"
+msgstr "如果[code]disable[/code]为 [code]true[/code],则在body中禁用形状。"
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -53019,7 +53189,7 @@ msgstr "设置物体形状的变换矩阵。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Assigns a space to the body (see [method space_create])."
-msgstr "给物体分配一个空间(参阅[method space_create])。"
+msgstr "给物体分配一个空间(参阅 [method space_create])。"
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -53174,19 +53344,19 @@ msgstr "设置空间参数的值。参阅[enum SpaceParameter]获取可用参数
msgid ""
"Constant to set/get the maximum distance a pair of bodies has to move before "
"their collision status has to be recalculated."
-msgstr "常数,用于设置/获取一对物体在其碰撞状态被重新计算之前的最大移动距离。"
+msgstr "常量,用于设置/获取一对物体在其碰撞状态被重新计算之前的最大移动距离。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Constant to set/get the maximum distance a shape can be from another before "
"they are considered separated."
-msgstr "常数,用于设置/获取形状在被视为分离之前与另一形状之间的最大距离。"
+msgstr "常量,用于设置/获取形状在被视为分离之前与另一形状之间的最大距离。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Constant to set/get the maximum distance a shape can penetrate another shape "
"before it is considered a collision."
-msgstr "常数,用来设置/得到一个形状在被认为碰撞之前穿透另一个形状的最大距离。"
+msgstr "常量,用来设置/得到一个形状在被认为碰撞之前穿透另一个形状的最大距离。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
@@ -53194,7 +53364,7 @@ msgid ""
"as potentially inactive for both linear and angular velocity will be put to "
"sleep after the time given."
msgstr ""
-"常数,用于设置/获取活跃的阈值线速度。一个被标记为线性速度和角速度都可能不活跃"
+"常量,用于设置/获取活跃的阈值线速度。一个被标记为线性速度和角速度都可能不活跃"
"的物体将在给定的时间后进入睡眠状态。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
@@ -53203,7 +53373,7 @@ msgid ""
"marked as potentially inactive for both linear and angular velocity will be "
"put to sleep after the time given."
msgstr ""
-"常数,用于设置/获取活动的阈值角速度。一个被标记为线性和角速度都可能不活跃的物"
+"常量,用于设置/获取活动的阈值角速度。一个被标记为线性和角速度都可能不活跃的物"
"体,在给定的时间后将会进入睡眠状态。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
@@ -53212,8 +53382,8 @@ msgid ""
"potentially inactive for both linear and angular velocity will be put to "
"sleep after this time."
msgstr ""
-"常数来设置/获得最大的活动时间。一个被标记为线速度和角速度都可能不活动的物体,"
-"在这个时间之后将被置入睡眠状态。"
+"常量,用于设置/获得最大的活动时间。一个被标记为线速度和角速度都可能不活动的物"
+"体,在这个时间之后将被置入睡眠状态。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
@@ -53222,7 +53392,7 @@ msgid ""
"violating a constraint, to avoid leaving them in that state because of "
"numerical imprecision."
msgstr ""
-"常数,用于设置/获取所有物理约束的默认求解器偏置。解算器偏差是一个控制两个物体"
+"常量,用于设置/获取所有物理约束的默认求解器偏置。解算器偏差是一个控制两个物体"
"在违反约束后 \"反弹 \"程度的因素,以避免由于数值不精确而使它们处于这种状态。"
#: doc/classes/Physics2DServer.xml
@@ -53291,21 +53461,21 @@ msgstr ""
msgid ""
"This constant is used internally by the engine. Any attempt to create this "
"kind of shape results in an error."
-msgstr "这个常数是由引擎内部使用的。任何试图创建这种形状的行为都会导致错误。"
+msgstr "引擎内部会使用这个常量。任何试图创建这种形状的行为都会导致错误。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get gravity strength in an area."
-msgstr "在一个地区设置/获得重力强度的常数。"
+msgstr "常量,用于设置/获取区域中的重力强度。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get gravity vector/center in an area."
-msgstr "在一个区域内设置/获取重力向量/中心的常数。"
+msgstr "常量,用于设置/获取区域中的重力向量/中心。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Constant to set/get whether the gravity vector of an area is a direction, or "
"a center point."
-msgstr "常数用于设置/获取一个区域的重力向量是一个方向,还是一个中心点。"
+msgstr "常量,用于设置/获取区域中的重力向量是方向,还是中心点。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
@@ -53313,28 +53483,28 @@ msgid ""
"greater this value is, the faster the strength of gravity decreases with the "
"square of distance."
msgstr ""
-"常数,用于设置/获取一个区域的点重力的衰减系数。这个值越大,重力的强度随着距离"
-"的平方下降得越快。"
+"常量,用于设置/获取区域中的点重力的衰减系数。这个值越大,重力的强度随着距离的"
+"平方下降得越快。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"This constant was used to set/get the falloff factor for point gravity. It "
"has been superseded by [constant AREA_PARAM_GRAVITY_DISTANCE_SCALE]."
msgstr ""
-"这个常数用于设置/获取点重力的衰减因子。它已经被[constant "
-"AREA_PARAM_GRAVITY_DISTANCE_SCALE]所取代了。"
+"这个常量用于设置/获取点重力的衰减因子。它已经被 [constant "
+"AREA_PARAM_GRAVITY_DISTANCE_SCALE] 所取代了。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get the linear dampening factor of an area."
-msgstr "常数,用于设置/获取一个区域的线性阻尼系数。"
+msgstr "常量,用于设置/获取区域的线性阻尼系数。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get the angular dampening factor of an area."
-msgstr "常数,用于设置/获取一个区域的角度阻尼系数。"
+msgstr "常量,用于设置/获取区域的角度阻尼系数。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get the priority (order of processing) of an area."
-msgstr "常数,用于设置/获取一个区域的优先级(处理顺序)。"
+msgstr "常量,用于设置/获取区域的优先级(处理顺序)。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
@@ -53382,47 +53552,47 @@ msgstr "StaticBody 的常量。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant for kinematic bodies."
-msgstr "KinematicBody 的常数。"
+msgstr "KinematicBody 的常量。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant for rigid bodies."
-msgstr "RigidBody 的常数。"
+msgstr "RigidBody 的常量。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Constant for rigid bodies in character mode. In this mode, a body can not "
"rotate, and only its linear velocity is affected by physics."
msgstr ""
-"角色模式下刚体的常数。在这种模式下,物体不能旋转,只有它的线速度受物理运算影"
+"角色模式下刚体的常量。在这种模式下,物体不能旋转,只有它的线速度受物理运算影"
"响。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's bounce factor."
-msgstr "常数,用于设置/获取物体的反弹系数。"
+msgstr "常量,用于设置/获取物体的反弹系数。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's friction."
-msgstr "常数,用于设置/获取一个物体的摩擦力。"
+msgstr "常量,用于设置/获取物体的摩擦力。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's mass."
-msgstr "设置/获取一个物体的质量的常数。"
+msgstr "常量,用于设置/获取物体的质量。"
#: doc/classes/Physics2DServer.xml
msgid "Constant to set/get a body's inertia."
-msgstr "常数,用于设置/获取一个物体的惯性。"
+msgstr "常量,用于设置/获取物体的惯性。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's gravity multiplier."
-msgstr "常数,用于设置/获取一个物体的重力倍数。"
+msgstr "常量,用于设置/获取物体的重力倍数。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's linear dampening factor."
-msgstr "常数,用于设置/获取一个物体的线性阻尼系数。"
+msgstr "常量,用于设置/获取物体的线性阻尼系数。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's angular dampening factor."
-msgstr "常数,用于设置/获取一个物体的角度阻尼系数。"
+msgstr "常量,用于设置/获取物体的角度阻尼系数。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Represents the size of the [enum BodyParameter] enum."
@@ -53430,19 +53600,19 @@ msgstr "表示[enum BodyParameter]枚举的大小。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get the current transform matrix of the body."
-msgstr "常数,用于设置/获取物体的当前变换矩阵。"
+msgstr "常量,用于设置/获取物体的当前变换矩阵。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get the current linear velocity of the body."
-msgstr "常数,用于设置/获取物体的当前线速度。"
+msgstr "常量,用于设置/获取物体的当前线速度。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get the current angular velocity of the body."
-msgstr "常数,用于设置/获取物体的当前角速度。"
+msgstr "常量,用于设置/获取物体的当前角速度。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to sleep/wake up a body, or to get whether it is sleeping."
-msgstr "常数,用于使物体沉睡/唤醒,或得到它是否在沉睡。"
+msgstr "常量,用于使物体沉睡/唤醒,或得到它是否在沉睡。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get whether the body can sleep."
@@ -53450,15 +53620,15 @@ msgstr "常量,用于设置/获取物体是否可以休眠。"
#: doc/classes/Physics2DServer.xml
msgid "Constant to create pin joints."
-msgstr "常数,用于创造针状关节。"
+msgstr "常量,用于创造钉关节。"
#: doc/classes/Physics2DServer.xml
msgid "Constant to create groove joints."
-msgstr "常数,用于创造槽型关节。"
+msgstr "常量,用于创造槽关节。"
#: doc/classes/Physics2DServer.xml
msgid "Constant to create damped spring joints."
-msgstr "常数,用于创造有阻尼的弹簧关节。"
+msgstr "常量,用于创造有阻尼的弹簧关节。"
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -53748,7 +53918,7 @@ msgstr ""
"返回一个包含运动的安全和不安全比例(0 到 1 之间)的数组。安全比例是在没有碰撞"
"的情况下可以进行的运动的最大比例。不安全比例是碰撞必须移动的距离的最小部分。"
"如果未检测到碰撞,将返回 [code][1.0, 1.0][/code] 的结果。\n"
-"[b]注意:[/b] 任何已经碰撞的[Shape2D](比如内部的)会被忽略。使用 [method "
+"[b]注意:[/b]任何已经碰撞的[Shape2D](比如内部的)会被忽略。使用 [method "
"collide_shape] 确定形状已经碰撞的 [Shape]。"
#: doc/classes/PhysicsDirectSpaceState.xml
@@ -53919,8 +54089,8 @@ msgid ""
"PhysicsServer is the server responsible for all 3D physics. It can create "
"many kinds of physics objects, but does not insert them on the node tree."
msgstr ""
-"PhysicsServer是负责所有3D物理的服务。它可以创建许多种类的物理对象,但不会在节"
-"点树上插入这些对象。"
+"PhysicsServer 是负责所有 3D 物理的服务器。它可以创建许多种类的物理对象,但不"
+"会在节点树上插入这些对象。"
#: doc/classes/PhysicsServer.xml
msgid "Creates an [Area]."
@@ -53957,7 +54127,7 @@ msgstr ""
msgid ""
"Gives the body a push at a [code]position[/code] in the direction of the "
"[code]impulse[/code]."
-msgstr "在[code]position[/code]impulse[code]冲量方向推动物体[/code]。"
+msgstr "在 [code]position[/code] 处将物体朝 [code]impluse[/code] 方向推。"
#: doc/classes/PhysicsServer.xml
msgid "Gives the body a push to rotate it."
@@ -53989,11 +54159,11 @@ msgstr "返回物体参数的值。可用参数列表位于[enum BodyParameter]
#: doc/classes/PhysicsServer.xml
msgid ""
"If [code]true[/code], the continuous collision detection mode is enabled."
-msgstr "如果[code]true[/code],则启用连续碰撞检测模式。"
+msgstr "如果为 [code]true[/code],则启用连续碰撞检测模式。"
#: doc/classes/PhysicsServer.xml
msgid "If [code]true[/code], the body can be detected by rays."
-msgstr "如果[code]true[/code],物体可以被光线探测到。"
+msgstr "如果为 [code]true[/code],则物体可以被光线探测到。"
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -54037,8 +54207,8 @@ msgid ""
"given direction from a given point in space. [PhysicsTestMotionResult] can "
"be passed to return additional information in."
msgstr ""
-"如果从空间的给定点向给定方向移动会导致碰撞,则返回[code]true[/code]。可以通过"
-"[PhysicsTestMotionResult]来返回额外的信息。"
+"如果从空间的给定点向给定方向移动会导致碰撞,则返回 [code]true[/code]。可以通"
+"过[PhysicsTestMotionResult]来返回额外的信息。"
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -54083,14 +54253,13 @@ msgid ""
msgstr "设置 generic_6_DOF_joint参数(请参阅[enum G6DOFJointAxisParam]常量)。"
#: doc/classes/PhysicsServer.xml
-#, fuzzy
msgid ""
"Returns information about the current state of the 3D physics engine. See "
"[enum ProcessInfo] for a list of available states. Only implemented for "
"Godot Physics."
msgstr ""
-"返回关于2D物理引擎当前状态的信息。有关可用状态列表,请参阅[enum "
-"ProcessInfo]。"
+"返回关于 3D 物理引擎当前状态的信息。有关可用状态列表,请参阅 [enum "
+"ProcessInfo]。仅在 Godot Physics 实现。"
#: doc/classes/PhysicsServer.xml
msgid "Gets a hinge_joint flag (see [enum HingeJointFlag] constants)."
@@ -54182,8 +54351,7 @@ msgid ""
msgstr ""
"设置计算碰撞体速度的迭代次数。迭代次数越多,碰撞就越准确。但是,更大量的迭代"
"需要更多的 CPU 能力,这会降低性能。默认值为 [code]8[/code]。\n"
-"[b]注意:[/b] 仅在使用 GodotPhysics 引擎时有效,而不是默认的 Bullet 物理引"
-"擎。"
+"[b]注意:[/b]仅在使用 GodotPhysics 引擎时有效,而不是默认的 Bullet 物理引擎。"
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -54602,8 +54770,8 @@ msgid ""
"Returns [code]true[/code] if [code]point[/code] is inside the plane. "
"Comparison uses a custom minimum [code]epsilon[/code] threshold."
msgstr ""
-"如果[code]point[/code]在平面内,则返回[code]true[/code]。比较使用自定义的最小"
-"[code]epsilon』[/code] ε 阈值。"
+"如果[code]point[/code]在平面内,则返回 [code]true[/code]。比较使用自定义的最"
+"小[code]epsilon』[/code] ε 阈值。"
#: doc/classes/Plane.xml
msgid ""
@@ -54612,7 +54780,7 @@ msgid ""
"returned."
msgstr ""
"返回三个平面[code]b[/code],[code]c[/code]与该平面的交点。如果没有找到交集,"
-"则返回[code]null[/code]。"
+"则返回 [code]null[/code]。"
#: doc/classes/Plane.xml
msgid ""
@@ -54621,7 +54789,7 @@ msgid ""
"If no intersection is found, [code]null[/code] is returned."
msgstr ""
"返回由位置[code]from[/code]和方向法线[code]dir[/code]组成的射线与该平面的交"
-"点。如果没有找到交点,则返回[code]null[/code]。"
+"点。如果没有找到交点,则返回 [code]null[/code]。"
#: doc/classes/Plane.xml
msgid ""
@@ -54630,7 +54798,7 @@ msgid ""
"[code]null[/code] is returned."
msgstr ""
"返回从位置[code]begin[/code]到位置[code]end[/code]的线段与这个平面的交点。如"
-"果没有找到交点,则返回[code]null[/code]。"
+"果没有找到交点,则返回 [code]null[/code]。"
#: doc/classes/Plane.xml
msgid ""
@@ -54638,13 +54806,13 @@ msgid ""
"approximately equal, by running [method @GDScript.is_equal_approx] on each "
"component."
msgstr ""
-"如果此平面和 [code]plane[/code] 近似相等,则返回[code]true[/code],方法是对每"
-"个分量运行 [method @GDScript.is_equal_approx]。"
+"如果此平面和 [code]plane[/code] 近似相等,则返回 [code]true[/code],方法是对"
+"每个分量运行 [method @GDScript.is_equal_approx]。"
#: doc/classes/Plane.xml
msgid ""
"Returns [code]true[/code] if [code]point[/code] is located above the plane."
-msgstr "如果[code]point[/code]位于平面上方,则返回[code]true[/code]。"
+msgstr "如果[code]point[/code]位于平面上方,则返回 [code]true[/code]。"
#: doc/classes/Plane.xml
msgid "Returns a copy of the plane, normalized."
@@ -54654,7 +54822,7 @@ msgstr "返回平面的一个标准化副本。"
msgid ""
"Returns the orthogonal projection of [code]point[/code] into a point in the "
"plane."
-msgstr "返回[code]点[/code]在平面上的正交投影。"
+msgstr "返回 [code]点[/code]在平面上的正交投影。"
#: doc/classes/Plane.xml
msgid ""
@@ -54721,9 +54889,9 @@ msgstr ""
"表示平面 [PrimitiveMesh] 的类。这个平面网格没有厚度。默认情况下,此网格在 X "
"轴和 Z 轴上对齐;此默认旋转不适合与广告牌材质一起使用。对于广告牌材质,请改"
"用 [QuadMesh]。\n"
-"[b]注意:[/b] 当使用大纹理 [PlaneMesh](例如作为地板)时,你可能会偶然发现 "
-"UV 抖动问题,具体取决于相机角度。要解决此问题,请增加 [member "
-"subdivide_depth] 和 [member subdivide_width],直到你不再注意到 UV 抖动。"
+"[b]注意:[/b]当使用大纹理 [PlaneMesh](例如作为地板)时,你可能会偶然发现 UV "
+"抖动问题,具体取决于相机角度。要解决此问题,请增加 [member subdivide_depth] "
+"和 [member subdivide_width],直到你不再注意到 UV 抖动。"
#: doc/classes/PlaneMesh.xml
msgid "Offset from the origin of the generated plane. Useful for particles."
@@ -54762,7 +54930,7 @@ msgstr "[PlaneShape] 用于碰撞的 [Plane]。"
#: doc/classes/PointMesh.xml
msgid "Mesh with a single Point primitive."
-msgstr "单点原始网格。"
+msgstr "使用单个点图元的网格。"
#: doc/classes/PointMesh.xml
msgid ""
@@ -54778,19 +54946,19 @@ msgid ""
"When using PointMeshes, properties that normally alter vertices will be "
"ignored, including billboard mode, grow, and cull face."
msgstr ""
-"PointMesh是由单个的点构成。与其依赖三角形与点在屏幕上渲染形成具有恒定尺寸的单"
-"独矩形。其旨在与粒子系统一起使用,但也可以作为一种消耗小的方式来渲染恒定尺寸"
-"的广告牌精灵,例如,在点云中。\n"
-"PointMeshes,必须与具有点大小的材质一起使用。点大小可以通过[code]POINT_SIZE[/"
-"code]在着色器中访问,或者通过设置[member SpatialMaterial."
-"flags_use_point_size]和变量[member SpatialMaterial.params_point_size]在"
-"[SpatialMaterial]中访问。\n"
-"当使用PointMeshes时,通常改变顶点的属性将被忽略,包括广告牌模式、增长和剔除"
+"PointMesh 是由单个点构成的。与其依赖三角形与点在屏幕上渲染形成具有恒定尺寸的"
+"单独矩形。其旨在与粒子系统一起使用,但也可以作为一种消耗小的方式来渲染恒定尺"
+"寸的广告牌精灵,例如,在点云中。\n"
+"PointMesh 必须与具有点大小的材质一起使用。点大小可以通过 [code]POINT_SIZE[/"
+"code] 在着色器中访问,或者通过设置 [member SpatialMaterial."
+"flags_use_point_size] 和变量 [member SpatialMaterial.params_point_size] 在 "
+"[SpatialMaterial] 中访问。\n"
+"当使用 PointMesh 时,通常改变顶点的属性将被忽略,包括广告牌模式、增长和剔除"
"面。"
#: doc/classes/Polygon2D.xml
msgid "A 2D polygon."
-msgstr "一个2D多边形。"
+msgstr "2D 多边形。"
#: doc/classes/Polygon2D.xml
msgid ""
@@ -54847,7 +55015,7 @@ msgstr "设置指定骨骼的权重值."
#: doc/classes/Polygon2D.xml
msgid "If [code]true[/code], polygon edges will be anti-aliased."
-msgstr "如果为[code]true[/code],则多边形边缘将抗锯齿."
+msgstr "如果为 [code]true[/code],则多边形边缘将抗锯齿."
#: doc/classes/Polygon2D.xml
msgid ""
@@ -54871,7 +55039,7 @@ msgid ""
"If [code]true[/code], polygon will be inverted, containing the area outside "
"the defined points and extending to the [code]invert_border[/code]."
msgstr ""
-"如果为[code]true[/code],则多边形将反转,包含定义点之外的区域,并扩展到"
+"如果为 [code]true[/code],则多边形将反转,包含定义点之外的区域,并扩展到"
"[code]invert_border[/code](反转边界)."
#: doc/classes/Polygon2D.xml
@@ -54886,7 +55054,7 @@ msgid ""
"reference."
msgstr ""
"多边形的顶点列表。最后一点将连接到第一个。\n"
-"[b]注意:[/b] 这将返回 [PoolVector2Array] 的副本而不是引用。"
+"[b]注意:[/b]这将返回 [PoolVector2Array] 的副本而不是引用。"
#: doc/classes/Polygon2D.xml
msgid ""
@@ -54964,8 +55132,8 @@ msgid ""
"Returns a new [PoolByteArray] with the data compressed. Set the compression "
"mode using one of [enum File.CompressionMode]'s constants."
msgstr ""
-"返回新的[PoolByteArray],其中的数据被压缩。使用[enum File.CompressionMode]中"
-"的一个常数来设置压缩模式。"
+"返回新的 [PoolByteArray],其中的数据被压缩。使用 [enum File.CompressionMode] "
+"中的常量来设置压缩模式。"
#: doc/classes/PoolByteArray.xml
msgid ""
@@ -55073,7 +55241,7 @@ msgid ""
msgstr ""
"设置数组的大小。如果数组增长,则保留数组末尾的元素。如果数组缩小,则将数组截"
"断为新大小。\n"
-"[b]注意:[/b] 添加的元素不会自动初始化为 0,并且会包含垃圾,即不确定值。"
+"[b]注意:[/b]添加的元素不会自动初始化为 0,并且会包含垃圾,即不确定值。"
#: doc/classes/PoolByteArray.xml
msgid "Changes the byte at the given index."
@@ -55194,10 +55362,10 @@ msgid ""
msgstr ""
"专门设计用于保存浮点值的 [Array] 。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"
-"[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 "
+"[b]注意:[/b]这种类型是按值传递而不是按引用传递。\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 "
"[Array],因为这些元素仍为 64 位。但是,与 [PoolRealArray] 相比,使用通用 "
"[Array] 存储 [float] 将使用大约 6 倍的内存。"
@@ -55227,7 +55395,7 @@ msgid ""
msgstr ""
"[Array] 专门设计用于保存 [String]。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。"
+"[b]注意:[/b]这种类型是按值传递,而不是引用传递。"
#: doc/classes/PoolStringArray.xml
msgid ""
@@ -55266,7 +55434,7 @@ msgid ""
"[b]Note:[/b] This type is passed by value and not by reference."
msgstr ""
"专门用来保存[Vector2]的[Array]。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。"
+"[b]注意:[/b]这种类型是通过值传递的,而不是引用。"
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
#: doc/classes/TileSet.xml
@@ -55304,7 +55472,7 @@ msgid ""
msgstr ""
"专门设计来容纳[Vector3]的[Array]。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。"
+"[b]注意:[/b]这种类型是通过值传递的,而不是引用。"
#: doc/classes/PoolVector3Array.xml
msgid ""
@@ -55396,8 +55564,8 @@ msgid ""
msgstr ""
"如果[code]true[/code],当点击事件发生在它之外,或者当它收到[code]ui_cancel[/"
"code]动作事件时,弹出窗口不会被隐藏。\n"
-"[b]注意:[/b] 启用此属性不会影响从此类继承的对话框中关闭或取消按钮的行为。作"
-"为解决方法,您可以使用 [method WindowDialog.get_close_button] 或 [method "
+"[b]注意:[/b]启用此属性不会影响从此类继承的对话框中关闭或取消按钮的行为。作为"
+"解决方法,您可以使用 [method WindowDialog.get_close_button] 或 [method "
"ConfirmationDialog.get_cancel] 并通过将其 [member CanvasItem.visible] 属性设"
"置为 [code]false[/code] 来隐藏有问题的按钮。"
@@ -55463,7 +55631,7 @@ msgstr ""
"有提供[code]id[/code],将从索引中创建一个.如果没有提供[code]accel[/code],那么"
"将为其分配默认的[code]0[/code].参阅 [method get_item_accelerator]了解更多关于"
"快捷键的信息.\n"
-"[b]注意:[/b]可检查项目只是显示一个检查标记,但没有任何内置的检查行为,必须手动"
+"[b]注意:[/b]可检查项目只是显示一个检查标记,但没有任何内置的检查行为,必须手动"
"检查或取消检查.参阅[method set_item_checked]了解更多关于如何控制它的信息."
#: doc/classes/PopupMenu.xml
@@ -55480,7 +55648,7 @@ msgstr ""
"ShortCut的名称.\n"
"可以选择提供一个[code]id[/code].如果没有提供[code]id[/code],将从索引中创建一"
"个.\n"
-"[b]注意:[/b]可检查项目只是显示一个检查标记,但没有任何内置的检查行为,必须手动"
+"[b]注意:[/b]可检查项目只是显示一个检查标记,但没有任何内置的检查行为,必须手动"
"检查或取消检查. 参阅 [method set_item_checked]了解更多关于如何控制它的信息."
#: doc/classes/PopupMenu.xml
@@ -55502,8 +55670,8 @@ msgstr ""
"有提供[code]id[/code],将从索引中创建一个。如果没有提供[code]accel[/code],那"
"么默认的[code]0[/code]将被分配给它。参阅[method get_item_accelerator]获取更多"
"关于加速器的信息。\n"
-"[b]注意:[/b] 可选项目只是显示一个复选标记,但没有任何内置的检查行为,必须手"
-"动检查/取消检查。参阅[method set_item_checked]获取更多关于如何控制它的信息。"
+"[b]注意:[/b]可选项目只是显示一个复选标记,但没有任何内置的检查行为,必须手动"
+"检查/取消检查。参阅[method set_item_checked]获取更多关于如何控制它的信息。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -55520,8 +55688,8 @@ msgstr ""
"将复选框的标签设置为[ShortCut]的名称。\n"
"可以选择提供一个[code]id[/code]。如果没有提供[code]id[/code],将从索引中创建"
"一个。\n"
-"[b]注意:[/b] 可选项目只是显示一个复选标记,但没有任何内置的检查行为,必须手"
-"动检查/取消检查。参阅[method set_item_checked]获取更多关于如何控制它的信息。"
+"[b]注意:[/b]可选项目只是显示一个复选标记,但没有任何内置的检查行为,必须手动"
+"检查/取消检查。参阅[method set_item_checked]获取更多关于如何控制它的信息。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -55750,14 +55918,14 @@ msgid ""
"manually."
msgstr ""
"如果索引[code]idx[/code]的项目以某种方式是可检查的,例如,如果它有一个复选框"
-"或单选按钮,则返回[code]true[/code]。\n"
+"或单选按钮,则返回 [code]true[/code]。\n"
"[b]注:[/b]可检查项目只是显示一个复选标记或单选按钮,但没有任何内置的检查行"
"为,必须手动检查/取消。"
#: doc/classes/PopupMenu.xml
msgid ""
"Returns [code]true[/code] if the item at index [code]idx[/code] is checked."
-msgstr "如果索引[code]idx[/code]项被选中,则返回[code]true[/code]。"
+msgstr "如果索引[code]idx[/code]项被选中,则返回 [code]true[/code]。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -55765,8 +55933,8 @@ msgid ""
"When it is disabled it can't be selected, or its action invoked.\n"
"See [method set_item_disabled] for more info on how to disable an item."
msgstr ""
-"如果索引[code]idx[/code]项被禁用,返回[code]true[/code]。当它被禁用时,就无法"
-"选择它,或者调用它的操作。\n"
+"如果索引[code]idx[/code]项被禁用,返回 [code]true[/code]。当它被禁用时,就无"
+"法选择它,或者调用它的操作。\n"
"有关如何禁用一个项目的更多信息,请参阅[method set_item_disabled]。"
#: doc/classes/PopupMenu.xml
@@ -55776,7 +55944,7 @@ msgid ""
"[b]Note:[/b] This is purely cosmetic; you must add the logic for checking/"
"unchecking items in radio groups."
msgstr ""
-"如果index [code]idx[/code]具有单选按钮样式的可检查性,则返回[code]true[/"
+"如果index [code]idx[/code]具有单选按钮样式的可检查性,则返回 [code]true[/"
"code]。\n"
"[b]注:[/b]这纯粹是装饰性的;您必须添加用于在单选组中检查/取消检查项目的逻辑。"
@@ -55786,12 +55954,12 @@ msgid ""
"displayed as a line. See [method add_separator] for more info on how to add "
"a separator."
msgstr ""
-"如果项目是分隔符,则返回[code]true[/code]。如果是,它将显示为一行。有关如何添"
-"加分隔符的更多信息,请参阅[method add_separator]。"
+"如果项目是分隔符,则返回 [code]true[/code]。如果是,它将显示为一行。有关如何"
+"添加分隔符的更多信息,请参阅[method add_separator]。"
#: doc/classes/PopupMenu.xml
msgid "Returns [code]true[/code] if the specified item's shortcut is disabled."
-msgstr "如果指定项的快捷方式被禁用,则返回[code]true[/code]。"
+msgstr "如果指定项的快捷方式被禁用,则返回 [code]true[/code]。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -55919,7 +56087,7 @@ msgstr "循环到一个多态项目的下一个状态。详见[method add_multis
#: doc/classes/PopupMenu.xml
msgid "If [code]true[/code], allows navigating [PopupMenu] with letter keys."
-msgstr "如果为[code]true[/code],允许用字母键导航[PopupMenu]。"
+msgstr "如果为 [code]true[/code],允许用字母键导航[PopupMenu]。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -55980,15 +56148,15 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid "[Color] used for disabled menu items' text."
-msgstr "用于禁用菜单项的文本[Color]。"
+msgstr "用于禁用菜单项的文本 [Color]。"
#: doc/classes/PopupMenu.xml
msgid "[Color] used for the hovered text."
-msgstr "用于悬停文本的[Color]。"
+msgstr "用于悬停文本的 [Color]。"
#: doc/classes/PopupMenu.xml
msgid "[Color] used for labeled separators' text. See [method add_separator]."
-msgstr "用于标注分隔符文本的颜色[Color]。见[method add_separator]。"
+msgstr "用于标注分隔符文本的颜色 [Color]。见 [method add_separator]。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -56002,55 +56170,55 @@ msgstr "每个菜单项之间的垂直间距。"
#: doc/classes/PopupMenu.xml
msgid "[Font] used for the menu items."
-msgstr "用于菜单项的[Font]字体。"
+msgstr "用于菜单项的 [Font] 字体。"
#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
-msgstr "选中的复选框项目的 [Texture] 图标。"
+msgstr "复选菜单项被勾选时使用的 [Texture] 图标。"
#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked radio button items."
-msgstr "选中的单选按钮项目的纹理[Texture]图标。"
+msgstr "单选菜单项被选中时使用的 [Texture] 图标。"
#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the unchecked radio button items."
-msgstr "未选中的单选按钮项目的 [Texture] 图标。"
+msgstr "单选菜单项未被选中时使用的 [Texture] 图标。"
#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the submenu arrow."
-msgstr "子菜单箭头的纹理[Texture]图标。"
+msgstr "子菜单箭头使用的 [Texture] 图标。"
#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the unchecked checkbox items."
-msgstr "未选中的复选框项目的纹理[Texture]图标。"
+msgstr "复选菜单项未被勾选时使用的 [Texture] 图标。"
#: doc/classes/PopupMenu.xml
msgid "[StyleBox] displayed when the [PopupMenu] item is hovered."
-msgstr "当[PopupMenu]项目被鼠标悬停时显示的[StyleBox]。"
+msgstr "当 [PopupMenu] 菜单项被悬停时显示的 [StyleBox]。"
#: doc/classes/PopupMenu.xml
msgid ""
"[StyleBox] for the left side of labeled separator. See [method "
"add_separator]."
-msgstr "用于标签分隔器的左侧[StyleBox](样式盒子).参阅 [method add_separator]."
+msgstr "用于标签分隔器的左侧 [StyleBox]。请参阅 [method add_separator]。"
#: doc/classes/PopupMenu.xml
msgid ""
"[StyleBox] for the right side of labeled separator. See [method "
"add_separator]."
-msgstr "用于标签分隔器的右侧[StyleBox](样式盒子).参阅 [method add_separator]."
+msgstr "用于标签分隔器的右侧 [StyleBox]。请参阅 [method add_separator]。"
#: doc/classes/PopupMenu.xml
msgid "Default [StyleBox] of the [PopupMenu] items."
-msgstr "[PopupMenu](弹出菜单)项的默认[StyleBox](样式盒子)."
+msgstr "[PopupMenu] 菜单项的默认 [StyleBox]。"
#: doc/classes/PopupMenu.xml
msgid "[StyleBox] used when the [PopupMenu] item is disabled."
-msgstr "禁用[PopupMenu](弹出菜单)项时使用的[StyleBox](样式盒子)."
+msgstr "[PopupMenu] 菜单项被禁用时使用的 [StyleBox]。"
#: doc/classes/PopupMenu.xml
msgid "[StyleBox] used for the separators. See [method add_separator]."
-msgstr "用于分隔符的[StyleBox]。请参阅[method add_separator]。"
+msgstr "用于分隔符的 [StyleBox]。请参阅 [method add_separator]。"
#: doc/classes/PopupPanel.xml
msgid "Class for displaying popups with a panel background."
@@ -56062,12 +56230,13 @@ msgid ""
"be simpler to use than [Popup], since it provides a configurable background. "
"If you are making windows, better check [WindowDialog]."
msgstr ""
-"用于显示具有面板背景的弹出窗口的类。在某些情况下,它可能比[Popup]更容易使用,"
-"因为它提供了一个可配置的背景。如果你正在制作窗口,最好是查看[WindowDialog]。"
+"用于显示具有面板背景的弹出窗口的类。在某些情况下,它可能比 [Popup] 更容易使"
+"用,因为它提供了一个可配置的背景。如果你正在制作窗口,最好是查看 "
+"[WindowDialog]。"
#: doc/classes/PopupPanel.xml
msgid "The background panel style of this [PopupPanel]."
-msgstr "这个[PopupPanel]的背景面板样式。"
+msgstr "这个 [PopupPanel] 的背景面板样式。"
#: doc/classes/Portal.xml
msgid "Portal nodes are used to enable visibility between [Room]s."
@@ -56120,7 +56289,7 @@ msgstr ""
"定义 [Portal] 多边形形状的点(应该是凸面)。\n"
"这些是在 2D 中定义的,[code]0,0[/code] 是 [Portal] 节点的 [member Spatial."
"global_transform] 的原点。\n"
-"[b]注意:[/b] 这些原始点会被整理以便在内部缠绕顺序。"
+"[b]注意:[/b]这些原始点会被整理以便在内部缠绕顺序。"
#: doc/classes/Portal.xml
msgid ""
@@ -56157,7 +56326,7 @@ msgid ""
msgstr ""
"在大多数情况下,您会希望在Portal中使用默认的 [Portal] 边距(这是在 "
"[RoomManager] 中设置的)。\n"
-"如果要覆盖这个默认值,把这个值设置为[code]false[/code],本地的[member "
+"如果要覆盖这个默认值,把这个值设置为 [code]false[/code],本地的[member "
"portal_margin]就会生效。"
#: doc/classes/Position2D.xml
@@ -56189,7 +56358,7 @@ msgstr ""
msgid ""
"Base class for all primitive meshes. Handles applying a [Material] to a "
"primitive mesh."
-msgstr "所有原始网格的基类。处理将材质[Material]应用到原始网格的问题。"
+msgstr "所有图元网格的基类。处理将 [Material] 应用到图元网格的问题。"
#: doc/classes/PrimitiveMesh.xml
msgid ""
@@ -56197,7 +56366,7 @@ msgid ""
"primitive mesh. Examples include [CapsuleMesh], [CubeMesh], [CylinderMesh], "
"[PlaneMesh], [PrismMesh], [QuadMesh], and [SphereMesh]."
msgstr ""
-"所有基本网格的基类。处理将[Material]材质应用于基本网格。示例包括 "
+"所有图元网格的基类。处理将 [Material] 应用到图元网格的问题。示例包括 "
"[CapsuleMesh]、[CubeMesh]、[CylinderMesh]、[PlaneMesh]、[PrismMesh]、"
"[QuadMesh]、[SphereMesh] 等。"
@@ -56235,11 +56404,11 @@ msgstr ""
#: doc/classes/PrimitiveMesh.xml
msgid "The current [Material] of the primitive mesh."
-msgstr "原始网格的当前[Material]。"
+msgstr "该图元网格的当前 [Material]。"
#: doc/classes/PrismMesh.xml
msgid "Class representing a prism-shaped [PrimitiveMesh]."
-msgstr "表示棱柱形[PrimitiveMesh]的类。"
+msgstr "表示棱柱形 [PrimitiveMesh] 的类。"
#: doc/classes/PrismMesh.xml
msgid ""
@@ -56857,8 +57026,8 @@ msgstr ""
"项目特定的数据(元数据、着色器缓存等)。\n"
"如果 [code]false[/code],将使用非隐藏目录 ([code]import[/code])。\n"
"[b]注意:[/b]更改此设置后重新启动应用程序。\n"
-"[b]注意:[/b] 更改此值有助于在平台上或使用不允许隐藏目录模式的第三方工具。仅"
-"当您知道您的环境需要时才修改此设置,因为更改默认设置会影响与某些需要默认 "
+"[b]注意:[/b]更改此值有助于在平台上或使用不允许隐藏目录模式的第三方工具。仅当"
+"您知道您的环境需要时才修改此设置,因为更改默认设置会影响与某些需要默认 "
"[code].import[/code] 文件夹的外部工具或插件的兼容性。"
#: doc/classes/ProjectSettings.xml
@@ -56885,7 +57054,7 @@ msgstr ""
"帧增量的时间样本会受到平台引入的随机变化的影响,即使由于 V-Sync 以固定间隔显"
"示帧也是如此。这会导致抖动。通过过滤输入增量以校正刷新率的微小波动,增量平滑"
"通常可以提供更好的结果。\n"
-"[b]注意:[/b] Delta 平滑仅在 [member display/window/vsync/use_vsync] 开启时尝"
+"[b]注意:[/b]Delta 平滑仅在 [member display/window/vsync/use_vsync] 开启时尝"
"试,因为它在没有 V-Sync 的情况下无法正常工作。\n"
"在最初激活平滑之前,以稳定的帧速率可能需要几秒钟的时间。它只会在性能足以以刷"
"新率渲染帧的机器上激活。"
@@ -56945,7 +57114,7 @@ msgstr ""
"设置。默认情况下,在发布版本中禁用此设置,因为如果快速连续打印大量行,则在每"
"个打印行上刷新都会对性能产生负面影响。此外,如果启用此设置,如果应用程序崩溃"
"或以其他方式被用户杀死(不会“正常”关闭),则仍会成功写入日志文件。\n"
-"[b]注意:[/b] 无论此设置如何,标准错误流 ([code]stderr[/code]) 在打印一行时总"
+"[b]注意:[/b]无论此设置如何,标准错误流 ([code]stderr[/code]) 在打印一行时总"
"是被刷新。\n"
"对此设置的更改只会在重新启动应用程序时应用。"
@@ -56994,8 +57163,8 @@ msgid ""
"threshold for a given time. This saves CPU as effects assigned to that bus "
"will no longer do any processing."
msgstr ""
-"当声音在给定的时间内低于给定的dB阈值时,音频总线将自动关闭。这可以节省CPU,因"
-"为分配给该总线的效果将不再做任何处理。"
+"当声音在给定的时间内低于给定的 dB 阈值时,音频总线将自动关闭。这可以节省 "
+"CPU,因为分配给该总线的效果将不再做任何处理。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -57017,8 +57186,8 @@ msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
"appropriate permissions to be set when exporting to Android or iOS."
msgstr ""
-"如果[code]true[/code],将允许麦克风输入。这需要在导出到Android或iOS时设置适当"
-"的权限。"
+"如果为 [code]true[/code],将允许麦克风输入。导出到 Android 或 iOS 时须设置适"
+"当的权限。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -57035,7 +57204,7 @@ msgid ""
"like forcing the mix rate)."
msgstr ""
"更安全地覆盖 Web 平台中的 [member audio/mix_rate]。这里 [code]0[/code] 的意思"
-"是“让浏览器选择”(因为有些浏览器不喜欢强制混合速率)。"
+"是“让浏览器选择”(因为有些浏览器不喜欢强制混音率)。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -57080,9 +57249,10 @@ msgid ""
"to [code]6[/code] but could change in the future due to underlying zlib "
"updates."
msgstr ""
-"gzip的默认压缩级别。影响压缩的场景和资源。较高的级别会以压缩速度为代价导致文"
-"件变小。解压缩速度大多不受压缩级别的影响。[code]-1[/code]使用默认的gzip压缩级"
-"别,该级别与[code]6[/code]相同,但由于底层zlib更新,未来可能会发生变化。"
+"gzip 的默认压缩级别。影响压缩的场景和资源。较高的级别会以压缩速度为代价导致文"
+"件变小。解压缩速度大多不受压缩级别的影响。[code]-1[/code] 使用默认的 gzip 压"
+"缩级别,该级别与 [code]6[/code] 相同,但由于底层 zlib 更新,未来可能会发生变"
+"化。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -57093,9 +57263,10 @@ msgid ""
"to [code]6[/code] but could change in the future due to underlying zlib "
"updates."
msgstr ""
-"Zlib的默认压缩级别。影响压缩的场景和资源。较高的级别会以压缩速度为代价导致文"
-"件变小。解压缩速度大多不受压缩级别的影响。[code]-1[/code]使用默认的gzip压缩级"
-"别,该级别与[code]6[/code]相同,但由于底层zlib更新,未来可能会发生变化。"
+"Zlib 的默认压缩级别。影响压缩的场景和资源。较高的级别会以压缩速度为代价导致文"
+"件变小。解压缩速度大多不受压缩级别的影响。[code]-1[/code] 使用默认的 gzip 压"
+"缩级别,该级别与 [code]6[/code] 相同,但由于底层 zlib 更新,未来可能会发生变"
+"化。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -57103,16 +57274,16 @@ msgid ""
"resources. Higher levels result in smaller files at the cost of compression "
"speed. Decompression speed is mostly unaffected by the compression level."
msgstr ""
-"Zstandard的默认压缩级别。影响压缩的场景和资源。较高的级别会以压缩速度为代价导"
-"致文件变小。解压缩速度大多不受压缩级别的影响。"
+"Zstandard 的默认压缩级别。影响压缩的场景和资源。较高的级别会以压缩速度为代价"
+"导致文件变小。解压缩速度大多不受压缩级别的影响。"
#: doc/classes/ProjectSettings.xml
msgid ""
"Enables [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]long-"
"distance matching[/url] in Zstandard."
msgstr ""
-"在Zstandard中启用 [url=https://github.com/facebook/zstd/releases/tag/"
-"v1.3.2]long-distance matching[/url] 。"
+"在 Zstandard 中启用[url=https://github.com/facebook/zstd/releases/tag/v1.3.2]"
+"长距离匹配[/url] 。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -57120,8 +57291,8 @@ msgid ""
"distance matching with Zstandard. Higher values can result in better "
"compression, but will require more memory when compressing and decompressing."
msgstr ""
-"使用与Zstandard的长距离匹配进行压缩时,允许的最大大小限制(2的幂)。更高的值可"
-"以产生更好的压缩,但是在压缩和解压缩时需要更多的内存。"
+"使用 Zstandard 的长距离匹配进行压缩时,允许的最大大小限制(2 的幂)。更高的值"
+"可以产生更好的压缩,但是在压缩和解压缩时需要更多的内存。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -57177,7 +57348,7 @@ msgstr ""
msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
-msgstr "如果为[code]true[/code],当函数被声明为与常量同名时,启用警告。"
+msgstr "如果为 [code]true[/code],当函数被声明为与常量同名时,启用警告。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -57185,8 +57356,8 @@ msgid ""
"same name as a variable. This will turn into an error in a future version "
"when first-class functions become supported in GDScript."
msgstr ""
-"如果为[code]true[/code], 当一个函数与一个变量同名声明时,启用警告。在未来的版"
-"本中,当GDScript支持第一类函数时,这将变成一个错误。"
+"如果为 [code]true[/code], 当一个函数与一个变量同名声明时,启用警告。在未来的"
+"版本中,当GDScript支持第一类函数时,这将变成一个错误。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -57356,7 +57527,7 @@ msgid ""
"If [code]true[/code], enables warnings when assigning the result of a "
"function that returns [code]void[/code] to a variable."
msgstr ""
-"如果[code]true[/code],则在将返回[code]void[/code]的函数的结果赋值给变量时启"
+"如果[code]true[/code],则在将返回 [code]void[/code]的函数的结果赋值给变量时启"
"用警告。"
#: doc/classes/ProjectSettings.xml
@@ -57466,16 +57637,16 @@ msgid ""
"platform. This setting has no effect on desktop Linux, as DPI-awareness "
"fallbacks are not supported there."
msgstr ""
-"如果[code]true[/code],允许在Windows、macOS和HTML5平台上显示HiDPI。这个设置对"
-"桌面Linux没有影响,因为它不支持DPI感知回退。"
+"如果为 [code]true[/code],则允许在 Windows、macOS 和 HTML5 平台上显示 HiDPI。"
+"这个设置对桌面 Linux 没有影响,因为它不支持 DPI 感知回退。"
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], keeps the screen on (even in case of inactivity), so "
"the screensaver does not take over. Works on desktop and mobile platforms."
msgstr ""
-"如果[code]true[/code],则保持屏幕打开(即使在不活动的情况下),因此屏幕保护程序"
-"不会接管。适用于桌面和移动平台。"
+"如果为 [code]true[/code],则保持屏幕打开(即使在不活动的情况下),因此屏幕保"
+"护程序不会接管。适用于桌面和移动平台。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -57485,18 +57656,18 @@ msgid ""
"you have to set [member display/window/size/width] and [member display/"
"window/size/height] accordingly."
msgstr ""
-"在移动设备上使用的默认屏幕方向。\n"
-"[b]注意:[/b]设置为纵向时,此项目设置不会自动翻转项目分辨率的宽度和高度。相"
-"反,您必须相应地设置 [member display/window/size/width] 和 [member display/"
-"window/size/height]。"
+"在移动设备上使用的默认屏幕朝向。\n"
+"[b]注意:[/b]设置为竖屏(Portrait)时,此项目设置不会自动翻转项目分辨率的宽度"
+"和高度。相反,您必须相应地设置 [member display/window/size/width] 和 [member "
+"display/window/size/height]。"
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the home indicator is hidden automatically. This only "
"affects iOS devices without a physical home button."
msgstr ""
-"如果[code]true[/code],主指示器将自动隐藏。这只会影响没有物理home键的iOS设"
-"备。"
+"如果为 [code]true[/code],主指示器将自动隐藏。这只会影响没有物理 home 键的 "
+"iOS 设备。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -57507,11 +57678,11 @@ msgid ""
"[b]Note:[/b] This feature is implemented on HTML5, Linux, macOS, Windows, "
"and Android."
msgstr ""
-"如果 [code]true[/code],则允许窗口背景的逐像素透明度。这会影响性能,因此除非"
-"需要,否则将其保留为 [code]false[/code]。\n"
+"如果为 [code]true[/code],则允许窗口背景的逐像素透明度。这会影响性能,因此除"
+"非需要,否则将其保留为 [code]false[/code]。\n"
"有关更多详细信息,请参阅 [member OS."
"window_per_pixel_transparency_enabled]。\n"
-"[b]注意:[/b] 此功能在 HTML5、Linux、macOS、Windows 和 Android 上实现。"
+"[b]注意:[/b]此功能在 HTML5、Linux、macOS、Windows 和 Android 上实现。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -57523,7 +57694,7 @@ msgstr ""
"启动时将窗口背景设置为透明。\n"
"有关更多详细信息,请参阅 [member OS."
"window_per_pixel_transparency_enabled]。\n"
-"[b]注意:[/b] 此功能在 HTML5、Linux、macOS、Windows 和 Android 上实现。"
+"[b]注意:[/b]此功能在 HTML5、Linux、macOS、Windows 和 Android 上实现。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -57531,7 +57702,7 @@ msgid ""
"[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5."
msgstr ""
"强制主窗口始终在顶部。\n"
-"[b]注意:[/b] 此设置在 iOS、Android 和 HTML5 上被忽略。"
+"[b]注意:[/b]此设置在 iOS、Android 和 HTML5 上被忽略。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -57539,7 +57710,7 @@ msgid ""
"[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5."
msgstr ""
"强制主窗口无边框。\n"
-"[b]注意:[/b] 此设置在 iOS、Android 和 HTML5 上被忽略。"
+"[b]注意:[/b]此设置在 iOS、Android 和 HTML5 上被忽略。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -57553,13 +57724,13 @@ msgid ""
"resolutions[/url] when enabling fullscreen mode.\n"
"[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5."
msgstr ""
-"项目启动时将主窗口设置为全屏。请注意,这不是 [i] 独立 的[/i] 全屏显示。在 "
+"项目启动时将主窗口设置为全屏。请注意,这不是[i]独占的[/i]全屏显示。在 "
"Windows 和 Linux 上,无边框窗口用于模拟全屏。在 macOS 上,会创建一个新的桌面"
"用于显示正在运行的项目。\n"
"无论平台如何,启用全屏都会更改窗口大小以匹配显示器的大小。因此,请确保您的项"
-"目在启用全屏模式时支持 [url=$DOCS_URL/tutorials/rendering/"
-"multiple_resolutions.html]multiple resolutions]多种分辨率[/url]。\n"
-"[b]注意:[/b] 在 iOS、Android 和 HTML5 上忽略此设置。"
+"目在启用全屏模式时支持[url=$DOCS_URL/tutorials/rendering/"
+"multiple_resolutions.html]多种分辨率[/url]。\n"
+"[b]注意:[/b]此设置在 iOS、Android 和 HTML5 上被忽略。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -57571,12 +57742,13 @@ msgstr ""
"时,也使用此参数作为参考。"
#: doc/classes/ProjectSettings.xml
+#, fuzzy
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
"允许窗口默认可调整大小。\n"
-"[b]注意:[/b] 这个设置在iOS和Android上将忽略。"
+"[b]注意:[/b]这个设置在 iOS 和 Android 上将忽略。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -57627,7 +57799,7 @@ msgid ""
"experienced by some users. However, some users have experienced a Vsync "
"framerate halving (e.g. from 60 FPS to 30 FPS) when using it."
msgstr ""
-"如果 [code]Use Vsync[/code] 已启用,且这个设置为 [code]true[/code],则在窗口"
+"如果[code]使用垂直同步[/code]已启用,且这个设置为 [code]true[/code],则在窗口"
"模式下且启用了合成器时,会通过操作系统的窗口合成器启用垂直同步。这将防止在某"
"些情况下卡顿。(仅限 Windows)。\n"
"[b]注意:[/b]这个选项是实验性的,旨在缓解一些用户的卡顿体验。然而,有些用户在"
@@ -57674,7 +57846,7 @@ msgid ""
"parse your scene files, especially if you use built-in scripts which are "
"serialized in the scene files."
msgstr ""
-"脚本编辑器的“在文件中查找”特性中包含的基于文本的文件扩展名。你可以添加例如"
+"脚本编辑器的“在文件中查找”特性中包含的基于文本的文件扩展名。你可以添加例如 "
"[code]tscn[/code],如果你也想解析你的场景文件,特别是如果你使用的是在场景文件"
"中序列化的内置脚本。"
@@ -57757,7 +57929,7 @@ msgstr "检测[TextEdit]空闲的计时器(单位为秒)。"
#: doc/classes/ProjectSettings.xml
msgid "Default delay for tooltips (in seconds)."
-msgstr "工具提示的默认延迟(以秒为单位)。"
+msgstr "工具提示的默认延迟(单位为秒)。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -57768,7 +57940,7 @@ msgid ""
"to the action can however be modified."
msgstr ""
"默认用于确认焦点按钮、菜单或列表项,或验证输入的[InputEventAction]。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
+"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
"内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
#: doc/classes/ProjectSettings.xml
@@ -57779,7 +57951,7 @@ msgid ""
"to the action can however be modified."
msgstr ""
"默认放弃一个模态或挂起的输入的[InputEventAction]。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
+"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
"内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
#: doc/classes/ProjectSettings.xml
@@ -57790,7 +57962,7 @@ msgid ""
"to the action can however be modified."
msgstr ""
"默认在UI中向下移动的[InputEventAction]。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
+"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
"内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
#: doc/classes/ProjectSettings.xml
@@ -57804,7 +57976,7 @@ msgid ""
msgstr ""
"默认[InputEventAction]去[Control]的结束位置(例如[ItemList]或[Tree]中的最后一"
"项),匹配典型桌面UI系统中[constant KEY_END]的行为。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
+"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
"内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
#: doc/classes/ProjectSettings.xml
@@ -57817,7 +57989,7 @@ msgid ""
msgstr ""
"默认聚焦场景中的下一个[Control]的[InputEventAction]。焦点行为可以通过[member "
"Control.focus_next]配置。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
+"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
"内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
#: doc/classes/ProjectSettings.xml
@@ -57830,7 +58002,7 @@ msgid ""
msgstr ""
"默认聚焦场景中的前一个[Control]的[InputEventAction]。焦点行为可以通过[member "
"Control.focus_previous]配置。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
+"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
"内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
#: doc/classes/ProjectSettings.xml
@@ -57844,8 +58016,8 @@ msgid ""
msgstr ""
"默认的将进入[Control]的起始位置(例如[ItemList]或[Tree]中的第一个项目)时的"
"[InputEventAction],与典型的桌面UI系统中[constant KEY_HOME]的行为相匹配。\n"
-"[b]注意:[/b] 默认的[code]ui_*[/code]动作不能被删除,因为它们对于几个"
-"[Control]的内部逻辑是必要的。然而,分配给动作的事件可以被修改。"
+"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们对于几个[Control]"
+"的内部逻辑是必要的。然而,分配给动作的事件可以被修改。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -57855,7 +58027,7 @@ msgid ""
"to the action can however be modified."
msgstr ""
"默认在UI中向左移动的[InputEventAction]。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
+"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
"内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
#: doc/classes/ProjectSettings.xml
@@ -57869,7 +58041,7 @@ msgid ""
msgstr ""
"默认的在[Control](例如[ItemList]或[Tree])中下拉页面的[InputEventAction],与典"
"型桌面UI系统中[constant KEY_PAGEDOWN]的行为相匹配。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
+"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
"内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
#: doc/classes/ProjectSettings.xml
@@ -57883,7 +58055,7 @@ msgid ""
msgstr ""
"默认在[Control](例如[ItemList]或[Tree])中上移页面的[InputEventAction],与典型"
"桌面UI系统中[constant KEY_PAGEUP]的行为相匹配。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
+"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
"内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
#: doc/classes/ProjectSettings.xml
@@ -57894,7 +58066,7 @@ msgid ""
"to the action can however be modified."
msgstr ""
"默认在UI中右移的[InputEventAction]。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
+"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
"内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
#: doc/classes/ProjectSettings.xml
@@ -57906,7 +58078,7 @@ msgid ""
"to the action can however be modified."
msgstr ""
"默认选择[Control](例如[ItemList]或[Tree])中的一个项目[InputEventAction]。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
+"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
"内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
#: doc/classes/ProjectSettings.xml
@@ -57917,7 +58089,7 @@ msgid ""
"to the action can however be modified."
msgstr ""
"默认在UI中向上移动[InputEventAction]。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
+"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
"内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
#: doc/classes/ProjectSettings.xml
@@ -57948,183 +58120,183 @@ msgstr "如果为 [code]true[/code],则在点击或滑动触摸屏时发送鼠
msgid ""
"If [code]true[/code], sends touch input events when clicking or dragging the "
"mouse."
-msgstr "如果[code]true[/code],则在点击或拖动鼠标时发送触摸输入事件。"
+msgstr "如果为 [code]true[/code],则在点击或拖动鼠标时发送触摸输入事件。"
#: doc/classes/ProjectSettings.xml
msgid "Default delay for touch events. This only affects iOS devices."
-msgstr "工具提示的默认延迟(以秒为单位)。"
+msgstr "触摸事件的默认延迟(单位为秒)。仅影响 iOS 设备。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
-msgstr "2D物理层1的可选名称。"
+msgstr "2D 物理层 1 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 10."
-msgstr "2D物理层10的可选名称。"
+msgstr "2D 物理层 10 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 11."
-msgstr "2D物理层11的可选名称。"
+msgstr "2D 物理层 11 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 12."
-msgstr "2D物理层12的可选名称。"
+msgstr "2D 物理层 12 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 13."
-msgstr "2D物理层13的可选名称。"
+msgstr "2D 物理层 13 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 14."
-msgstr "2D物理层14的可选名称。"
+msgstr "2D 物理层 14 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 15."
-msgstr "2D物理层15的可选名称。"
+msgstr "2D 物理层 15 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 16."
-msgstr "2D物理层16的可选名称。"
+msgstr "2D 物理层 16 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 17."
-msgstr "2D物理层17的可选名称。"
+msgstr "2D 物理层 17 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 18."
-msgstr "2D物理层18的可选名称。"
+msgstr "2D 物理层 18 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 19."
-msgstr "2D物理层19的可选名称。"
+msgstr "2D 物理层 19 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 2."
-msgstr "2D物理层2的可选名称。"
+msgstr "2D 物理层 2 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 20."
-msgstr "2D物理层20的可选名称。"
+msgstr "2D 物理层 20 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 21."
-msgstr "2D 物理层 21 的可选名称 ."
+msgstr "2D 物理层 21 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 22."
-msgstr "2D物理层22 的可选名称。"
+msgstr "2D 物理层 22 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 23."
-msgstr "2D物理层23的可选名称。"
+msgstr "2D 物理层 23 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 24."
-msgstr "2D物理层24的可选名称。"
+msgstr "2D 物理层 24 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 25."
-msgstr "2D物理层25的可选名称。"
+msgstr "2D 物理层 25 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 26."
-msgstr "2D物理层26的可选名称。"
+msgstr "2D 物理层 26 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 27."
-msgstr "2D物理层27的可选名称。"
+msgstr "2D 物理层 27 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 28."
-msgstr "2D物理层28的可选名称。"
+msgstr "2D 物理层 28 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 29."
-msgstr "2D物理层29的可选名称。"
+msgstr "2D 物理层 29 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 3."
-msgstr "2D物理层3的可选名称。"
+msgstr "2D 物理层 3 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 30."
-msgstr "2D物理层30的可选名称。"
+msgstr "2D 物理层 30 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 31."
-msgstr "2D物理层31的可选名称。"
+msgstr "2D 物理层 31 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 32."
-msgstr "2D物理层32的可选名称。"
+msgstr "2D 物理层 32 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 4."
-msgstr "2D物理层4的可选名称。"
+msgstr "2D 物理层 4 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 5."
-msgstr "2D物理层5的可选名称。"
+msgstr "2D 物理层 5 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 6."
-msgstr "2D物理层6的可选名称。"
+msgstr "2D 物理层 6 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 7."
-msgstr "2D物理层7的可选名称。"
+msgstr "2D 物理层 7 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 8."
-msgstr "2D物理层8的可选名称。"
+msgstr "2D 物理层 8 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 9."
-msgstr "2D物理层9的可选名称。"
+msgstr "2D 物理层 9 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 1."
-msgstr "2D物理层1的可选名称。"
+msgstr "2D 渲染层 1 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 10."
-msgstr "2D渲染层10的可选名称。"
+msgstr "2D 渲染层 10 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 11."
-msgstr "2D渲染层11的可选名称。"
+msgstr "2D 渲染层 11 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 12."
-msgstr "2D渲染层12的可选名称。"
+msgstr "2D 渲染层 12 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 13."
-msgstr "2D渲染层13的可选名称。"
+msgstr "2D 渲染层 13 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 14."
-msgstr "2D渲染层14的可选名称。"
+msgstr "2D 渲染层 14 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 15."
-msgstr "2D渲染层15的可选名称。"
+msgstr "2D 渲染层 15 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 16."
-msgstr "2D渲染层16的可选名称。"
+msgstr "2D 渲染层 16 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 17."
-msgstr "2D渲染层17的可选名称。"
+msgstr "2D 渲染层 17 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 18."
-msgstr "2D渲染层18的可选名称。"
+msgstr "2D 渲染层 18 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 19."
-msgstr "2D渲染层19的可选名称。"
+msgstr "2D 渲染层 19 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 2."
@@ -58164,211 +58336,212 @@ msgstr "2D 渲染层 9 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
-msgstr "3D物理层1 的可选名称。"
+msgstr "3D 物理层 1 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 10."
-msgstr "3D物理层10 的可选名称。"
+msgstr "3D 物理层 10 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 11."
-msgstr "3D物理层11 的可选名称。"
+msgstr "3D 物理层 11 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 12."
-msgstr "3D物理层12 的可选名称。"
+msgstr "3D 物理层 12 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 13."
-msgstr "3D物理层13 的可选名称。"
+msgstr "3D 物理层 13 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 14."
-msgstr "3D物理层14 的可选名称。"
+msgstr "3D 物理层 14 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 15."
-msgstr "3D物理层15 的可选名称。"
+msgstr "3D 物理层 15 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 16."
-msgstr "3D物理层16 的可选名称。"
+msgstr "3D 物理层 16 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 17."
-msgstr "3D物理层17 的可选名称。"
+msgstr "3D 物理层 17 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 18."
-msgstr "3D物理层18 的可选名称。"
+msgstr "3D 物理层 18 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 19."
-msgstr "3D物理层19 的可选名称。"
+msgstr "3D 物理层 19 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 2."
-msgstr "3D物理层2 的可选名称。"
+msgstr "3D 物理层 2 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 20."
-msgstr "3D物理层20 的可选名称。"
+msgstr "3D 物理层 20 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 21."
-msgstr "3D物理层 21 的可选名称。"
+msgstr "3D 物理层 21 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 22."
-msgstr "3D物理层22 的可选名称。"
+msgstr "3D 物理层 22 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 23."
-msgstr "3D物理层23 的可选名称。"
+msgstr "3D 物理层 23 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 24."
-msgstr "3D物理层24 的可选名称。"
+msgstr "3D 物理层 24 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 25."
-msgstr "3D物理层 25 的可选名称。"
+msgstr "3D 物理层 25 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 26."
-msgstr "3D物理层26 的可选名称。"
+msgstr "3D 物理层 26 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 27."
-msgstr "3D物理层27 的可选名称。"
+msgstr "3D 物理层 27 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 28."
-msgstr "3D物理层28 的可选名称。"
+msgstr "3D 物理层 28 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 29."
-msgstr "3D物理层29 的可选名称。"
+msgstr "3D 物理层 29 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 3."
-msgstr "3D物理层3 的可选名称。"
+msgstr "3D 物理层 3 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 30."
-msgstr "3D物理层30 的可选名称。"
+msgstr "3D 物理层 30 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 31."
-msgstr "3D物理层31 的可选名称。"
+msgstr "3D 物理层 31 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 32."
-msgstr "3D物理层32 的可选名称。"
+msgstr "3D 物理层 32 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 4."
-msgstr "3D物理层4 的可选名称。"
+msgstr "3D 物理层 4 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 5."
-msgstr "3D物理层5 的可选名称。"
+msgstr "3D 物理层 5 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 6."
-msgstr "3D物理层6 的可选名称。"
+msgstr "3D 物理层 6 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 7."
-msgstr "3D物理层7 的可选名称。"
+msgstr "3D 物理层 7 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 8."
-msgstr "3D物理层8 的可选名称。"
+msgstr "3D 物理层 8 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 9."
-msgstr "3D物理层9 的可选名称。"
+msgstr "3D 物理层 9 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 1."
-msgstr "3D渲染层1 的可选名称。"
+msgstr "3D 渲染层 1 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 10."
-msgstr "3D渲染层10 的可选名称。"
+msgstr "3D 渲染层 10 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 11."
-msgstr "3D渲染层11 的可选名称。"
+msgstr "3D 渲染层 11 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 12."
-msgstr "3D渲染层12 的可选名称。"
+msgstr "3D 渲染层 12 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 13."
-msgstr "3D渲染层13 的可选名称。"
+msgstr "3D 渲染层 13 的可选名称。"
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
-msgstr "3D渲染层14 的可选名称"
+#, fuzzy
+msgid "Optional name for the 3D render layer 14."
+msgstr "3D 渲染层 14 的可选名称"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 15."
-msgstr "3D渲染层15 的可选名称。"
+msgstr "3D 渲染层 15 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 16."
-msgstr "3D渲染层16 的可选名称。"
+msgstr "3D 渲染层 16 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 17."
-msgstr "3D渲染层17 的可选名称。"
+msgstr "3D 渲染层 17 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 18."
-msgstr "3D渲染层18 的可选名称。"
+msgstr "3D 渲染层 18 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 19."
-msgstr "3D渲染层19 的可选名称。"
+msgstr "3D 渲染层 19 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 2."
-msgstr "3D渲染层2 的可选名称。"
+msgstr "3D 渲染层 2 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 20."
-msgstr "3D渲染层20 的可选名称。"
+msgstr "3D 渲染层 20 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 3."
-msgstr "3D渲染层3 的可选名称。"
+msgstr "3D 渲染层 3 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 4."
-msgstr "3D渲染层4 的可选名称。"
+msgstr "3D 渲染层 4 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 5."
-msgstr "3D渲染层5 的可选名称。"
+msgstr "3D 渲染层 5 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 6."
-msgstr "3D渲染层6 的可选名称。"
+msgstr "3D 渲染层 6 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 7."
-msgstr "3D渲染层7 的可选名称。"
+msgstr "3D 渲染层 7 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 8."
-msgstr "3D渲染层8 的可选名称。"
+msgstr "3D 渲染层 8 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 9."
-msgstr "3D渲染层9 的可选名称。"
+msgstr "3D 渲染层 9 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -58386,7 +58559,7 @@ msgstr "如果不为空,那么当从编辑器中运行项目时,将使用该
#: doc/classes/ProjectSettings.xml
msgid "If [code]true[/code], logs all output to files."
-msgstr "如果[code]true[/code],将所有输出记录到文件中。"
+msgstr "如果为 [code]true[/code],将所有输出记录到文件中。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -58411,7 +58584,7 @@ msgid ""
"Godot uses a message queue to defer some function calls. If you run out of "
"space on it (you will see an error), you can increase the size here."
msgstr ""
-"Godot使用一个消息队列来延迟一些函数调用。如果你的空间用完了(你会看到一个错"
+"Godot 使用一个消息队列来延迟一些函数调用。如果你的空间用完了(你会看到一个错"
"误),你可以在这里增加大小。"
#: doc/classes/ProjectSettings.xml
@@ -58494,7 +58667,7 @@ msgstr "使用TCP的连接尝试的超时(以秒为单位)。"
#: doc/classes/ProjectSettings.xml
msgid "Maximum size (in kiB) for the [WebRTCDataChannel] input buffer."
-msgstr "[WebRTCDataChannel]输入缓冲区的最大尺寸(单位:千字节)。"
+msgstr "[WebRTCDataChannel] 输入缓冲区的最大尺寸(单位:千字节)。"
#: doc/classes/ProjectSettings.xml
msgid "Maximum size (in kiB) for the [WebSocketClient] input buffer."
@@ -58574,7 +58747,7 @@ msgid ""
"enabled."
msgstr ""
"用于宽相 2D 哈希网格算法的哈希表的大小。\n"
-"[b]注意:[/b] 如果启用了 [member ProjectSettings.physics/2d/use_bvh],则不使"
+"[b]注意:[/b]如果启用了 [member ProjectSettings.physics/2d/use_bvh],则不使"
"用。"
#: doc/classes/ProjectSettings.xml
@@ -58617,11 +58790,11 @@ msgid ""
"stop in one iteration."
msgstr ""
"2D 中的默认角阻尼。\n"
-"[b]注意:[/b] 良好的值在 [code]0[/code] 到 [code]1[/code] 的范围内。在值为 "
+"[b]注意:[/b]在 [code]0[/code] 到 [code]1[/code] 的范围内取值比较好。在值为 "
"[code]0[/code] 时,对象将继续以相同的速度移动。大于 [code]1[/code] 的值将旨在"
-"不到一秒的时间内将速度降低到 [code]0[/code],例如[code]2[/code] 的值将旨在在"
-"半秒内将速度降低到 [code]0[/code]。等于或大于物理帧速率的值将使对象在一次迭代"
-"中停止,[member ProjectSettings.physics/common/physics_fps]默认情况下为 "
+"不到一秒的时间内将速度降低到 [code]0[/code],例如取 [code]2[/code] 将旨在在半"
+"秒内将速度降低到 [code]0[/code]。等于或大于物理帧速率的值将使对象在一次迭代中"
+"停止,[member ProjectSettings.physics/common/physics_fps] 默认情况下为 "
"[code]60[/code]。"
#: doc/classes/ProjectSettings.xml
@@ -58635,11 +58808,11 @@ msgid ""
"Physics2DServer.AREA_PARAM_GRAVITY, 98)\n"
"[/codeblock]"
msgstr ""
-"2D中默认的重力强度,单位:每秒平方像素。\n"
+"2D 中默认的重力强度(单位:每秒平方像素)。\n"
"[b]注意:[/b]这个属性只在项目启动时被读取。要在运行时改变默认的重力,请使用以"
"下代码示例:\n"
"[codeblock]\n"
-"# 设置默认的重力强度为98。\n"
+"# 设置默认的重力强度为 98。\n"
"Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), "
"Physics2DServer.AREA_PARAM_GRAVITY, 98)\n"
"[/codeblock]"
@@ -58656,10 +58829,10 @@ msgid ""
"[/codeblock]"
msgstr ""
"2D 中的默认重力方向。\n"
-"[b]注:[/b] 该属性仅在项目启动时读取。要在运行时更改默认重力向量,请使用以下"
+"[b]注意:[/b]该属性仅在项目启动时读取。要在运行时更改默认重力向量,请使用以下"
"代码示例:\n"
"[codeblock]\n"
-"# 设置默认重力方向为`Vector2(0, 1)`。\n"
+"# 设置默认重力方向为 `Vector2(0, 1)`。\n"
"Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), "
"Physics2DServer.AREA_PARAM_GRAVITY_VECTOR, Vector2(0, 1))\n"
"[/codeblock]"
@@ -58677,12 +58850,12 @@ msgid ""
"stop in one iteration."
msgstr ""
"2D 中的默认线性阻尼。\n"
-"[b]注:[/b]良好的值在[code]0[/code]到[code]1[/code]的范围内。在值为 [code]0[/"
-"code] 时,对象将继续以相同的速度移动。大于 [code]1[/code] 的值将旨在不到一秒"
-"的时间内将速度降低到 [code]0[/code],例如[code]2[/code] 的值将旨在半秒内将速"
-"度降低到 [code]0[/code]。等于或大于物理帧速率的值将使对象在一次迭代中停止,"
-"[member ProjectSettings.physics/common/physics_fps],默认情况下为 [code]60[/"
-"code]。"
+"[b]注意:[/b]在 [code]0[/code] 到 [code]1[/code] 的范围内取值比较好。在值为 "
+"[code]0[/code] 时,对象将继续以相同的速度移动。大于 [code]1[/code] 的值将旨在"
+"不到一秒的时间内将速度降低到 [code]0[/code],例如取 [code]2[/code] 将旨在半秒"
+"内将速度降低到 [code]0[/code]。等于或大于物理帧速率的值将使对象在一次迭代中停"
+"止([member ProjectSettings.physics/common/physics_fps],默认情况下为 "
+"[code]60[/code])。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -58692,7 +58865,7 @@ msgid ""
"enabled."
msgstr ""
"定义构成大对象的表面尺寸的阈值,与宽相 2D 散列网格算法中的单元有关。\n"
-"[b]注意:[/b]如果启用了[member ProjectSettings.physics/2d/use_bvh],则不使"
+"[b]注意:[/b]如果启用了 [member ProjectSettings.physics/2d/use_bvh],则不使"
"用。"
#: doc/classes/ProjectSettings.xml
@@ -58702,8 +58875,7 @@ msgid ""
"alternative 2D physics server implemented."
msgstr ""
"设置用于 2D 物理的物理引擎。\n"
-"\"DEFAULT\" 和 \"GodotPhysics\" 是一样的,因为目前没有实现可替代的 2D 物理服"
-"务。"
+"“DEFAULT”和“GodotPhysics”是一样的,因为目前没有实现可替代的 2D 物理服务器。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -58711,7 +58883,7 @@ msgid ""
"inactive. See [constant Physics2DServer."
"SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]."
msgstr ""
-"阈值角速度,在该阈值下 2D 物理体将被视为非活动。参阅 [constant "
+"角速度阈值,低于该阈值的 2D 物理体将被视为非活动。参阅 [constant "
"Physics2DServer.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]。"
#: doc/classes/ProjectSettings.xml
@@ -58720,7 +58892,7 @@ msgid ""
"inactive. See [constant Physics2DServer."
"SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]."
msgstr ""
-"线性速度的阈值。在此阈值下2D物理体被认为是非活动的。参阅[constant "
+"线速度阈值,低于该阈值的 2D 物理体被认为是非活动。参阅 [constant "
"Physics2DServer.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]。"
#: doc/classes/ProjectSettings.xml
@@ -58733,17 +58905,17 @@ msgid ""
"give you extra performance and no regressions when using it."
msgstr ""
"设置物理运算是在主线程上运行还是单独的线程上运行。在一个线程上运行服务器可以"
-"提高性能,但限制了对物理过程的API访问。\n"
-"[b]警告:[/b] 从Godot 3.2开始,关于物理运算使用多线程的反馈不一。请务必评估它"
-"是否确实给你带来了额外的性能,并且在使用它时没有过时。"
+"提高性能,但限制了对物理过程的 API 访问。\n"
+"[b]警告:[/b]从 Godot 3.2 开始,关于物理运算使用多线程的反馈不一。请务必评估"
+"它是否确实给你带来了额外的性能,并且在使用它时没有过时。"
#: doc/classes/ProjectSettings.xml
msgid ""
"Time (in seconds) of inactivity before which a 2D physics body will put to "
"sleep. See [constant Physics2DServer.SPACE_PARAM_BODY_TIME_TO_SLEEP]."
msgstr ""
-"2D物理物体非活动的时间,以秒为单位。在此之前,2D物理物体将进入休眠状态。参阅"
-"[constant Physics2DServer.SPACE_PARAM_BODY_TIME_TO_SLEEP]。"
+"2D 物理物体非活动的时间,以秒为单位。在此时间之后,2D 物理物体将进入休眠状"
+"态。参阅 [constant Physics2DServer.SPACE_PARAM_BODY_TIME_TO_SLEEP]。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -58774,11 +58946,11 @@ msgid ""
"stop in one iteration."
msgstr ""
"3D 中的默认角阻尼。\n"
-"[b]注意:[/b] 良好的值在 [code]0[/code] 到 [code]1[/code] 的范围内。在值为 "
+"[b]注意:[/b]在 [code]0[/code] 到 [code]1[/code] 的范围内取值比较好。在值为 "
"[code]0[/code] 时,对象将继续以相同的速度移动。大于 [code]1[/code] 的值将旨在"
-"不到一秒的时间内将速度降低到 [code]0[/code],例如[code]2[/code] 的值将旨在半"
-"秒内将速度降低到 [code]0[/code]。等于或大于物理帧速率的值将使对象在一次迭代中"
-"停止,[member ProjectSettings.physics/common/physics_fps]默认情况下为 "
+"不到一秒的时间内将速度降低到 [code]0[/code],例如取 [code]2[/code] 将旨在半秒"
+"内将速度降低到 [code]0[/code]。等于或大于物理帧速率的值将使对象在一次迭代中停"
+"止,[member ProjectSettings.physics/common/physics_fps] 默认情况下为 "
"[code]60[/code]。"
#: doc/classes/ProjectSettings.xml
@@ -58793,10 +58965,10 @@ msgid ""
"[/codeblock]"
msgstr ""
"3D 中的默认重力强度,单位:米/秒平方。\n"
-"[b]注:[/b] 该属性仅在项目启动时读取。要在运行时更改默认重力,请使用以下代码"
+"[b]注意:[/b]该属性仅在项目启动时读取。要在运行时更改默认重力,请使用以下代码"
"示例:\n"
"[codeblock]\n"
-"# 设置默认重力强度为9.8。\n"
+"# 设置默认重力强度为 9.8。\n"
"PhysicsServer.area_set_param(get_viewport().find_world().get_space(), "
"PhysicsServer.AREA_PARAM_GRAVITY, 9.8)\n"
"[/codeblock]"
@@ -58813,10 +58985,10 @@ msgid ""
"[/codeblock]"
msgstr ""
"3D 中的默认重力方向。\n"
-"[b]注:[/b] 该属性仅在项目启动时读取。要在运行时更改默认重力向量,请使用以下"
+"[b]注意:[/b]该属性仅在项目启动时读取。要在运行时更改默认重力向量,请使用以下"
"代码示例:\n"
"[codeblock]\n"
-"# 设置默认重力方向为`Vector3(0, -1, 0)`。\n"
+"# 设置默认重力方向为 `Vector3(0, -1, 0)`。\n"
"PhysicsServer.area_set_param(get_viewport().find_world().get_space(), "
"PhysicsServer.AREA_PARAM_GRAVITY_VECTOR, Vector3(0, -1, 0))\n"
"[/codeblock]"
@@ -58834,12 +59006,12 @@ msgid ""
"stop in one iteration."
msgstr ""
"3D 中的默认线性阻尼。\n"
-"[b]注:[/b]好的值在[code]0[/code]到[code]1[/code]的范围内。在值为 [code]0[/"
-"code] 时,对象将继续以相同的速度移动。大于 [code]1[/code] 的值将旨在不到一秒"
-"的时间内将速度降低到 [code]0[/code],例如[code]2[/code] 的值将旨在半秒内将速"
-"度降低到 [code]0[/code]。等于或大于物理帧速率的值将使对象在一次迭代中停止,"
-"[member ProjectSettings.physics/common/physics_fps]默认情况下为 [code]60[/"
-"code]。"
+"[b]注意:[/b]在 [code]0[/code] 到 [code]1[/code] 的范围内取值比较好。在值为 "
+"[code]0[/code] 时,对象将继续以相同的速度移动。大于 [code]1[/code] 的值将旨在"
+"不到一秒的时间内将速度降低到 [code]0[/code],例如取 [code]2[/code] 将旨在半秒"
+"内将速度降低到 [code]0[/code]。等于或大于物理帧速率的值将使对象在一次迭代中停"
+"止,[member ProjectSettings.physics/common/physics_fps] 默认情况下为 "
+"[code]60[/code]。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -58875,8 +59047,8 @@ msgid ""
"alternative."
msgstr ""
"设置用于 3D 物理的物理引擎。\n"
-"\"DEFAULT\"目前是 [url=https://bulletphysics.org]Bullet[/url] 物理引擎。仍然"
-"支持\"GodotPhysics\"引擎作为替代。"
+"“DEFAULT”目前是 [url=https://bulletphysics.org]Bullet[/url] 物理引擎。仍然支"
+"持“GodotPhysics”引擎作为替代。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -58910,13 +59082,13 @@ msgid ""
"picking input events during pause (so nodes won't get them) and flushing "
"that queue on resume, against the state of the 2D/3D world at that point."
msgstr ""
-"如果启用,2D 和 3D 物理pick在暂停时会这样表现:\n"
+"如果启用,2D 和 3D 物理拾取在暂停时会这样表现:\n"
"- 暂停开始时,悬停或捕获的每个碰撞对象(仅限 3D)都会从该状态中释放出来,获得"
"相关的鼠标退出回调,除非其暂停模式使其免于暂停。\n"
-"- 在暂停期间,pick只考虑不受暂停的碰撞对象,发送输入事件和输入/退出回调到他们"
-"预期。\n"
-"如果禁用,则使用过去的行为,包括在暂停期间排队等待pick输入事件(因此节点不会"
-"获取它们),并在恢复时根据2D/3D世界的状态刷新该队列。"
+"- 在暂停期间,拾取只会考虑不受暂停影响的碰撞对象,正常发送输入事件和进入/退出"
+"回调。\n"
+"如果禁用,则使用旧有行为,包括在暂停期间排队等待拾取输入事件(因此节点不会获"
+"取它们),并在恢复时根据 2D/3D 世界的状态刷新该队列。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59054,8 +59226,9 @@ msgid ""
"Not available in GLES3 when [member rendering/batching/options/use_batching] "
"is off."
msgstr ""
-"在固定模式和缩放模式之间进行选择,前者保留了与图稿(artwork)相匹配的角缩放。\n"
-"当[member rendering/batching/options/use_batching]关闭时,在GLES3中不可用。"
+"在固定模式和缩放模式之间进行选择,前者保留了与图稿相匹配的角缩放。\n"
+"当 [member rendering/batching/options/use_batching] 关闭时,在 GLES3 中不可"
+"用。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59091,10 +59264,10 @@ msgstr ""
"的更大兼容性,并且在某些情况下也可能更快。\n"
"当前仅在 [member rendering/batching/options/use_batching] 处于活动状态时可"
"用。\n"
-"[b]注意:[/b] 不支持抗锯齿软件蒙皮多边形,将在没有抗锯齿的情况下渲染。\n"
-"[b]注意:[/b] 使用内置 [code]VERTEX[/code] 的自定义着色器在应用蒙皮[i]之后[/"
-"i]以 [code]VERTEX[/code] 位置运行,而使用硬件蒙皮,[code]VERTEX[/code] 是被应"
-"用蒙皮[i]之前[/i]的位置。"
+"[b]注意:[/b]不支持抗锯齿软件蒙皮多边形,将在没有抗锯齿的情况下渲染。\n"
+"[b]注意:[/b]使用内置 [code]VERTEX[/code] 的自定义着色器在应用蒙皮[i]之后[/i]"
+"以 [code]VERTEX[/code] 位置运行,而使用硬件蒙皮,[code]VERTEX[/code] 是被应用"
+"蒙皮[i]之前[/i]的位置。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59234,11 +59407,10 @@ msgid ""
"coordinates used. Note that this can result in a slight squashing of border "
"texels."
msgstr ""
-"在某些平台(尤其是移动平台)上,着色器中的精度问题可能会导致读取 1 texel 超出"
-"边界,尤其是在缩放 rect 的情况下。这尤其会导致瓷砖地图中瓷砖周围的边界伪"
-"影。\n"
+"在某些平台(尤其是移动平台)上,着色器中的精度问题可能会导致读取 1 纹素超出边"
+"界,尤其是在缩放矩形的情况下。这尤其会导致图块地图中图块周围的边界伪影。\n"
"此调整通过对使用的 UV 坐标进行小幅收缩来对此进行校正。请注意,这可能会导致边"
-"界纹理的轻微挤压。"
+"界纹素的轻微挤压。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59247,8 +59419,8 @@ msgid ""
"both ranged from 0.0 to 1.0.\n"
"Use the default unless correcting for a problem on particular hardware."
msgstr ""
-"UV收缩量。这个数字除以1000000,是总纹理尺寸的一个比例,宽度和高度都在0.0到1.0"
-"之间。\n"
+"UV 收缩量。这个数字除以 1000000,是总纹理尺寸的一个比例,宽度和高度都在 0.0 "
+"到 1.0 之间。\n"
"除非为了纠正特定硬件上的问题,否则请使用默认值。"
#: doc/classes/ProjectSettings.xml
@@ -59327,7 +59499,7 @@ msgid ""
msgstr ""
"如果 [code]true[/code] 并且在目标 Android 设备上可用,则为 GLES2 中的所有着色"
"器计算启用高浮点精度。\n"
-"[b]警告:[/b] 高浮点精度在旧设备上可能非常慢,而且通常根本不可用。谨慎使用。"
+"[b]警告:[/b]高浮点精度在旧设备上可能非常慢,而且通常根本不可用。谨慎使用。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59466,7 +59638,7 @@ msgstr ""
"如果想要在项目运行至少一次后减少加载时间,你可以使用 [code]Asynchronous + "
"Cache[/code]。这样会让超级着色器也被缓存到存储之中,这样下一次使用时准备起来"
"就会更快(前提是平台支持这么做)。\n"
-"[b]注意:[/b] 异步编译目前只支持空间(3D)和粒子材质/着色器。即使该设置为 "
+"[b]注意:[/b]异步编译目前只支持空间(3D)和粒子材质/着色器。即使该设置为 "
"[code]Asynchronous[/code] 或 [code]Asynchronous + Cache[/code],画布项(2D)"
"着色器也不会使用异步编译。"
@@ -59570,8 +59742,8 @@ msgid ""
"If [code]true[/code], the texture importer will import lossless textures "
"using the PNG format. Otherwise, it will default to using WebP."
msgstr ""
-"如果[code]true[/code],纹理导入器将使用PNG格式导入无损纹理。否则,将默认使用"
-"WebP。"
+"如果为 [code]true[/code],纹理导入器将使用 PNG 格式导入无损纹理。否则默认使"
+"用 WebP。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59581,9 +59753,9 @@ msgid ""
"Note that compression levels above 6 are very slow and offer very little "
"savings."
msgstr ""
-"无损WebP的默认压缩级别。更高的级别会产生更小的文件,但会牺牲压缩速度。解压速"
-"度大多不受压缩级别的影响。支持的值是0到9。请注意,高于6的压缩级别是非常慢的,"
-"而且节省的占用非常少。"
+"无损 WebP 的默认压缩级别。更高的级别会产生更小的文件,但会牺牲压缩速度。解压"
+"速度大多不受压缩级别的影响。支持的值是 0 到 9。请注意,高于 6 的压缩级别非常"
+"慢,而且节省的占用非常少。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59643,7 +59815,7 @@ msgid ""
"[b]Note:[/b] This will automatically be disabled in exports."
msgstr ""
"显示转换日志。\n"
-"[b]注意:[/b] 这将在导出时自动禁用。"
+"[b]注意:[/b]这将在导出时自动禁用。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59651,7 +59823,7 @@ msgid ""
"code]. If [code]false[/code], they will be sent as [code]notifications[/"
"code]."
msgstr ""
-"如果 [code]true[/code],游戏回调将作为 [code]信号[/code] 发送。如果"
+"如果为 [code]true[/code],游戏回调将作为 [code]signal[/code] 发送。如果为 "
"[code]false[/code],它们将作为[code]通知[/code]发送。"
#: doc/classes/ProjectSettings.xml
@@ -59672,7 +59844,7 @@ msgid ""
"[b]Note:[/b] This will automatically be disabled in exports."
msgstr ""
"在 PVS 生成期间显示日志。\n"
-"[b]注意:[/b] 这将在导出时自动禁用。"
+"[b]注意:[/b]这将在导出时自动禁用。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59683,9 +59855,9 @@ msgid ""
"when it is set to [code]false[/code], i.e. there are problems with the "
"default method."
msgstr ""
-"使用生成 PVS(潜在可见集)数据的简化方法。当多个portal连接相邻空间时,结果可"
-"能不准确。\n"
-"[b]注意:[/b]一般只有在设置为[code]false[/code]时遇到bug,即默认方法有问题"
+"使用生成 PVS(潜在可见集)数据的简化方法。当多个入口连接相邻空间时,结果可能"
+"不准确。\n"
+"[b]注意:[/b]一般只有在设置为 [code]false[/code] 遇到问题,即默认方法有问题"
"时,才应该使用该选项。"
#: doc/classes/ProjectSettings.xml
@@ -59700,7 +59872,7 @@ msgstr ""
"如果为 [code]true[/code],分配根 [Viewport] 的帧缓冲时将使用高动态范围。高动"
"态范围允许使用大于 1 的 [Color] 值。如果 [member Environment."
"glow_hdr_threshold] 大于等于 [code]1.0[/code],那么就必须将其设为 "
-"[code]true[/code],发光渲染才能正常工作。\n"
+"[code]true[/code],辉光渲染才能正常工作。\n"
"[b]注意:[/b]仅在 GLES3 后端中可用。"
#: doc/classes/ProjectSettings.xml
@@ -59713,7 +59885,7 @@ msgid ""
msgstr ""
"[member rendering/quality/depth/hdr] 在移动设备上的低端的覆盖项,为的是性能考"
"量或驱动支持。如果 [member Environment.glow_hdr_threshold] 大于等于 "
-"[code]1.0[/code],那么就必须将其设为 [code]true[/code],发光渲染才能正常工"
+"[code]1.0[/code],那么就必须将其设为 [code]true[/code],辉光渲染才能正常工"
"作。\n"
"[b]注意:[/b]仅在 GLES3 后端中可用。"
@@ -59742,7 +59914,8 @@ msgid ""
"Disables depth pre-pass for some GPU vendors (usually mobile), as their "
"architecture already does this."
msgstr ""
-"对一些GPU供应商(通常是移动设备)禁用深度预处理,因为他们的架构已经做了这个。"
+"对一些 GPU 供应商(通常是移动设备)禁用深度预处理,因为他们的架构已经做了这"
+"个。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59750,8 +59923,8 @@ msgid ""
"materials. This increases performance in scenes with high overdraw, when "
"complex materials and lighting are used."
msgstr ""
-"如果 [code]true[/code],则在渲染材质之前执行先前的深度传递。当使用复杂的材质"
-"和照明时,这会提高高透支场景的性能。"
+"如果为 [code]true[/code],则在渲染材质之前执行更早的深度阶段。当使用复杂的材"
+"质和照明时,会提高高度重绘场景的性能。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59761,8 +59934,8 @@ msgid ""
"will be applied immediately."
msgstr ""
"方向性阴影的大小,以像素为单位。更高的值会导致更清晰的阴影,但会以性能为代"
-"价。该值将被四舍五入到最接近的 2 次方。该设置可以在运行时修改;修改会立即生"
-"效。"
+"价。该值将被四舍五入到最接近的 2 的指数倍。该设置可以在运行时修改;修改会立即"
+"生效。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59800,7 +59973,7 @@ msgid ""
msgstr ""
"如果 [code]true[/code],且不支持 GLES3 驱动程序,则允许回退到 GLES2 驱动程"
"序。\n"
-"[b]注意:[/b] 两个显卡驱动不是互相替代的,所以为 GLES3 设计的游戏在回退到 "
+"[b]注意:[/b]两个显卡驱动不是互相替代的,所以为 GLES3 设计的游戏在回退到 "
"GLES2 时可能无法正常运行。特别是,GLES3 后端的某些功能在 GLES2 中不可用。启用"
"此设置还意味着 ETC 和 ETC2 VRAM 压缩纹理将在 Android 和 iOS 上导出,从而增加"
"数据包的大小。"
@@ -59813,7 +59986,7 @@ msgid ""
"4, 8, 16)."
msgstr ""
"用于启用各向异性的纹理的最大各向异性过滤器级别。从倾斜角度查看时,较高的值将"
-"导致更清晰的纹理,但会牺牲性能。只有二的指数倍的值(如2、4、8、16)是有效。"
+"导致更清晰的纹理,但会牺牲性能。只有二的指数倍的值是有效(如 2、4、8、16)。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59822,9 +59995,9 @@ msgid ""
"but can be significantly slower on some hardware.\n"
"[b]Note:[/b] MSAA is not available on HTML5 export using the GLES2 backend."
msgstr ""
-"设置要使用的MSAA样本数。MSAA用来减少多边形边缘的混叠。较高的MSAA值可以使边缘"
-"更平滑,但在某些硬件上会明显变慢。\n"
-"[b]注意:[/b] MSAA在使用GLES2后端的HTML5导出中不可用。"
+"设置要使用的 MSAA 样本数。MSAA 可用于减少多边形边缘的混叠。较高的 MSAA 值可以"
+"使边缘更平滑,但在某些硬件上会明显变慢。\n"
+"[b]注意:[/b]MSAA 在使用 GLES2 后端的 HTML5 导出中不可用。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59836,7 +60009,8 @@ msgid ""
msgstr ""
"如果设置为大于 [code]0.0[/code] 的值,对比度自适应锐化将应用于 3D 视口。这具"
"有较低的性能成本,可用于恢复使用 FXAA 时损失的一些锐度。 [code]0.5[/code] 附"
-"近的值通常会给出最好的结果。另见[member rendering/quality/filters/use_fxaa]。"
+"近的值通常会给出最好的结果。另见 [member rendering/quality/filters/"
+"use_fxaa]。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59851,13 +60025,13 @@ msgid ""
"mobile platforms. Due to this, it is recommended to leave this option "
"disabled when targeting mobile platforms."
msgstr ""
-"如果 [code]true[/code],则使用快速后处理过滤器使条带明显不那么明显。在某些情"
-"况下,去带可能会引入稍微明显的抖动模式。建议仅在实际需要时启用 debanding,因"
-"为抖动模式会使无损压缩的屏幕截图更大。\n"
-"[b]注意:[/b] 仅在 GLES3 后端可用。 [member rendering/quality/depth/hdr] 也必"
+"如果为 [code]true[/code],则使用快速后处理过滤器使条带明显不那么明显。在某些"
+"情况下,去带可能会引入稍微明显的抖动模式。建议仅在实际需要时启用去条带,因为"
+"抖动模式会使无损压缩的屏幕截图更大。\n"
+"[b]注意:[/b]仅在 GLES3 后端可用。 [member rendering/quality/depth/hdr] 也必"
"须为 [code]true[/code] 才能使去色带有效。\n"
-"[b]注意:[/b] 已知在移动平台上的去色带存在破坏渲染的问题。因此,建议在用于移"
-"动平台时禁用此选项。"
+"[b]注意:[/b]已知在移动平台上的去色带存在破坏渲染的问题。因此,建议在用于移动"
+"平台时禁用此选项。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59898,7 +60072,7 @@ msgstr ""
"用于帧缓冲区的分配策略。它越简单,使用的资源就越少(但支持的功能也越少)。如"
"果设置为“2D Without Sampling”(2D 无采样)或“3D Without Effects”(3D 无特"
"效),将不分配采样缓冲区。这意味着 [code]SCREEN_TEXTURE[/code] 和 "
-"[code]DEPTH_TEXTURE[/code] 将不能在着色器中使用,发光等后期处理特效将不能在 "
+"[code]DEPTH_TEXTURE[/code] 将不能在着色器中使用,辉光等后处理特效将不能在 "
"[Environment] 中使用。"
#: doc/classes/ProjectSettings.xml
@@ -59974,7 +60148,7 @@ msgstr ""
"限制辐照度贴图的大小,通常由 [member Sky.radiance_size] 确定。与[member "
"rendering/quality/reflections/high_quality_ggx] 类似,更大的尺寸会产生更高质"
"量的辐照度贴图。使用高频 HDRI 贴图时使用较高的值,否则请尽可能降低该值。\n"
-"[b]注意:[/b] 中低档硬件不能很好地支持复杂的辐照度贴图,如果设置太高可能会崩"
+"[b]注意:[/b]中低档硬件不能很好地支持复杂的辐照度贴图,如果设置太高可能会崩"
"溃。"
#: doc/classes/ProjectSettings.xml
@@ -59992,16 +60166,16 @@ msgid ""
"texture_array_reflections] on mobile devices, due to performance concerns or "
"driver support."
msgstr ""
-"由于性能问题或驱动支持,在移动设备上将对[member rendering/quality/"
-"reflections/texture_array_reflections]以低性能数值覆盖。"
+"由于性能问题或驱动支持,在移动设备上将对 [member rendering/quality/"
+"reflections/texture_array_reflections] 以低性能数值覆盖。"
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses faster but lower-quality Blinn model to generate "
"blurred reflections instead of the GGX model."
msgstr ""
-"如果 [code]true[/code],则使用速度更快但质量较低的 Blinn 模型而不是 GGX 模型"
-"来生成模糊反射。"
+"如果为 [code]true[/code],则使用速度更快但质量较低的 Blinn 模型来生成模糊反"
+"射,不使用 GGX 模型。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -60009,16 +60183,16 @@ msgid ""
"force_blinn_over_ggx] on mobile devices, due to performance concerns or "
"driver support."
msgstr ""
-"由于性能或驱动支持问题,在移动设备上将对[member rendering/quality/shading/"
-"force_blinn_over_ggx]以低值覆盖。"
+"由于性能或驱动支持问题,在移动设备上将对 [member rendering/quality/shading/"
+"force_blinn_over_ggx] 以低值覆盖。"
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses faster but lower-quality Lambert material "
"lighting model instead of Burley."
msgstr ""
-"如果 [code]true[/code],则使用速度更快但质量较低的 Lambert 材质照明模型而不"
-"是 Burley。"
+"如果为 [code]true[/code],则使用速度更快但质量较低的 Lambert 材质照明模型,不"
+"使用 Burley 模型。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -60026,26 +60200,33 @@ msgid ""
"force_lambert_over_burley] on mobile devices, due to performance concerns or "
"driver support."
msgstr ""
-"由于性能问题或驱动支持,在移动设备上将对[member rendering/quality/shading/"
-"force_lambert_over_burley]以低配数值覆盖。"
+"由于性能问题或驱动支持,在移动设备上将对 [member rendering/quality/shading/"
+"force_lambert_over_burley] 以低配数值覆盖。"
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
-"如果 [code]true[/code],则为所有渲染强制顶点着色。这可以大大提高性能,但也会"
-"极大地降低质量。可用于优化低端移动设备的性能。"
#: doc/classes/ProjectSettings.xml
+#, fuzzy
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
-"由于性能问题或驱动支持,在移动设备上将对[member rendering/quality/shading/"
-"force_vertex_shading]以低配数值覆盖。"
+"由于性能问题或驱动支持,在移动设备上将对 [member rendering/quality/shading/"
+"force_vertex_shading] 以低配数值覆盖。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -60057,9 +60238,9 @@ msgid ""
"energy or attenuation values.\n"
"Changes to this setting will only be applied upon restarting the application."
msgstr ""
-"如果 [code]true[/code],则为 [OmniLight] 和 [SpotLight] 启用新的物理光衰减。"
-"这会以非常小的性能成本获得更逼真的照明外观。启用物理光衰减后,由于新的衰减公"
-"式,灯光会显得更暗。这可以通过调整灯光的能量或衰减值来补偿。\n"
+"如果为 [code]true[/code],则为 [OmniLight] 和 [SpotLight] 启用新的物理光衰"
+"减。这会以非常小的性能成本获得更逼真的照明外观。启用物理光衰减后,由于新的衰"
+"减公式,灯光会显得更暗。这可以通过调整灯光的能量或衰减值来补偿。\n"
"对此设置的更改只会在重新启动应用程序时应用。"
#: doc/classes/ProjectSettings.xml
@@ -60085,7 +60266,7 @@ msgstr "阴影贴图的细分象限大小。请参阅阴影映射文档。"
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See "
"documentation."
-msgstr "阴影图集的尺寸(用于OmniLights和SpotLights)。见文档。"
+msgstr "阴影图集的尺寸(用于 OmniLight 和 SpotLight)。见文档。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -60093,7 +60274,7 @@ msgid ""
"mobile devices, due to performance concerns or driver support."
msgstr ""
"由于性能或驱动支持问题,在移动设备上将对 [member rendering/quality/"
-"shadow_atlas/size]以低配数值覆盖。"
+"shadow_atlas/size] 以低配数值覆盖。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -60105,11 +60286,11 @@ msgid ""
"uses 16 samples to emulate linear filtering in the shader. This results in a "
"shadow appearance similar to the one produced by the GLES3 backend."
msgstr ""
-"阴影过滤模式。较高的质量设置会产生更平滑的阴影,在移动时闪烁更少。\"禁用 \"是"
-"最快的选项,但也有最低的质量。\"PCF5 \"更平滑,但也更慢。\"PCF13 \"是最平滑的"
-"选项,但也是最慢的。\n"
-"[b]注意:[/b] 当使用GLES2后端时,\"PCF13 \"选项实际上使用16个样本来模拟着色器"
-"中的线性滤波。这导致了与GLES3后端产生的阴影外观相似。"
+"阴影过滤模式。较高的质量设置会产生更平滑的阴影,在移动时闪烁更"
+"少。“Disabled”是最快的选项,但也有最低的质量。“PCF5”更平滑,但也更"
+"慢。“PCF13”是最平滑的选项,但也是最慢的。\n"
+"[b]注意:[/b]当使用 GLES2 后端时,“PCF13”选项实际上使用 16 个样本来模拟着色器"
+"中的线性滤波。这导致了与 GLES3 后端产生的阴影外观相似。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -60126,7 +60307,7 @@ msgid ""
"See also [member rendering/quality/skinning/software_skinning_fallback]."
msgstr ""
"强制 [MeshInstance] 始终在 CPU 上执行蒙皮(适用于 GLES2 和 GLES3)。\n"
-"另见[member rendering/quality/skinning/software_skinning_fallback]。"
+"另见 [member rendering/quality/skinning/software_skinning_fallback]。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -60144,8 +60325,8 @@ msgstr ""
"如果 [code]false[/code],则在这种情况下使用 GPU 上的替代蒙皮过程(在大多数情"
"况下较慢)。\n"
"另见[member rendering/quality/skinning/force_software_skinning]。\n"
-"[b]注意:[/b] 当触发软件蒙皮回退时,自定义顶点着色器将以不同的方式运行,因为"
-"骨骼变换已经应用于模型视图矩阵。"
+"[b]注意:[/b]当触发软件蒙皮回退时,自定义顶点着色器将以不同的方式运行,因为骨"
+"骼变换已经应用于模型视图矩阵。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -60243,8 +60424,8 @@ msgid ""
"located inside the project folder then restart the editor (see [member "
"application/config/use_hidden_project_data_directory])."
msgstr ""
-"如果 [code]true[/code],纹理导入器将使用 BPTC 算法导入 VRAM 压缩的纹理。此纹"
-"理压缩算法仅在桌面平台得到支持,并且仅在使用 GLES3 渲染器时才受支持。\n"
+"如果为 [code]true[/code],纹理导入器将使用 BPTC 算法导入 VRAM 压缩的纹理。此"
+"纹理压缩算法仅在桌面平台得到支持,并且仅在使用 GLES3 渲染器时才受支持。\n"
"[b]注意:[/b]更改此设置不会[i]不[/i]影响之前已经导入的纹理。要将此设置应用于"
"已导入的纹理,请退出编辑器,删除位于项目文件夹内的 [code].import/[/code] 文件"
"夹,然后重新启动编辑器(参阅 [member application/config/"
@@ -60261,8 +60442,8 @@ msgid ""
"located inside the project folder then restart the editor (see [member "
"application/config/use_hidden_project_data_directory])."
msgstr ""
-"如果 [code]true[/code],纹理导入器将使用爱立信纹理压缩算法导入 VRAM 压缩的纹"
-"理。此算法不支持纹理中的 Alpha 通道。\n"
+"如果为 [code]true[/code],纹理导入器将使用爱立信纹理压缩算法导入 VRAM 压缩的"
+"纹理。此算法不支持纹理中的 Alpha 通道。\n"
"[b]注意:[/b]更改此设置[i]不会[/i]影响之前已经导入的纹理。要将此设置应用于已"
"导入的纹理,请退出编辑器,删除位于项目中的 [code].import/[/code] 文件夹,然后"
"重新启动编辑器,参阅 [member application/config/"
@@ -60279,8 +60460,8 @@ msgid ""
"located inside the project folder then restart the editor (see [member "
"application/config/use_hidden_project_data_directory])."
msgstr ""
-"如果 [code]true[/code],纹理导入器将使用爱立信纹理压缩 2 算法导入 VRAM 压缩的"
-"纹理。仅在使用 GLES3 渲染器时,才支持此纹理压缩算法。\n"
+"如果为 [code]true[/code],纹理导入器将使用爱立信纹理压缩 2 算法导入 VRAM 压缩"
+"的纹理。仅在使用 GLES3 渲染器时,才支持此纹理压缩算法。\n"
"[b]注意:[/b]更改此设置[i]不会[/i]影响之前已经导入的纹理。要将此设置应用于已"
"导入的纹理,请退出编辑器,删除位于项目中的 [code].import/[/code] 文件夹,然后"
"重新启动编辑器,参阅 [member application/config/"
@@ -60297,8 +60478,8 @@ msgid ""
"located inside the project folder then restart the editor (see [member "
"application/config/use_hidden_project_data_directory])."
msgstr ""
-"如果 [code]true[/code],纹理导入器将使用 PowerVR 纹理压缩算法导入 VRAM 压缩的"
-"纹理。此纹理压缩算法仅在 iOS 上受支持。\n"
+"如果为 [code]true[/code],纹理导入器将使用 PowerVR 纹理压缩算法导入 VRAM 压缩"
+"的纹理。此纹理压缩算法仅在 iOS 上受支持。\n"
"[b]注意:[/b]更改此设置[i]不会[/i]影响之前已经导入的纹理。要将此设置应用于已"
"导入的纹理,请退出编辑器,删除位于项目中的 [code].import/[/code] 文件夹,然后"
"重新启动编辑器,参阅 [member application/config/"
@@ -60315,7 +60496,7 @@ msgid ""
"located inside the project folder then restart the editor (see [member "
"application/config/use_hidden_project_data_directory])."
msgstr ""
-"如果 [code]true[/code],纹理导入器将使用 S3 纹理压缩算法导入 VRAM 压缩的纹"
+"如果为 [code]true[/code],纹理导入器将使用 S3 纹理压缩算法导入 VRAM 压缩的纹"
"理。此算法仅在桌面平台和控制台中受支持。\n"
"[b]注意:[/b]更改此设置[i]不会[/i]影响之前已经导入的纹理。要将此设置应用于已"
"导入的纹理,请退出编辑器,删除位于项目中的 [code].import/[/code] 文件夹,然后"
@@ -60350,9 +60531,9 @@ msgid ""
"default rotation is more suited for use with billboarded materials. Unlike "
"[PlaneMesh], this mesh doesn't provide subdivision options."
msgstr ""
-"代表一个正方形的类[PrimitiveMesh]。这个平面网格没有厚度。默认情况下,这个网格"
-"在X轴和Y轴上是对齐的;这个默认的旋转方式更适合于使用广告牌的材质。与"
-"[PlaneMesh]不同,这个网格不提供细分选项。"
+"代表正方形 [PrimitiveMesh] 的类。这个平面网格没有厚度。默认情况下,这个网格"
+"在 X 轴和 Y 轴上是对齐的;这个默认的旋转方式更适合于使用广告牌的材质。与 "
+"[PlaneMesh] 不同,这个网格不提供细分选项。"
#: doc/classes/QuadMesh.xml doc/classes/Viewport.xml
#: doc/classes/ViewportTexture.xml
@@ -60501,7 +60682,7 @@ msgid ""
"[b]Note:[/b] Both quaternions must be normalized."
msgstr ""
"返回四元数 [code]to[/code]和 [code]weight[/code]值的球面线性插值的结果。\n"
-"[b]注意:[/b] 四元数必须被归一化。"
+"[b]注意:[/b]四元数必须被归一化。"
#: doc/classes/Quat.xml
msgid ""
@@ -60705,9 +60886,9 @@ msgstr ""
"rng.state = saved_state # Restore the state.\n"
"print(rng.randf()) # Prints the same value as in previous.\n"
"[/codeblock]\n"
-"[b]注意:[/b] 不要将状态设置为任意值,因为随机数生成器要求状态具有某些特性才"
-"能正常运行。它应该只设置为来自状态属性本身的值。要使用任意输入初始化随机数生"
-"成器,请改用 [member seed]。"
+"[b]注意:[/b]不要将状态设置为任意值,因为随机数生成器要求状态具有某些特性才能"
+"正常运行。它应该只设置为来自状态属性本身的值。要使用任意输入初始化随机数生成"
+"器,请改用 [member seed]。"
#: doc/classes/Range.xml
msgid "Abstract base class for range-based controls."
@@ -60885,7 +61066,7 @@ msgid ""
msgstr ""
"更新射线的碰撞信息。使用此方法立即更新碰撞信息,而不是等待下一次 "
"[code]_physics_process[/code] 调用,例如,如果光线或其父级已更改状态。\n"
-"[b]注意:[/b] [code]enabled[/code]不需要此功能。"
+"[b]注意:[/b][code]enabled[/code]不需要此功能。"
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
@@ -60910,8 +61091,8 @@ msgid ""
"Returns [code]true[/code] if the bit index passed is turned on.\n"
"[b]Note:[/b] Bit indices range from 0-19."
msgstr ""
-"如果通过的位索引被打开,则返回[code]true[/code]。\n"
-"[b]注意:[/b] 位指数范围为0-19。"
+"如果通过的位索引被打开,则返回 [code]true[/code]。\n"
+"[b]注意:[/b]位指数范围为0-19。"
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
@@ -60950,7 +61131,7 @@ msgid ""
"[b]Note:[/b] Bit indexes range from 0-19."
msgstr ""
"将传递的位索引设置为传递的[code]值[/code]。\n"
-"[b]注意:[/b] 位索引的范围是0-19。"
+"[b]注意:[/b]位索引的范围是0-19。"
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
@@ -60959,11 +61140,11 @@ msgstr "光线的目标点,相对于该 RayCast 的 [code]position[/code]。"
#: doc/classes/RayCast.xml
msgid "If [code]true[/code], collision with [Area]s will be reported."
-msgstr "如果 [code]true[/code],将反馈与 [Area] 的碰撞。"
+msgstr "如果为 [code]true[/code],将报告与 [Area] 的碰撞。"
#: doc/classes/RayCast.xml
msgid "If [code]true[/code], collision with [PhysicsBody]s will be reported."
-msgstr "如果 [code]true[/code],将反馈与 [PhysicsBody] 的碰撞。"
+msgstr "如果为 [code]true[/code],将报告与 [PhysicsBody] 的碰撞。"
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
@@ -61004,13 +61185,13 @@ msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid "If [code]true[/code], collisions will be reported."
-msgstr "如果 [code]true[/code],将报告碰撞。"
+msgstr "如果为 [code]true[/code],将报告碰撞。"
#: doc/classes/RayCast.xml
msgid ""
"If [code]true[/code], collisions will be ignored for this RayCast's "
"immediate parent."
-msgstr "如果 [code]true[/code],则此 RayCast 的直接父级的碰撞将被忽略。"
+msgstr "如果为 [code]true[/code],将忽略与这个 RayCast 的直接父级的碰撞。"
#: doc/classes/RayCast2D.xml
msgid ""
@@ -61049,17 +61230,17 @@ msgstr "设置或清除碰撞掩码上的单个位。这使得选择扫描区域
#: doc/classes/RayCast2D.xml
msgid "If [code]true[/code], collision with [Area2D]s will be reported."
-msgstr "如果[code]true[/code],将报告与[Area2D]的碰撞。"
+msgstr "如果为 [code]true[/code],将报告与 [Area2D] 的碰撞。"
#: doc/classes/RayCast2D.xml
msgid "If [code]true[/code], collision with [PhysicsBody2D]s will be reported."
-msgstr "如果[code]true[/code],会报告与[PhysicsBody2D]的碰撞。"
+msgstr "如果为 [code]true[/code],将报告与 [PhysicsBody2D] 的碰撞。"
#: doc/classes/RayCast2D.xml
msgid ""
"If [code]true[/code], the parent node will be excluded from collision "
"detection."
-msgstr "如果[code]true[/code],父节点将被排除在碰撞检测之外。"
+msgstr "如果为 [code]true[/code],父节点将被排除在碰撞检测之外。"
#: doc/classes/RayShape.xml
msgid "Ray shape for 3D collisions."
@@ -61209,7 +61390,7 @@ msgid ""
msgstr ""
"返回 [code]true[/code] 时,该 [Rect2] 包含此点。依照惯例,[Rect2] 的右边缘和"
"下边缘是被排除在外的,因此[b]不[/b]包含位于这两条边上的点。\n"
-"[b]注意:[/b] 对于[i]大小为负[/i]的 [Rect2],该方法并不可靠。请使用 [method "
+"[b]注意:[/b]对于[i]大小为负[/i]的 [Rect2],该方法并不可靠。请使用 [method "
"abs] 获取等价的正数大小矩形再检查是否包含某个点。"
#: doc/classes/Rect2.xml
@@ -61298,7 +61479,7 @@ msgid ""
"code] otherwise."
msgstr ""
"内部引用增量计数器。只有在你真的知道你在做什么的时候才使用这个。\n"
-"如果增量成功,返回[code]true[/code],否则返回[code]false[/code]。"
+"如果增量成功,返回 [code]true[/code],否则返回 [code]false[/code]。"
#: doc/classes/Reference.xml
msgid ""
@@ -61308,7 +61489,7 @@ msgid ""
"code] otherwise."
msgstr ""
"内部引用减量计数器。只有在你真的知道你在做什么的时候才使用这个。\n"
-"如果减量成功,返回[code]true[/code],否则返回[code]false[/code]。"
+"如果减量成功,返回 [code]true[/code],否则返回 [code]false[/code]。"
#: doc/classes/ReferenceRect.xml
msgid "Reference frame for GUI."
@@ -61339,7 +61520,7 @@ msgid ""
"If set to [code]true[/code], the [ReferenceRect] will only be visible while "
"in editor. Otherwise, [ReferenceRect] will be visible in game."
msgstr ""
-"如果设置为[code]true[/code],[ReferenceRect]将只在编辑器中可见。否则,"
+"如果设置为 [code]true[/code],[ReferenceRect]将只在编辑器中可见。否则,"
"[ReferenceRect]将在游戏中可见。"
#: doc/classes/ReflectionProbe.xml
@@ -61658,7 +61839,7 @@ msgstr ""
" results.push_back(result.get_string())\n"
"# The `results` array now contains \"One\", \"Two\", \"Three\".\n"
"[/codeblock]\n"
-"[b]注意:[/b] Godot的regex实现是基于[url=https://www.pcre.org/]PCRE2[/url] "
+"[b]注意:[/b]Godot的regex实现是基于[url=https://www.pcre.org/]PCRE2[/url] "
"库。你可以查看完整的模式参考[url=https://www.pcre.org/current/doc/html/"
"pcre2pattern.html]这里[/url]。\n"
"[b]提示:[/b] 你可以使用[url=https://regexr.com/]Regexr[/url]来在线测试正则表"
@@ -61708,8 +61889,8 @@ msgid ""
"and end anchor would be."
msgstr ""
"在文本中搜索编译后的模式。如果找到,返回第一个匹配结果的[RegExMatch]容器,否"
-"则返回[code]null[/code]。可以指定要搜索的区域,而不需要修改开始和结束锚点的位"
-"置。"
+"则返回 [code]null[/code]。可以指定要搜索的区域,而不需要修改开始和结束锚点的"
+"位置。"
#: modules/regex/doc_classes/RegEx.xml
msgid ""
@@ -61922,7 +62103,7 @@ msgstr ""
"缓存,因此任何从给定路径加载资源的尝试都会返回相同的引用(这与[Node]相反,"
"[Node]没有引用计数,可以根据需要从磁盘实例化多次)。资源可以从外部保存在磁盘"
"上,也可以捆绑在另一个对象中,如[Node]或另一个资源。\n"
-"[b]注意:[/b] 在C#中,资源不再被使用后不会立即被释放。相反,垃圾回收将定期运"
+"[b]注意:[/b]在C#中,资源不再被使用后不会立即被释放。相反,垃圾回收将定期运"
"行,并释放不再使用的资源。这意味着未使用的资源在被删除之前会停留一段时间。"
#: doc/classes/Resource.xml
@@ -61955,8 +62136,8 @@ msgstr ""
"函数被调用,没有参数。当构造函数没有默认值时,这个方法会出错。\n"
"默认情况下,为了提高效率,子资源在资源副本之间被共享。这可以通过向"
"[code]subresources[/code]参数传递[code]true[/code]来改变,它将复制子资源。\n"
-"[b]注意:[/b] 如果[code]subresources[/code]是[code]true[/code],这个方法将只"
-"执行一个浅层拷贝。子资源中的嵌套资源不会被复制,仍然会被共享。\n"
+"[b]注意:[/b]如果[code]subresources[/code]是[code]true[/code],这个方法将只执"
+"行一个浅层拷贝。子资源中的嵌套资源不会被复制,仍然会被共享。\n"
"[b]注意:[/b]当复制一个资源时,只有导出[code]export[/code]的属性被复制。其他"
"属性将被设置为新资源中的默认值。"
@@ -61979,7 +62160,7 @@ msgstr ""
"[codeblock]\n"
"emit_signal(\"change\")\n"
"[/codeblock]\n"
-"[b]注意:[/b] 这个方法对于内置资源来说是自动调用的。"
+"[b]注意:[/b]这个方法对于内置资源来说是自动调用的。"
#: doc/classes/Resource.xml
msgid ""
@@ -62096,7 +62277,7 @@ msgstr ""
"它一个带有[code]class_name[/code]的全局类名,这样它才能被注册。像内置的"
"ResourceFormatLoaders一样,它将在加载其处理的类型的资源时被自动调用。你也可以"
"实现一个[ResourceFormatSaver]。\n"
-"[b]注意:[/b] 如果你需要的资源类型存在,但Godot无法加载其格式,你也可以扩展"
+"[b]注意:[/b]如果你需要的资源类型存在,但Godot无法加载其格式,你也可以扩展"
"[EditorImportPlugin]。选择一种方式而不是另一种方式,取决于该格式是否适合于最"
"终导出的游戏。例如,最好先把[code].png[/code]纹理导入为[code].stex[/code]"
"([StreamTexture]),这样它们在显卡上的加载效率会更好。"
@@ -62113,7 +62294,7 @@ msgstr ""
"如果实现,则获取给定资源的依赖项。如果 [code]add_types[/code] 是 [code]true[/"
"code],路径应该附加 [code]::TypeName[/code],其中 [code]TypeName[/code] 是依"
"赖的类名。\n"
-"[b]注意:[/b] [ClassDB] 不知道脚本定义的自定义资源类型,因此您可能只为它们返"
+"[b]注意:[/b][ClassDB] 不知道脚本定义的自定义资源类型,因此您可能只为它们返"
"回 [code]\"Resource\"[/code]。"
#: doc/classes/ResourceFormatLoader.xml
@@ -62127,9 +62308,9 @@ msgid ""
"[b]Note:[/b] Custom resource types defined by scripts aren't known by the "
"[ClassDB], so you might just return [code]\"Resource\"[/code] for them."
msgstr ""
-"获取与给定路径相关的资源的类名。如果加载器不能处理它,它应该返回[code]\"\"[/"
+"获取与给定路径相关的资源的类名。如果加载器不能处理它,它应该返回 [code]\"\"[/"
"code]。\n"
-"[b]注意:[/b] [ClassDB] 不知道脚本定义的自定义资源类型,因此您可能只为它们返"
+"[b]注意:[/b][ClassDB] 不知道脚本定义的自定义资源类型,因此您可能只为它们返"
"回 [code]\"Resource\"[/code]。"
#: doc/classes/ResourceFormatLoader.xml
@@ -62139,7 +62320,7 @@ msgid ""
"[ClassDB], so you might just handle [code]\"Resource\"[/code] for them."
msgstr ""
"说明这个加载器可以加载哪个资源类。\n"
-"[b]注意:[/b] [ClassDB] 不知道脚本定义的自定义资源类型,因此您可以只为它们处"
+"[b]注意:[/b][ClassDB] 不知道脚本定义的自定义资源类型,因此您可以只为它们处"
"理 [code]\"Resource\"[/code]。"
#: doc/classes/ResourceFormatLoader.xml
@@ -62464,7 +62645,7 @@ msgid ""
"Returns [code]true[/code] if the preloader contains a resource associated to "
"[code]name[/code]."
msgstr ""
-"如果预加载器包含一个与[code]name[/code]相关的资源,则返回[code]true[/code]。"
+"如果预加载器包含一个与[code]name[/code]相关的资源,则返回 [code]true[/code]。"
#: doc/classes/ResourcePreloader.xml
msgid ""
@@ -62569,7 +62750,7 @@ msgid ""
"is paused. This may impact battery life negatively."
msgstr ""
"用于 [RichTextLabel] 的自定义效果。\n"
-"[b]注意:[/b] 为了使 [RichTextEffect] 能够使用,必须在脚本中定义一个名为 "
+"[b]注意:[/b]为了使 [RichTextEffect] 能够使用,必须在脚本中定义一个名为 "
"[code]bbcode[/code] 的 BBCode 标签作为成员变量。\n"
"[codeblock]\n"
"# 这个 RichTextEffect 的用法就会是:`[example]一些文本[/example]`.\n"
@@ -62586,8 +62767,8 @@ msgid ""
"transformation to avoid displaying broken text."
msgstr ""
"覆盖这个方法来修改[code]char_fx[/code]中的属性。如果字符可以被成功转换,该方"
-"法必须返回[code]true[/code]。如果该方法返回[code]false[/code],它将跳过转换,"
-"以避免显示破碎的文本。"
+"法必须返回 [code]true[/code]。如果该方法返回 [code]false[/code],它将跳过转"
+"换,以避免显示破碎的文本。"
#: doc/classes/RichTextLabel.xml
msgid "Label that displays rich text."
@@ -62672,10 +62853,10 @@ msgid ""
msgstr ""
"解析 [code]bbcode[/code] 并根据需要将标签添加到标签堆栈中。返回解析结果,成功"
"则返回 [constant OK]。\n"
-"[b]注意:[/b] 使用此方法,您无法关闭在之前的 [method append_bbcode] 调用中打"
-"开的标签。这样做是为了提高性能,特别是在更新大型 RichTextLabel 时,因为每次重"
-"建整个 BBCode 会更慢。如果您绝对需要在将来的方法调用中关闭标签,请附加 "
-"[member bbcode_text] 而不是使用 [method append_bbcode]。"
+"[b]注意:[/b]使用此方法,您无法关闭在之前的 [method append_bbcode] 调用中打开"
+"的标签。这样做是为了提高性能,特别是在更新大型 RichTextLabel 时,因为每次重建"
+"整个 BBCode 会更慢。如果您绝对需要在将来的方法调用中关闭标签,请附加 [member "
+"bbcode_text] 而不是使用 [method append_bbcode]。"
#: doc/classes/RichTextLabel.xml
msgid "Clears the tag stack and sets [member bbcode_text] to an empty string."
@@ -62692,6 +62873,11 @@ msgid ""
msgstr "返回标签栈中文本标签的换行总数。将被包裹的文本视为一行。"
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "返回文本标签的总字符数。不包括 BBCode。"
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -62866,8 +63052,8 @@ msgid ""
"append_bbcode] to preserve BBCode formatting."
msgstr ""
"如果 [code]true[/code],标签使用 BBCode 格式。\n"
-"[b]注意:[/b] 尝试使用 [method add_text] 更改 [RichTextLabel] 的文本会将其重"
-"置为 [code]false[/code]。改用 [method append_bbcode] 来保留 BBCode 格式。"
+"[b]注意:[/b]尝试使用 [method add_text] 更改 [RichTextLabel] 的文本会将其重置"
+"为 [code]false[/code]。改用 [method append_bbcode] 来保留 BBCode 格式。"
#: doc/classes/RichTextLabel.xml
msgid ""
@@ -62907,8 +63093,8 @@ msgid ""
"be removed in future versions."
msgstr ""
"如果 [code]true[/code],标签的高度将自动更新以适应其内容。\n"
-"[b]注意:[/b] 此属性用作解决 [Container] 中 [RichTextLabel] 问题的解决方法,"
-"但在某些情况下不可靠,将在未来版本中删除。"
+"[b]注意:[/b]此属性用作解决 [Container] 中 [RichTextLabel] 问题的解决方法,但"
+"在某些情况下不可靠,将在未来版本中删除。"
#: doc/classes/RichTextLabel.xml
msgid ""
@@ -62931,7 +63117,7 @@ msgid ""
msgstr ""
"要显示的字符范围,数值为0.0和1.0之间的[float]。当分配一个超出范围的值时,它和"
"分配1.0是一样的。\n"
-"[b]注意:[/b] 设置这个属性会根据当前的[method get_total_character_count]更新"
+"[b]注意:[/b]设置这个属性会根据当前的[method get_total_character_count]更新"
"[member visible_characters]。"
#: doc/classes/RichTextLabel.xml
@@ -62978,7 +63164,7 @@ msgid ""
"current [method get_total_character_count]."
msgstr ""
"在标签中显示的字符数限制。如果[code]-1[/code],将显示所有字符。\n"
-"[b]注意:[/b] 设置此属性会根据当前的[method get_total_character_count]更新"
+"[b]注意:[/b]设置此属性会根据当前的[method get_total_character_count]更新"
"[member percent_visible]。"
#: doc/classes/RichTextLabel.xml
@@ -63038,7 +63224,7 @@ msgid ""
"The color of selected text, used when [member selection_enabled] is "
"[code]true[/code]."
msgstr ""
-"选定文本的颜色(当[member selection_enabled]为[code]true[/code]时使用)。"
+"选定文本的颜色(当[member selection_enabled]为 [code]true[/code] 时使用)。"
#: doc/classes/RichTextLabel.xml
msgid "The color of the font's shadow."
@@ -63245,10 +63431,10 @@ msgid ""
"For performance, list of collisions is updated once per frame and before the "
"physics step. Consider using signals instead."
msgstr ""
-"返回一个与此碰撞的物体的列表。要求[member contact_monitor]设置为[code]true[/"
+"返回一个与此碰撞的物体的列表。要求[member contact_monitor]设置为 [code]true[/"
"code],[member contacts_reported]设置得足够高,以检测所有碰撞。\n"
-"[b]注意:[/b] 在移动物体后,这个测试的结果不是立即的。为了性能,碰撞列表每帧"
-"在物理运算之前更新一次。可以考虑使用信号来代替。"
+"[b]注意:[/b]在移动物体后,这个测试的结果不是立即的。为了性能,碰撞列表每帧在"
+"物理运算之前更新一次。可以考虑使用信号来代替。"
#: doc/classes/RigidBody.xml
msgid ""
@@ -63317,9 +63503,9 @@ msgid ""
msgstr ""
"如果[code]true[/code],实体可以在没有运动的情况下进入睡眠模式。见[member "
"sleeping]。\n"
-"[b]注意:[/b] RigidBody3D 的模式[member mode] 为常量[constant "
-"MODE_CHARACTER] 时不会自动进入休眠模式。仍然可以通过将其 [member sleeping] 属"
-"性设置为 [code]true[/code] 来手动使其进入休眠状态。"
+"[b]注意:[/b]RigidBody3D 的模式[member mode] 为常量[constant MODE_CHARACTER] "
+"时不会自动进入休眠模式。仍然可以通过将其 [member sleeping] 属性设置为 "
+"[code]true[/code] 来手动使其进入休眠状态。"
#: doc/classes/RigidBody.xml
msgid ""
@@ -63459,9 +63645,9 @@ msgid ""
"[PhysicsBody] or [GridMap]."
msgstr ""
"当与另一个[PhysicsBody]或[GridMap]发生碰撞时触发。需要将[member "
-"contact_monitor]设置为[code]true[/code],并且将[member contacts_reported]设置"
-"得足够高以检测所有的碰撞。如果[MeshLibrary]有碰撞[Shape],[GridMap]就会被检测"
-"到。\n"
+"contact_monitor]设置为 [code]true[/code],并且将[member contacts_reported]设"
+"置得足够高以检测所有的碰撞。如果[MeshLibrary]有碰撞[Shape],[GridMap]就会被检"
+"测到。\n"
"[code]body[/code]的[Node],如果它存在于树中,则是其他[PhysicsBody]或[GridMap]"
"的节点。"
@@ -63475,9 +63661,9 @@ msgid ""
"[PhysicsBody] or [GridMap]."
msgstr ""
"当与另一个[PhysicsBody]或[GridMap]的碰撞结束时触发。需要将[member "
-"contact_monitor]设置为[code]true[/code],并且将[member contacts_reported]设置"
-"得足够高以检测到所有的碰撞。如果[MeshLibrary]有碰撞[Shape],[GridMap]就会被检"
-"测到。\n"
+"contact_monitor]设置为 [code]true[/code],并且将[member contacts_reported]设"
+"置得足够高以检测到所有的碰撞。如果[MeshLibrary]有碰撞[Shape],[GridMap]就会被"
+"检测到。\n"
"[code]body[/code]的[Node],如果它存在于树中,则是其他[PhysicsBody]或[GridMap]"
"的节点。"
@@ -63504,7 +63690,7 @@ msgid ""
"[ConcavePolygonShape] with Bullet physics if you need shape indices."
msgstr ""
"当[PhysicsBody]或[GridMap]的一个形状[Shape]进入这个区域的一个形状[Shape]时发"
-"出的。需要将监控[member contact_monitor]设置为[code]true[/code],且[member "
+"出的。需要将监控[member contact_monitor]设置为 [code]true[/code],且[member "
"contacts_reported]设置的足够高以检测所有碰撞。如果[MeshLibrary]有碰撞形状"
"[Shape],就会检测到[GridMap]。\n"
"[code]body_id[/code]由[PhysicsServer]使用的其他[PhysicsBody]或[MeshLibrary]的"
@@ -63631,7 +63817,7 @@ msgstr ""
"(重力、冲力等),物理模拟会根据它的质量、摩擦力和其他物理属性来计算出运动结"
"果。\n"
"RigidBody2D有4种行为[member mode]。刚性、静态、角色和运动。\n"
-"[b]注意:[/b] 你不应该每一帧或经常改变RigidBody2D的[code]position[/code]或"
+"[b]注意:[/b]你不应该每一帧或经常改变RigidBody2D的[code]position[/code]或"
"[code]linear_velocity[/code]。如果需要直接影响物体的状态,请使用[method "
"_integrate_forces],它允许你直接访问物理状态。\n"
"要记住,物理物体在自己管理变换,它会覆盖你的变换设置。所以任何直接或间接的变"
@@ -63704,9 +63890,8 @@ 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 [code]-1[/code],物体将"
-"使用[b]项目 > 项目设置 > Physics > 2d[/b] 中定义的 [b]Default Angular Damp[/"
-"b](默认角度阻尼)。\n"
+"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"
"有关阻尼的更多详细信息,请参阅 [member ProjectSettings.physics/2d/"
"default_angular_damp]。"
@@ -63728,8 +63913,8 @@ msgid ""
msgstr ""
"如果[code]true[/code],身体可以在没有运动的情况下进入睡眠模式。见[member "
"sleeping]。\n"
-"[b]注意:[/b] RigidBody2D 的[member mode] 为[constant MODE_CHARACTER] 时不会"
-"自动进入休眠模式。仍然可以通过将其 [member sleeping] 属性设置为 [code]true[/"
+"[b]注意:[/b]RigidBody2D 的[member mode] 为[constant MODE_CHARACTER] 时不会自"
+"动进入休眠模式。仍然可以通过将其 [member sleeping] 属性设置为 [code]true[/"
"code] 来手动使其休眠。"
#: doc/classes/RigidBody2D.xml
@@ -63750,8 +63935,8 @@ msgid ""
msgstr ""
"将被记录的最大接触次数。需要将 [member contact_monitor] 设置为 [code]true[/"
"code]。\n"
-"[b]注:[/b]接触次数与碰撞次数不同。平行边之间的碰撞将意味着两个接触(每端一"
-"个),平行面之间的碰撞将意味着四个接触(每个角一个)。"
+"[b]注意:[/b]接触次数与碰撞次数不同。平行边之间的碰撞将意味着两次接触(两端各"
+"一次)。"
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -63783,9 +63968,10 @@ msgid ""
"Deprecated, use [member PhysicsMaterial.friction] instead via [member "
"physics_material_override]."
msgstr ""
-"物体的摩擦。取值范围从[code]0[/code](无摩擦)到[code]1[/code](最大摩擦)。\n"
-"已弃用,通过 [member physics_material_override] 使用 [member PhysicsMaterial."
-"friction]。"
+"物体的摩擦。取值范围从 [code]0[/code](无摩擦)到 [code]1[/code](最大摩"
+"擦)。\n"
+"已弃用,请通过 [member physics_material_override] 使用 [member "
+"PhysicsMaterial.friction]。"
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -63793,9 +63979,8 @@ msgid ""
"from the [b]Default Gravity[/b] value in [b]Project > Project Settings > "
"Physics > 2d[/b] and/or any additional gravity vector applied by [Area2D]s."
msgstr ""
-"乘以施加在物体上的重力。物体的重力是由[b]项目 > 项目设置 > Physics > 2d[/b]中"
-"的 [b]Default Gravity[/b](默认重力)值和/或任何由 [Area2D] 应用的额外重力矢"
-"量计算出来的。"
+"乘以施加在物体上的重力。物体的重力是由[b]项目 > 项目设置 > 物理 > 2D[/b]中的"
+"[b]默认重力[/b]值和/或任何由 [Area2D] 应用的额外重力向量计算出来的。"
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -63856,8 +64041,8 @@ msgid ""
"[PhysicsBody2D] or [TileMap]."
msgstr ""
"当与另一个[PhysicsBody2D]或[TileMap]发生碰撞时触发。需要将[member "
-"contact_monitor]设置为[code]true[/code],并且将[member contacts_reported]设置"
-"得足够高以检测所有的碰撞。如果[TileSet]有碰撞[Shape2D],就会检测到[TileMap]"
+"contact_monitor]设置为 [code]true[/code],并且将[member contacts_reported]设"
+"置得足够高以检测所有的碰撞。如果[TileSet]有碰撞[Shape2D],就会检测到[TileMap]"
"的。\n"
"[code]body[/code]是其他[PhysicsBody2D]或[TileMap]的[Node],如果它存在于树中。"
@@ -63930,7 +64115,7 @@ msgid ""
"with [code]self.shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
"当这个RigidBody2D的一个[Shape2D]和另一个[PhysicsBody2D]或[TileMap]的[Shape2D]"
-"之间的碰撞结束时触发。要求[member contact_monitor]设置为[code]true[/code],"
+"之间的碰撞结束时触发。要求[member contact_monitor]设置为 [code]true[/code],"
"[member contacts_reported]设置得足够高以检测所有的碰撞。如果[TileSet]有碰撞"
"[Shape2D],就会检测到[TileMap]的。\n"
"[code]body_rid[/code] [Physics2DServer]使用的其他[PhysicsBody2D]或[TileSet]的"
@@ -64087,7 +64272,7 @@ msgstr ""
"[RoomGroup] 应作为[b]空间列表[/b](您的 [Room] 的父 [Node])的子项,而 "
"[Room] 应作为 [RoomGroup] 的子项依次放置以便将它们分配给 RoomGroup。\n"
"例如,[RoomGroup] 可用于指定[b]处于外部[/b]的 [Room],并在玩家进入/退出该区域"
-"时打开或关闭定向光、天空或雨效果。\n"
+"时打开或关闭平行光、天空或雨效果。\n"
"当 [code]gameplay_monitor[/code] 开启时,[RoomGroup] 可以收到[b]游戏回调[/"
"b],在他们进入和退出[b]游戏区域[/b]时,以[code]信号[/code]或[code]通知[/code]"
"的形式(详见 [RoomManager])。"
@@ -64486,9 +64671,9 @@ msgid ""
"[code]tool[/code] script."
msgstr ""
"[i]根运动[/i](Root Motion)指的是一种动画技术,其中使用网格的骨架为角色提供"
-"动力。在处理 3D 动画时,一种流行的技术是动画师使用根骨架骨骼来为骨架的其余部"
-"分提供运动。这允许以步骤实际匹配下方地板的方式为角色设置动画。它还允许在过场"
-"动画期间与对象进行精确交互。另见 [AnimationTree]。\n"
+"动力。在处理 3D 动画时,一种流行的技术是动画师使用骨架的根骨骼来为骨架的其余"
+"部分提供运动。这允许以步骤实际匹配下方地板的方式为角色设置动画。它还允许在过"
+"场动画期间与对象进行精确交互。另见 [AnimationTree]。\n"
"[b]注意:[/b][RootMotionView] 仅在编辑器中可见。在运行的项目中会自动隐藏,在"
"运行的项目中也会转换为普通的 [Node]。这意味着附加到 [RootMotionView] 节点的脚"
"本[i]必须[/i]具写 [code]extends Node[/code] 而不是 [code]extends "
@@ -64621,8 +64806,8 @@ msgid ""
"branch starting at this node, with its child nodes and resources), or "
"[code]null[/code] if the node is not an instance."
msgstr ""
-"返回[code]idx[/code]处的节点的[PackedScene](即从该节点开始的整个分支,包括其"
-"子节点和资源),如果该节点不是一个实例,则返回[code]null[/code]。"
+"返回 [code]idx[/code]处的节点的[PackedScene](即从该节点开始的整个分支,包括"
+"其子节点和资源),如果该节点不是一个实例,则返回 [code]null[/code]。"
#: doc/classes/SceneState.xml
msgid ""
@@ -64634,7 +64819,7 @@ msgstr ""
#: doc/classes/SceneState.xml
msgid "Returns the name of the node at [code]idx[/code]."
-msgstr "返回[code]idx[/code]处的节点名称。"
+msgstr "返回 [code]idx[/code]处的节点名称。"
#: doc/classes/SceneState.xml
msgid ""
@@ -64648,8 +64833,8 @@ msgid ""
"If [code]for_parent[/code] is [code]true[/code], returns the path of the "
"[code]idx[/code] node's parent instead."
msgstr ""
-"返回[code]idx[/code]处的节点的路径。\n"
-"如果[code]for_parent[/code]是[code]true[/code],则返回[code]idx[/code]节点的"
+"返回 [code]idx[/code]处的节点的路径。\n"
+"如果[code]for_parent[/code]是[code]true[/code],则返回 [code]idx[/code]节点的"
"父节点的路径。"
#: doc/classes/SceneState.xml
@@ -64668,7 +64853,7 @@ msgstr ""
msgid ""
"Returns the name of the property at [code]prop_idx[/code] for the node at "
"[code]idx[/code]."
-msgstr "返回[code]prop_idx[/code]处的属性名称,用于[code]idx[/code]处的节点。"
+msgstr "返回 [code]prop_idx[/code]处的属性名称,用于[code]idx[/code]处的节点。"
#: doc/classes/SceneState.xml
msgid ""
@@ -64678,14 +64863,14 @@ msgstr "返回 [code]idx[/code] 节点的 [code]prop_idx[/code] 属性值。"
#: doc/classes/SceneState.xml
msgid "Returns the type of the node at [code]idx[/code]."
-msgstr "返回[code]idx[/code]处节点的类型。"
+msgstr "返回 [code]idx[/code]处节点的类型。"
#: doc/classes/SceneState.xml
msgid ""
"Returns [code]true[/code] if the node at [code]idx[/code] is an "
"[InstancePlaceholder]."
msgstr ""
-"如果[code]idx[/code]处的节点是一个[InstancePlaceholder],返回[code]true[/"
+"如果[code]idx[/code]处的节点是一个[InstancePlaceholder],返回 [code]true[/"
"code]。"
#: doc/classes/SceneState.xml
@@ -64768,9 +64953,9 @@ msgstr ""
"GROUP_CALL_DEFAULT] 标志调用 [method call_group_flags]。\n"
"[b]注:[/b] [code]method[/code]最多只能有5个参数(总共7个参数传递给这个方"
"法)。\n"
-"[b]注意:[/b] 由于设计限制,如果参数之一为 [code]null[/code],[method "
+"[b]注意:[/b]由于设计限制,如果参数之一为 [code]null[/code],[method "
"call_group] 将静默失败。\n"
-"[b]注意:[/b] [method call_group] 将始终调用具有一帧延迟的方法,其方式类似于 "
+"[b]注意:[/b][method call_group] 将始终调用具有一帧延迟的方法,其方式类似于 "
"[method Object.call_deferred]。要立即调用方法,请将 [method "
"call_group_flags] 与 [constant GROUP_CALL_REALTIME] 标志一起使用。"
@@ -64794,7 +64979,7 @@ msgstr ""
"[code]method[/code]。\n"
"[b]注:[/b] [code]method[/code]最多只能有5个参数(总共8个参数传递给这个方"
"法)。\n"
-"[b]注意:[/b] 由于设计限制,如果参数之一为 [code]null[/code],[method "
+"[b]注意:[/b]由于设计限制,如果参数之一为 [code]null[/code],[method "
"call_group_flags] 将静默失败。\n"
"[codeblock]\n"
"# 立即以相反的顺序调用该方法。\n"
@@ -64894,7 +65079,7 @@ msgstr "返回最近收到的RPC调用的发送者的对等ID。"
#: doc/classes/SceneTree.xml
msgid "Returns [code]true[/code] if the given group exists."
-msgstr "如果给定的组存在,返回[code]true[/code]。"
+msgstr "如果给定的组存在,返回 [code]true[/code]。"
#: doc/classes/SceneTree.xml
msgid ""
@@ -65455,7 +65640,7 @@ msgid ""
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_script_editor]."
msgstr ""
-"[b]注意:[/b] 这个类不应该被直接实例化。相反,使用[method EditorInterface."
+"[b]注意:[/b]这个类不应该被直接实例化。相反,使用[method EditorInterface."
"get_script_editor]来访问这个单例。"
#: doc/classes/ScriptEditor.xml
@@ -65580,10 +65765,10 @@ msgid ""
"[member scroll_horizontal_enabled]. If you want to only hide it instead, use "
"its [member CanvasItem.visible] property."
msgstr ""
-"返回此[ScrollContainer]的水平滚动条[HScrollBar]。\n"
-"[b]警告:[/b] 这是一个必须的内部节点,移除和释放它可能会导致崩溃。如果你想禁"
-"用水平滚动条,请使用[member scroll_horizontal_enabled]。如果你只想隐藏它,则"
-"使用其[member CanvasItem.visible]属性。"
+"返回此 [ScrollContainer] 的水平滚动条 [HScrollBar]。\n"
+"[b]警告:[/b]这是一个必须的内部节点,移除和释放它可能会导致崩溃。如果你想禁用"
+"水平滚动条,请使用 [member scroll_horizontal_enabled]。如果你只想隐藏它,则使"
+"用其 [member CanvasItem.visible] 属性。"
#: doc/classes/ScrollContainer.xml
msgid ""
@@ -65593,10 +65778,10 @@ msgid ""
"[member scroll_vertical_enabled]. If you want to only hide it instead, use "
"its [member CanvasItem.visible] property."
msgstr ""
-"返回此[ScrollContainer]的垂直滚动条[VScrollBar]。\n"
-"[b]警告:[/b] 这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果你想禁"
-"用垂直滚动条,请使用[member scroll_vertical_enabled]。如果你只想隐藏它,则使"
-"用其[member CanvasItem.visible]属性。"
+"返回此 [ScrollContainer] 的垂直滚动条 [VScrollBar]。\n"
+"[b]警告:[/b]这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果你想禁用"
+"垂直滚动条,请使用 [member scroll_vertical_enabled]。如果你只想隐藏它,则使用"
+"其 [member CanvasItem.visible] 属性。"
#: doc/classes/ScrollContainer.xml
msgid ""
@@ -65668,19 +65853,24 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
msgstr ""
-"试图锁定这个[Mutex],但并不阻塞。成功时返回[constant OK],否则返回[constant "
-"ERR_BUSY]。"
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
-"试图锁定这个[Mutex],但并不阻塞。成功时返回[constant OK],否则返回[constant "
-"ERR_BUSY]。"
#: doc/classes/Separator.xml
msgid "Base class for separators."
@@ -65717,7 +65907,7 @@ msgid ""
"code exactly."
msgstr ""
"返回被设置为指定参数的默认纹理。\n"
-"[b]注意:[/b] [code]param[/code]必须与代码中的uniform名称完全匹配。"
+"[b]注意:[/b][code]param[/code]必须与代码中的uniform名称完全匹配。"
#: doc/classes/Shader.xml
msgid ""
@@ -65734,8 +65924,8 @@ msgid ""
"[b]Note:[/b] [code]param[/code] must match the name of the uniform in the "
"code exactly."
msgstr ""
-"如果着色器在其代码中把这个参数定义为uniform,则返回[code]true[/code]。\n"
-"[b]注意:[/b] [code]param[/code] 必须与代码中的uniform名称完全匹配。"
+"如果着色器在其代码中把这个参数定义为uniform,则返回 [code]true[/code]。\n"
+"[b]注意:[/b][code]param[/code] 必须与代码中的uniform名称完全匹配。"
#: doc/classes/Shader.xml
msgid ""
@@ -65764,7 +65954,7 @@ msgid ""
msgstr ""
"返回该着色器的自定义。自定义可以在Godot中用于添加着色器逻辑所需的GLSL预处理指"
"令(例如:扩展)。\n"
-"[b]注意:[/b] 自定义没有经过Godot着色器解析器的验证,所以使用时要注意。"
+"[b]注意:[/b]自定义没有经过Godot着色器解析器的验证,所以使用时要注意。"
#: doc/classes/Shader.xml
msgid "Mode used to draw all 3D objects."
@@ -65795,9 +65985,9 @@ msgid ""
"emit light in a [GIProbe]."
msgstr ""
"使用自定义 [Shader] 程序渲染项目以筛选或处理粒子的材质。您可以为同一个着色器"
-"创建多种材质,但可以为着色器中定义的uniforms配置不同的值。\n"
-"[b]注意:[/b] 由于渲染器限制,在 [GIProbe] 中使用时,自发光 [ShaderMaterial] "
-"无法发光。只有自发光的 [SpatialMaterial] 可以在 [GIProbe] 中发光。"
+"创建多种材质,但可以为着色器中定义的 uniform 配置不同的值。\n"
+"[b]注意:[/b]由于渲染器限制,在 [GIProbe] 中使用时,发光的 [ShaderMaterial] "
+"无法发光。只有发光的 [SpatialMaterial] 可以在 [GIProbe] 中发光。"
#: doc/classes/ShaderMaterial.xml
msgid ""
@@ -65809,7 +65999,7 @@ msgid ""
"Returns [code]true[/code] if the property identified by [code]name[/code] "
"can be reverted to a default value."
msgstr ""
-"如果由[code]name[/code]标识的属性可以恢复到默认值,则返回[code]true[/code]。"
+"如果由[code]name[/code]标识的属性可以恢复到默认值,则返回 [code]true[/code]。"
#: doc/classes/ShaderMaterial.xml
msgid ""
@@ -65824,7 +66014,7 @@ msgid ""
"code exactly."
msgstr ""
"改变着色器中材质的uniform值。\n"
-"[b]注意:[/b] [code]param[/code]必须与代码中的uniform名称完全匹配。"
+"[b]注意:[/b][code]param[/code]必须与代码中的uniform名称完全匹配。"
#: doc/classes/ShaderMaterial.xml
msgid "The [Shader] program used to render this material."
@@ -65876,7 +66066,7 @@ msgid ""
"([code]with_shape[/code]), and the transformation matrix of that shape "
"([code]shape_xform[/code])."
msgstr ""
-"如果这个形状与另一个形状发生碰撞,返回[code]true[/code]。\n"
+"如果这个形状与另一个形状发生碰撞,返回 [code]true[/code]。\n"
"这个方法需要这个形状的变换矩阵([code]local_xform[/code]),要检查碰撞的形状"
"([code]with_shape[/code]),以及那个形状的变换矩阵([code]shape_xform[/"
"code])。"
@@ -66021,7 +66211,7 @@ msgstr "清除这个骨架上的所有骨骼。"
#: doc/classes/Skeleton.xml
msgid "Returns the bone index that matches [code]name[/code] as its name."
-msgstr "返回[code]name[/code]与其名称匹配的的骨骼索引。"
+msgstr "返回 [code]name[/code]与其名称匹配的的骨骼索引。"
#: doc/classes/Skeleton.xml
msgid "Returns the amount of bones in the skeleton."
@@ -66039,8 +66229,8 @@ msgid ""
"skeleton. Being relative to the skeleton frame, this is not the actual "
"\"global\" transform of the bone."
msgstr ""
-"返回相对于骨架的指定骨骼的整体变换。由于是相对于骨架的,这不是该骨骼的实际 "
-"\"全局 \"变换。"
+"返回指定骨骼的整体变换,相对于骨架。由于是相对于骨架的,这不是该骨骼的实际“全"
+"局”变换。"
#: doc/classes/Skeleton.xml
msgid ""
@@ -66048,8 +66238,8 @@ msgid ""
"skeleton, but without any global pose overrides. Being relative to the "
"skeleton frame, this is not the actual \"global\" transform of the bone."
msgstr ""
-"返回指定骨骼的整体变换,相对于骨架,但没有任何全局姿势覆盖。相对于骨架帧,这"
-"不是骨骼的实际“全局”变换。"
+"返回指定骨骼的整体变换,相对于骨架,不包含任何全局姿势覆盖。由于是相对于骨架"
+"的,这不是该骨骼的实际“全局”变换。"
#: doc/classes/Skeleton.xml
msgid "Returns the name of the bone at index [code]index[/code]."
@@ -66086,7 +66276,7 @@ msgid ""
msgstr ""
"将骨骼索引 [code]parent_idx[/code] 设置为 [code]bone_idx[/code] 处骨骼的父"
"级。如果 -1,则骨骼没有父级。\n"
-"[b]注意:[/b] [code]parent_idx[/code] 必须小于 [code]bone_idx[/code]。"
+"[b]注意:[/b][code]parent_idx[/code] 必须小于 [code]bone_idx[/code]。"
#: doc/classes/Skeleton.xml
msgid "Sets the pose transform for bone [code]bone_idx[/code]."
@@ -66135,8 +66325,8 @@ msgid ""
"SkeletonIK is used to place the end bone of a [Skeleton] bone chain at a "
"certain point in 3D by rotating all bones in the chain accordingly."
msgstr ""
-"SkeletonIK 可用于将 [Skeleton] 骨链的末端骨骼置于 3D 中的某一点,并相应地旋转"
-"骨链中的所有骨骼。"
+"SkeletonIK 可用于将 [Skeleton] 的骨骼链的末端骨骼置于 3D 中的某一点,并相应地"
+"旋转骨骼链中的所有骨骼。"
#: doc/classes/SkeletonIK.xml
msgid ""
@@ -66171,29 +66361,30 @@ msgid ""
"skeleton_ik_node.set_interpolation(0.0)\n"
"[/codeblock]"
msgstr ""
-"SkeletonIK用于将[Skeleton]骨链的末端骨骼放置在3D某一点上,并相应地旋转骨链中"
-"的所有骨骼。游戏中IK的典型场景是将角色的脚放在地面上,或者将角色的手放在当前"
-"持有的物体上。SkeletonIK在内部使用FabrikInverseKinematic来解决骨骼链,并将结"
-"果应用于[Skeleton] [code]bones_global_pose_override[/code]属性中所有受影响的"
-"骨骼链。如果完全应用,这将覆盖任何来自[Animation]的骨骼变换或用户设置的骨骼自"
-"定义姿势。应用量可以用[code]interpolation[/code]属性来控制。\n"
+"SkeletonIK 用于将 [Skeleton] 骨骼链的末端骨骼放置在 3D 某一点上,并相应地旋转"
+"骨骼链中的所有骨骼。游戏中 IK 的典型场景是将角色的脚放在地面上,或者将角色的"
+"手放在当前持有的物体上。SkeletonIK 在内部使用 FabrikInverseKinematic 来解决骨"
+"骼链,并将结果应用于 [Skeleton] [code]bones_global_pose_override[/code] 属性"
+"中所有受影响的骨骼链。如果完全应用,这将覆盖任何来自 [Animation] 的骨骼变换或"
+"用户设置的骨骼自定义姿势。应用量可以用 [code]interpolation[/code] 属性来控"
+"制。\n"
"[codeblock]\n"
-"# 在每一个新的帧上自动应用IK效果(不是当前的)。\n"
+"# 在每一个新的帧上自动应用 IK 效果(不是当前的)。\n"
"skeleton_ik_node.start()\n"
"\n"
-"# 只在当前帧上应用IK效果\n"
+"# 只在当前帧上应用 IK 效果\n"
"skeleton_ik_node.start(true)\n"
"\n"
-"# 停止IK效果并重置骨骼上的bones_global_pose_override\n"
+"# 停止 IK 效果并重置骨骼上的 bones_global_pose_override\n"
"skeleton_ik_node.stop()\n"
"\n"
-"# 应用完整的IK效果\n"
+"# 应用完整的 IK 效果\n"
"skeleton_ik_node.set_interpolation(1.0)\n"
"\n"
-"# 应用一半的IK效果\n"
+"# 应用一半的 IK 效果\n"
"skeleton_ik_node.set_interpolation(0.5)\n"
"\n"
-"# 应用零IK效果(数值为0.01或低于0.01也会移除骨骼上的"
+"# 应用零 IK 效果(数值为 0.01 或低于 0.01 也会移除骨骼上的 "
"bones_global_pose_override)。\n"
"skeleton_ik_node.set_interpolation(0.0)\n"
"[/codeblock]"
@@ -66343,7 +66534,7 @@ msgid ""
msgstr ""
"[Sky]的辐射贴图大小。辐射贴图尺寸越大,[Sky]的照明就越详细。\n"
"有关值,参阅 [enum RadianceSize] 常量。\n"
-"[b]注意:[/b] 如果您的项目中有非常清晰的反射表面,并且不使用 "
+"[b]注意:[/b]如果您的项目中有非常清晰的反射表面,并且不使用 "
"[ReflectionProbe] 或 [GIProbe],您才会受益于高辐射尺寸。对于大多数项目,将 "
"[member radiance_size] 保持为默认值是视觉效果和性能之间的最佳折衷。使用高辐射"
"大小值时要小心,因为这可能会导致低端 GPU 崩溃。"
@@ -66375,7 +66566,7 @@ msgid ""
"as it is known to cause GPU hangs on certain systems."
msgstr ""
"辐射纹理尺寸为1024×1024像素。\n"
-"[b]注意:[/b] [constant RADIANCE_SIZE_1024]在检查器中没有公开,因为它在某些系"
+"[b]注意:[/b][constant RADIANCE_SIZE_1024]在检查器中没有公开,因为它在某些系"
"统上会导致GPU挂起。"
#: doc/classes/Sky.xml
@@ -66385,7 +66576,7 @@ msgid ""
"as it is known to cause GPU hangs on certain systems."
msgstr ""
"辐射纹理尺寸为2048×2048像素。\n"
-"[b]注意:[/b] [constant RADIANCE_SIZE_2048]没有在检查器中公开,因为它在某些系"
+"[b]注意:[/b][constant RADIANCE_SIZE_2048]没有在检查器中公开,因为它在某些系"
"统上会导致GPU挂起。"
#: doc/classes/Sky.xml
@@ -66833,7 +67024,7 @@ msgstr ""
msgid ""
"Enables rendering of this node. Changes [member visible] to [code]true[/"
"code]."
-msgstr "启用此节点的呈现。将[member visible]更改为[code]true[/code]。"
+msgstr "启用此节点的呈现。将[member visible]更改为 [code]true[/code]。"
#: doc/classes/Spatial.xml
msgid ""
@@ -66924,7 +67115,7 @@ msgid ""
"is_visible_in_tree] must return [code]true[/code])."
msgstr ""
"如果[code]true[/code],这个节点就会被画出来。只有当它的所有前项也是可见的时"
-"候,这个节点才是可见的(换句话说,[method is_visible_in_tree]必须返回"
+"候,这个节点才是可见的(换句话说,[method is_visible_in_tree]必须返回 "
"[code]true[/code])。"
#: doc/classes/Spatial.xml
@@ -67080,13 +67271,13 @@ msgid ""
"a texture in the FileSystem dock, going to the Import dock, checking the "
"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
msgstr ""
-"如果为 [code]true[/code],则启用各向异性。各向异性会改变高光点的形状并将其与"
-"切线空间对其。可用于拉丝铝材和毛发反射。\n"
+"如果为 [code]true[/code],则启用各向异性。各向异性会改变镜面反射斑点的形状并"
+"将其与切线空间对其。可用于拉丝铝材和毛发反射。\n"
"[b]注意:[/b]各向异性需要网格切线才能正常工作。如果网格中不包含切线,各向异性"
"效果就会看上去有问题。\n"
"[b]注意:[/b]材质的各向异性不应与纹理的各向异性过滤相混淆。纹理各向异性过滤的"
-"启用方法是,在“文件系统”面板中选中纹理,然后在“导入”面板中勾选 "
-"[b]Anisotropic[/b] 复选框,然后点击[b]重新导入[/b]。"
+"启用方法是,在“文件系统”面板中选中纹理,然后在“导入”面板中勾选[b]各向异性[/b]"
+"复选框,然后点击[b]重新导入[/b]。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -67454,7 +67645,7 @@ msgid ""
"based rather than triangle-based. See also [member params_point_size]."
msgstr ""
"如果[code]true[/code],可以改变渲染点的大小。\n"
-"[b]注意:[/b]这只对几何体是基于点而不是基于三角形的对象有效。参阅[member "
+"[b]注意:[/b]这只对几何体是基于点而不是基于三角形的对象有效。参阅[member "
"params_point_size]。"
#: doc/classes/SpatialMaterial.xml
@@ -67471,10 +67662,22 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
-"如果 [code]true[/code],则按顶点而不是按像素计算光照。这可能会提高低端设备的"
-"性能。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -67510,9 +67713,9 @@ msgid ""
"should be left at [code]0.5[/code] in most cases. See also [member "
"roughness]."
msgstr ""
-"设置镜面光叶的大小。镜面叶是光源反射的亮点。\n"
-"[b]注意:[/b]与[member metallic]不同,这不是能量守恒,所以在大多数情况下,应该"
-"将其保留在[code]0.5[/code]。参阅[member roughness]。"
+"设置镜面反射光叶的大小。镜面反射光叶是光源反射的亮点。\n"
+"[b]注意:[/b]这与 [member metallic] 不同,能量不守恒,所以在大多数情况下,应"
+"该将其保留在 [code]0.5[/code]。请参阅 [member roughness]。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -67592,8 +67795,8 @@ msgid ""
"issues/41567]GitHub issue #41567[/url] for details."
msgstr ""
"控制对象如何面向摄像机。参阅[enum BillboardMode]。\n"
-"[b]注意:[/b] 广告牌模式不适合VR,因为当屏幕贴在你的头部而不是在桌子上时,摄"
-"像机的左右向量不是水平的。参阅[url=https://github.com/godotengine/godot/"
+"[b]注意:[/b]广告牌模式不适合VR,因为当屏幕贴在你的头部而不是在桌子上时,摄像"
+"机的左右向量不是水平的。参阅[url=https://github.com/godotengine/godot/"
"issues/41567]GitHub issue #41567[/url]。"
#: doc/classes/SpatialMaterial.xml
@@ -67603,7 +67806,7 @@ msgid ""
"transparent pipeline. See [enum BlendMode]."
msgstr ""
"材质的混合模式。\n"
-"[b]注意:[/b]除 [code]Mix[/code] 以外的值会强制对象进入透明管道。参阅 [enum "
+"[b]注意:[/b]除 [code]Mix[/code] 以外的值会强制对象进入透明管道。参阅 [enum "
"BlendMode]。"
#: doc/classes/SpatialMaterial.xml
@@ -67646,7 +67849,7 @@ msgstr "点的大小,以像素为单位。参见[member flags_use_point_size]
#: doc/classes/SpatialMaterial.xml
msgid "The method for rendering the specular blob. See [enum SpecularMode]."
-msgstr "镜面小球的渲染方法。参阅[enum SpecularMode]。"
+msgstr "镜面反射斑点的渲染方法。请参阅 [enum SpecularMode]。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -67744,7 +67947,7 @@ msgid ""
msgstr ""
"如果 [code]true[/code],则启用边缘效果。边缘照明增加了物体上掠过角度的亮"
"度。\n"
-"[b]注意:[/b] 如果材质将 [member flags_unshaded] 设置为 [code]true[/code],则"
+"[b]注意:[/b]如果材质将 [member flags_unshaded] 设置为 [code]true[/code],则"
"边缘光照不可见。"
#: doc/classes/SpatialMaterial.xml
@@ -68112,7 +68315,7 @@ msgid ""
"albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/"
"code]."
msgstr ""
-"使用点大小来改变原始点的大小。同时改变反射率纹理查找,使用 "
+"使用点大小来改变图元点的大小。同时改变反射率纹理查找,使用 "
"[code]POINT_COORD[/code] 而不是 [code]UV[/code]。"
#: doc/classes/SpatialMaterial.xml
@@ -68204,11 +68407,11 @@ msgstr "使用硬切口进行照明,平滑度受粗糙度影响。"
#: doc/classes/SpatialMaterial.xml
msgid "Default specular blob."
-msgstr "默认镜面反射Blob。"
+msgstr "默认镜面反射斑点。"
#: doc/classes/SpatialMaterial.xml
msgid "Older specular algorithm, included for compatibility."
-msgstr "旧的镜面算法,为了兼容而加入。"
+msgstr "旧的镜面反射算法,为了兼容而加入。"
#: doc/classes/SpatialMaterial.xml
msgid "Toon blob which changes size based on roughness."
@@ -68216,7 +68419,7 @@ msgstr "基于粗糙度更改大小的 Toon 斑点。"
#: doc/classes/SpatialMaterial.xml
msgid "No specular blob."
-msgstr "无镜面斑点。"
+msgstr "无镜面反射斑点。"
#: doc/classes/SpatialMaterial.xml
msgid "Billboard mode is disabled."
@@ -68373,6 +68576,7 @@ msgid "Numerical input text field."
msgstr "数值输入文本字段。"
#: doc/classes/SpinBox.xml
+#, fuzzy
msgid ""
"SpinBox is a numerical input text field. It allows entering integers and "
"floats.\n"
@@ -68388,9 +68592,12 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
-"SpinBox是一个数字输入文本字段。它允许输入整数和浮点数。\n"
+"SpinBox 是输入数字的文本字段。允许输入整数和浮点数。\n"
"[b]例子:[/b]\n"
"[codeblock]\n"
"var spin_box = SpinBox.new()\n"
@@ -68399,11 +68606,10 @@ msgstr ""
"line_edit.context_menu_enabled = false\n"
"spin_box.align = LineEdit.ALIGN_RIGHT\n"
"[/codeblock]\n"
-"上面的代码将创建一个[SpinBox],禁用其上的上下文菜单,并将文本对齐方式设置为右"
-"对齐。\n"
-"参阅[Range]类,以获得更多关于[SpinBox]的选项。\n"
-"[b]注意:[/b] [SpinBox] 依赖于底层的[LineEdit]节点。要为[SpinBox]的背景设置主"
-"题,请为[LineEdit]添加主题项,并对其进行定制。"
+"上面的代码将创建一个 [SpinBox]、禁用其上下文菜单,并将文本设置为右对齐。\n"
+"更多关于 [SpinBox] 的选项请参阅 [Range] 类。\n"
+"[b]注意:[/b][SpinBox] 依赖于底层的 [LineEdit] 节点。要为 [SpinBox] 的背景设"
+"置主题,请为 [LineEdit] 添加主题项,并对其进行定制。"
#: doc/classes/SpinBox.xml
msgid "Applies the current value of this [SpinBox]."
@@ -68417,10 +68623,10 @@ msgid ""
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
-"返回这个[SpinBox]中的[LineEdit]实例。你可以用它来访问[LineEdit]的属性和方"
-"法。\n"
-"[b]警告:[/b] 这是一个必要的内部节点,移除和释放它可能会导致崩溃。如果你想隐"
-"藏它或它的任何子节点,请使用其 [member CanvasItem.visible] 属性。"
+"返回这个 [SpinBox] 中的 [LineEdit] 实例。你可以用它来访问 [LineEdit] 的属性和"
+"方法。\n"
+"[b]警告:[/b]这是一个必要的内部节点,移除和释放它可能会导致崩溃。如果你想隐藏"
+"它或它的任何子节点,请使用其 [member CanvasItem.visible] 属性。"
#: doc/classes/SpinBox.xml
msgid "Sets the text alignment of the [SpinBox]."
@@ -68689,7 +68895,7 @@ msgid ""
msgstr ""
"如果给定位置的像素不透明,则返回 [code]true[/code],其他情况下返回 "
"[code]false[/code]。\n"
-"[b]注意:[/b]如果精灵的纹理为[code]null[/code]或者给定的位置无效,它也会返回"
+"[b]注意:[/b]如果精灵的纹理为[code]null[/code]或者给定的位置无效,它也会返回 "
"[code]false[/code]。"
#: doc/classes/Sprite.xml
@@ -69191,8 +69397,8 @@ msgid ""
msgstr ""
"从流中获取一个 Variant。如果 [code]allow_object[/code] 为 [code]true[/code],"
"则会允许解码出对象。\n"
-"[b]警告:[/b] 反序列化的对象可能包含会被执行的代码。如果序列化的对象来自不可"
-"信的来源,请勿使用该选项,以免造成远程代码执行等安全威胁。"
+"[b]警告:[/b]反序列化的对象可能包含会被执行的代码。如果序列化的对象来自不可信"
+"的来源,请勿使用该选项,以免造成远程代码执行等安全威胁。"
#: doc/classes/StreamPeer.xml
msgid "Puts a signed 16-bit value into the stream."
@@ -69249,7 +69455,7 @@ msgid ""
msgstr ""
"向流中放入一个以零结尾的 ASCII 字符串,前缀一个表示其长度的 32 位无符号整"
"数。\n"
-"[b]注意:[/b] 如果想发送不包含长度前缀的 ASCII 字符串,可以使用 [method "
+"[b]注意:[/b]如果想发送不包含长度前缀的 ASCII 字符串,可以使用 [method "
"put_data]:\n"
"[codeblock]\n"
"put_data(\"Hello world\".to_ascii())\n"
@@ -69283,7 +69489,7 @@ msgid ""
msgstr ""
"向流中放入一个以零结尾的 UTF-8 字符串,前缀一个表示其长度的 32 位无符号整"
"数。\n"
-"[b]注意:[/b] 如果想发送不包含长度前缀的 UTF-8 字符串,可以使用 [method "
+"[b]注意:[/b]如果想发送不包含长度前缀的 UTF-8 字符串,可以使用 [method "
"put_data]:\n"
"[codeblock]\n"
"put_data(\"Hello world\".to_utf8())\n"
@@ -69387,7 +69593,7 @@ msgstr ""
"使用底层 [StreamPeer] [code]stream[/code] 连接到对等点。如果 "
"[code]validate_certs[/code] 是 [code]true[/code],[StreamPeerSSL] 将验证对等"
"方提供的证书是否与 [code]for_hostname[/code] 匹配。\n"
-"[b]注意:[/b] 由于浏览器限制,HTML5 导出不支持指定自定义 "
+"[b]注意:[/b]由于浏览器限制,HTML5 导出不支持指定自定义 "
"[code]valid_certificate[/code]。"
#: doc/classes/StreamPeerSSL.xml doc/classes/StreamPeerTCP.xml
@@ -69477,8 +69683,8 @@ msgstr ""
"[code]enabled[/code] 为 [code]false[/code] 时(默认如此),数据包会延迟发送,"
"使用 [url=https://zh.wikipedia.org/wiki/%E7%B4%8D%E6%A0%BC%E7%AE%97%E6%B3%95]"
"纳格算法[/url]合并。\n"
-"[b]注意:[/b] 如果你的应用所传输的数据包很大,或者需要传输大量数据,建议将本"
-"属性保持禁用,因为启用后可能降低总体可用带宽。"
+"[b]注意:[/b]如果你的应用所传输的数据包很大,或者需要传输大量数据,建议将本属"
+"性保持禁用,因为启用后可能降低总体可用带宽。"
#: doc/classes/StreamPeerTCP.xml
msgid ""
@@ -69772,7 +69978,7 @@ msgid ""
msgstr ""
"查找首次出现的子字符串。返回该子字符串的起始位置,未找到时则返回 [code]-1[/"
"code]。还可以传入查找的起始位置。\n"
-"[b]注意:[/b] 如果只想知道字符串是否包含子字符串,请使用 [code]in[/code] 运算"
+"[b]注意:[/b]如果只想知道字符串是否包含子字符串,请使用 [code]in[/code] 运算"
"符,如下所示:\n"
"[codeblock]\n"
"# 判断结果将为 `false`。\n"
@@ -70006,6 +70212,7 @@ msgstr ""
"[code]: / \\ ? * \" | % < >[/code]"
#: doc/classes/String.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
@@ -70013,7 +70220,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -70140,7 +70346,7 @@ msgid ""
msgstr ""
"返回该字符串从左侧删除若干字符后的副本。参数 [code]chars[/code] 为包含所需删"
"除字符的字符串。\n"
-"[b]注意:[/b] [code]chars[/code] 不是前缀。如果不想删除一组字符,而是想删除单"
+"[b]注意:[/b][code]chars[/code] 不是前缀。如果不想删除一组字符,而是想删除单"
"一的前缀字符串,请参阅 [method trim_prefix]。"
#: doc/classes/String.xml
@@ -70320,7 +70526,6 @@ msgid "Returns the right side of the string from a given position."
msgstr "返回该字符串指定位置右侧的内容。"
#: doc/classes/String.xml
-#, fuzzy
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings, starting from right.\n"
@@ -70348,8 +70553,8 @@ msgstr ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # 打印 2\n"
-"print(some_array[0]) # 打印 \"Four\"\n"
-"print(some_array[1]) # 打印 \"Three,Two,One\"\n"
+"print(some_array[0]) # 打印 \"One,Two,Three\"\n"
+"print(some_array[1]) # 打印 \"Four\"\n"
"[/codeblock]"
#: doc/classes/String.xml
@@ -70363,7 +70568,7 @@ msgid ""
msgstr ""
"返回该字符串从右侧删除若干字符后的副本。参数 [code]chars[/code] 为包含所需删"
"除字符的字符串。\n"
-"[b]注意:[/b] [code]chars[/code] 不是后缀。如果不想删除一组字符,而是想删除单"
+"[b]注意:[/b][code]chars[/code] 不是后缀。如果不想删除一组字符,而是想删除单"
"一的前缀字符串,请参阅 [method trim_suffix]。"
#: doc/classes/String.xml
@@ -70383,11 +70588,12 @@ msgid "Returns the SHA-256 hash of the string as a string."
msgstr "以字符串形式返回字符串的 SHA-256 哈希值。"
#: doc/classes/String.xml
+#, fuzzy
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -70615,7 +70821,7 @@ msgstr ""
"的框。 StyleBox 被用于绘制按钮的样式、行编辑框的背景、树的背景等,也被用作测"
"试指针信号的透明掩码。将 StyleBox 指定为控件的掩码时,如果在掩码测试失败,点"
"击和运动信号将透过它传递至下层控件。\n"
-"[b]注意:[/b] 对于有 [i]主题属性[/i] 的 [Control] 控件,名为 [code]focus[/"
+"[b]注意:[/b]对于有 [i]主题属性[/i] 的 [Control] 控件,名为 [code]focus[/"
"code] 的 [StyleBox] 会显示在名为 [code]normal[/code]、[code]hover[/code]、"
"[code]pressed[/code] 的 [StyleBox]之上。这样的行为有助于 [code]focus[/code] "
"[StyleBox] 在不同节点上复用。"
@@ -70875,7 +71081,7 @@ msgid ""
msgstr ""
"抗锯齿会在边缘周围绘制一个渐变到透明的小环。因此边缘看起来会更加平滑。这仅在"
"使用圆角时才明显。\n"
-"[b]注意:[/b] 使用 45 度倒角([member corner_detail] = 1)时,建议将 [member "
+"[b]注意:[/b]使用 45 度倒角([member corner_detail] = 1)时,建议将 [member "
"anti_aliasing] 设为 [code]false[/code],这样可以保证画面锐利、避免一些显示问"
"题。"
@@ -71285,7 +71491,7 @@ msgstr ""
"顶点添加 UV,你就不能为任何后续的顶点添加颜色。\n"
"参阅 [ArrayMesh]、[ImmediateGeometry] 和 [MeshDataTool] 以了解程序式几何体的"
"生成。\n"
-"[b]注意:[/b]Godot 对三角形基本模式的正面使用顺时针[url=https://learnopengl."
+"[b]注意:[/b]Godot 对三角形图元模式的正面使用顺时针[url=https://learnopengl."
"com/Advanced-OpenGL/Face-culling]缠绕顺序[/url]。"
#: doc/classes/SurfaceTool.xml
@@ -71348,7 +71554,7 @@ msgid ""
"Requires the primitive type be set to [constant Mesh.PRIMITIVE_TRIANGLES]."
msgstr ""
"将一个由数组数据组成的三角扇插入正在构建的 [Mesh] 中。\n"
-"需要将基本类型设置为 [constant Mesh.PRIMITIVE_TRIANGLES]。"
+"需要将图元类型设置为 [constant Mesh.PRIMITIVE_TRIANGLES]。"
#: doc/classes/SurfaceTool.xml
msgid ""
@@ -71396,7 +71602,7 @@ msgid ""
"instead."
msgstr ""
"将指定 [Mesh] 表面的顶点应用 [Transform] 后,追加到当前的顶点数组中。\n"
-"[b]注意:[/b] 在 [Thread] 中使用 [method append_from] 会更慢,因为 GPU 必须将"
+"[b]注意:[/b]在 [Thread] 中使用 [method append_from] 会更慢,因为 GPU 必须将"
"数据送回 CPU,会把主线程暂停(因为 OpenGL 是线程不安全的)。请考虑先把该网格"
"复制一份,转成 [ArrayMesh] 后再手动添加顶点。"
@@ -71405,8 +71611,8 @@ msgid ""
"Called before adding any vertices. Takes the primitive type as an argument "
"(e.g. [constant Mesh.PRIMITIVE_TRIANGLES])."
msgstr ""
-"在添加任何顶点之前被调用。接收原始类型作为参数(例如:原始三角形[constant "
-"Mesh.PRIMITIVE_TRIANGLES])。"
+"在添加任何顶点之前被调用。接收图元类型作为参数(例如:[constant Mesh."
+"PRIMITIVE_TRIANGLES])。"
#: doc/classes/SurfaceTool.xml
msgid "Clear all information passed into the surface tool so far."
@@ -71470,7 +71676,7 @@ msgstr ""
"[/i] 调用,在[i]之前[/i]使用 [method commit] 或 [method commit_to_arrays] 提"
"交网格。为了正确显示法线贴图表面,您还必须使用 [method generate_tangents] 生"
"成切线。\n"
-"[b]注意:[/b] [method generate_normals] 仅当基本类型设置为 [constant Mesh."
+"[b]注意:[/b][method generate_normals] 仅当图元类型设置为 [constant Mesh."
"PRIMITIVE_TRIANGLES] 时才有效。"
#: doc/classes/SurfaceTool.xml
@@ -71525,8 +71731,8 @@ msgid ""
"[member CanvasItem.visible] property."
msgstr ""
"如果已通过 [method set_popup] 设置 [Popup] 节点实例,则返回该实例。\n"
-"[b]警告:[/b] 该节点为必要的内部节点,将其移除或释放可能造成崩溃。如果你希望"
-"将其或其子节点隐藏,请使用对应节点的 [member CanvasItem.visible] 属性。"
+"[b]警告:[/b]该节点为必要的内部节点,将其移除或释放可能造成崩溃。如果你希望将"
+"其或其子节点隐藏,请使用对应节点的 [member CanvasItem.visible] 属性。"
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
msgid "Returns the previously active tab index."
@@ -71966,7 +72172,7 @@ msgstr ""
#: doc/classes/TCP_Server.xml
msgid "Returns [code]true[/code] if a connection is available for taking."
-msgstr "如果有一个连接可用,返回[code]true[/code]。"
+msgstr "如果有一个连接可用,返回 [code]true[/code]。"
#: doc/classes/TCP_Server.xml
msgid ""
@@ -72159,10 +72365,10 @@ msgid ""
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
-"返回此[TextEdit]的[PopupMenu]。默认情况下,这个菜单在右键点击[TextEdit]的时候"
-"显示。\n"
-"[b]警告:[/b] 这是一个必要的内部节点,删除和释放它可能会导致崩溃。如果你想隐"
-"藏它或它的任何子节点,请使用其的 [member CanvasItem.visible] 属性。"
+"返回此 [TextEdit] 的 [PopupMenu]。默认情况下,这个菜单在右键点击 [TextEdit] "
+"的时候显示。\n"
+"[b]警告:[/b]这是一个必要的内部节点,删除和释放它可能会导致崩溃。如果你想隐藏"
+"它或它的任何子节点,请使用其的 [member CanvasItem.visible] 属性。"
#: doc/classes/TextEdit.xml
msgid ""
@@ -72196,10 +72402,6 @@ msgstr ""
"则是底部位置。"
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr "返回选择的开始列。"
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr "返回选择开始行。"
@@ -72208,10 +72410,6 @@ msgid "Returns the text inside the selection."
msgstr "返回选择内的文本。"
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr "返回选择结束列。"
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr "返回选择结束行。"
@@ -72891,8 +73089,8 @@ msgid ""
"backend. In GLES2, their data can be accessed via scripting, but there is no "
"way to render them in a hardware-accelerated manner."
msgstr ""
-"[TextureArray] 在单个 [Texture] 基本单元中存储一个 [Image] 数组。纹理数组的每"
-"一层都有自己的多级渐远纹理链。这使得它成为纹理图集很好的替代品。另请参阅 "
+"[TextureArray] 在单个 [Texture] 基元中存储 [Image] 数组。纹理数组的每一层都有"
+"自己的多级渐远纹理链。这使得它成为纹理图集很好的替代品。另请参阅 "
"[Texture3D]。\n"
"[TextureArray] 必须使用着色器来显示。在把你的文件导入为 [TextureArray] 并设置"
"适当的水平和垂直切片后,通过把它设置为着色器 uniform 来显示它,例如(2D):\n"
@@ -72980,14 +73178,14 @@ msgid ""
"white pixels represent the button's clickable area. Use it to create buttons "
"with curved shapes."
msgstr ""
-"用于点击检测的纯黑白[BitMap]图像。在遮罩上,白色像素代表按钮的可点击区域。可"
-"用它来创建具有弯曲形状的按钮。"
+"用于点击检测的纯黑白 [BitMap] 图像。在遮罩上,白色像素代表按钮的可点击区域。"
+"可用它来创建具有弯曲形状的按钮。"
#: doc/classes/TextureButton.xml
msgid ""
"Texture to display when the node is disabled. See [member BaseButton."
"disabled]."
-msgstr "节点被禁用时显示的纹理。参阅[member BaseButton.disabled]。"
+msgstr "节点被禁用时显示的纹理。参阅 [member BaseButton.disabled]。"
#: doc/classes/TextureButton.xml
msgid "Texture to display when the node has mouse or keyboard focus."
@@ -73392,9 +73590,9 @@ msgid ""
"compatibility. Until you set [code]expand[/code] to [code]true[/code], the "
"texture will behave like [constant STRETCH_KEEP]."
msgstr ""
-"缩放以适应节点的边界矩形,只有当[code]expand[/code]为[code]true[/code]时生"
+"缩放以适应节点的边界矩形,只有当[code]expand[/code]为 [code]true[/code] 时生"
"效。默认为[code]stretch_mode[/code],用于向后兼容。在你将[code]expand[/code]"
-"设置为[code]true[/code]之前,纹理会表现得像[constant STRETCH_KEEP]。"
+"设置为 [code]true[/code]之前,纹理会表现得像[constant STRETCH_KEEP]。"
#: doc/classes/TextureRect.xml
msgid ""
@@ -73421,6 +73619,14 @@ msgstr ""
"还可以通过编写 [code].theme[/code] 文件加载主题资源,更多信息见文档。"
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr "清除主题上的所有值。"
@@ -73489,7 +73695,7 @@ msgstr "将主题的取值设置为指定主题的副本。"
msgid ""
"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
"code]."
-msgstr "如果主题有[code]node_type[/code],返回[code]name[/code]处的[Color]。"
+msgstr "如果主题有[code]node_type[/code],返回 [code]name[/code]处的[Color]。"
#: doc/classes/Theme.xml
msgid ""
@@ -73511,7 +73717,7 @@ msgstr ""
msgid ""
"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
"code]."
-msgstr "如果主题有[code]node_type[/code],返回[code]name[/code]处的常量。"
+msgstr "如果主题有[code]node_type[/code],返回 [code]name[/code]处的常量。"
#: doc/classes/Theme.xml
msgid ""
@@ -73562,7 +73768,7 @@ msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
"[code]node_type[/code]."
msgstr ""
-"如果主题有[code]node_type[/code],返回[code]name[/code]处的图标[Texture]。"
+"如果主题有[code]node_type[/code],返回 [code]name[/code]处的图标[Texture]。"
#: doc/classes/Theme.xml
msgid ""
@@ -73587,7 +73793,7 @@ msgid ""
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
msgstr ""
-"如果主题有[code]node_type[/code],返回[code]name[/code]处的[StyleBox]。\n"
+"如果主题有[code]node_type[/code],返回 [code]name[/code]处的[StyleBox]。\n"
"可以使用[method get_stylebox_list]找到有效的[code]name[/code]。可以通过"
"[method get_stylebox_types]来找到有效的[code]node_type[/code]。"
@@ -73679,9 +73885,9 @@ msgid ""
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
-"如果带有[code]name[/code]的[Color]在[code]node_type[/code]中,则返回"
+"如果带有[code]name[/code]的[Color]在[code]node_type[/code]中,则返回 "
"[code]true[/code]。\n"
-"如果主题没有[code]node_type[/code],则返回[code]false[/code]。"
+"如果主题没有[code]node_type[/code],则返回 [code]false[/code]。"
#: doc/classes/Theme.xml
msgid ""
@@ -73689,16 +73895,16 @@ msgid ""
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
-"如果带有[code]name[/code]的常量在[code]node_type[/code]中,则返回[code]true[/"
-"code]。\n"
-"如果主题没有[code]node_type[/code],则返回[code]false[/code]。"
+"如果带有[code]name[/code]的常量在[code]node_type[/code]中,则返回 "
+"[code]true[/code]。\n"
+"如果主题没有[code]node_type[/code],则返回 [code]false[/code]。"
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if this theme has a valid [member default_font] "
"value."
msgstr ""
-"如果这个主题有一个有效的[member default_font]值,返回[code]true[/code]。"
+"如果这个主题有一个有效的[member default_font]值,返回 [code]true[/code]。"
#: doc/classes/Theme.xml
msgid ""
@@ -73706,9 +73912,9 @@ msgid ""
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
-"如果带有[code]name[/code]的[Font]在[code]node_type[/code]中,则返回"
+"如果带有[code]name[/code]的[Font]在[code]node_type[/code]中,则返回 "
"[code]true[/code]。\n"
-"如果主题没有[code]node_type[/code],则返回[code]false[/code]。"
+"如果主题没有[code]node_type[/code],则返回 [code]false[/code]。"
#: doc/classes/Theme.xml
msgid ""
@@ -73716,9 +73922,9 @@ msgid ""
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
-"如果带有[code]name[/code]的图标[Texture]在[code]node_type[/code]中,则返回"
+"如果带有[code]name[/code]的图标[Texture]在[code]node_type[/code]中,则返回 "
"[code]true[/code]。\n"
-"如果主题没有[code]node_type[/code],则返回[code]false[/code]。"
+"如果主题没有[code]node_type[/code],则返回 [code]false[/code]。"
#: doc/classes/Theme.xml
msgid ""
@@ -73726,9 +73932,9 @@ msgid ""
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
-"如果带有[code]name[/code]的[StyleBox]在[code]node_type[/code]中,返回"
+"如果带有[code]name[/code]的[StyleBox]在[code]node_type[/code]中,返回 "
"[code]true[/code]。\n"
-"如果主题没有[code]node_type[/code],则返回[code]false[/code]。"
+"如果主题没有[code]node_type[/code],则返回 [code]false[/code]。"
#: doc/classes/Theme.xml
msgid ""
@@ -73737,8 +73943,8 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
"如果一个[code]data_type[/code]的主题项目与[code]name[/code]在"
-"[code]node_type[/code]中,则返回[code]true[/code]。\n"
-"如果该主题没有[code]node_type[/code],则返回[code]false[/code]。"
+"[code]node_type[/code]中,则返回 [code]true[/code]。\n"
+"如果该主题没有[code]node_type[/code],则返回 [code]false[/code]。"
#: doc/classes/Theme.xml
msgid ""
@@ -73757,8 +73963,15 @@ msgid ""
"merge the other two into it one after another."
msgstr ""
"用[code]other[/code][Theme]的值添加缺失的,和覆盖现有的定义。\n"
-"[b]注意:[/b] 这将修改当前的主题。如果你想在不修改任何一个主题的情况下将两个"
-"主题合并在一起,请创建一个新的空主题,然后将另外两个主题逐个合并到其中。"
+"[b]注意:[/b]这将修改当前的主题。如果你想在不修改任何一个主题的情况下将两个主"
+"题合并在一起,请创建一个新的空主题,然后将另外两个主题逐个合并到其中。"
+
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
#: doc/classes/Theme.xml
msgid ""
@@ -73950,8 +74163,8 @@ msgid ""
msgstr ""
"进程中的执行单元。可以同时在 [Object] 上运行方法。如果使用共享对象,建议通过 "
"[Mutex] 或 [Semaphore] 使用同步。\n"
-"[b]注意:[/b] 如果代码在线程中运行,断点不会中断。这是 GDScript 调试器的当前"
-"限制。"
+"[b]注意:[/b]如果代码在线程中运行,断点不会中断。这是 GDScript 调试器的当前限"
+"制。"
#: doc/classes/Thread.xml
msgid "Using multiple threads"
@@ -74023,7 +74236,7 @@ msgstr ""
"[Thread] 的实例之前。\n"
"如果想确定调用本方法是否会阻塞调用线程,请检查 [method is_alive] 是否为 "
"[code]false[/code]。\n"
-"[b]注意:[/b] [Thread] 在完成合并后将被销毁。如果要再次使用它,则必须创建它的"
+"[b]注意:[/b][Thread] 在完成合并后将被销毁。如果要再次使用它,则必须创建它的"
"新实例。"
#: doc/classes/Thread.xml
@@ -74129,15 +74342,15 @@ msgstr "返回一个包围着地图中已使用非空图块的矩形。"
msgid ""
"Returns [code]true[/code] if the given cell is transposed, i.e. the X and Y "
"axes are swapped."
-msgstr "如果指定单元格被转置,即X轴和Y轴互换,则返回[code]true[/code]。"
+msgstr "如果指定单元格被转置,即X轴和Y轴互换,则返回 [code]true[/code]。"
#: doc/classes/TileMap.xml
msgid "Returns [code]true[/code] if the given cell is flipped in the X axis."
-msgstr "如果指定单元格在X轴上被翻转,则返回[code]true[/code]。"
+msgstr "如果指定单元格在X轴上被翻转,则返回 [code]true[/code]。"
#: doc/classes/TileMap.xml
msgid "Returns [code]true[/code] if the given cell is flipped in the Y axis."
-msgstr "如果指定单元格在Y轴上被翻转,则返回[code]true[/code]。"
+msgstr "如果指定单元格在Y轴上被翻转,则返回 [code]true[/code]。"
#: doc/classes/TileMap.xml
msgid ""
@@ -75223,7 +75436,7 @@ msgstr ""
#: doc/classes/Timer.xml
msgid "Returns [code]true[/code] if the timer is stopped."
-msgstr "如果定时器被停止,返回[code]true[/code]。"
+msgstr "如果定时器被停止,返回 [code]true[/code]。"
#: doc/classes/Timer.xml
msgid ""
@@ -75234,7 +75447,7 @@ msgid ""
msgstr ""
"启动定时器。如果[code]time_sec>0[/code],将[code]wait_time[/code]设置为"
"[code]time_sec[/code]。这也会将剩余时间重置为[code]wait_time[/code]。\n"
-"[b]注意:[/b] 这个方法不会恢复一个暂停的定时器。参阅 [member paused]。"
+"[b]注意:[/b]这个方法不会恢复一个暂停的定时器。参阅 [member paused]。"
#: doc/classes/Timer.xml
msgid "Stops the timer."
@@ -75248,7 +75461,7 @@ msgid ""
"the timer enters the scene tree and starts."
msgstr ""
"如果[code]true[/code],定时器将在进入场景树时自动启动。\n"
-"[b]注意:[/b]在定时器进入场景树并启动后,该属性会自动设置为[code]false[/"
+"[b]注意:[/b]在定时器进入场景树并启动后,该属性会自动设置为 [code]false[/"
"code]。"
#: doc/classes/Timer.xml
@@ -75278,8 +75491,7 @@ msgid ""
"time, use [method start]."
msgstr ""
"定时器的剩余时间,单位是秒。如果定时器处于非激活状态,则返回0。\n"
-"[b]注意:[/b] 你不能设置这个值。要改变定时器的剩余时间,请使用[method "
-"start]。"
+"[b]注意:[/b]你不能设置这个值。要改变定时器的剩余时间,请使用[method start]。"
#: doc/classes/Timer.xml
msgid ""
@@ -75292,7 +75504,7 @@ msgid ""
"process loop in a script instead of using a Timer node."
msgstr ""
"等待的秒数。\n"
-"[b]注意:[/b] 计时器在一个渲染帧中最多只能触发一次(如果 [member "
+"[b]注意:[/b]计时器在一个渲染帧中最多只能触发一次(如果 [member "
"process_mode] 为 [constant TIMER_PROCESS_PHYSICS],则是在一个物理帧中最多一"
"次)。也就是说,非常低的等待时间(小于 0.05 秒)会根据渲染帧率的不同而产生不"
"同的行为。如果等待时间非常小,建议在脚本中使用 process 循环,不要用 Timer 节"
@@ -75415,7 +75627,7 @@ msgstr ""
#: doc/classes/TouchScreenButton.xml
msgid "Returns [code]true[/code] if this button is currently pressed."
-msgstr "如果这个按钮当前被按下,则返回[code]true[/code]。"
+msgstr "如果这个按钮当前被按下,则返回 [code]true[/code]。"
#: doc/classes/TouchScreenButton.xml
msgid "The button's action. Actions can be handled with [InputEventAction]."
@@ -75557,7 +75769,7 @@ msgid ""
"component."
msgstr ""
"如果这个变换和[code]transform[/code]近似相等,通过对每个分量调用"
-"[code]is_equal_approx[/code],而返回[code]true[/code]。"
+"[code]is_equal_approx[/code],而返回 [code]true[/code]。"
#: doc/classes/Transform.xml
msgid ""
@@ -75815,17 +76027,17 @@ msgstr "翻译的区域设置。"
#: doc/classes/TranslationServer.xml
msgid "Server that manages all translations."
-msgstr "管理所有翻译的服务。"
+msgstr "管理所有翻译的服务器。"
#: doc/classes/TranslationServer.xml
msgid ""
"Server that manages all translations. Translations can be set to it and "
"removed from it."
-msgstr "管理所有翻译的服务。翻译可被设置,也可从中删除。"
+msgstr "管理所有翻译的服务器。可以将翻译设给它,也可从中删除翻译。"
#: doc/classes/TranslationServer.xml
msgid "Adds a [Translation] resource."
-msgstr "添加一个[Translation]翻译资源。"
+msgstr "添加一个 [Translation] 资源。"
#: doc/classes/TranslationServer.xml
msgid "Clears the server from all translations."
@@ -75855,7 +76067,7 @@ msgstr ""
#: doc/classes/TranslationServer.xml
msgid "Removes the given translation from the server."
-msgstr "从服务中删除给定的翻译。"
+msgstr "从服务器中删除给定的翻译。"
#: doc/classes/TranslationServer.xml
msgid ""
@@ -75866,16 +76078,16 @@ msgid ""
"applied."
msgstr ""
"设置项目的区域设置。[code]locale[/code] 字符串将被标准化,以匹配已知的区域。"
-"例如,[code]en-US[/code]将被匹配到[code]en_US[/code]。\n"
+"例如,[code]en-US[/code] 将被匹配到 [code]en_US[/code]。\n"
"如果事先已经加载了新区域的翻译,其将被应用。"
#: doc/classes/TranslationServer.xml
msgid "Returns the current locale's translation for the given message (key)."
-msgstr "返回当前区域设置对指定信息(key)的翻译。"
+msgstr "返回当前区域设置对指定消息(key)的翻译。"
#: doc/classes/Tree.xml
msgid "Control to show a tree of items."
-msgstr "控件显示项目树。"
+msgstr "以树状形式显示项目的控件。"
#: doc/classes/Tree.xml
msgid ""
@@ -75946,7 +76158,8 @@ msgid ""
"the item could be edited. Fails if no item is selected."
msgstr ""
"编辑选中的树项,就像它被点击一样。该项必须通过[method TreeItem.set_editable]"
-"设置为可编辑。其可被编辑,则返回[code]true[/code]。如果没有项被选中,则失败。"
+"设置为可编辑。其可被编辑,则返回 [code]true[/code]。如果没有项被选中,则失"
+"败。"
#: doc/classes/Tree.xml
msgid ""
@@ -76062,7 +76275,7 @@ msgstr "返回最后按下的按钮的索引。"
#: doc/classes/Tree.xml
msgid ""
"Returns the tree's root item, or [code]null[/code] if the tree is empty."
-msgstr "返回树的根项,如果树是空的,则返回[code]null[/code]。"
+msgstr "返回树的根项,如果树是空的,则返回 [code]null[/code]。"
#: doc/classes/Tree.xml
msgid "Returns the current scrolling position."
@@ -76077,7 +76290,7 @@ msgid ""
"focused item is the item under the focus cursor, not necessarily selected.\n"
"To get the currently selected item(s), use [method get_next_selected]."
msgstr ""
-"返回当前的焦点项,如果没有焦点项,则返回[code]null[/code]。\n"
+"返回当前的焦点项,如果没有焦点项,则返回 [code]null[/code]。\n"
"在[constant SELECT_ROW]和[constant SELECT_SINGLE]模式下,焦点项与选择项相同。"
"在[constant SELECT_MULTI]模式下,焦点项是焦点光标下的项目,不一定被选中。\n"
"要获得当前选中项,请使用[method get_next_selected]。"
@@ -76607,7 +76820,7 @@ msgstr "返回列[code]column[/code]的自定义颜色。"
#: doc/classes/TreeItem.xml
msgid "Returns [code]true[/code] if [code]expand_right[/code] is set."
-msgstr "如果设置了[code]expand_right[/code],返回[code]true[/code]。"
+msgstr "如果设置了[code]expand_right[/code],返回 [code]true[/code]。"
#: doc/classes/TreeItem.xml
msgid "Returns the given column's icon [Texture]. Error if no icon is set."
@@ -76646,7 +76859,7 @@ msgid ""
msgstr ""
"返回树中下一个可见的TreeItem树项,如果没有,则返回空对象。\n"
"如果[code]wrap[/code]被启用,当在最后一个可见元素上调用时,该方法将环绕到树中"
-"的第一个可见元素,否则它将返回[code]null[/code]。"
+"的第一个可见元素,否则它将返回 [code]null[/code]。"
#: doc/classes/TreeItem.xml
msgid "Returns the parent TreeItem or a null object if there is none."
@@ -76667,7 +76880,7 @@ msgid ""
msgstr ""
"返回树中前一个可见的TreeItem树项,如果没有,则返回null对象。\n"
"如果[code]wrap[/code]被启用,当在第一个可见元素上调用时,该方法将环绕到树中最"
-"后一个可见元素,否则它将返回[code]null[/code]。"
+"后一个可见元素,否则它将返回 [code]null[/code]。"
#: doc/classes/TreeItem.xml
msgid "Returns the value of a [constant CELL_MODE_RANGE] column."
@@ -76701,24 +76914,24 @@ msgid ""
"Returns [code]true[/code] if the button at index [code]button_idx[/code] for "
"the given column is disabled."
msgstr ""
-"如果给定列的索引[code]button_idx[/code]处的按钮被禁用,返回[code]true[/"
+"如果给定列的索引[code]button_idx[/code]处的按钮被禁用,返回 [code]true[/"
"code]。"
#: doc/classes/TreeItem.xml
msgid "Returns [code]true[/code] if the given column is checked."
-msgstr "如果给定的列被选中,返回[code]true[/code]。"
+msgstr "如果给定的列被选中,返回 [code]true[/code]。"
#: doc/classes/TreeItem.xml
msgid "Returns [code]true[/code] if column [code]column[/code] is editable."
-msgstr "如果列[code]column[/code]是可编辑的,则返回[code]true[/code]。"
+msgstr "如果列[code]column[/code]是可编辑的,则返回 [code]true[/code]。"
#: doc/classes/TreeItem.xml
msgid "Returns [code]true[/code] if column [code]column[/code] is selectable."
-msgstr "如果列[code]column[/code]是可选择的,则返回[code]true[/code]。"
+msgstr "如果列[code]column[/code]是可选择的,则返回 [code]true[/code]。"
#: doc/classes/TreeItem.xml
msgid "Returns [code]true[/code] if column [code]column[/code] is selected."
-msgstr "如果列[code]column[/code]被选中,返回[code]true[/code]。"
+msgstr "如果列[code]column[/code]被选中,返回 [code]true[/code]。"
#: doc/classes/TreeItem.xml
msgid "Moves this TreeItem to the bottom in the [Tree] hierarchy."
@@ -76976,7 +77189,7 @@ msgstr ""
"[url=https://easings.net/]easings.net[/url] 的一些例子)。后者接受 [enum "
"EaseType] 常量,控制 [code]trans_type[/code] 应用于插值的位置(开头、结尾、或"
"两处都是)。如果你不知道该选哪个过渡和缓动,你可以用 [constant EASE_IN_OUT] "
-"尝试不同的 [enum TransitionType] 常数,然后使用看起来最好的那个。\n"
+"尝试不同的 [enum TransitionType] 常量,然后使用看起来最好的那个。\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween 缓动与过渡类型速查表[/url]\n"
"[b]注意:[/b]如果无法完成所请求的操作,Tween 的方法会返回 [code]false[/"
@@ -77321,7 +77534,7 @@ msgstr "[constant EASE_IN] and [constant EASE_OUT]的组合。两端的插值最
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
-msgstr "用于实现UDP服务的辅助类。"
+msgstr "用于实现 UDP 服务器的辅助类。"
#: doc/classes/UDPServer.xml
msgid ""
@@ -77436,12 +77649,13 @@ msgid ""
"Returns [code]true[/code] if a packet with a new address/port combination "
"was received on the socket."
msgstr ""
-"如果在套接字中收到一个具有新地址及端口组合的数据包,则返回[code]true[/code]。"
+"如果在套接字中收到一个具有新地址及端口组合的数据包,则返回 [code]true[/"
+"code]。"
#: doc/classes/UDPServer.xml
msgid ""
"Returns [code]true[/code] if the socket is open and listening on a port."
-msgstr "如果套接字是打开的,并且在监听端口,则返回[code]true[/code]。"
+msgstr "如果套接字是打开的,并且在监听端口,则返回 [code]true[/code]。"
#: doc/classes/UDPServer.xml
msgid ""
@@ -77449,8 +77663,8 @@ msgid ""
"can optionally specify a [code]bind_address[/code] to only listen for "
"packets sent to that address. See also [method PacketPeerUDP.listen]."
msgstr ""
-"通过在给定的端口上打开一个UDP套接字来启动服务。你可以选择指定一个"
-"[code]bind_address[/code],只监听发送到该地址的数据包。参阅[method "
+"通过在给定的端口上打开一个 UDP 套接字来启动服务器。你可以选择指定一个 "
+"[code]bind_address[/code],只监听发送到该地址的数据包。参阅 [method "
"PacketPeerUDP.listen]。"
#: doc/classes/UDPServer.xml
@@ -77474,8 +77688,8 @@ msgid ""
"[PacketPeerUDP] accepted via [method take_connection] (remote peers will not "
"be notified)."
msgstr ""
-"停止服务,如果UDP套接字是打开的,就关闭它。将关闭所有通过[method "
-"take_connection]接受连接的[PacketPeerUDP],注,不会通知远程对等体。"
+"停止服务器,如果 UDP 套接字处于打开状态,就关闭它。将关闭所有通过 [method "
+"take_connection] 接受连接的 [PacketPeerUDP](不会通知远程对等体)。"
#: doc/classes/UDPServer.xml
msgid ""
@@ -77485,7 +77699,7 @@ msgid ""
"connect_to_host]."
msgstr ""
"返回第一个挂起的连接,注,连接到适当的地址及端口。如果没有新的连接可用,将返"
-"回[code]null[/code]。参阅[method is_connection_available], [method "
+"回 [code]null[/code]。参阅[method is_connection_available], [method "
"PacketPeerUDP.connect_to_host]。"
#: doc/classes/UDPServer.xml
@@ -77652,7 +77866,7 @@ msgid ""
"action, i.e. running its \"do\" method or property change (see [method "
"commit_action])."
msgstr ""
-"如果 [UndoRedo] 当前正在提交动作,即运行其“do”的方法或属性变化,则返回"
+"如果 [UndoRedo] 当前正在提交动作,即运行其“do”的方法或属性变化,则返回 "
"[code]true[/code](请参阅 [method commit_action])。"
#: doc/classes/UndoRedo.xml
@@ -78102,7 +78316,7 @@ msgid ""
"Returns [code]true[/code] if this is a valid IGD (InternetGatewayDevice) "
"which potentially supports port forwarding."
msgstr ""
-"如果这是一个有效的IGD(InternetGatewayDevice),可能支持端口转发,则返回"
+"如果这是一个有效的IGD(InternetGatewayDevice),可能支持端口转发,则返回 "
"[code]true[/code]。"
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -78379,8 +78593,8 @@ msgid ""
msgstr ""
"返回这个向量相对于正X轴的角度,或[code](1, 0)[/code]向量,单位为弧度。\n"
"例如,[code]Vector2.RIGHT.angle()[/code]将返回0,[code]Vector2.DOWN.angle()[/"
-"code]将返回[code]PI / 2[/code](四分之一转,或90度),[code]Vector2(1, -1)."
-"angle()[/code]将返回[code]-PI / 4[/code] (负八分之一转,或-45度)。\n"
+"code]将返回 [code]PI / 2[/code](四分之一转,或90度),[code]Vector2(1, -1)."
+"angle()[/code]将返回 [code]-PI / 4[/code] (负八分之一转,或-45度)。\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"vector2_angle.png]返回角度的说明。[/url]\n"
"相当于以向量的[member y] 和 [member x]为参数调用[method @GDScript.atan2]时的"
@@ -78519,13 +78733,14 @@ msgid ""
"component."
msgstr ""
"通过对每个分量运行[method @GDScript.is_equal_approx],如果这个向量和[code]v[/"
-"code]近似相等,返回[code]true[/code]。"
+"code]近似相等,返回 [code]true[/code]。"
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns [code]true[/code] if the vector is normalized, [code]false[/code] "
"otherwise."
-msgstr "如果向量被归一化,返回[code]true[/code],否则返回[code]false[/code]。"
+msgstr ""
+"如果向量被归一化,返回 [code]true[/code],否则返回 [code]false[/code]。"
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid "Returns the length (magnitude) of this vector."
@@ -78964,7 +79179,7 @@ msgid ""
"rotated."
msgstr ""
"车辆的转向角。将此设置为非零值将导致车辆在移动时转向。将[member VehicleWheel."
-"use_as_steering]设置为[code]true[/code]的车轮会自动旋转。"
+"use_as_steering]设置为 [code]true[/code]的车轮会自动旋转。"
#: doc/classes/VehicleWheel.xml
msgid "Physics object that simulates the behavior of a wheel."
@@ -79189,8 +79404,8 @@ msgstr ""
"code], [VideoStreamWebm]), [url=https://www.theora.org/]Ogg Theora[/url] "
"([code].ogv[/code], [VideoStreamTheora] ) 以及任何通过GDNative插件使用"
"[VideoStreamGDNative]公开的格式。\n"
-"[b]注意:[/b] 由于一个错误,VideoPlayer还不支持本地化重映射。\n"
-"[b]警告:[/b] 在HTML5上,视频播放[i]将[/i]表现不佳,因为缺少特定架构的汇编优"
+"[b]注意:[/b]由于一个错误,VideoPlayer还不支持本地化重映射。\n"
+"[b]警告:[/b]在HTML5上,视频播放[i]将[/i]表现不佳,因为缺少特定架构的汇编优"
"化,特别是对于VP8/VP9。"
#: doc/classes/VideoPlayer.xml
@@ -79198,7 +79413,7 @@ msgid ""
"Returns the video stream's name, or [code]\"<No Stream>\"[/code] if no video "
"stream is assigned."
msgstr ""
-"返回视频流的名称,如果没有指定视频流,则返回[code]\"<No Stream>\"[/code]。"
+"返回视频流的名称,如果没有指定视频流,则返回 [code]\"<No Stream>\"[/code]。"
#: doc/classes/VideoPlayer.xml
msgid "Returns the current frame as a [Texture]."
@@ -79209,8 +79424,8 @@ msgid ""
"Returns [code]true[/code] if the video is playing.\n"
"[b]Note:[/b] The video is still considered playing if paused during playback."
msgstr ""
-"如果视频正在播放,返回[code]true[/code] 。\n"
-"[b]注意:[/b] 如果在播放过程中暂停,视频仍被认为在播放。"
+"如果视频正在播放,返回 [code]true[/code] 。\n"
+"[b]注意:[/b]如果在播放过程中暂停,视频仍被认为在播放。"
#: doc/classes/VideoPlayer.xml
msgid ""
@@ -79225,7 +79440,7 @@ msgid ""
"of the video stream won't become the current frame."
msgstr ""
"停止视频播放并将视频流位置设置为0。\n"
-"[b]注意:[/b] 虽然视频流位置将被设置为0,但视频流的第一帧不会成为当前帧。"
+"[b]注意:[/b]虽然视频流位置将被设置为0,但视频流的第一帧不会成为当前帧。"
#: doc/classes/VideoPlayer.xml
msgid "The embedded audio track to play."
@@ -79267,8 +79482,8 @@ msgid ""
"implemented yet, except in video formats implemented by a GDNative add-on."
msgstr ""
"流的当前位置,以秒为单位。\n"
-"[b]注意:[/b] 更改此值不会产生任何影响,因为搜索尚未实现,除了由 GDNative 附"
-"加组件实现的视频格式。"
+"[b]注意:[/b]更改此值不会产生任何影响,因为搜索尚未实现,除了由 GDNative 附加"
+"组件实现的视频格式。"
#: doc/classes/VideoPlayer.xml
msgid "Audio volume as a linear value."
@@ -79340,7 +79555,7 @@ msgstr ""
"[VideoStream]资源处理[url=https://www.theora.org/]Ogg Theora[/url]视频格式,"
"扩展名为[code].ogv[/code]。Theora编解码器比[VideoStreamWebm]的VP8和VP9效率"
"低,但它以较少的CPU资源来解码。Theora编解码器是在CPU上解码。\n"
-"[b]注意:[/b] 虽然Ogg Theora视频也可以有[code].ogg[/code]扩展名,但必须将扩展"
+"[b]注意:[/b]虽然Ogg Theora视频也可以有[code].ogg[/code]扩展名,但必须将扩展"
"名改为[code].ogv[/code],以便在Godot内使用。"
#: modules/theora/doc_classes/VideoStreamTheora.xml
@@ -79418,8 +79633,8 @@ msgid ""
"to be upside down. Enabling [member render_target_v_flip] will display the "
"Viewport with the correct orientation."
msgstr ""
-"视窗在屏幕上创建不同的视图,或者是另一个视窗中的子视图。子代 2D 节点会在其上"
-"显示,子代 3D 摄像机节点也会在其上渲染。\n"
+"Viewport 会在屏幕上创建不同的视图,或者是另一个视窗中的子视图。子代 2D 节点会"
+"在其上显示,子代 3D 摄像机节点也会在其上渲染。\n"
"另外,视窗可以有自己的 2D 或 3D 世界,所以它们不会与其他视窗共享其所绘制的内"
"容。\n"
"如果视窗是 [ViewportContainer] 的子节点,它将自动占用其大小,否则必须手动设"
@@ -79434,7 +79649,7 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid "Viewports tutorial index"
-msgstr "视窗教程索引"
+msgstr "Viewport 教程索引"
#: doc/classes/Viewport.xml doc/classes/ViewportTexture.xml
msgid "3D in 2D Demo"
@@ -79470,7 +79685,7 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid "Returns the active 3D camera."
-msgstr "返回激活的3D相机。"
+msgstr "返回激活的 3D 相机。"
#: doc/classes/Viewport.xml
msgid "Returns the total transform of the viewport."
@@ -79492,11 +79707,11 @@ msgstr "返回渲染管道中关于视窗的信息。"
#: doc/classes/Viewport.xml
msgid "Returns the [enum ShadowAtlasQuadrantSubdiv] of the specified quadrant."
-msgstr "返回指定象限的[enum ShadowAtlasQuadrantSubdiv]。"
+msgstr "返回指定象限的 [enum ShadowAtlasQuadrantSubdiv]。"
#: doc/classes/Viewport.xml
msgid "Returns the size override set with [method set_size_override]."
-msgstr "返回用[method set_size_override]设置的尺寸重写。"
+msgstr "返回用 [method set_size_override] 设置的尺寸覆盖。"
#: doc/classes/Viewport.xml
msgid ""
@@ -79509,7 +79724,7 @@ msgid ""
"img.flip_y()\n"
"[/codeblock]"
msgstr ""
-"返回视窗的纹理。\n"
+"返回该视窗的纹理。\n"
"[b]注意:[/b]由于 OpenGL 的工作方式,产生的 [ViewportTexture] 是垂直翻转的。"
"你可以在 [method Texture.get_data] 的结果上使用 [method Image.flip_y] 来将其"
"翻转回去,例如:\n"
@@ -79520,7 +79735,7 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid "Returns the viewport's RID from the [VisualServer]."
-msgstr "从[VisualServer]返回视窗的RID。"
+msgstr "从 [VisualServer] 返回该视窗的 RID。"
#: doc/classes/Viewport.xml
msgid "Returns the visible rectangle in global screen coordinates."
@@ -79531,11 +79746,11 @@ msgid ""
"Returns the drag data from the GUI, that was previously returned by [method "
"Control.get_drag_data]."
msgstr ""
-"返回GUI中的拖动数据,该数据之前由 [method Control.get_drag_data] 返回。"
+"返回 GUI 中的拖动数据,该数据之前由 [method Control.get_drag_data] 返回。"
#: doc/classes/Viewport.xml
msgid "Returns [code]true[/code] if there are visible modals on-screen."
-msgstr "如果屏幕上有可见的模型,返回[code]true[/code]。"
+msgstr "如果屏幕上有可见的模型,返回 [code]true[/code]。"
#: doc/classes/Viewport.xml
msgid "Returns [code]true[/code] if the drag operation is successful."
@@ -79545,14 +79760,15 @@ msgstr "如果拖拽操作成功,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
"operation."
-msgstr "如果当前视窗正在执行拖动操作,则返回[code]true[/code]。"
+msgstr "如果当前视窗正在执行拖动操作,则返回 [code]true[/code]。"
#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the size override is enabled. See [method "
"set_size_override]."
msgstr ""
-"如果启用了尺寸重写,返回[code]true[/code]。参阅[method set_size_override]。"
+"如果启用了尺寸覆盖,则返回 [code]true[/code]。请参阅 [method "
+"set_size_override]。"
#: doc/classes/Viewport.xml
msgid ""
@@ -79566,7 +79782,7 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid "Stops the input from propagating further down the [SceneTree]."
-msgstr "阻止输入继续向下传播[SceneTree]。"
+msgstr "阻止输入沿着 [SceneTree] 继续向下传播。"
#: doc/classes/Viewport.xml
msgid ""
@@ -79587,9 +79803,9 @@ msgid ""
"size. If the size parameter is [code](-1, -1)[/code], it won't update the "
"size."
msgstr ""
-"设置视窗的尺寸重写。如果[code]enable[/code]参数是[code]true[/code],就会使用"
-"重写,否则就使用默认尺寸。如果尺寸参数是[code](-1, -1)[/code],它将不会更新尺"
-"寸。"
+"设置该视窗的尺寸覆盖。如果 [code]enable[/code] 参数是 [code]true[/code],就会"
+"使用覆盖,否则就使用默认尺寸。如果尺寸参数是 [code](-1, -1)[/code],它将不会"
+"更新尺寸。"
#: doc/classes/Viewport.xml
msgid "Forces update of the 2D and 3D worlds."
@@ -79604,15 +79820,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the viewport will be used in AR/VR process."
-msgstr "如果[code]true[/code],视窗将用于AR/VR进程。"
+msgstr "如果为 [code]true[/code],该视窗将用于AR/VR进程。"
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the viewport will process 2D audio streams."
-msgstr "如果[code]true[/code],视窗将处理2D音频流。"
+msgstr "如果为 [code]true[/code],该视窗将处理 2D 音频流。"
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the viewport will process 3D audio streams."
-msgstr "如果[code]true[/code],视窗将处理3D音频流。"
+msgstr "如果为 [code]true[/code],该视窗将处理 3D 音频流。"
#: doc/classes/Viewport.xml
msgid ""
@@ -79620,8 +79836,8 @@ msgid ""
"positions of all child [CanvasItem]s. This is relative to the global canvas "
"transform of the viewport."
msgstr ""
-"视窗的画布变换,对改变所有子[CanvasItem]的屏幕位置很有用。这与视窗的全局画布"
-"变换有关。"
+"该视窗的画布变换,对改变所有子 [CanvasItem] 的屏幕位置很有用。相对于该视窗的"
+"全局画布变换。"
#: doc/classes/Viewport.xml
msgid ""
@@ -79633,11 +79849,11 @@ msgid ""
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
-"如果[code]true[/code],则使用一个快速的后期处理滤波器,使带状现象明显减少。在"
-"某些情况下,去带可能会引入稍微明显的抖动模式。建议只有在实际需要时才启用去"
-"带,因为抖动模式会使无损压缩的屏幕截图变大。\n"
-"[b]注意:[/b] 仅在GLES3后端可用。[member hdr]也必须是[code]true[/code]才能使"
-"debanding去带生效。"
+"如果为 [code]true[/code],则使用一个快速的后期处理滤波器,使带状现象明显减"
+"少。在某些情况下,去带可能会引入稍微明显的抖动模式。建议只有在实际需要时才启"
+"用去带,因为抖动模式会使无损压缩的屏幕截图变大。\n"
+"[b]注意:[/b]仅在 GLES3 后端可用。[member hdr] 也必须是 [code]true[/code] 才"
+"能使去色带生效。"
#: doc/classes/Viewport.xml
msgid "The overlay mode for test rendered geometry in debug purposes."
@@ -79648,8 +79864,8 @@ msgid ""
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
"disabling use [code]usage[/code]."
msgstr ""
-"如果[code]true[/code],视窗将禁用3D渲染。对于实际禁用,使用[code]usage[/"
-"code]。"
+"如果为 [code]true[/code],该视窗将禁用 3D 渲染。对于实际禁用,使用 "
+"[code]usage[/code]。"
#: doc/classes/Viewport.xml
msgid ""
@@ -79660,26 +79876,26 @@ msgid ""
"recovered by enabling contrast-adaptive sharpening (see [member "
"sharpen_intensity])."
msgstr ""
-"启用快速近似抗锯齿。FXAA是一种流行的屏幕空间抗锯齿方法,它的速度很快,但会使"
-"图像看起来很模糊,特别是在较低的分辨率。在1440p和4K这样的大分辨率下,它仍然可"
-"以较好工作。一些损失的锐度可以通过启用对比度适应性锐化来恢复,参阅[member "
-"sharpen_intensity]。"
+"启用快速近似抗锯齿。FXAA 是一种流行的屏幕空间抗锯齿方法,它的速度很快,但会使"
+"图像看起来很模糊,特别是在较低的分辨率。在 1440p 和 4K 这样的大分辨率下,它仍"
+"然可以较好工作。一些损失的锐度可以通过启用对比度适应性锐化来恢复,参阅 "
+"[member sharpen_intensity]。"
#: doc/classes/Viewport.xml
msgid ""
"The global canvas transform of the viewport. The canvas transform is "
"relative to this."
-msgstr "视窗的全局画布变换。画布变换是相对于这个的。"
+msgstr "该视窗的全局画布变换。画布变换是相对于这个的。"
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the viewport will not receive input events."
-msgstr "如果[code]true[/code],视窗将不接收输入事件。"
+msgstr "如果为 [code]true[/code],该视窗将不接收输入事件。"
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the GUI controls on the viewport will lay pixel "
"perfectly."
-msgstr "如果[code]true[/code],视窗上的GUI控件将完美地放置像素。"
+msgstr "如果为 [code]true[/code],该视窗上的 GUI 控件将完美地放置像素。"
#: doc/classes/Viewport.xml
msgid ""
@@ -79711,12 +79927,12 @@ msgid ""
"the sRGB output to linear, this should only be used for VR plugins that "
"require input in linear color space!"
msgstr ""
-"如果[code]true[/code],3D渲染后的结果将不会应用线性到sRGB的颜色转换。当视窗被"
-"用作渲染目标时,这点很重要,因为渲染结果会被用作另一个视窗中渲染的三维物体的"
-"纹理。如果视窗被用来创建不基于颜色的数据,噪声、高度图、采图等,这也很重要。"
-"当视窗被用作2D对象的纹理时,或者视窗是你的最终输出时,请不要启用这个功能。对"
-"于GLES2驱动来说,这将把sRGB输出转换为线性输出,这应该只用于需要线性色彩空间输"
-"入的VR插件!"
+"如果为 [code]true[/code],3D 渲染后的结果将不会应用线性到 sRGB 的颜色转换。当"
+"视窗被用作渲染目标时,这点很重要,因为渲染结果会被用作另一个视窗中渲染的 3D "
+"物体的纹理。如果视窗被用来创建不基于颜色的数据,噪声、高度图、采图等,这也很"
+"重要。当视窗被用作 2D 对象的纹理时,或者视窗是你的最终输出时,请不要启用这个"
+"功能。对于 GLES2 驱动来说,这将把 sRGB 输出转换为线性输出,这应该只用于需要线"
+"性色彩空间输入的VR插件!"
#: doc/classes/Viewport.xml
msgid ""
@@ -79732,13 +79948,14 @@ msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
msgstr ""
-"如果[code]true[/code],视窗将使用[code]world[/code]属性中定义的[World]。"
+"如果为 [code]true[/code],该视窗将使用 [code]world[/code] 属性中定义的 "
+"[World]。"
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the objects rendered by viewport become subjects of "
"mouse picking process."
-msgstr "如果[code]true[/code],则视窗渲染的对象将成为鼠标拾取过程的对象。"
+msgstr "如果为 [code]true[/code],该视窗渲染的对象将成为鼠标拾取过程的对象。"
#: doc/classes/Viewport.xml
msgid ""
@@ -79759,7 +79976,7 @@ msgid ""
"[b]Note:[/b] This property is intended for 2D usage."
msgstr ""
"视窗用作渲染目标时的清除模式。\n"
-"[b]注意:[/b] 此属性适用于 2D 使用。"
+"[b]注意:[/b]此属性适用于 2D 使用。"
#: doc/classes/Viewport.xml
msgid "The update mode when viewport used as a render target."
@@ -79798,8 +80015,8 @@ msgid ""
"created viewports default to a value of 0, this value must be set above 0 "
"manually."
msgstr ""
-"阴影图集的分辨率,注,用于泛光灯和聚光灯。该值将四舍五入到最接近的 2 的幂。\n"
-"[b]注意:[/b]如果设置为0,阴影将不可见。由于用户创建的视窗默认值为 0,因此必"
+"阴影图集的分辨率(用于全向光和聚光)。该值将四舍五入到最接近的 2 的幂。\n"
+"[b]注意:[/b]如果设置为 0,阴影将不可见。由于用户创建的视区默认值为 0,因此必"
"须手动将此值设置为大于 0。"
#: doc/classes/Viewport.xml
@@ -80015,7 +80232,7 @@ msgid ""
"are not available when using this mode."
msgstr ""
"分配绘制 2D 场景所需的所有缓冲区。这比 3D 使用模式占用更少的 VRAM。请注意,使"
-"用这种模式时,诸如辉光和 HDR 等 3D 渲染效果是不可用的。"
+"用这种模式时,辉光和 HDR 等 3D 渲染效果是不可用的。"
#: doc/classes/Viewport.xml
msgid ""
@@ -80025,8 +80242,8 @@ msgid ""
"such as glow and HDR are not available when using this mode."
msgstr ""
"分配 2D 场景所需的缓冲区,而不分配屏幕拷贝的缓冲区。相应地,你不能从屏幕上读"
-"取。在 [enum Usage] 类型中,这需要最少的 VRAM。注意,使用这种模式时,诸如辉光"
-"和 HDR 等 3D 渲染效果是不可用的。"
+"取。在 [enum Usage] 类型中,这需要最少的 VRAM。注意,使用这种模式时,辉光和 "
+"HDR 等 3D 渲染效果是不可用的。"
#: doc/classes/Viewport.xml
msgid ""
@@ -80198,11 +80415,11 @@ msgstr ""
"VisibilityEnabler2D会在[RigidBody2D]、[AnimationPlayer]和其他节点不可见时禁用"
"它们。它只会影响与VisibilityEnabler2D的根节点相同的节点,以及根节点本身。\n"
"如果你只想接收通知,请使用[VisibilityNotifier2D]代替。\n"
-"[b]注意:[/b] 由于性能原因,VisibilityEnabler2D使用一个近似的启发式方法,其精"
+"[b]注意:[/b]由于性能原因,VisibilityEnabler2D使用一个近似的启发式方法,其精"
"度由 [member ProjectSettings.world/2d/cell_size] 决定。如果你需要精确的可见性"
"检查,请使用另一种方法,例如添加一个[Area2D]节点作为[Camera2D]节点的子节"
"点。\n"
-"[b]注意:[/b] VisibilityEnabler2D不会影响场景初始化后添加的节点。"
+"[b]注意:[/b]VisibilityEnabler2D不会影响场景初始化后添加的节点。"
#: doc/classes/VisibilityEnabler2D.xml
msgid "If [code]true[/code], [RigidBody2D] nodes will be paused."
@@ -80283,7 +80500,7 @@ msgid ""
msgstr ""
"如果[code]true[/code],则边界框在屏幕上。\n"
"[b]注意:[/b]一旦添加到场景树中,需要一帧来计算节点的可见性,所以这个方法将在"
-"它被实例化后立即返回[code]false[/code],即使屏幕在绘制过程中。"
+"它被实例化后立即返回 [code]false[/code],即使屏幕在绘制过程中。"
#: doc/classes/VisibilityNotifier.xml
msgid "The VisibilityNotifier's bounding box."
@@ -80320,9 +80537,9 @@ msgstr ""
"VisibilityNotifier2D检测它在屏幕上是否可见。当它的边界矩形进入或退出屏幕或视"
"窗时,它也会发出通知。\n"
"如果你想让节点在退出屏幕时自动禁用,请使用[VisibilityEnabler2D]代替。\n"
-"[b]注意:[/b] 由于性能原因,VisibilityNotifier2D使用一个近似的启发式方法,其"
-"精度由 [member ProjectSettings.world/2d/cell_size] 决定。如果你需要精确的可见"
-"性检查,请使用另一种方法,如添加一个[Area2D]节点作为[Camera2D]节点的子节点。"
+"[b]注意:[/b]由于性能原因,VisibilityNotifier2D使用一个近似的启发式方法,其精"
+"度由 [member ProjectSettings.world/2d/cell_size] 决定。如果你需要精确的可见性"
+"检查,请使用另一种方法,如添加一个[Area2D]节点作为[Camera2D]节点的子节点。"
#: doc/classes/VisibilityNotifier2D.xml
msgid ""
@@ -80334,7 +80551,7 @@ msgid ""
msgstr ""
"如果[code]true[/code],则边界矩形在屏幕上。\n"
"[b]注意:[/b]一旦添加到场景树中,需要一帧来计算节点的可见性,所以这个方法将在"
-"它被实例化后立即返回[code]false[/code],即使屏幕在绘制过程中。"
+"它被实例化后立即返回 [code]false[/code],即使屏幕在绘制过程中。"
#: doc/classes/VisibilityNotifier2D.xml
msgid "The VisibilityNotifier2D's bounding rectangle."
@@ -80406,7 +80623,7 @@ msgid ""
"Returns [code]true[/code] when the specified layer is enabled in [member "
"layers] and [code]false[/code] otherwise."
msgstr ""
-"当指定的层在 [member layers] 中被启用时,返回[code]true[/code],否则返回"
+"当指定的层在 [member layers] 中被启用时,返回 [code]true[/code],否则返回 "
"[code]false[/code]。"
#: doc/classes/VisualInstance.xml
@@ -80841,7 +81058,7 @@ msgid ""
"Return the result of [code]value[/code] decreased by [code]step[/code] * "
"[code]amount[/code]."
msgstr ""
-"返回[code]value[/code]减少[code]step[/code]*[code]amount[/code]的结果。"
+"返回 [code]value[/code]减少[code]step[/code]*[code]amount[/code]的结果。"
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
@@ -82334,8 +82551,8 @@ msgid ""
"- Sequence: [code]repeat[/code]\n"
"- Sequence: [code]exit[/code]"
msgstr ""
-"当一个条件为[code]true[/code]时进行循环。当循环结束时,执行继续从[code]exit[/"
-"code]序列端口出来。\n"
+"当一个条件为 [code]true[/code] 时进行循环。当循环结束时,执行继续从"
+"[code]exit[/code]序列端口出来。\n"
"[b]输入端口:[/b]\n"
"- 序列:[code]while(cond)[/code]\n"
"- Data (bool): [code]cond[/code]\n"
@@ -82443,8 +82660,8 @@ msgid ""
"viewport, or it needs to be the child of another canvas item that is "
"eventually attached to the canvas."
msgstr ""
-"任何可见对象的服务。VisualServer 是所有可见对象的 API 后端。整个场景系统安装"
-"在它上面来显示。\n"
+"任何可见对象的服务器。VisualServer 是所有可见对象的 API 后端。整个场景系统安"
+"装在它上面来显示。\n"
"VisualServer 是完全不透明的,它的内部结构的完全的具体实现不能被访问。\n"
"VisualServer 可以用来完全绕过场景系统。\n"
"可使用 [code]*_create[/code] 函数创建资源。\n"
@@ -82602,7 +82819,7 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Adds a primitive to the [CanvasItem]'s draw commands."
-msgstr "向 [CanvasItem] 的绘图指令添加一个基本网格。"
+msgstr "向 [CanvasItem] 的绘图指令中添加一个图元。"
#: doc/classes/VisualServer.xml
msgid "Adds a rectangle to the [CanvasItem]'s draw commands."
@@ -82907,12 +83124,12 @@ msgid ""
"To place in a scene, attach this directional light to an instance using "
"[method instance_set_base] using the returned RID."
msgstr ""
-"创建定向灯并将其添加到VisualServer中。可以用返回的RID来访问它。这个RID可用于"
-"大多数[code]light_*[/code] VisualServer函数。\n"
-"一旦完成了对RID的处理,可使用VisualServer的[method free_rid]静态方法释放"
-"RID。\n"
-"要在场景中放置,使用返回的RID,用[method instance_set_base]将这个定向灯附加到"
-"一个实例上。"
+"创建平行光并将其添加到 VisualServer 中。可以用返回的 RID 来访问。这个 RID 可"
+"用于大多数 [code]light_*[/code] VisualServer 函数。\n"
+"一旦完成了对 RID 的处理,可使用 VisualServer 的静态方法 [method free_rid] 释"
+"放 RID。\n"
+"要在场景中放置,使用返回的 RID,用 [method instance_set_base] 将这个平行光附"
+"加到一个实例上。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -82996,14 +83213,14 @@ msgstr "设置用于雾化高度效果的变量。参阅[Environment]以了解
msgid ""
"Sets the variables to be used with the \"glow\" post-process effect. See "
"[Environment] for more details."
-msgstr "设置用于 \"glow\" 后处理效果的变量。参阅[Environment]。"
+msgstr "设置用于“辉光”后处理效果的变量。详情请参阅 [Environment]。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets the [Sky] to be used as the environment's background when using "
"[i]BGMode[/i] sky. Equivalent to [member Environment.background_sky]."
msgstr ""
-"当使用[i]BGMode[/i]天空时,设置[Sky]作为环境的背景。相当于[member "
+"当使用 [i]BGMode[/i] 天空时,设置 [Sky] 作为环境的背景。相当于 [member "
"Environment.background_sky]。"
#: doc/classes/VisualServer.xml
@@ -83027,20 +83244,20 @@ msgid ""
"Sets the variables to be used with the \"Screen Space Ambient Occlusion "
"(SSAO)\" post-process effect. See [Environment] for more details."
msgstr ""
-"设置用于 \"屏幕空间环境遮蔽(SSAO)\"后处理效果的变量。参阅[Environment]。"
+"设置用于“屏幕空间环境遮蔽(SSAO)”后处理效果的变量。详情请参阅 "
+"[Environment]。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets the variables to be used with the \"screen space reflections\" post-"
"process effect. See [Environment] for more details."
-msgstr "设置用于 \"屏幕空间反射 \"后处理效果的变量。更多细节见[Environment]。"
+msgstr "设置用于“屏幕空间反射”后处理效果的变量。详情请参阅 [Environment]。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets the variables to be used with the \"tonemap\" post-process effect. See "
"[Environment] for more details."
-msgstr ""
-"设置用于 \"tonemap \"后处理效果的变量。参阅[Environment]以了解更多细节。"
+msgstr "设置用于“色调映射”后处理效果的变量。详情请参阅 [Environment]。"
#: doc/classes/VisualServer.xml
msgid "Removes buffers and clears testcubes."
@@ -83091,7 +83308,7 @@ msgid ""
"an empty string."
msgstr ""
"返回视频适配器的供应商(例如,\"NVIDIA Corporation\")。\n"
-"[b]注意:[/b] 当运行精简或服务器可执行文件时,该函数返回一个空字符串。"
+"[b]注意:[/b]当运行精简或服务器可执行文件时,该函数返回一个空字符串。"
#: doc/classes/VisualServer.xml
msgid "Returns the id of a white texture. Creates one if none exists."
@@ -83169,8 +83386,8 @@ msgid ""
"Returns [code]true[/code] if the GI probe data associated with this GI probe "
"is compressed. Equivalent to [member GIProbe.compress]."
msgstr ""
-"如果与此GI探针相关的数据被压缩,返回[code]true[/code]。相当于[member GIProbe."
-"compress]。"
+"如果与此GI探针相关的数据被压缩,返回 [code]true[/code]。相当于[member "
+"GIProbe.compress]。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -83274,7 +83491,7 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Not yet implemented. Always returns [code]false[/code]."
-msgstr "还没有实现。总是返回[code]false[/code]。"
+msgstr "还没有实现。总是返回 [code]false[/code]。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -83285,10 +83502,10 @@ msgid ""
"[code]skinning_fallback[/code] in case the hardware doesn't support the "
"default GPU skinning process."
msgstr ""
-"如果操作系统支持某项功能,则返回[code]true[/code]。特性可能是[code]s3tc[/"
+"如果操作系统支持某项功能,则返回 [code]true[/code]。特性可能是[code]s3tc[/"
"code], [code]etc[/code], [code]etc2[/code], [code]pvrtc[/code] 和 "
"[code]skinning_fallback[/code]。\n"
-"当使用GLES2渲染时,在硬件不支持默认的GPU蒙皮过程的情况下,返回[code]true[/"
+"当使用GLES2渲染时,在硬件不支持默认的GPU蒙皮过程的情况下,返回 [code]true[/"
"code]与[code]skinning_fallback[/code]。"
#: doc/classes/VisualServer.xml
@@ -83394,8 +83611,8 @@ msgid ""
"platform-dependent code during engine initialization. If called from a "
"running game, it will not do anything."
msgstr ""
-"初始化visual server.。这个函数是在引擎初始化过程中由依赖平台的代码内部调用。"
-"如果从一个正在运行的游戏中调用,它将不会做任何事情。"
+"初始化 VisualServer。这个函数是在引擎初始化过程中由依赖平台的代码内部调用。如"
+"果从一个正在运行的游戏中调用,它将不会做任何事情。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -83566,7 +83783,7 @@ msgstr ""
"[MeshInstance]或[DirectionalLight]。使用[method @GDScript.instance_from_id]来"
"获取实际节点。这必须提供一个场景的RID,该RID在你想查询的[World]中是可用的。这"
"将强制更新所有排队等待更新的资源。\n"
-"[b]警告:[/b] 这个函数主要用于编辑器使用。对于游戏中的使用情况,最好是物理碰"
+"[b]警告:[/b]这个函数主要用于编辑器使用。对于游戏中的使用情况,最好是物理碰"
"撞。"
#: doc/classes/VisualServer.xml
@@ -83580,11 +83797,11 @@ msgid ""
"[b]Warning:[/b] This function is primarily intended for editor usage. For in-"
"game use cases, prefer physics collision."
msgstr ""
-"返回一个与所提供的凸形相交的物体ID数组。只考虑可视化的3D节点,如"
-"[MeshInstance]或[DirectionalLight]。使用[method @GDScript.instance_from_id]来"
-"获取实际节点。必须提供一个场景的RID,这个RID在你想查询的[World]中是可用的。这"
-"将强制更新所有排队等待更新的资源。\n"
-"[b]警告:[/b] 这个函数主要用于编辑器使用。对于游戏中的使用情况,最好是物理碰"
+"返回一个与所提供的凸形相交的物体 ID 数组。只考虑可视化的 3D 节点,如 "
+"[MeshInstance] 或 [DirectionalLight]。使用 [method @GDScript."
+"instance_from_id] 来获取实际节点。必须提供一个场景的 RID,这个 RID 在你想查询"
+"的 [World] 中是可用的。这将强制更新所有排队等待更新的资源。\n"
+"[b]警告:[/b]这个函数主要用于编辑器使用。对于游戏中的使用情况,最好是物理碰"
"撞。"
#: doc/classes/VisualServer.xml
@@ -83598,12 +83815,12 @@ msgid ""
"[b]Warning:[/b] This function is primarily intended for editor usage. For in-"
"game use cases, prefer physics collision."
msgstr ""
-"返回一个与所提供的3D射线相交的物体ID数组。只考虑可视化的3D节点,例如"
-"[MeshInstance]或[DirectionalLight]。使用[method @GDScript.instance_from_id]来"
-"获取实际节点。必须提供一个场景的RID,这个RID在你想查询的[World]中是可用的。这"
-"将强制更新所有排队等待更新的资源。\n"
-"[b]警告:[/b] 这个函数主要用于编辑器的使用。对于游戏中的使用情况,最好是物理"
-"碰撞。"
+"返回一个与所提供的 3D 射线相交的物体 ID 数组。只考虑可视化的 3D 节点,例如 "
+"[MeshInstance] 或 [DirectionalLight]。使用 [method @GDScript."
+"instance_from_id] 来获取实际节点。必须提供一个场景的 RID,这个 RID 在你想查询"
+"的 [World] 中是可用的。这将强制更新所有排队等待更新的资源。\n"
+"[b]警告:[/b]这个函数主要用于编辑器的使用。对于游戏中的使用情况,最好是物理碰"
+"撞。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -83611,8 +83828,9 @@ msgid ""
"splits resulting in a smoother transition between them. Equivalent to "
"[member DirectionalLight.directional_shadow_blend_splits]."
msgstr ""
-"如果[code]true[/code],这个平行光会在阴影贴图分割之间混合,以使它们之间的过渡"
-"更加平滑。相当于[member DirectionalLight.directional_shadow_blend_splits]。"
+"如果为 [code]true[/code],这个平行光会在阴影贴图分割之间混合,以使它们之间的"
+"过渡更加平滑。相当于 [member DirectionalLight."
+"directional_shadow_blend_splits]。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -83620,9 +83838,9 @@ msgid ""
"[member DirectionalLight.directional_shadow_depth_range]. See [enum "
"LightDirectionalShadowDepthRangeMode] for options."
msgstr ""
-"设置这个平行光源的阴影深度范围模式。相当于[member DirectionalLight."
-"directional_shadow_depth_range]。参阅[enum "
-"LightDirectionalShadowDepthRangeMode]的选项。"
+"设置这个平行光的阴影深度范围模式。相当于 [member DirectionalLight."
+"directional_shadow_depth_range]。参阅 [enum "
+"LightDirectionalShadowDepthRangeMode] 的选项。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -83630,8 +83848,8 @@ msgid ""
"DirectionalLight.directional_shadow_mode]. See [enum "
"LightDirectionalShadowMode] for options."
msgstr ""
-"设置此平行光源的阴影模式。相当于[member DirectionalLight."
-"directional_shadow_mode]。参阅[enum LightDirectionalShadowMode]的选项。"
+"设置此平行光的阴影模式。相当于 [member DirectionalLight."
+"directional_shadow_mode]。参阅 [enum LightDirectionalShadowMode] 的选项。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -83639,7 +83857,7 @@ msgid ""
"can be used to alleviate artifacts in the shadow map. Equivalent to [member "
"OmniLight.omni_shadow_detail]."
msgstr ""
-"设置是否为此泛光灯使用垂直或水平细节。这可用于减轻阴影贴图中的伪影。相当于 "
+"设置是否为此全向光使用垂直或水平细节。这可用于减轻阴影贴图中的伪影。相当于 "
"[member OmniLight.omni_shadow_detail]。"
#: doc/classes/VisualServer.xml
@@ -83874,9 +84092,7 @@ msgstr "设置着色器材质的着色器。"
msgid ""
"Adds a surface generated from the Arrays to a mesh. See [enum PrimitiveType] "
"constants for types."
-msgstr ""
-"将从Arrays数组生成的表面添加到网格。有关类型,请参阅 [enum PrimitiveType] 常"
-"量。"
+msgstr "将从数组生成的表面添加到网格。类型请参阅 [enum PrimitiveType] 常量。"
#: doc/classes/VisualServer.xml
msgid "Removes all surfaces from a mesh."
@@ -83973,7 +84189,7 @@ msgstr "返回网格表面的材质。"
#: doc/classes/VisualServer.xml
msgid "Returns the primitive type of a mesh's surface."
-msgstr "返回网格表面的基本网格类型。"
+msgstr "返回网格表面的图元类型。"
#: doc/classes/VisualServer.xml
msgid "Returns the aabb of a mesh's surface's skeleton."
@@ -84139,11 +84355,11 @@ msgid ""
"To place in a scene, attach this omni light to an instance using [method "
"instance_set_base] using the returned RID."
msgstr ""
-"创建一个新的泛光灯并将其添加到 VisualServer。可以使用返回的 RID 访问它。此 "
-"RID 可用于大多数 [code]light_*[/code] VisualServer 函数。\n"
-"完成 RID 处理后,可使用 VisualServer 的 [method free_rid] 静态方法释放 "
+"新建全向光并将其添加到 VisualServer。可以使用返回的 RID 访问它。此 RID 可用于"
+"大多数 [code]light_*[/code] VisualServer 函数。\n"
+"完成 RID 处理后,可使用 VisualServer 的静态方法 [method free_rid] 释放 "
"RID。\n"
-"要放置在场景中,请使用返回的 RID 使用 [method instance_set_base] 将此泛光灯附"
+"要放置在场景中,请使用返回的 RID 使用 [method instance_set_base] 将此全向光附"
"加到实例。"
#: doc/classes/VisualServer.xml
@@ -84171,7 +84387,7 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns [code]true[/code] if particles are currently set to emitting."
-msgstr "如果当前粒子被设置发射,则返回[code]true[/code]。"
+msgstr "如果当前粒子被设置发射,则返回 [code]true[/code]。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -84298,7 +84514,7 @@ msgid ""
"to [member Particles.process_material]."
msgstr ""
"设置用于处理粒子的材质。\n"
-"[b]注意:[/b] 这不是用于绘制材质的材质。相当于[member Particles."
+"[b]注意:[/b]这不是用于绘制材质的材质。相当于[member Particles."
"process_material]。"
#: doc/classes/VisualServer.xml
@@ -84586,19 +84802,19 @@ msgstr "为这个骨架分配 GPU 缓冲区。"
#: doc/classes/VisualServer.xml
msgid "Returns the [Transform] set for a specific bone of this skeleton."
-msgstr "返回这个骨架的特定骨骼的[Transform]集合。"
+msgstr "返回这个骨架的特定骨骼的 [Transform]。"
#: doc/classes/VisualServer.xml
msgid "Returns the [Transform2D] set for a specific bone of this skeleton."
-msgstr "返回此骨架的特定骨骼的[Transform2D]集合。"
+msgstr "返回这个骨架的特定骨骼的 [Transform2D]。"
#: doc/classes/VisualServer.xml
msgid "Sets the [Transform] for a specific bone of this skeleton."
-msgstr "设置此骨架特定骨骼的 [Transform]集合。"
+msgstr "设置这个骨架的特定骨骼的 [Transform]。"
#: doc/classes/VisualServer.xml
msgid "Sets the [Transform2D] for a specific bone of this skeleton."
-msgstr "设置此骨架特定骨骼的 [Transform2D]集合。"
+msgstr "设置这个骨架的特定骨骼的 [Transform2D]。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -84608,9 +84824,10 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"创建一个骨架并将其添加到VisualServer中。它可以通过返回的RID进行访问。这个RID"
-"可用于所有[code]skeleton_*[/code] VisualServer函数。\n"
-"一旦完成了对RID的处理,可使用VisualServer的[method free_rid]静态方法释放RID。"
+"创建一个骨架并将其添加到 VisualServer 中。它可以通过返回的 RID 进行访问。这"
+"个 RID 可用于所有 [code]skeleton_*[/code] VisualServer 函数。\n"
+"一旦完成了对 RID 的处理,可使用 VisualServer 的静态方法 [method free_rid] 释"
+"放 RID。"
#: doc/classes/VisualServer.xml
msgid "Returns the number of bones allocated for this skeleton."
@@ -84642,12 +84859,12 @@ msgid ""
"To place in a scene, attach this spot light to an instance using [method "
"instance_set_base] using the returned RID."
msgstr ""
-"创建一个聚光灯并将其添加到VisualServer中。可以用返回的RID来访问它。这个RID可"
-"用于大多数[code]light_*[/code] VisualServer函数。\n"
-"一旦完成了对RID的处理,可使用VisualServer的[method free_rid]静态方法释放"
-"RID。\n"
-"要在场景中放置,请使用返回的RID,用[method instance_set_base]将该聚光灯附加到"
-"一个实例上。"
+"创建一个聚光并将其添加到 VisualServer 中。可以用返回的 RID 来访问它。这个 "
+"RID 可用于大多数 [code]light_*[/code] VisualServer 函数。\n"
+"一旦完成了对 RID 的处理,可使用 VisualServer 的静态方法 [method free_rid] 释"
+"放 RID。\n"
+"要在场景中放置,请使用返回的 RID,用 [method instance_set_base] 将该聚光附加"
+"到一个实例上。"
#: doc/classes/VisualServer.xml
msgid "Allocates the GPU memory for the texture."
@@ -84745,13 +84962,13 @@ msgstr "设置纹理的路径。"
msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
-msgstr "如果为[code]true[/code],设置内部进程,将所有图像数据缩小到一半大小。"
+msgstr "如果为 [code]true[/code],设置内部进程,将所有图像数据缩小到一半大小。"
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], the image will be stored in the texture's images array "
"if overwritten."
-msgstr "如果为[code]true[/code],如果被覆盖,图像将存储在纹理的图像数组中。"
+msgstr "如果为 [code]true[/code],如果被覆盖,图像将存储在纹理的图像数组中。"
#: doc/classes/VisualServer.xml
msgid "Sets a viewport's camera."
@@ -84930,8 +85147,8 @@ msgid ""
"Sets the size of the shadow atlas's images (used for omni and spot lights). "
"The value will be rounded up to the nearest power of 2."
msgstr ""
-"设置阴影图集的图像大小(用于泛光灯和聚光灯)。该值将被四舍五入到最接近的2的n"
-"次方。"
+"设置阴影图集的图像大小(用于全向光和聚光)。该值将被四舍五入到最接近的 2 的"
+"幂。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -85049,7 +85266,7 @@ msgstr "帆布项目的最大 Z 层。"
#: doc/classes/VisualServer.xml
msgid ""
"Max number of glow levels that can be used with glow post-process effect."
-msgstr "可用于发光后期处理效果的最大发光级别数。"
+msgstr "可用于辉光后处理效果的最大辉光级别数。"
#: doc/classes/VisualServer.xml
msgid "Unused enum in Godot 3.x."
@@ -85225,37 +85442,39 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Primitive to draw consists of points."
-msgstr "基本网格绘制由点组成。"
+msgstr "绘制的图元由点组成。"
#: doc/classes/VisualServer.xml
msgid "Primitive to draw consists of lines."
-msgstr "基本网格绘制由线条组成。"
+msgstr "绘制的图元由线组成。"
#: doc/classes/VisualServer.xml
msgid "Primitive to draw consists of a line strip from start to end."
-msgstr "基本网格的绘制由一条首尾闭合的线条组成。"
+msgstr "绘制的图元由单条线带组成。"
#: doc/classes/VisualServer.xml
msgid ""
"Primitive to draw consists of a line loop (a line strip with a line between "
"the last and the first vertex)."
-msgstr "绘制的图元包括一个线环,即在最后一个和第一个顶点之间有一条线的线条。"
+msgstr ""
+"绘制的图元由单个线环组成(第一个顶点与最后一个顶点之间有线相连的线带)。"
#: doc/classes/VisualServer.xml
msgid "Primitive to draw consists of triangles."
-msgstr "基本网格的绘制由三角形组成。"
+msgstr "绘制的图元由三角形组成。"
#: doc/classes/VisualServer.xml
msgid ""
"Primitive to draw consists of a triangle strip (the last 3 vertices are "
"always combined to make a triangle)."
-msgstr "基本网格绘制由一个三角形条组成(最后3个顶点总是组合成一个三角形)。"
+msgstr "绘制的图元由单条三角形带组成(最后 3 个顶点总是会构成三角形)。"
#: doc/classes/VisualServer.xml
msgid ""
"Primitive to draw consists of a triangle strip (the last 2 vertices are "
"always combined with the first to make a triangle)."
-msgstr "图元绘制由三角形条组成,最后3个顶点总是组合成一个三角形。"
+msgstr ""
+"绘制的图元由单条三角形带组成(最后 2 个顶点总是会与第一个顶点构成三角形)。"
#: doc/classes/VisualServer.xml
msgid "Represents the size of the [enum PrimitiveType] enum."
@@ -85263,15 +85482,15 @@ msgstr "表示 [enum PrimitiveType] 枚举的大小。"
#: doc/classes/VisualServer.xml
msgid "Is a directional (sun) light."
-msgstr "是定向(日光)灯。"
+msgstr "是平行光(日光)。"
#: doc/classes/VisualServer.xml
msgid "Is an omni light."
-msgstr "是泛光灯。"
+msgstr "是全向光。"
#: doc/classes/VisualServer.xml
msgid "Is a spot light."
-msgstr "是聚光灯。"
+msgstr "是聚光。"
#: doc/classes/VisualServer.xml
msgid "The light's energy."
@@ -85350,13 +85569,13 @@ msgstr "代表[enum LightParam]枚举的大小。"
#: doc/classes/VisualServer.xml
msgid "Use a dual paraboloid shadow map for omni lights."
-msgstr "对泛光灯使用双抛物面阴影贴图。"
+msgstr "对全向光使用双抛物面阴影贴图。"
#: doc/classes/VisualServer.xml
msgid ""
"Use a cubemap shadow map for omni lights. Slower but better quality than "
"dual paraboloid."
-msgstr "对泛光灯使用立方体贴图阴影贴图。比双抛物面更慢但质量更好。"
+msgstr "对全向光使用立方体贴图阴影贴图。比双抛物面更慢但质量更好。"
#: doc/classes/VisualServer.xml
msgid "Use more detail vertically when computing shadow map."
@@ -85942,7 +86161,7 @@ msgstr "将指定节点添加到着色器中。"
msgid ""
"Returns [code]true[/code] if the specified nodes and ports can be connected "
"together."
-msgstr "如果指定节点和端口可以连接在一起,则返回[code]true[/code]。"
+msgstr "如果指定节点和端口可以连接在一起,则返回 [code]true[/code]。"
#: doc/classes/VisualShader.xml
msgid "Connects the specified nodes and ports."
@@ -85976,7 +86195,7 @@ msgstr "返回指定节点在着色器图中的位置。"
#: doc/classes/VisualShader.xml
msgid ""
"Returns [code]true[/code] if the specified node and port connection exist."
-msgstr "如果指定的节点和端口连接存在,返回[code]true[/code]。"
+msgstr "如果指定的节点和端口连接存在,返回 [code]true[/code]。"
#: doc/classes/VisualShader.xml
msgid "Removes the specified node from the shader."
@@ -86165,7 +86384,7 @@ msgstr "一个[Color]函数,在可视化着色器图中使用。"
msgid ""
"Accept a [Color] to the input port and transform it according to [member "
"function]."
-msgstr "接受一个[Color]到输入端口,并根据 [member function] 对其进行转换。"
+msgstr "接受一个 [Color] 到输入端口,并根据 [member function] 对其进行转换。"
#: doc/classes/VisualShaderNodeColorFunc.xml
msgid ""
@@ -86855,7 +87074,7 @@ msgstr ""
"在着色器语言中翻译为[code]faceforward(N, I, Nref)[/code]。该函数有三个向量参"
"数。[code]N[/code],定向矢量,[code]I[/code],入射矢量,以及[code]Nref[/"
"code],参考矢量。如果[code]I[/code]和[code]Nref[/code]的点积小于零,返回值为"
-"[code]N[/code]。否则,将返回[code]-N[/code]。"
+"[code]N[/code]。否则,将返回 [code]-N[/code]。"
#: doc/classes/VisualShaderNodeFresnel.xml
msgid "A Fresnel effect to be used within the visual shader graph."
@@ -86959,18 +87178,18 @@ msgstr ""
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid "Returns [code]true[/code] if the specified input port exists."
-msgstr "如果指定的输入端口存在,返回[code]true[/code]。"
+msgstr "如果指定的输入端口存在,返回 [code]true[/code]。"
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid "Returns [code]true[/code] if the specified output port exists."
-msgstr "如果指定的输出端口存在,返回[code]true[/code]。"
+msgstr "如果指定的输出端口存在,返回 [code]true[/code]。"
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid ""
"Returns [code]true[/code] if the specified port name does not override an "
"existed port name and is valid within the shader."
msgstr ""
-"如果指定的端口名称没有重写现有的端口名称,并且在着色器中有效,则返回"
+"如果指定的端口名称没有重写现有的端口名称,并且在着色器中有效,则返回 "
"[code]true[/code]。"
#: doc/classes/VisualShaderNodeGroupBase.xml
@@ -87045,7 +87264,8 @@ msgstr "布尔比较运算符,在可视化着色器图中使用。"
msgid ""
"Returns the boolean result of the comparison between [code]INF[/code] or "
"[code]NaN[/code] and a scalar parameter."
-msgstr "返回[code]INF[/code]或[code]NaN[/code]与标量参数之间比较的布尔值结果。"
+msgstr ""
+"返回 [code]INF[/code]或[code]NaN[/code]与标量参数之间比较的布尔值结果。"
#: doc/classes/VisualShaderNodeIs.xml
msgid "The comparison function. See [enum Function] for options."
@@ -87157,9 +87377,9 @@ msgid ""
"and [code]1.0[/code] using Hermite polynomials."
msgstr ""
"在着色器语言中转换成[code]smoothstep(edge0, edge1, x)[/code]。\n"
-"如果[code]x[/code]小于[code]edge0[/code],返回[code]0.0[/code];如果[code]x[/"
-"code]大于[code]edge1[/code],返回[code]1.0[/code]。否则返回值在[code]0.0[/"
-"code]和[code]1.0[/code]之间使用Hermite多项式进行插值。"
+"如果[code]x[/code]小于[code]edge0[/code],返回 [code]0.0[/code];如果"
+"[code]x[/code]大于[code]edge1[/code],返回 [code]1.0[/code]。否则返回值在"
+"[code]0.0[/code]和[code]1.0[/code]之间使用Hermite多项式进行插值。"
#: doc/classes/VisualShaderNodeScalarSwitch.xml
msgid "A boolean/scalar function for use within the visual shader graph."
@@ -87612,7 +87832,7 @@ msgstr "返回参数的相反值。"
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns [code]1/vector[/code]."
-msgstr "返回[code]1/vector[/code]。"
+msgstr "返回 [code]1/vector[/code]。"
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Converts RGB vector to HSV equivalent."
@@ -87713,8 +87933,8 @@ msgid ""
"parameter is negative, [code]1[/code] if it's positive and [code]0[/code] "
"otherwise."
msgstr ""
-"提取参数的符号,即如果参数是负的,返回[code]-1[/code],如果是正的,返回"
-"[code]1[/code],否则返回[code]0[/code]。"
+"提取参数的符号,即如果参数是负的,返回 [code]-1[/code],如果是正的,返回 "
+"[code]1[/code],否则返回 [code]0[/code]。"
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the sine of the parameter."
@@ -87744,7 +87964,7 @@ msgstr "返回一个等于与参数最接近的整数的值,该值的绝对值
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns [code]1.0 - vector[/code]."
-msgstr "返回[code]1.0 - vector[/code]。"
+msgstr "返回 [code]1.0 - vector[/code]。"
#: doc/classes/VisualShaderNodeVectorInterp.xml
msgid ""
@@ -87837,8 +88057,8 @@ msgid ""
"Vector step operator. Returns [code]0.0[/code] if [code]a[/code] is smaller "
"than [code]b[/code] and [code]1.0[/code] otherwise."
msgstr ""
-"向量步长运算符。如果[code]a[/code]小于[code]b[/code],返回[code]0.0[/code],"
-"否则返回[code]1.0[/code]。"
+"向量步长运算符。如果[code]a[/code]小于[code]b[/code],返回 [code]0.0[/code],"
+"否则返回 [code]1.0[/code]。"
#: doc/classes/VisualShaderNodeVectorRefract.xml
msgid ""
@@ -87887,9 +88107,9 @@ msgid ""
msgstr ""
"在着色器语言中转换成[code]smoothstep(edge0, edge1, x)[/code],其中[code]x[/"
"code]是一个标量。\n"
-"如果[code]x[/code]小于[code]edge0[/code],返回[code]0.0[/code],如果[code]x[/"
-"code]大于[code]edge1[/code],返回[code]1.0[/code]。否则返回值在[code]0.0[/"
-"code]和[code]1.0[/code]之间使用Hermite多项式进行插值。"
+"如果[code]x[/code]小于[code]edge0[/code],返回 [code]0.0[/code],如果"
+"[code]x[/code]大于[code]edge1[/code],返回 [code]1.0[/code]。否则返回值在"
+"[code]0.0[/code]和[code]1.0[/code]之间使用Hermite多项式进行插值。"
#: doc/classes/VisualShaderNodeVectorScalarStep.xml
msgid "Calculates a vector Step function within the visual shader graph."
@@ -87902,7 +88122,7 @@ msgid ""
"and [code]1.0[/code] otherwise."
msgstr ""
"在着色器语言中转换成[code]step(edge, x)[/code]。\n"
-"如果[code]x[/code]小于[code]edge[/code],返回[code]0.0[/code],否则返回"
+"如果[code]x[/code]小于[code]edge[/code],返回 [code]0.0[/code],否则返回 "
"[code]1.0[/code]。"
#: doc/classes/VisualShaderNodeVectorSmoothStep.xml
@@ -87920,9 +88140,9 @@ msgid ""
msgstr ""
"在着色器语言中转换成[code]smoothstep(edge0, edge1, x)[/code],其中[code]x[/"
"code]是一个向量。\n"
-"如果[code]x[/code]小于[code]edge0[/code],返回[code]0.0[/code],如果[code]x[/"
-"code]大于[code]edge1[/code],返回[code]1.0[/code]。否则返回值在[code]0.0[/"
-"code]和[code]1.0[/code]之间使用Hermite多项式进行插值。"
+"如果[code]x[/code]小于[code]edge0[/code],返回 [code]0.0[/code],如果"
+"[code]x[/code]大于[code]edge1[/code],返回 [code]1.0[/code]。否则返回值在"
+"[code]0.0[/code]和[code]1.0[/code]之间使用Hermite多项式进行插值。"
#: doc/classes/VScrollBar.xml
msgid "Vertical scroll bar."
@@ -88054,7 +88274,7 @@ msgid ""
"then)."
msgstr ""
"返回创建时分配给该通道的ID,或在协商时自动分配。\n"
-"如果该通道没有进行带外协商,那么该ID将只在连接建立后可用,在此之前将返回"
+"如果该通道没有进行带外协商,那么该ID将只在连接建立后可用,在此之前将返回 "
"[code]65535[/code]。"
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
@@ -88093,13 +88313,13 @@ msgstr "返回该通道的当前状态,参阅[enum ChannelState]。"
msgid ""
"Returns [code]true[/code] if this channel was created with out-of-band "
"configuration."
-msgstr "如果这个通道是用带外配置创建的,返回[code]true[/code]。"
+msgstr "如果这个通道是用带外配置创建的,返回 [code]true[/code]。"
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
msgid ""
"Returns [code]true[/code] if this channel was created with ordering enabled "
"(default)."
-msgstr "如果这个通道在创建时启用了排序功能,则默认返回[code]true[/code]。"
+msgstr "如果这个通道在创建时启用了排序功能,则默认返回 [code]true[/code]。"
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
msgid "Reserved, but not used for now."
@@ -88110,7 +88330,7 @@ msgid ""
"Returns [code]true[/code] if the last received packet was transferred as "
"text. See [member write_mode]."
msgstr ""
-"如果最后收到的数据包是以文本形式传输,则返回[code]true[/code]。参阅[member "
+"如果最后收到的数据包是以文本形式传输,则返回 [code]true[/code]。参阅[member "
"write_mode]。"
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
@@ -88175,16 +88395,17 @@ msgid ""
"initialize]. Beside that data transfer works like in a "
"[NetworkedMultiplayerPeer]."
msgstr ""
-"这个类构建了一个完整的[WebRTCPeerConnection]网状结构(每个对等体有一个连"
-"接),可以作为[member MultiplayerAPI.network_peer]使用。\n"
-"你可以通过[method add_peer]添加每个[WebRTCPeerConnection],或者通过[method "
-"remove_peer]删除它们。对等体必须在[constant WebRTCPeerConnection.STATE_NEW]状"
-"态下添加,以允许它创建适当的通道。这个类不会创建提交也不会设置描述,它只会轮"
-"询,并通知连接和断开。\n"
-"除非在[method initialize]中[code]server_compatibility[/code]为[code]true[/"
-"code],否则[signal NetworkedMultiplayerPeer.connection_succeeded]和[signal "
-"NetworkedMultiplayerPeer.server_disconnected]将不会被触发。除此之外,数据传输"
-"的工作方式类似于 [NetworkedMultiplayerPeer]。"
+"这个类构建了一个完整的 [WebRTCPeerConnection] 网状结构(每个对等体有一个连"
+"接),可以作为 [member MultiplayerAPI.network_peer] 使用。\n"
+"你可以通过 [method add_peer] 添加每个 [WebRTCPeerConnection],或者通过 "
+"[method remove_peer] 删除它们。对等体必须在 [constant WebRTCPeerConnection."
+"STATE_NEW] 状态下添加,以允许它创建适当的通道。这个类不会创建提交也不会设置描"
+"述,它只会轮询,并通知连接和断开。\n"
+"除非在 [method initialize] 中 [code]server_compatibility[/code] 为 "
+"[code]true[/code],否则不会触发 [signal NetworkedMultiplayerPeer."
+"connection_succeeded] 和 [signal NetworkedMultiplayerPeer."
+"server_disconnected]。除此之外,数据传输的工作方式类似于 "
+"[NetworkedMultiplayerPeer]。"
#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
msgid ""
@@ -88232,8 +88453,8 @@ msgid ""
"Returns [code]true[/code] if the given [code]peer_id[/code] is in the peers "
"map (it might not be connected though)."
msgstr ""
-"如果给定的[code]peer_id[/code]在对等体映射中,则返回[code]true[/code],尽管它"
-"可能没有连接。"
+"如果给定的[code]peer_id[/code]在对等体映射中,则返回 [code]true[/code],尽管"
+"它可能没有连接。"
#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
msgid ""
@@ -88259,7 +88480,7 @@ msgstr ""
"如果[code]server_compatibilty[/code]是[code]false[/code](默认),多人对等体"
"将立即处于[constant NetworkedMultiplayerPeer.CONNECTION_CONNECTED]状态,"
"[signal NetworkedMultiplayerPeer.connection_succeeded]将不会被发射出来。\n"
-"如果[code]server_compatibilty[/code]为[code]true[/code],对等体将抑制所有"
+"如果[code]server_compatibilty[/code]为 [code]true[/code],对等体将抑制所有"
"[signal NetworkedMultiplayerPeer.peer_connected]信号,直到一个id为[constant "
"NetworkedMultiplayerPeer.TARGET_PEER_SERVER]的对等体连接,然后发出[signal "
"NetworkedMultiplayerPeer.connection_succeeded]。之后将对每个已经连接的对等体"
@@ -88437,21 +88658,21 @@ msgid ""
"}\n"
"[/codeblock]"
msgstr ""
-"重新初始化这个对等体连接,关闭任何先前活动的连接,并回到状态[constant "
-"STATE_NEW]。可以通过[code]options[/code]的字典来配置对等连接。\n"
-"有效的[code]options[/code]是:\n"
+"重新初始化这个对等体连接,关闭任何先前活动的连接,并回到状态 [constant "
+"STATE_NEW]。可以通过 [code]options[/code] 的字典来配置对等连接。\n"
+"有效的 [code]options[/code] 是:\n"
"[codeblock]\n"
"{\n"
" \"iceServers\": [\n"
" {\n"
-" \"urls\":[\"stun:stun.example.com:3478\"], # 一个或多个STUN服"
-"务。\n"
+" \"urls\":[\"stun:stun.example.com:3478\"], # 一个或多个 STUN 服务"
+"器。\n"
" },\n"
" {\n"
-" \"urls\":[\"turn:turn.example.com:3478\"], # 一个或多个TURN服"
-"务。\n"
-" \"username\":\"a_username\", # TURN服务的可选用户名。\n"
-" \"credential\":\"a_password\", # TURN服务的可选密码。\n"
+" \"urls\":[\"turn:turn.example.com:3478\"], # 一个或多个 TURN 服务"
+"器。\n"
+" \"username\":\"a_username\", # TURN 服务器的可选用户名。\n"
+" \"credential\":\"a_password\", # TURN 服务器的可选密码。\n"
" }\n"
" ]\n"
"}\n"
@@ -88612,10 +88833,10 @@ msgstr ""
"put_packet(data)[/code]。\n"
"你可以选择传递一个[code]custom_headers[/code]的列表,以添加到握手的HTTP请求"
"中。\n"
-"[b]注意:[/b] 为了避免HTML5中的混合内容警告或错误,须使用以[code]wss://[/"
-"code](安全)开头的[code]url[/code],而不是[code]ws://[/code]。这样做时,确保"
-"使用与服务器的SSL证书中定义的完全合格的域名。不要直接通过IP地址进行"
-"[code]wss://[/code]连接,因为它不会与SSL证书相匹配。\n"
+"[b]注意:[/b]为了避免HTML5中的混合内容警告或错误,须使用以[code]wss://[/code]"
+"(安全)开头的[code]url[/code],而不是[code]ws://[/code]。这样做时,确保使用"
+"与服务器的SSL证书中定义的完全合格的域名。不要直接通过IP地址进行[code]wss://[/"
+"code]连接,因为它不会与SSL证书相匹配。\n"
"[b]注意:[/b]由于浏览器的限制,指定[code]custom_headers[/code]在HTML5导出中不"
"被支持。"
@@ -88654,7 +88875,7 @@ msgid ""
"Settings for it to work when exported."
msgstr ""
"如果 [code]true[/code],则启用 SSL 证书验证。\n"
-"[b]注意:[/b] 你必须在项目设置中指定要使用的证书,以便在导出时发挥作用。"
+"[b]注意:[/b]你必须在项目设置中指定要使用的证书,以便在导出时发挥作用。"
#: modules/websocket/doc_classes/WebSocketClient.xml
msgid ""
@@ -88730,7 +88951,7 @@ msgstr ""
"区。\n"
"缓冲区的大小以KiB为单位,所以[code]4=2^12=4096字节[/code]。所有的参数都将被四"
"舍五入到最接近的2的幂。\n"
-"[b]注意:[/b] HTML5输出只使用输入缓冲区,因为输出缓冲区是由浏览器管理的。"
+"[b]注意:[/b]HTML5输出只使用输入缓冲区,因为输出缓冲区是由浏览器管理的。"
#: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml
msgid ""
@@ -88739,8 +88960,8 @@ msgid ""
"configured to use Godot multiplayer API."
msgstr ""
"当收到来自对等体的数据包时触发的信号。\n"
-"[b]注意:[/b] 这个信号只有在客户端或服务器被配置为使用Godot多人游戏API时才会"
-"发出。"
+"[b]注意:[/b]这个信号只有在客户端或服务器被配置为使用Godot多人游戏API时才会发"
+"出。"
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid "A class representing a specific WebSocket connection."
@@ -88774,7 +88995,7 @@ msgstr ""
"[b]注意:[/b]为了实现彻底的关闭,你需要继续轮询,直到收到[signal "
"WebSocketClient.connection_closed]或[signal WebSocketServer."
"client_disconnected]。\n"
-"[b]注意:[/b] HTML5导出可能不支持所有状态代码。请参考特定浏览器的文档以了解更"
+"[b]注意:[/b]HTML5导出可能不支持所有状态代码。请参考特定浏览器的文档以了解更"
"多细节。"
#: modules/websocket/doc_classes/WebSocketPeer.xml
@@ -88799,8 +89020,8 @@ msgid ""
"[/b] HTML5 exports use WebSocket.bufferedAmount, while other platforms use "
"an internal buffer."
msgstr ""
-"返回输出的websocket缓冲区中的当前数据量。[b]注意:[/b] HTML5导出使用"
-"WebSocket.bufferedAmount,而其他平台使用内部缓冲区。"
+"返回输出的websocket缓冲区中的当前数据量。[b]注意:[/b]HTML5导出使用WebSocket."
+"bufferedAmount,而其他平台使用内部缓冲区。"
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid "Gets the current selected write mode. See [enum WriteMode]."
@@ -88808,7 +89029,7 @@ msgstr "获取当前选择的写入模式。参阅[enum WriteMode]。"
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid "Returns [code]true[/code] if this peer is currently connected."
-msgstr "如果该对等体当前已连接,则返回[code]true[/code]。"
+msgstr "如果该对等体当前已连接,则返回 [code]true[/code]。"
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid ""
@@ -88818,7 +89039,7 @@ msgid ""
msgstr ""
"在底层的TCP套接字上禁用Nagle算法(默认)。参阅[method StreamPeerTCP."
"set_no_delay]以了解更多信息。\n"
-"[b]注意:[/b] 在HTML5导出中不可用。"
+"[b]注意:[/b]在HTML5导出中不可用。"
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid "Sets the socket to use the given [enum WriteMode]."
@@ -88829,7 +89050,7 @@ msgid ""
"Returns [code]true[/code] if the last received packet was sent as a text "
"payload. See [enum WriteMode]."
msgstr ""
-"如果最后收到的数据包是作为文本有效载荷发送的,返回[code]true[/code]。参阅"
+"如果最后收到的数据包是作为文本有效载荷发送的,返回 [code]true[/code]。参阅"
"[enum WriteMode]。"
#: modules/websocket/doc_classes/WebSocketPeer.xml
@@ -88862,7 +89083,7 @@ msgstr ""
"在启动服务器后,[method listen],你需要[method NetworkedMultiplayerPeer.poll]"
"它以固定的时间间隔,例如在[method Node._process]内。当客户端连接、断开或发送"
"数据时,你会收到相应的信号。\n"
-"[b]注意:[/b] 在HTML5导出中不可用。"
+"[b]注意:[/b]在HTML5导出中不可用。"
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
@@ -88874,12 +89095,12 @@ msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Returns [code]true[/code] if a peer with the given ID is connected."
-msgstr "如果一个具有给定ID的对等体被连接,则返回[code]true[/code]。"
+msgstr "如果一个具有给定ID的对等体被连接,则返回 [code]true[/code]。"
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
"Returns [code]true[/code] if the server is actively listening on a port."
-msgstr "如果服务器正在监听某个端口,返回[code]true[/code]。"
+msgstr "如果服务器正在监听某个端口,返回 [code]true[/code]。"
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
@@ -88908,6 +89129,11 @@ msgstr ""
"对等体进行通信,例如,[code]get_peer(id).get_available_packet_count[/code]。"
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr "停止服务器并清除其状态。"
@@ -88994,6 +89220,7 @@ msgid "AR/VR interface using WebXR."
msgstr "使用 WebXR 的 AR/VR 接口。"
#: modules/webxr/doc_classes/WebXRInterface.xml
+#, fuzzy
msgid ""
"WebXR is an open standard that allows creating VR and AR applications that "
"run in the web browser.\n"
@@ -89020,6 +89247,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -89421,6 +89651,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -89576,8 +89813,8 @@ msgid ""
"[member CanvasItem.visible] property."
msgstr ""
"返回关闭的 [TextureButton]。\n"
-"[b]警告:[/b] 这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望"
-"隐藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。"
+"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望隐"
+"藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。"
#: doc/classes/WindowDialog.xml
msgid "If [code]true[/code], the user can resize the window."
diff --git a/doc/translations/zh_TW.po b/doc/translations/zh_TW.po
index a702f66017..c2418daa16 100644
--- a/doc/translations/zh_TW.po
+++ b/doc/translations/zh_TW.po
@@ -10,12 +10,14 @@
# Lihan Zhu <lihan@proctorio.com>, 2021.
# jixun <jingshinglai@gmail.com>, 2021.
# Nick Chu <nickchu35@gmail.com>, 2021.
+# Number18 <secretemail7730@gmail.com>, 2022.
+# 曹恩逢 <nelson22768384@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2021-10-10 14:03+0000\n"
-"Last-Translator: Nick Chu <nickchu35@gmail.com>\n"
+"PO-Revision-Date: 2022-04-10 17:08+0000\n"
+"Last-Translator: 曹恩逢 <nelson22768384@gmail.com>\n"
"Language-Team: Chinese (Traditional) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/zh_Hant/>\n"
"Language: zh_TW\n"
@@ -23,7 +25,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 4.9-dev\n"
+"X-Generator: Weblate 4.12-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -51,7 +53,7 @@ msgstr "訊號"
#: doc/tools/make_rst.py
msgid "Enumerations"
-msgstr "列舉類型"
+msgstr "列舉"
#: doc/tools/make_rst.py
msgid "Constants"
@@ -88,7 +90,7 @@ msgstr ""
#: doc/tools/make_rst.py
msgid "Setter"
-msgstr ""
+msgstr "Setter"
#: doc/tools/make_rst.py
msgid "value"
@@ -3575,7 +3577,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -7097,8 +7099,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -11829,8 +11832,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12633,8 +12636,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13724,7 +13730,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -20610,18 +20619,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21796,6 +21821,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -25696,6 +25729,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25745,6 +25822,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -32672,7 +32792,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32691,6 +32811,19 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "回傳參數的餘弦值。"
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -36464,7 +36597,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
-msgstr ""
+msgstr "節點與場景"
#: doc/classes/Node.xml
msgid "All Demos"
@@ -38134,7 +38267,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -40046,79 +40182,79 @@ msgstr ""
#: doc/classes/OS.xml
msgid "Sunday."
-msgstr ""
+msgstr "星期日。"
#: doc/classes/OS.xml
msgid "Monday."
-msgstr ""
+msgstr "星期一。"
#: doc/classes/OS.xml
msgid "Tuesday."
-msgstr ""
+msgstr "星期二。"
#: doc/classes/OS.xml
msgid "Wednesday."
-msgstr ""
+msgstr "星期三。"
#: doc/classes/OS.xml
msgid "Thursday."
-msgstr ""
+msgstr "星期四。"
#: doc/classes/OS.xml
msgid "Friday."
-msgstr ""
+msgstr "星期五。"
#: doc/classes/OS.xml
msgid "Saturday."
-msgstr ""
+msgstr "星期六。"
#: doc/classes/OS.xml
msgid "January."
-msgstr ""
+msgstr "一月。"
#: doc/classes/OS.xml
msgid "February."
-msgstr ""
+msgstr "二月。"
#: doc/classes/OS.xml
msgid "March."
-msgstr ""
+msgstr "三月。"
#: doc/classes/OS.xml
msgid "April."
-msgstr ""
+msgstr "四月。"
#: doc/classes/OS.xml
msgid "May."
-msgstr ""
+msgstr "五月。"
#: doc/classes/OS.xml
msgid "June."
-msgstr ""
+msgstr "六月。"
#: doc/classes/OS.xml
msgid "July."
-msgstr ""
+msgstr "七月。"
#: doc/classes/OS.xml
msgid "August."
-msgstr ""
+msgstr "八月。"
#: doc/classes/OS.xml
msgid "September."
-msgstr ""
+msgstr "九月。"
#: doc/classes/OS.xml
msgid "October."
-msgstr ""
+msgstr "十月。"
#: doc/classes/OS.xml
msgid "November."
-msgstr ""
+msgstr "十一月。"
#: doc/classes/OS.xml
msgid "December."
-msgstr ""
+msgstr "十二月。"
#: doc/classes/OS.xml
msgid ""
@@ -40350,6 +40486,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -46073,7 +46217,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46720,7 +46864,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47990,16 +48134,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50035,6 +50187,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "回傳參數的正弦值。"
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -52326,14 +52483,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -53780,7 +53946,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -54584,7 +54764,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -55905,7 +56088,6 @@ msgid ""
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
@@ -56176,9 +56358,9 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57654,10 +57836,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57666,10 +57844,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -58694,6 +58868,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58956,6 +59138,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -62521,7 +62710,7 @@ msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "OK."
-msgstr ""
+msgstr "OK。"
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Empty HTTP response."
@@ -71683,6 +71872,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71778,6 +71972,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -72003,6 +72200,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "